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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.158 by root, Wed May 7 19:19:09 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 if (shstr yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167}
168
169/**
170 * Handles applying a potion.
171 */
172int
173apply_potion (object *op, object *tmp)
174{
175 int got_one = 0, i;
176 object *force = 0, *floor = 0;
177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
188 if (op->type == PLAYER)
189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190 identify (tmp);
191
192 handle_apply_yield (tmp);
193
194 /* Potion of restoration - only for players */
195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
197 object *depl;
198 archetype *at;
199
200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201 {
202 op->drain_stat ();
203 op->update_stats ();
204 tmp->decrease ();
205 return 1;
206 }
207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
210 LOG (llevError, "Could not find archetype depletion\n");
211 return 0;
212 }
213
214 depl = present_arch_in_ob (at, op);
215
216 if (depl)
217 {
218 for (i = 0; i < NUM_STATS; i++)
219 if (depl->stats.stat (i))
220 op->statusmsg (restore_msg[i]);
221
222 depl->destroy ();
223 op->update_stats ();
224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
227
228 tmp->decrease ();
229 return 1;
230 }
231
232 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 {
235 for (i = 1; i < MIN (11, op->level); i++)
236 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 {
239 if (op->contr->levhp[i] != 1)
240 {
241 op->contr->levhp[i] = 1;
242 break;
243 }
244
245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
251 if (op->contr->levgrace[i] != 1)
252 {
253 op->contr->levgrace[i] = 1;
254 break;
255 }
256 }
257 else
258 {
259 if (op->contr->levhp[i] < 9)
260 {
261 op->contr->levhp[i] = 9;
262 break;
263 }
264
265 if (op->contr->levsp[i] < 6)
266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
273 op->contr->levgrace[i] = 3;
274 break;
275 }
276 }
277 }
278
279 /* Just makes checking easier */
280 if (i < MIN (11, op->level))
281 got_one = 1;
282
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
285 if (got_one)
286 {
287 op->update_stats ();
288 op->statusmsg ("The Gods smile upon you and remake you "
289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
308 }
309
310
311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312 * and heroism all fit into this category. Given the spell object code,
313 * there is no limit to the number of spells that potions can be cast,
314 * but direction is problematic to try and imbue fireball potions for example.
315 */
316 if (tmp->inv)
317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!");
323
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 }
332 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334
335 tmp->decrease ();
336
337 /* if youre dead, no point in doing this... */
338 if (!QUERY_FLAG (op, FLAG_REMOVED))
339 op->update_stats ();
340
341 return 1;
342 }
343
344 /* Deal with protection potions */
345 force = NULL;
346 for (i = 0; i < NROFATTACKS; i++)
347 {
348 if (tmp->resist[i])
349 {
350 if (!force)
351 force = get_archetype (FORCE_NAME);
352
353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
354 force->type = POTION_EFFECT;
355 break; /* Only need to find one protection since we copy entire batch */
356 }
357 }
358
359 /* This is a protection potion */
360 if (force)
361 {
362 /* cursed items last longer */
363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
364 {
365 force->stats.food *= 10;
366 for (i = 0; i < NROFATTACKS; i++)
367 if (force->resist[i] > 0)
368 force->resist[i] = -force->resist[i]; /* prot => vuln */
369 }
370
371 force->speed_left = -1;
372 force = insert_ob_in_ob (force, op);
373 CLEAR_FLAG (tmp, FLAG_APPLIED);
374 SET_FLAG (force, FLAG_APPLIED);
375 change_abil (op, force);
376 tmp->decrease ();
377 return 1;
378 }
379
380 /* Only thing left are the stat potions */
381 if (op->type == PLAYER)
382 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else
386 SET_FLAG (tmp, FLAG_APPLIED);
387
388 if (!change_abil (op, tmp))
389 op->statusmsg ("Nothing happened.");
390 }
391
392 /* CLEAR_FLAG is so that if the character has other potions
393 * that were grouped with the one consumed, his
394 * stat will not be raised by them. fix_player just clears
395 * up all the stats.
396 */
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 op->update_stats ();
399 tmp->decrease ();
400 return 1;
401}
402 111
403/**************************************************************************** 112/****************************************************************************
404 * Weapon improvement code follows 113 * Weapon improvement code follows
405 ****************************************************************************/ 114 ****************************************************************************/
406 115
407/** 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/**
408 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
409 */ 133 */
410static int 134static int
411check_item (object *op, const char *item) 135check_item (object *op, shstr_cmp item)
412{ 136{
413 int count = 0; 137 int count = 0;
414 138
415 if (!item) 139 if (!item)
416 return 0; 140 return 0;
417 141
418 for (op = op->below; op; op = op->below) 142 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 143 if (op->arch->archname == item)
421 { 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 146 count += op->number_of ();
429 }
430 }
431 }
432 147
433 return count; 148 return count;
434} 149}
435 150
436/** 151/**
438 * op is typically the player, which is only 153 * op is typically the player, which is only
439 * really used to determine what space to look at. 154 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
441 */ 156 */
442static void 157static void
443eat_item (object *op, const char *item, uint32 nrof) 158eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 159{
445 object *prev; 160 object *prev;
446 161
447 prev = op; 162 prev = op;
448 op = op->below; 163 op = op->below;
449 164
450 while (op) 165 while (op)
451 { 166 {
452 if (strcmp (op->arch->archname, item) == 0) 167 if (op->arch->archname == item)
453 { 168 {
454 if (op->nrof >= nrof) 169 if (op->nrof >= nrof)
455 { 170 {
456 op->decrease (nrof); 171 op->decrease (nrof);
457 return; 172 return;
469 op = op->below; 184 op = op->below;
470 } 185 }
471} 186}
472 187
473/** 188/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522}
523
524/**
525 * Returns how many items of type improver->slaying there are under op. 189 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 190 * Will display a message if none found, and 1 if improver->slaying is NULL.
527 */ 191 */
528static int 192static int
529check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
533 if (improver->slaying) 197 if (improver->slaying)
534 { 198 {
535 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
536 if (count < 1) 200 if (count < 1)
537 { 201 {
538 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
539 return 0; 203 return 0;
540 } 204 }
541 } 205 }
542 else 206 else
543 count = 1; 207 count = 1;
582 246
583/** 247/**
584 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
586 */ 250 */
587int 251static int
588prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
589{ 253{
590 int sacrifice_count, i; 254 int sacrifice_count, i;
591 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
592 256
608 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
609 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
610 { 274 {
611 op->failmsg ("You cannot prepare magic weapons. " 275 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, " 276 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac.>"); 277 "speed or ac, or has other protections.>");
614 return 0; 278 return 0;
615 } 279 }
616 280
617 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
618 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
645 * 309 *
646 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
649 */ 313 */
650int 314static int
651improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
652{ 316{
653 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
654 318
655 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
657 321
658 if (weapon->level == 0) 322 if (weapon->level == 0)
659 { 323 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 327 return 0;
662 } 328 }
663 329
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 332 {
666 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 334 return 0;
668 } 335 }
669 336
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
671 { 339 {
672 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 342 "really want to improve it.");
675 return 0; 343 return 0;
703 weapon->last_eat++; 371 weapon->last_eat++;
704 weapon->item_power++; 372 weapon->item_power++;
705 improver->decrease (); 373 improver->decrease ();
706 return 1; 374 return 1;
707 } 375 }
376
708 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 378 {
710 weapon->magic++; 379 weapon->magic++;
711 weapon->last_eat++; 380 weapon->last_eat++;
712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
723 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
724 393
725 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
727 { 396 {
728 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);
729 return 0; 398 return 0;
730 } 399 }
731 400
732 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 402 weapon->item_power++;
752/** 421/**
753 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
754 * 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, ...),
755 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
756 */ 425 */
757int 426static int
758check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
759{ 428{
760 object *otmp;
761
762 if (op->type != PLAYER) 429 if (op->type != PLAYER)
763 return 0; 430 return 0;
764 431
765 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))
766 { 433 {
767 op->failmsg ("Something blocks the magic of the scroll!"); 434 op->failmsg ("Something blocks the magic of the scroll!");
768 return 0; 435 return 0;
769 } 436 }
770 437
771 otmp = find_marked_object (op); 438 object *otmp = op->mark ();
439
772 if (!otmp) 440 if (!otmp)
773 { 441 {
774 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.>");
775 return 0; 443 return 0;
776 } 444 }
777 445
778 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 447 {
780 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!");
781 return 0; 455 return 0;
782 } 456 }
783 457
784 op->statusmsg ("Applied weapon builder."); 458 op->statusmsg ("Applied weapon builder.");
785 459
808 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 483 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 485 * changing of physical area right now.
812 */ 486 */
813int 487static int
814improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
815{ 489{
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
819 { 491 {
820 op->failmsg ("This armour can not be enchanted any further!"); 492 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 493 return 0;
822 } 494 }
833 } 505 }
834 506
835 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
837 */ 509 */
838 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 511
840 armour->magic++; 512 armour->magic++;
841 513
842 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
843 { 515 {
881 553
882 if (op->type == PLAYER) 554 if (op->type == PLAYER)
883 { 555 {
884 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
885 557
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 558 if (armour->flag [FLAG_APPLIED])
887 op->update_stats (); 559 op->update_stats ();
888 } 560 }
889 561
890 improver->decrease (); 562 improver->decrease ();
891 563
902 * Takes one type of items and makes another. 574 * Takes one type of items and makes another.
903 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
904 * 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
905 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
906 */ 578 */
907static int 579int
908convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
909{ 581{
910 sint64 nr, price_in; 582 sint64 nr = 0, price_in;
911 583
912 if (item->flag [FLAG_UNPAID]) 584 if (item->flag [FLAG_UNPAID])
913 return 0; 585 return 0;
914 586
915 shstr conv_from = converter->slaying; 587 shstr conv_from = converter->slaying;
916 archetype *conv_to = converter->other_arch; 588 archetype *conv_to = converter->other_arch;
917 sint64 need = converter->stats.food; 589 sint64 need = converter->stats.food;
918 sint64 give = converter->stats.sp; 590 sint64 give = converter->stats.sp;
919 591
971 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++)
972 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
973 ob_to_copy = ob; 645 ob_to_copy = ob;
974 646
975 item = ob_to_copy->deep_clone (); 647 item = ob_to_copy->deep_clone ();
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 650 }
979 else 651 else
980 { 652 {
981 if (!conv_to) 653 if (!conv_to)
993 item->nrof = give; 665 item->nrof = give;
994 666
995 if (nr) 667 if (nr)
996 item->nrof *= nr; 668 item->nrof *= nr;
997 669
998 if (is_in_shop (converter)) 670 if (converter->flag [FLAG_PRECIOUS])
999 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 }
1000 else if (price_in < sint64 (item->nrof) * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 682 {
1002 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",
1003 &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);
1004 /** 685 /**
1005 * 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
1006 * hopefully had something in mind when doing this. 687 * hopefully had something in mind when doing this.
1007 */ 688 */
1008 } 689 }
1009 690
1010 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
1011 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);
1012 return 1; 697 return 1;
1013} 698}
1014 699
1015/** 700/**
1016 * Handle apply on containers. 701 * Handle apply on containers.
1017 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1018 * 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]
1019 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1020 */ 705 */
1021int 706static int
1022apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1023{ 708{
1024 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1025 return 0; /* This might change */ 710 return 0; /* This might change */
1026 711
1039 } 724 }
1040 725
1041 // 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
1042 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1043 { 728 {
1044 if (op->container == sack) 729 if (op->container_ () == sack)
1045 { 730 {
1046 // open on ground or inv, so close 731 // open on ground or inv, so close
1047 op->close_container (); 732 op->close_container ();
1048 return 1; 733 return 1;
1049 } 734 }
1050 else if (!sack->env) 735 else if (!sack->env)
1051 { 736 {
1052 // active, but not ours: some other player has opened it 737 // active, but not ours: some other player has opened it
1053 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));
1054 return 1; 739 return 1;
1055 } 740 }
1056 741
1057 // fall through to opening it (active in inv) 742 // fall through to opening it (active in inv)
1058 } 743 }
1092{ 777{
1093 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1094 if (altar->inv && (!originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1095 return 0; 780 return 0;
1096 781
1097 if (operate_altar (altar, &sacrifice)) 782 if (operate_altar (altar, &sacrifice, originator))
1098 { 783 {
1099 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1100 * 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
1101 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1102 */ 787 */
1111/* push_button (altar);*/ 796/* push_button (altar);*/
1112 } 797 }
1113 else 798 else
1114 { 799 {
1115 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1116 push_button (altar); 801 push_button (altar, originator);
1117 } 802 }
1118 803
1119 return !sacrifice; 804 return !sacrifice;
1120 } 805 }
1121 else 806 else
1134{ 819{
1135 int rv = 0; 820 int rv = 0;
1136 double opinion; 821 double opinion;
1137 object *tmp, *next; 822 object *tmp, *next;
1138 823
1139 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1140 825
1141 bool has_unpaid = false; 826 bool has_unpaid = false;
1142 827
1143 // 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
1144 // a quick and small change :( 829 // a quick and small change :(
1145 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 830 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1146 if (item->flag [FLAG_UNPAID]) 831 if (item->flag [FLAG_UNPAID])
1147 { 832 {
1148 has_unpaid = true; 833 has_unpaid = true;
1149 break; 834 break;
1150 } 835 }
1151 836
1152 if (op->type != PLAYER) 837 if (!op->is_player ())
1153 { 838 {
1154 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1155 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1156 * the shop. 841 * the shop.
1157 */ 842 */
1158 for (tmp = op->inv; tmp; tmp = next) 843 for (tmp = op->inv; tmp; tmp = next)
1159 { 844 {
1160 next = tmp->below; 845 next = tmp->below;
1161 846
1162 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (tmp->flag [FLAG_UNPAID])
1163 { 848 {
1164 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);
1165 850
851 if (i >= 0)
1166 tmp->remove (); 852 tmp->move (i);
1167
1168 if (i == -1)
1169 i = 0;
1170
1171 tmp->map = op->map;
1172 tmp->x = op->x + freearr_x[i];
1173 tmp->y = op->y + freearr_y[i];
1174 insert_ob_in_map (tmp, op->map, op, 0);
1175 } 853 }
1176 } 854 }
1177 855
1178 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1179 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (op->flag [FLAG_NO_PICK])
1180 return 0; 858 return 0;
1181 859
1182 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1183 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1184 */ 862 */
1185 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1186 { 864 {
1187 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1188 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);
1189 867
1190 if (i != -1) 868 if (i != -1)
1191 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);
1192 870
1193 return 0; 871 return 0;
1194 } 872 }
873
1195 /* Removed code that checked for multipart objects - it appears that 874 /* Removed code that checked for multipart objects - it appears that
1196 * the teleport function should be able to handle this just fine. 875 * the teleport function should be able to handle this just fine.
1197 */ 876 */
1198 rv = teleport (shop_mat, SHOP_MAT, op); 877 rv = teleport (shop_mat, SHOP_MAT, op);
1199 } 878 }
1202 /* this is only used for players */ 881 /* this is only used for players */
1203 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1204 883
1205 if (has_unpaid) 884 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy")); 885 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op)) 886 else if (op->is_in_shop ())
1208 op->contr->play_sound (sound_find ("shop_enter")); 887 op->contr->play_sound (sound_find ("shop_enter"));
1209 else 888 else
1210 op->contr->play_sound (sound_find ("shop_leave")); 889 op->contr->play_sound (sound_find ("shop_leave"));
1211 890
1212 if (shop_mat->msg) 891 if (shop_mat->msg)
1213 op->statusmsg (shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1214 /* 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,
1215 * 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
1216 * actually the shop floor. 895 * actually the shop floor.
1217 */ 896 */
1218 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1219 { 898 {
1220 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1221 900
1222 op->statusmsg ( 901 op->statusmsg (
1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1244 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1245 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;
1246 } 925 }
1247 } 926 }
1248 927
1249 CLEAR_FLAG (op, FLAG_NO_APPLY); 928 op->clr_flag (FLAG_NO_APPLY);
1250 return rv; 929 return rv;
1251} 930}
1252 931
1253/** 932/**
1254 * Handles applying a sign. 933 * Handles applying a sign.
1255 */ 934 */
1256static void 935static void
1257apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1258{ 937{
1259 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 }
1260 946
1261 if (!sign->msg) 947 if (!sign->msg)
1262 { 948 {
1263 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 "));
1264 return; 953 return;
1265 } 954 }
1266 955
1267 if (sign->stats.food) 956 if (sign->stats.food)
1268 { 957 {
1269 if (sign->last_eat >= sign->stats.food) 958 if (sign->last_eat >= sign->stats.food)
1270 { 959 {
1271 if (!sign->move_on) 960 if (!sign->move_on)
1272 op->statusmsg ("You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
1273 962
1274 return; 963 return;
1275 } 964 }
1276 965
1277 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!op->flag [FLAG_WIZPASS])
1278 sign->last_eat++; 967 sign->last_eat++;
1279 } 968 }
1280 969
1281 /* 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?
1282 * 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
1283 * 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
1284 * to us). 973 * to us).
1285 */ 974 */
1286 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)
1287 { 976 {
1288 op->failmsg ("You are unable to read while blind!"); 977 op->failmsg ("You are unable to read while blind!");
1289 return; 978 return;
1290 } 979 }
1291 980
1295 if (sign->sound) 984 if (sign->sound)
1296 ns->play_sound (sign->sound); 985 ns->play_sound (sign->sound);
1297 else if (autoapply) 986 else if (autoapply)
1298 ns->play_sound (sound_find ("msg_voice")); 987 ns->play_sound (sound_find ("msg_voice"));
1299 988
1300 if (ns->can_msg)
1301 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));
1302 else
1303 {
1304 msgType = get_readable_message_type (sign);
1305 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1306 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1307 }
1308 } 990 }
1309} 991}
1310 992
1311/** 993static void
1312 * 'victim' moves onto 'trap'
1313 * 'victim' leaves 'trap'
1314 * effect is determined by move_on/move_off of trap and move_type of victime.
1315 *
1316 * originator: Player, monster or other object that caused 'victim' to move
1317 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1318 * However, some types of traps require an originator to function.
1319 */
1320void
1321move_apply (object *trap, object *victim, object *originator) 994move_apply_hole (object *trap, object *victim)
1322{ 995{
1323 static int recursion_depth = 0; 996 /* Hole not open? */
1324 997 if (trap->stats.wc > 0)
1325 /* Only exits affect DMs. */
1326 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1327 return; 998 return;
1328 999
1329 /* move_apply() is the most likely candidate for causing unwanted and 1000 /* Is this a multipart monster and not the head? If so, return.
1330 * possibly unlimited recursion. 1001 * Processing will happen if the head runs into the pit
1331 */ 1002 */
1332 /* The following was changed because it was causing perfeclty correct 1003 if (victim->head)
1333 * maps to fail. 1) it's not an error to recurse:
1334 * rune detonates, summoning monster. monster lands on nearby rune.
1335 * nearby rune detonates. This sort of recursion is expected and
1336 * proper. This code was causing needless crashes.
1337 */
1338 if (recursion_depth >= 500)
1339 {
1340 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1341 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1342 return; 1004 return;
1343 }
1344 1005
1345 recursion_depth++; 1006 // now find all possible locations and randomly pick one
1346 if (trap->head) 1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1347 trap = trap->head; 1008 trap->range >= 3 ? SIZEOFFREE3 + 1
1009 : trap->range >= 2 ? SIZEOFFREE2 + 1
1010 : trap->range >= 1 ? SIZEOFFREE1 + 1
1011 : SIZEOFFREE0 + 1);
1348 1012
1349 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1013 if (dir < 0)
1350 goto leave; 1014 return;
1351 1015
1352 switch (trap->type)
1353 {
1354 case PLAYERMOVER:
1355 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1356 {
1357 if (!trap->stats.maxsp)
1358 trap->stats.maxsp = 2;
1359
1360 /* Is this correct? From the docs, it doesn't look like it
1361 * should be divided by trap->speed
1362 */
1363 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1364
1365 /* Just put in some sanity check. I think there is a bug in the
1366 * above with some objects have zero speed, and thus the player
1367 * getting permanently paralyzed.
1368 */
1369 if (victim->speed_left < -50.f)
1370 victim->speed_left = -50.f;
1371 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1372 }
1373 goto leave;
1374
1375 case SPINNER:
1376 if (victim->direction)
1377 {
1378 victim->direction = absdir (victim->direction - trap->stats.sp);
1379 update_turn_face (victim);
1380 }
1381 goto leave;
1382
1383 case DIRECTOR:
1384 if (victim->direction && !should_director_abort (trap, victim))
1385 {
1386 victim->direction = trap->stats.sp;
1387 update_turn_face (victim);
1388 }
1389 goto leave;
1390
1391 case BUTTON:
1392 case PEDESTAL:
1393 update_button (trap);
1394 goto leave;
1395
1396 case ALTAR:
1397 /* sacrifice victim on trap */
1398 apply_altar (trap, victim, originator);
1399 goto leave;
1400
1401 case THROWN_OBJ:
1402 if (trap->inv == NULL)
1403 goto leave;
1404 /* fallthrough */
1405
1406 case ARROW:
1407 /* bad bug: monster throw a object, make a step forwards, step on object ,
1408 * trigger this here and get hit by own missile - and will be own enemy.
1409 * Victim then is his own enemy and will start to kill herself (this is
1410 * removed) but we have not synced victim and his missile. To avoid senseless
1411 * action, we avoid hits here
1412 */
1413 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1414 hit_with_arrow (trap, victim);
1415 goto leave;
1416
1417 case SPELL_EFFECT:
1418 apply_spell_effect (trap, victim);
1419 goto leave;
1420
1421 case TRAPDOOR:
1422 {
1423 int max, sound_was_played;
1424 object *ab, *ab_next;
1425
1426 if (!trap->value)
1427 {
1428 int tot;
1429
1430 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1431 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1432 tot += ab->head_ ()->total_weight ();
1433
1434 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1435 goto leave;
1436
1437 SET_ANIMATION (trap, trap->value);
1438 update_object (trap, UP_OBJ_FACE);
1439 }
1440
1441 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1442 {
1443 /* need to set this up, since if we do transfer the object,
1444 * ab->above would be bogus
1445 */
1446 ab_next = ab->above;
1447
1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 {
1450 if (!sound_was_played)
1451 {
1452 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1453 sound_was_played = 1;
1454 }
1455
1456 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1457 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1458 }
1459 }
1460 goto leave;
1461 }
1462
1463 case CONVERTER:
1464 if (convert_item (victim, trap) < 0)
1465 {
1466 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1467 archetype::get (shstr_burnout)->insert_at (trap, trap);
1468 }
1469
1470 goto leave;
1471
1472 case TRIGGER_BUTTON:
1473 case TRIGGER_PEDESTAL:
1474 case TRIGGER_ALTAR:
1475 check_trigger (trap, victim);
1476 goto leave;
1477
1478 case DEEP_SWAMP:
1479 walk_on_deep_swamp (trap, victim);
1480 goto leave;
1481
1482 case CHECK_INV:
1483 check_inv (victim, trap);
1484 goto leave;
1485
1486 case HOLE:
1487 /* Hole not open? */
1488 if (trap->stats.wc > 0)
1489 goto leave;
1490
1491 /* Is this a multipart monster and not the head? If so, return.
1492 * Processing will happen if the head runs into the pit
1493 */
1494 if (victim->head)
1495 goto leave;
1496
1497 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1498 victim->statusmsg ("You fall through the hole!", NDI_RED); 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
1499 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1500 goto leave;
1501 1018
1502 case EXIT: 1019 transfer_ob (victim,
1503 if (victim->type == PLAYER && EXIT_PATH (trap)) 1020 EXIT_X (trap) + freearr_x[dir],
1504 { 1021 EXIT_Y (trap) + freearr_y[dir],
1505 /* Basically, don't show exits leading to random maps the 1022 0, victim);
1506 * players output.
1507 */
1508 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1509 victim->statusmsg (trap->msg, NDI_NAVY);
1510
1511 trap->play_sound (trap->sound);
1512 victim->enter_exit (trap);
1513 }
1514 goto leave;
1515
1516 case ENCOUNTER:
1517 /* may be some leftovers on this */
1518 goto leave;
1519
1520 case SHOP_MAT:
1521 apply_shop_mat (trap, victim);
1522 goto leave;
1523
1524 /* Drop a certain amount of gold, and have one item identified */
1525 case IDENTIFY_ALTAR:
1526 apply_id_altar (victim, trap, originator);
1527 goto leave;
1528
1529 case SIGN:
1530 if (victim->type != PLAYER && trap->stats.food > 0)
1531 goto leave; /* monsters musn't apply magic_mouths with counters */
1532
1533 apply_sign (victim, trap, 1);
1534 goto leave;
1535
1536 case CONTAINER:
1537 apply_container (victim, trap);
1538 goto leave;
1539
1540 case RUNE:
1541 case TRAP:
1542 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1543 spring_trap (trap, victim);
1544 goto leave;
1545
1546 default:
1547 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1548 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1549 goto leave;
1550 }
1551
1552leave:
1553 recursion_depth--;
1554}
1555
1556/**
1557 * Handles reading a regular (ie not containing a spell) book.
1558 */
1559static void
1560apply_book (object *op, object *tmp)
1561{
1562 int lev_diff;
1563 object *skill_ob;
1564
1565 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1566 {
1567 op->failmsg ("You are unable to read while blind!");
1568 return;
1569 }
1570
1571 if (!tmp->msg)
1572 {
1573 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1574 return;
1575 }
1576
1577 /* need a literacy skill to read stuff! */
1578 skill_ob = find_skill_by_name (op, tmp->skill);
1579 if (!skill_ob)
1580 {
1581 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1582 return;
1583 }
1584
1585 lev_diff = tmp->level - (skill_ob->level + 5);
1586 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1587 {
1588 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1589 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1590 : lev_diff < 5 ? "This book is beyond your comprehension."
1591 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1592 : lev_diff < 15 ? "This book is way beyond your comprehension."
1593 : "This book is totally beyond your comprehension.");
1594 return;
1595 }
1596
1597 readable_message_type *msgType = get_readable_message_type (tmp);
1598
1599 if (player *pl = op->contr)
1600 if (client *ns = pl->ns)
1601 if (ns->can_msg)
1602 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1603 else
1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1605 msgType->message_type, msgType->message_subtype,
1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1608
1609 /* gain xp from reading */
1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1611 { /* only if not read before */
1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1613
1614 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1615 {
1616 /*exp_gain *= 2; because they just identified it too */
1617 SET_FLAG (tmp, FLAG_IDENTIFIED);
1618
1619 if (object *pl = tmp->visible_to ())
1620 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1621 }
1622
1623 change_exp (op, exp_gain, skill_ob->skill, 0);
1624 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1625 }
1626}
1627
1628/**
1629 * Handles the applying of a skill scroll, calling learn_skill straight.
1630 * op is the person learning the skill, tmp is the skill scroll object
1631 */
1632static void
1633apply_skillscroll (object *op, object *tmp)
1634{
1635 switch (learn_skill (op, tmp))
1636 {
1637 case 0:
1638 op->play_sound (sound_find ("generic_fail"));
1639 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1640 break;
1641
1642 case 1:
1643 tmp->decrease ();
1644 op->play_sound (sound_find ("skill_learn"));
1645 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1646 break;
1647
1648 default:
1649 tmp->decrease ();
1650 op->play_sound (sound_find ("generic_fail"));
1651 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1652 break;
1653 }
1654}
1655
1656/**
1657 * Actually makes op learn spell.
1658 * Informs player of what happens.
1659 */
1660void
1661do_learn_spell (object *op, object *spell, int special_prayer)
1662{
1663 object *tmp;
1664
1665 if (op->type != PLAYER)
1666 {
1667 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1668 return;
1669 }
1670
1671 /* Upgrade special prayers to normal prayers */
1672 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1673 {
1674 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1675 {
1676 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1677 return;
1678 }
1679 return;
1680 }
1681
1682 op->contr->play_sound (sound_find ("learn_spell"));
1683
1684 tmp = spell->clone ();
1685 insert_ob_in_ob (tmp, op);
1686
1687 if (special_prayer)
1688 SET_FLAG (tmp, FLAG_STARTEQUIP);
1689
1690 esrv_add_spells (op->contr, tmp);
1691}
1692
1693/**
1694 * Erases spell from player's inventory.
1695 */
1696void
1697do_forget_spell (object *op, const char *spell)
1698{
1699 object *spob;
1700
1701 if (op->type != PLAYER)
1702 {
1703 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1704 return;
1705 }
1706 if ((spob = check_spell_known (op, spell)) == NULL)
1707 {
1708 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1709 return;
1710 }
1711
1712 op->failmsg (format ("You lose knowledge of %s.", spell));
1713 player_unready_range_ob (op->contr, spob);
1714 esrv_remove_spell (op->contr, spob);
1715 spob->destroy ();
1716}
1717
1718/**
1719 * Handles player applying a spellbook.
1720 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1721 * stuff like that. Random learning failure too.
1722 */
1723static void
1724apply_spellbook (object *op, object *tmp)
1725{
1726 object *skop, *spell, *spell_skill;
1727
1728 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1729 {
1730 op->failmsg ("You are unable to read while blind.");
1731 return;
1732 }
1733
1734 /* artifact_spellbooks have 'slaying' field point to a spell name,
1735 * instead of having their spell stored in stats.sp. These are
1736 * legacy spellbooks
1737 */
1738 if (tmp->slaying)
1739 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell)
1742 {
1743 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 return;
1745 }
1746 else
1747 insert_ob_in_ob (spell, tmp);
1748
1749 tmp->slaying = 0;
1750 }
1751
1752 skop = find_skill_by_name (op, tmp->skill);
1753
1754 /* need a literacy skill to learn spells. Also, having a literacy level
1755 * lower than the spell will make learning the spell more difficult */
1756 if (!skop)
1757 {
1758 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1759 return;
1760 }
1761
1762 spell = tmp->inv;
1763
1764 if (!spell)
1765 {
1766 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1767 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1768 return;
1769 }
1770
1771 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1772 {
1773 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1774 return;
1775 }
1776
1777 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1778
1779 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1780 identify (tmp);
1781
1782 /* I removed the check for special_prayer_mark here - it didn't make
1783 * a lot of sense - special prayers are not found in spellbooks, and
1784 * if the player doesn't know the spell, doesn't make a lot of sense that
1785 * they would have a special prayer mark.
1786 */
1787 if (check_spell_known (op, spell->name))
1788 {
1789 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1790 return;
1791 }
1792
1793 if (spell->skill)
1794 {
1795 spell_skill = find_skill_by_name (op, spell->skill);
1796
1797 if (!spell_skill)
1798 {
1799 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1800 return;
1801 }
1802
1803 if (spell_skill->level < spell->level)
1804 {
1805 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1806 return;
1807 }
1808 }
1809
1810 /* Logic as follows
1811 *
1812 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1813 *
1814 * 2- The learner's skill level in literacy adjusts the chance to learn
1815 * a spell.
1816 *
1817 * 3 -Automatically fail to learn if you read while confused
1818 *
1819 * Overall, chances are the same but a player will find having a high
1820 * literacy rate very useful! -b.t.
1821 */
1822 if (QUERY_FLAG (op, FLAG_CONFUSED))
1823 {
1824 op->failmsg ("In your confused state you flub the wording of the text!");
1825 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1826 }
1827 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1828 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1829 {
1830 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1831 do_learn_spell (op, spell, 0);
1832
1833 /* xp gain to literacy for spell learning */
1834 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1835 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1836 }
1837 else
1838 {
1839 op->contr->play_sound (sound_find ("fumble_spell"));
1840 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1841 }
1842
1843 tmp->decrease ();
1844}
1845
1846/**
1847 * Handles applying a spell scroll.
1848 */
1849void
1850apply_scroll (object *op, object *tmp, int dir)
1851{
1852 object *skop;
1853
1854 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1855 {
1856 op->failmsg ("You are unable to read while blind.");
1857 return;
1858 }
1859
1860 if (!tmp->inv || tmp->inv->type != SPELL)
1861 {
1862 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1863 return;
1864 }
1865
1866 if (op->type == PLAYER)
1867 {
1868 /* players need a literacy skill to read stuff! */
1869 int exp_gain = 0;
1870
1871 /* hard code literacy - tmp->skill points to where the exp
1872 * should go for anything killed by the spell.
1873 */
1874 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1875
1876 if (!skop)
1877 {
1878 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1879 return;
1880 }
1881
1882 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1883 change_exp (op, exp_gain, skop->skill, 0);
1884 }
1885
1886 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1887 identify (tmp);
1888
1889 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1890
1891 cast_spell (op, tmp, dir, tmp->inv, NULL);
1892 tmp->decrease ();
1893}
1894
1895/**
1896 * Applies a treasure object - by default, chest. op
1897 * is the person doing the applying, tmp is the treasure
1898 * chest.
1899 */
1900static void
1901apply_treasure (object *op, object *tmp)
1902{
1903 /* Nice side effect of this treasure creation method is that the treasure
1904 * for the chest is done when the chest is created, and put into the chest
1905 * inventory. So that when the chest burns up, the items still exist. Also
1906 * prevents people from moving chests to more difficult maps to get better
1907 * treasure
1908 */
1909 object *treas = tmp->inv;
1910
1911 if (!treas)
1912 {
1913 op->statusmsg ("The chest was empty.");
1914 tmp->decrease ();
1915 return;
1916 }
1917
1918 while (tmp->inv)
1919 {
1920 treas = tmp->inv;
1921 treas->remove ();
1922
1923 treas->x = op->x;
1924 treas->y = op->y;
1925 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1926
1927 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1928 spring_trap (treas, op);
1929
1930 /* If either player or container was destroyed, no need to do
1931 * further processing. I think this should be enclused with
1932 * spring trap above, as I don't think there is otherwise
1933 * any way for the treasure chest or player to get killed.
1934 */
1935 if (op->destroyed () || tmp->destroyed ())
1936 break;
1937 }
1938
1939 if (!tmp->destroyed () && !tmp->inv)
1940 tmp->decrease ();
1941}
1942
1943/**
1944 * op eats food.
1945 * If player, takes care of messages and dragon special food.
1946 */
1947static void
1948apply_food (object *op, object *tmp)
1949{
1950 int capacity_remaining;
1951
1952 if (op->type != PLAYER)
1953 op->stats.hp = op->stats.maxhp;
1954 else
1955 {
1956 /* check if this is a dragon (player), eating some flesh */
1957 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1958 ;
1959 else
1960 {
1961 /* usual case - no dragon meal: */
1962 if (op->stats.food + tmp->stats.food > 999)
1963 {
1964 if (tmp->type == FOOD || tmp->type == FLESH)
1965 op->failmsg ("You feel full, but what a waste of food!");
1966 else
1967 op->statusmsg ("Most of the drink goes down your face not your throat!");
1968 }
1969
1970 tmp->play_sound (
1971 tmp->sound
1972 ? tmp->sound
1973 : tmp->type == DRINK
1974 ? sound_find ("eat_drink")
1975 : sound_find ("eat_food")
1976 );
1977
1978 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1979 {
1980 const char *buf;
1981
1982 if (!is_dragon_pl (op))
1983 {
1984 /* eating message for normal players */
1985 if (tmp->type == DRINK)
1986 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1987 else
1988 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1989 }
1990 else
1991 /* eating message for dragon players */
1992 buf = format ("The %s tasted terrible!", &tmp->name);
1993
1994 op->statusmsg (buf);
1995
1996 capacity_remaining = 999 - op->stats.food;
1997 op->stats.food += tmp->stats.food;
1998 if (capacity_remaining < tmp->stats.food)
1999 op->stats.hp += capacity_remaining / 50;
2000 else
2001 op->stats.hp += tmp->stats.food / 50;
2002
2003 if (op->stats.hp > op->stats.maxhp)
2004 op->stats.hp = op->stats.maxhp;
2005 if (op->stats.food > 999)
2006 op->stats.food = 999;
2007 }
2008
2009 /* special food hack -b.t. */
2010 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2011 eat_special_food (op, tmp);
2012 }
2013 }
2014
2015 handle_apply_yield (tmp);
2016 tmp->decrease ();
2017}
2018
2019/**
2020 * A dragon is eating some flesh. If the flesh contains resistances,
2021 * there is a chance for the dragon's skin to get improved.
2022 *
2023 * attributes:
2024 * object *op the object (dragon player) eating the flesh
2025 * object *meal the flesh item, getting chewed in dragon's mouth
2026 * return:
2027 * int 1 if eating successful, 0 if it doesn't work
2028 */
2029int
2030dragon_eat_flesh (object *op, object *meal)
2031{
2032 object *skin = NULL; /* pointer to dragon skin force */
2033 object *abil = NULL; /* pointer to dragon ability force */
2034 object *tmp = NULL; /* tmp. object */
2035
2036 double chance; /* improvement-chance of one resistance type */
2037 double totalchance = 1; /* total chance of gaining one resistance */
2038 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2039 double mbonus = 0; /* monster bonus */
2040 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2041 int winners = 0; /* number of winners */
2042 int i; /* index */
2043
2044 /* let's make sure and doublecheck the parameters */
2045 if (meal->type != FLESH || !is_dragon_pl (op))
2046 return 0;
2047
2048 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2049 from the player's inventory */
2050 for (tmp = op->inv; tmp; tmp = tmp->below)
2051 if (tmp->type == FORCE)
2052 if (tmp->arch->archname == shstr_dragon_skin_force)
2053 skin = tmp;
2054 else if (tmp->arch->archname == shstr_dragon_ability_force)
2055 abil = tmp;
2056
2057 /* if either skin or ability are missing, this is an old player
2058 which is not to be considered a dragon -> bail out */
2059 if (skin == NULL || abil == NULL)
2060 return 0;
2061
2062 /* now start by filling stomache and health, according to food-value */
2063 if ((999 - op->stats.food) < meal->stats.food)
2064 op->stats.hp += (999 - op->stats.food) / 50;
2065 else
2066 op->stats.hp += meal->stats.food / 50;
2067
2068 if (op->stats.hp > op->stats.maxhp)
2069 op->stats.hp = op->stats.maxhp;
2070
2071 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2072
2073 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2074
2075 /* on to the interesting part: chances for adding resistance */
2076 for (i = 0; i < NROFATTACKS; i++)
2077 {
2078 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2079 {
2080 /* got positive resistance, now calculate improvement chance (0-100) */
2081
2082 /* this bonus makes resistance increase easier at lower levels */
2083 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2084 if (i == abil->stats.exp)
2085 bonus += 5; /* additional bonus for resistance of ability-focus */
2086
2087 /* monster bonus increases with level, because high-level
2088 flesh is too rare */
2089 mbonus = op->level * 20. / ((double) settings.max_level);
2090
2091 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2092 ((double) settings.max_level)) - skin->resist[i];
2093
2094 if (chance >= 0.)
2095 chance += 1.;
2096 else
2097 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2098
2099 /* chance is proportional to amount of resistance (max. 50) */
2100 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2101
2102 /* doubled chance for resistance of ability-focus */
2103 if (i == abil->stats.exp)
2104 chance = MIN (100., chance * 2.);
2105
2106 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2107 if (rndm (10000) < (unsigned int) (chance * 100))
2108 {
2109 atnr_winner[winners] = i;
2110 winners++;
2111 }
2112
2113 if (chance >= 0.01)
2114 totalchance *= 1 - chance / 100;
2115
2116 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2117 }
2118 }
2119
2120 /* inverse totalchance as until now we have the failure-chance */
2121 totalchance = 100 - totalchance * 100;
2122
2123 /* print message according to totalchance */
2124 const char *buf;
2125 if (totalchance > 50.)
2126 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2127 else if (totalchance > 10.)
2128 buf = format ("The %s tasted very good.", &meal->name);
2129 else if (totalchance > 1.)
2130 buf = format ("The %s tasted good.", &meal->name);
2131 else if (totalchance > 0.1)
2132 buf = format ("The %s tasted bland.", &meal->name);
2133 else if (totalchance >= 0.01)
2134 buf = format ("The %s had a boring taste.", &meal->name);
2135 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2136 buf = format ("The %s tasted strange.", &meal->name);
2137 else
2138 buf = format ("The %s had no taste.", &meal->name);
2139
2140 op->statusmsg (buf);
2141
2142 /* now choose a winner if we have any */
2143 i = -1;
2144 if (winners > 0)
2145 i = atnr_winner[RANDOM () % winners];
2146
2147 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2148 {
2149 /* resistance increased! */
2150 skin->resist[i]++;
2151 op->update_stats ();
2152
2153 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2154 }
2155
2156 /* if this flesh contains a new ability focus, we mark it
2157 into the ability_force and it will take effect on next level */
2158 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2159 {
2160 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2161
2162 if (meal->last_eat != abil->stats.exp)
2163 op->statusmsg (format (
2164 "Your metabolism prepares to focus on %s!\n"
2165 "The change will happen at level %d.",
2166 change_resist_msg[meal->last_eat],
2167 abil->level + 1
2168 ));
2169 else
2170 {
2171 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2172 abil->last_eat = 0;
2173 }
2174 }
2175
2176 return 1;
2177}
2178
2179/**
2180 * Handles applying an improve armor scroll.
2181 * Does some sanity checks, then calls improve_armour.
2182 */
2183static void
2184apply_armour_improver (object *op, object *tmp)
2185{
2186 object *armor;
2187
2188 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2189 {
2190 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2191 return;
2192 }
2193
2194 armor = find_marked_object (op);
2195
2196 if (!armor)
2197 {
2198 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2199 return;
2200 }
2201
2202 if (armor->type != ARMOUR
2203 && armor->type != CLOAK
2204 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2205 {
2206 op->failmsg ("Your marked item is not armour!\n");
2207 return;
2208 }
2209
2210 op->statusmsg ("Applying armour enchantment.");
2211 improve_armour (op, tmp, armor);
2212}
2213
2214void
2215apply_poison (object *op, object *tmp)
2216{
2217 // need to do it now when it is still on the map
2218 handle_apply_yield (tmp);
2219
2220 object *poison = tmp->split (1);
2221
2222 if (op->type == PLAYER)
2223 {
2224 op->contr->play_sound (sound_find ("drink_poison"));
2225 op->failmsg ("Yech! That tasted poisonous!");
2226 op->contr->killer = poison;
2227 }
2228
2229 if (poison->stats.hp > 0)
2230 {
2231 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2232 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2233 }
2234
2235 op->stats.food -= op->stats.food / 4;
2236 poison->destroy ();
2237}
2238
2239/**
2240 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2241 * A valid 2 way exit means:
2242 * -You can come back (there is another exit at the other side)
2243 * -You are
2244 * ° the owner of the exit
2245 * ° or in the same party as the owner
2246 *
2247 * Note: a owner in a 2 way exit is saved as the owner's name
2248 * in the field exit->name cause the field exit->owner doesn't
2249 * survive in the swapping (in fact the whole exit doesn't survive).
2250 */
2251int
2252is_legal_2ways_exit (object *op, object *exit)
2253{
2254 if (exit->stats.exp != 1)
2255 return 1; /*This is not a 2 way, so it is legal */
2256
2257#if 0 //TODO
2258 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2259 return 0; /* This is a reset town portal */
2260#endif
2261
2262 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2263
2264 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2265
2266 if (exitmap)
2267 {
2268 exitmap->load_sync ();
2269
2270 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2271
2272 if (!tmp)
2273 return 0;
2274
2275 for (; tmp; tmp = tmp->above)
2276 {
2277 if (tmp->type != EXIT)
2278 continue; /*Not an exit */
2279
2280 if (!EXIT_PATH (tmp))
2281 continue; /*Not a valid exit */
2282
2283 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2284 continue; /*Not in the same place */
2285
2286 if (exit->map->path != EXIT_PATH (tmp))
2287 continue; /*Not in the same map */
2288
2289 /* From here we have found the exit is valid. However we do
2290 * here the check of the exit owner. It is important for the
2291 * town portals to prevent strangers from visiting your appartments
2292 */
2293 if (!exit->race)
2294 return 1; /*No owner, free for all! */
2295
2296 object *exit_owner = 0;
2297
2298 for_all_players (pp)
2299 {
2300 if (!pp->ob)
2301 continue;
2302
2303 if (pp->ob->name != exit->race)
2304 continue;
2305
2306 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2307 break;
2308 }
2309
2310 if (!exit_owner)
2311 return 0; /* No more owner */
2312
2313 if (exit_owner->contr == op->contr)
2314 return 1; /*It is your exit */
2315
2316 if (exit_owner && /*There is a owner */
2317 (op->contr) && /*A player tries to pass */
2318 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2319 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2320 return 0;
2321
2322 return 1;
2323 }
2324 }
2325
2326 return 0;
2327}
2328
2329/**
2330 * Main apply handler.
2331 *
2332 * Checks for unpaid items before applying.
2333 *
2334 * Return value:
2335 * 0: player or monster can't apply objects of that type
2336 * 1: has been applied, or there was an error applying the object
2337 * 2: objects of that type can't be applied if not in inventory
2338 *
2339 * op is the object that is causing object to be applied, tmp is the object
2340 * being applied.
2341 *
2342 * aflag is special (always apply/unapply) flags. Nothing is done with
2343 * them in this function - they are passed to apply_special
2344 */
2345int
2346manual_apply (object *op, object *tmp, int aflag)
2347{
2348 tmp = tmp->head_ ();
2349
2350 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2351 {
2352 if (op->type == PLAYER)
2353 {
2354 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2355 return 1;
2356 }
2357 else
2358 return 0; /* monsters just skip unpaid items */
2359 }
2360
2361 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2362 return RESULT_INT (0);
2363
2364 switch (tmp->type)
2365 {
2366 case CF_HANDLE:
2367 op->play_sound (sound_find ("turn_handle"));
2368 op->statusmsg ("You turn the handle.");
2369 tmp->value = tmp->value ? 0 : 1;
2370 SET_ANIMATION (tmp, tmp->value);
2371 update_object (tmp, UP_OBJ_FACE);
2372 push_button (tmp);
2373 return 1;
2374
2375 case TRIGGER:
2376 if (check_trigger (tmp, op))
2377 {
2378 op->statusmsg ("You turn the handle.");
2379 op->play_sound (sound_find ("turn_handle"));
2380 }
2381 else
2382 op->failmsg ("The handle doesn't move.");
2383
2384 return 1;
2385
2386 case EXIT:
2387 if (op->type != PLAYER)
2388 return 0;
2389
2390 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2391 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2392 else
2393 {
2394 /* Don't display messages for random maps. */
2395 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2396 op->statusmsg (tmp->msg, NDI_NAVY);
2397
2398 op->enter_exit (tmp);
2399 }
2400
2401 return 1;
2402
2403 case INSCRIBABLE:
2404 op->statusmsg (tmp->msg);
2405 // maybe show a spell menu to chose from or something like that
2406 return 1;
2407
2408 case SIGN:
2409 apply_sign (op, tmp, 0);
2410 return 1;
2411
2412 case BOOK:
2413 if (op->type == PLAYER)
2414 {
2415 apply_book (op, tmp);
2416 return 1;
2417 }
2418 else
2419 return 0;
2420
2421 case SKILLSCROLL:
2422 if (op->type == PLAYER)
2423 {
2424 apply_skillscroll (op, tmp);
2425 return 1;
2426 }
2427 else
2428 return 0;
2429
2430 case SPELLBOOK:
2431 if (op->type == PLAYER)
2432 {
2433 apply_spellbook (op, tmp);
2434 return 1;
2435 }
2436 else
2437 return 0;
2438
2439 case SCROLL:
2440 apply_scroll (op, tmp, 0);
2441 return 1;
2442
2443 case POTION:
2444 apply_potion (op, tmp);
2445 return 1;
2446
2447 /* Eneq(@csd.uu.se): Handle apply on containers. */
2448 //TODO: remove, as it is unsed?
2449 case CLOSE_CON:
2450 apply_container (op, tmp->env);
2451 return 1;
2452
2453 case CONTAINER:
2454 apply_container (op, tmp);
2455 return 1;
2456
2457 case TREASURE:
2458 if (op->type == PLAYER)
2459 {
2460 apply_treasure (op, tmp);
2461 return 1;
2462 }
2463 else
2464 return 0;
2465
2466 case WEAPON:
2467 case ARMOUR:
2468 case BOOTS:
2469 case GLOVES:
2470 case AMULET:
2471 case GIRDLE:
2472 case BRACERS:
2473 case SHIELD:
2474 case HELMET:
2475 case RING:
2476 case CLOAK:
2477 case WAND:
2478 case ROD:
2479 case HORN:
2480 case SKILL:
2481 case BOW:
2482 case LAMP:
2483 case BUILDER:
2484 case SKILL_TOOL:
2485 if (tmp->env != op)
2486 return 2; /* not in inventory */
2487
2488 apply_special (op, tmp, aflag);
2489 return 1;
2490
2491 case DRINK:
2492 case FOOD:
2493 case FLESH:
2494 apply_food (op, tmp);
2495 return 1;
2496
2497 case POISON:
2498 apply_poison (op, tmp);
2499 return 1;
2500
2501 case SAVEBED:
2502 return 1;
2503
2504 case ARMOUR_IMPROVER:
2505 if (op->type == PLAYER)
2506 {
2507 apply_armour_improver (op, tmp);
2508 return 1;
2509 }
2510 else
2511 return 0;
2512
2513 case WEAPON_IMPROVER:
2514 check_improve_weapon (op, tmp);
2515 return 1;
2516
2517 case CLOCK:
2518 if (op->type == PLAYER)
2519 {
2520 char buf[MAX_BUF];
2521 timeofday_t tod;
2522
2523 get_tod (&tod);
2524 op->play_sound (sound_find ("sound_clock"));
2525 op->statusmsg (format (
2526 "It is %d minute%s past %d o'clock %s",
2527 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2528 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2529 ));
2530 return 1;
2531 }
2532 else
2533 return 0;
2534
2535 case MENU:
2536 if (op->type == PLAYER)
2537 {
2538 shop_listing (tmp, op);
2539 return 1;
2540 }
2541 else
2542 return 0;
2543
2544 case POWER_CRYSTAL:
2545 apply_power_crystal (op, tmp); /* see egoitem.c */
2546 return 1;
2547
2548 case LIGHTER: /* for lighting torches/lanterns/etc */
2549 if (op->type == PLAYER)
2550 {
2551 apply_lighter (op, tmp);
2552 return 1;
2553 }
2554 else
2555 return 0;
2556
2557 case ITEM_TRANSFORMER:
2558 apply_item_transformer (op, tmp);
2559 return 1;
2560
2561 default:
2562 return 0;
2563 }
2564}
2565
2566/* quiet suppresses the "don't know how to apply" and "you must get it first"
2567 * messages as needed by player_apply_below(). But there can still be
2568 * "but you are floating high above the ground" messages.
2569 *
2570 * Same return value as apply() function.
2571 */
2572int
2573player_apply (object *pl, object *op, int aflag, int quiet)
2574{
2575 if (!op->env && (pl->move_type & MOVE_FLYING))
2576 {
2577 /* player is flying and applying object not in inventory */
2578 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2579 {
2580 pl->failmsg ("But you are floating high above the ground! "
2581 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2582 "or waiting till the levitation effect wears off.>");
2583 return 0;
2584 }
2585 }
2586
2587 pl->contr->last_used = op;
2588
2589 int tmp = manual_apply (pl, op, aflag);
2590
2591 if (!quiet)
2592 {
2593 if (tmp == 0)
2594 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2595 else if (tmp == 2)
2596 pl->failmsg ("You must get it first!\n");
2597 }
2598
2599 return tmp;
2600}
2601
2602/**
2603 * player_apply_below attempts to apply the object 'below' the player.
2604 * If the player has an open container, we use that for below, otherwise
2605 * we use the ground.
2606 */
2607void
2608player_apply_below (object *pl)
2609{
2610 int floors = 0;
2611
2612 /* If using a container, set the starting item to be the top
2613 * item in the container. Otherwise, use the map.
2614 * This is perhaps more complicated. However, I want to make sure that
2615 * we don't use a corrupt pointer for the next object, so we get the
2616 * next object in the stack before applying. This is can only be a
2617 * problem if player_apply() has a bug in that it uses the object but does
2618 * not return a proper value.
2619 */
2620 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2621 {
2622 next = tmp->below;
2623
2624 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2625 floors++;
2626 else if (floors > 0)
2627 return; /* process only floor objects after first floor object */
2628
2629 /* If it is visible, player can apply it. If it is applied by
2630 * person moving on it, also activate. Added code to make it
2631 * so that at least one of players movement types be that which
2632 * the item needs.
2633 */
2634 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2635 {
2636 if (player_apply (pl, tmp, 0, 1) == 1)
2637 return;
2638 }
2639 if (floors >= 2)
2640 return; /* process at most two floor objects */
2641 }
2642} 1023}
2643 1024
2644/** 1025/**
2645 * Unapplies specified item. 1026 * Unapplies specified item.
2646 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2647 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2648 * 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.
2649 */ 1030 */
2650static int 1031static bool
2651unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2652{ 1033{
2653 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))
2654 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2655 return RESULT_INT (0); 1036 return RESULT_INT (0);
2656 1037
2657 CLEAR_FLAG (op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
1040
1041 op->flag [FLAG_APPLIED] = false;
2658 1042
2659 switch (op->type) 1043 switch (op->type)
2660 { 1044 {
2661 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
2662 // 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
2663 // 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
2664 // be used for other reasons 1063 // be used for other reasons
2665 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1064 if (who->chosen_skill)
2666 if (tmp->skill == op->skill 1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2667 && tmp->type == SKILL
2668 && tmp->flag [FLAG_APPLIED]
2669 && !tmp->flag [FLAG_CAN_USE_SKILL])
2670 unapply_special (who, tmp, 0); 1066 unapply_special (who, op, 0);
2671 1067
2672 change_abil (who, op);
2673 break; 1068 break;
2674 1069
1070 case BOW:
2675 case WEAPON: 1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
2676 if (player *pl = who->contr) 1075 if (player *pl = who->contr)
2677 if (op == pl->combat_ob)
2678 {
2679 pl->combat_ob = 0;
2680 who->change_weapon (pl->ranged_ob);
2681 }
2682
2683 who->statusmsg (format ("You unwield %s.", query_name (op)));
2684
2685 change_abil (who, op);
2686 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2687 break;
2688
2689 case SKILL:
2690 if (who->contr)
2691 { 1076 {
2692 if (!op->invisible)
2693 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;
2694 else 1084 else
2695 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1085 op->flag [FLAG_READY_RANGE] = false;
2696 } 1086 }
2697 1087
2698 change_abil (who, op);
2699 CLEAR_FLAG (who, FLAG_READY_SKILL);
2700 break; 1088 break;
2701 1089
2702 case ARMOUR: 1090 case ARMOUR:
2703 case HELMET: 1091 case HELMET:
2704 case SHIELD: 1092 case SHIELD:
2711 case CLOAK: 1099 case CLOAK:
2712 who->statusmsg (format ("You unwear %s.", query_name (op))); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2713 change_abil (who, op); 1101 change_abil (who, op);
2714 break; 1102 break;
2715 1103
2716 case LAMP: 1104 case SPELL:
2717 {
2718 who->statusmsg (format ("You turn off your %s.", &op->name));
2719
2720 object *tmp2 = arch_to_object (op->other_arch);
2721 tmp2->x = op->x;
2722 tmp2->y = op->y;
2723 tmp2->map = op->map;
2724 tmp2->below = op->below;
2725 tmp2->above = op->above;
2726 tmp2->stats.food = op->stats.food;
2727 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2728
2729 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2730 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2731
2732 op->destroy ();
2733 who->insert (tmp2);
2734 who->update_stats ();
2735
2736 if (who->contr)
2737 {
2738 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2739 {
2740 who->failmsg ("Oops, it feels deadly cold!");
2741 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2742 }
2743 }
2744 }
2745
2746 return 1; /* otherwise, an attempt to drop causes problems */
2747
2748 case BOW: 1105 case BUILDER:
2749 case WAND:
2750 case ROD:
2751 case HORN:
2752 if (player *pl = who->contr)
2753 {
2754 if (op == pl->ranged_ob)
2755 {
2756 pl->ranged_ob = 0;
2757 who->change_weapon (pl->combat_ob);
2758 }
2759
2760 who->statusmsg (format ("You unready %s.", query_name (op))); 1106 who->statusmsg (format ("You unready %s.", query_name (op)));
2761 }
2762 else
2763 {
2764 who->change_skill (0);
2765
2766 if (op->type == BOW)
2767 CLEAR_FLAG (who, FLAG_READY_BOW);
2768 else
2769 CLEAR_FLAG (who, FLAG_READY_RANGE);
2770 }
2771
2772 break; 1107 break;
2773 1108
2774 case BUILDER: 1109 //case SKILL_TOOL://TODO
2775 if (who->contr)
2776 who->statusmsg (format ("You unready %s.", query_name (op)));
2777 break;
2778
2779 default: 1110 default:
2780 who->statusmsg (format ("You unapply %s.", query_name (op))); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2781 break; 1112 break;
2782 } 1113 }
2783 1114
2785 if (object *pl = op->visible_to ()) 1116 if (object *pl = op->visible_to ())
2786 esrv_send_item (pl, op); 1117 esrv_send_item (pl, op);
2787 1118
2788 who->update_stats (); 1119 who->update_stats ();
2789 1120
2790 return 0; 1121 return 1;
2791} 1122}
2792 1123
2793/** 1124/**
2794 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2795 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2807static object * 1138static object *
2808get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
2809{ 1140{
2810 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
2811 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
2812 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
2813 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2814 return tmp; 1145 return tmp;
2815 1146
2816 return 0; 1147 return 0;
2817} 1148}
2818 1149
2831#define CANNOT_REMOVE_CURSED \ 1162#define CANNOT_REMOVE_CURSED \
2832 "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. " \
2833 "Praying over an altar, scrolls of remove curse/damnation, " \ 1164 "Praying over an altar, scrolls of remove curse/damnation, " \
2834 "priests or even other players might help.>" 1165 "priests or even other players might help.>"
2835 1166
2836int 1167static bool
2837unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
2838{ 1169{
2839 if (op->is_range ()) 1170 if (op->is_range ())
2840 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2841 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2842 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]))
2843 { 1174 {
2844 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
2845 who->failmsg (query_name (tmp)); 1176 who->failmsg (query_name (tmp));
2846 else 1177 else
2847 unapply_special (who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
2850 { 1181 {
2851 /* 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.
2852 * 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
2853 * at least generate the message. 1184 * at least generate the message.
2854 */ 1185 */
2855 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));
2856 return 1; 1187 return 1;
2857 } 1188 }
2858 1189
2859 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2860 { 1191 {
2880#endif 1211#endif
2881 return 1; 1212 return 1;
2882 } 1213 }
2883 1214
2884 /* 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 */
2885 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])))
2886 { 1217 {
2887 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
2888 who->failmsg (query_name (tmp)); 1219 who->failmsg (query_name (tmp));
2889 else 1220 else
2890 unapply_special (who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
2894 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
2895 * 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,
2896 * 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
2897 * one cursed ring.) 1228 * one cursed ring.)
2898 */ 1229 */
2899 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));
2900 } 1231 }
2901 1232
2902 last = tmp->below; 1233 last = tmp->below;
2903 } 1234 }
2904 /* 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
2963 continue; 1294 continue;
2964 } 1295 }
2965 1296
2966 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2967 if (!tmp1) 1298 if (!tmp1)
2968 {
2969#if 0
2970 /* This is sort of an error, but happens a lot when old players
2971 * join in with more stuff equipped than they are now allowed.
2972 */
2973 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2974#endif
2975 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
2976 }
2977 else 1300 else
2978 { 1301 {
2979 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
2980 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
2981 * to apply multiple objects 1304 * to apply multiple objects
3010 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3011 * 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,
3012 * 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
3013 * all use the same location. 1336 * all use the same location.
3014 */ 1337 */
3015 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3016 retval |= CAN_APPLY_RESTRICTION; 1339 retval |= CAN_APPLY_RESTRICTION;
3017 1340
3018 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3019 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3020 1343
3021 if (who->type != PLAYER) 1344 if (who->type != PLAYER)
3022 { 1345 {
3023 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])
3024 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3025 1348
3026 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3027 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
3028 1351
3029 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
3030 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3031 1354
3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3033 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3034 } 1357 }
3035 1358
3036 return retval; 1359 return retval;
3037} 1360}
3061 */ 1384 */
3062 1385
3063#define LACK_ITEM_POWER \ 1386#define LACK_ITEM_POWER \
3064 " 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.>"
3065 1388
3066int 1389static bool
3067apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3068{ 1391{
3069 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3070 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3071 1394
3072 if (who == NULL) 1395 if (who == NULL)
3073 { 1396 {
3074 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3075 return 1; 1398 return 1;
3076 } 1399 }
3077 1400
1401 //TODO: remove these when apply_special is no longer exposed
3078 if (op->env != who) 1402 if (op->env != who)
3079 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3080 1404
3081 /* trying to unequip op */ 1405 /* trying to unequip op */
3082 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (op->flag [FLAG_APPLIED])
3083 { 1407 {
3084 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3085 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3086 return 0; 1410 return 0;
3087 1411
3088 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]))
3089 { 1413 {
3090 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));
3091 return 1; 1415 return 1;
3092 } 1416 }
3093 1417
3094 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3095 } 1419 }
3096
3097 if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3098 return 0; 1421 return 0;
3099
3100 // if the item is combat/ranged, wield the relevant slot first
3101 // to resolve conflicts.
3102 if (player *pl = who->contr)
3103 switch (op->slottype ())
3104 {
3105 case slot_combat: who->change_weapon (pl->combat_ob); break;
3106 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3107 }
3108 1422
3109 splay (op); 1423 splay (op);
3110 1424
3111 /* 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 */
3112 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3113 { 1427 {
3114 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3115 { 1429 {
3116 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));
3117 return 1; 1431 return 1;
3118 } 1432 }
3119 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3120 { 1434 {
3121 who->failmsg (format ( 1435 who->failmsgf (
3122 "You have a prohibition against using a %s. " 1436 "You have a prohibition against using a %s. "
3123 "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.>",
3124 query_name (op) 1438 query_name (op)
3125 )); 1439 );
3126 return 1; 1440 return 1;
3127 } 1441 }
3128 1442
3129 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3130 { 1444 {
3146 } 1460 }
3147 } 1461 }
3148 1462
3149 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3150 { 1464 {
1465 // try to ready attached skill first
3151 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3152 1467
3153 if (!skop) 1468 if (!skop)
3154 { 1469 {
3155 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);
3156 return 1; 1471 return 1;
3157 } 1472 }
3158 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3159 /* While experience will be credited properly, we want to change the
3160 * skill so that the dam and wc get updated
3161 */ 1474 {
3162 who->change_skill (skop); 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 return 1;
1477 }
3163 } 1478 }
3164 1479
3165 if (who->type == PLAYER 1480 if (!check_item_power (who, op->item_power))
3166 && op->item_power
3167 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3168 { 1481 {
3169 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);
3170 return 1; 1483 return 1;
3171 } 1484 }
3172 1485
3173 /* 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.
3174 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3175 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3176 */ 1489 */
1490
1491 // split away all the other items from the stack, so only one item is left
3177 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3178 1493
3179 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)))
3180 return RESULT_INT (0); 1495 return RESULT_INT (0);
3181 1496
3182 switch (op->type) 1497 switch (op->type)
3183 { 1498 {
3184 case WEAPON: 1499 case WEAPON:
3185 if (!check_weapon_power (who, op->last_eat)) 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3186 {
3187 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3188
3189 if (tmp)
3190 insert_ob_in_ob (tmp, who);
3191
3192 return 1;
3193 }
3194
3195 //TODO: this obviously fails for players using a shorter prefix
3196 // i.e. "R" can use Ragnarok's sword.
3197 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3198 { 1501 {
3199 /* 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. */
3200 /* (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) */
3201 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. "
3202 1505 "H<Its name indicates that it belongs to somebody else.>");
3203 if (tmp) 1506 if (tmp) who->insert (tmp);
3204 insert_ob_in_ob (tmp, who);
3205
3206 return 1; 1507 return 1;
3207 } 1508 }
3208 1509
3209 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3210 { 1513 {
3211 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)));
3212 return 1; 1515 change_abil (who, op);
3213 } 1516 }
3214 1517
3215 SET_FLAG (op, FLAG_APPLIED); 1518 op->flag [FLAG_READY_WEAPON] = true;
3216 who->change_skill (skop);
3217
3218 if (who->contr)
3219 who->change_weapon (who->contr->combat_ob = op);
3220
3221 who->statusmsg (format ("You wield %s.", query_name (op)));
3222
3223 SET_FLAG (who, FLAG_READY_WEAPON);
3224 change_abil (who, op);
3225 break; 1519 break;
3226 1520
3227 case ARMOUR: 1521 case ARMOUR:
3228 case HELMET: 1522 case HELMET:
3229 case SHIELD: 1523 case SHIELD:
3232 case GIRDLE: 1526 case GIRDLE:
3233 case BRACERS: 1527 case BRACERS:
3234 case CLOAK: 1528 case CLOAK:
3235 case RING: 1529 case RING:
3236 case AMULET: 1530 case AMULET:
3237 SET_FLAG (op, FLAG_APPLIED); 1531 op->set_flag (FLAG_APPLIED);
3238 who->statusmsg (format ("You wear %s.", query_name (op))); 1532 who->statusmsg (format ("You wear %s.", query_name (op)));
3239 change_abil (who, op); 1533 change_abil (who, op);
3240 break; 1534 break;
3241 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
3242 case LAMP: 1543 case SKILL:
3243 if (op->stats.food < 1) 1544 if (!(aflags & AP_NO_SLOT))
3244 { 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 {
3245 who->failmsg (format ( 1550 who->failmsgf (
3246 "Your %s is out of fuel! " 1551 "You feel as if you wanted to do something funny, but you can't remember what. "
3247 "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. "
3248 &op->name 1553 "It cannot be used on its own.>",
1554 &op->skill
3249 )); 1555 );
1556 if (tmp) who->insert (tmp);
3250 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)));
3251 } 1586 }
3252 1587
3253 who->statusmsg (format ("You turn on your %s.", &op->name)); 1588 who->set_flag (FLAG_READY_SKILL);
3254
3255 tmp2 = arch_to_object (op->other_arch);
3256 tmp2->stats.food = op->stats.food;
3257 SET_FLAG (tmp2, FLAG_APPLIED);
3258
3259 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3260 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3261
3262 who->insert (tmp2);
3263
3264 /* Remove the old lantern */
3265 op->destroy ();
3266
3267 /* insert the portion that was split off */
3268 if (tmp)
3269 who->insert (tmp);
3270
3271 who->update_stats ();
3272
3273 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3274 if (who->type == PLAYER)
3275 {
3276 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 }
3279
3280 return 0;
3281
3282 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED);
3285
3286 if (!(aflags & AP_NO_READY))
3287 {
3288 skop = find_skill_by_name (who, op->skill);
3289 if (!skop->flag [FLAG_APPLIED]) 1589 op->set_flag (FLAG_APPLIED);
3290 apply_special (who, skop, AP_APPLY); 1590 change_abil (who, op);
3291 }
3292 break; 1591 break;
3293 1592
3294 case SKILL:
3295 if (player *pl = who->contr)
3296 {
3297 if (IS_COMBAT_SKILL (op->subtype))
3298 {
3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3303 {
3304 if (item->skill == op->skill)
3305 {
3306 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon;
3308 }
3309 }
3310
3311 who->failmsg (format (
3312 "You need to apply a '%s' melee weapon before readying this skill. "
3313 "H<Some skills need an item, in this case a melee weapon, to function.>",
3314 &op->skill
3315 ));
3316 return 1;
3317
3318 found_weapon:;
3319 }
3320 else
3321 who->change_weapon (pl->combat_ob = op);
3322 }
3323 else if (IS_RANGED_SKILL (op->subtype))
3324 {
3325 if (skill_flags [op->subtype] & SF_NEED_BOW)
3326 {
3327 for (object *item = who->inv; item; item = item->below)
3328 if (item->type == BOW && item->flag [FLAG_APPLIED])
3329 {
3330 //TODO: bows should/must all have skill missile weapon right now
3331 who->change_weapon (pl->ranged_ob = item);
3332 goto found_bow;
3333 }
3334
3335 who->failmsg (
3336 "You need to apply a missile weapon before readying this skill. "
3337 "H<Some skills need an item, in this case a missile weapon, to function.>"
3338 );
3339 return 1;
3340
3341 found_bow:;
3342 }
3343 else
3344 who->change_weapon (pl->ranged_ob = op);
3345 }
3346
3347 if (!op->invisible)
3348 {
3349 who->statusmsg (format (
3350 "You ready %s."
3351 "You can now use the skill: %s.",
3352 query_name (op),
3353 &op->skill
3354 ));
3355 }
3356 else
3357 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3358 }
3359 else
3360 {
3361 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op);
3363 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL);
3365 }
3366
3367 break;
3368
3369 case BOW: 1593 case BOW:
3370 if (!check_weapon_power (who, op->last_eat)) 1594 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3371 {
3372 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3373
3374 if (tmp)
3375 insert_ob_in_ob (tmp, who);
3376
3377 return 1;
3378 }
3379
3380 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3381 { 1595 {
3382 who->failmsg ("The weapon does not recognize you as its owner. " 1596 who->failmsg ("The weapon does not recognize you as its owner. "
3383 "H<Its name indicates that it belongs to somebody else.>"); 1597 "H<Its name indicates that it belongs to somebody else.>");
3384 if (tmp) 1598 if (tmp) who->insert (tmp);
3385 insert_ob_in_ob (tmp, who);
3386
3387 return 1; 1599 return 1;
3388 } 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;
3389 1625
3390 /*FALLTHROUGH*/ 1626 /*FALLTHROUGH*/
3391 case WAND: 1627 case WAND:
3392 case ROD: 1628 case ROD:
3393 case HORN: 1629 case HORN:
3394 /* check for skill, alter player status */ 1630 op->flag [FLAG_APPLIED] = true;
3395 1631
3396 if (!skop) 1632 if (player *pl = who->contr)
3397 { 1633 {
3398 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3399 return 1;
3400 }
3401
3402 SET_FLAG (op, FLAG_APPLIED);
3403 who->change_skill (skop);
3404
3405 if (who->contr)
3406 {
3407 who->contr->ranged_ob = op;
3408
3409 who->statusmsg (format ("You ready %s.", query_name (op))); 1634 who->statusmsg (format ("You ready %s.", query_name (op)));
3410 1635
3411 if (op->type == BOW) 1636 if (op->type == BOW)
3412 {
3413 who->current_weapon = op;
3414 change_abil (who, op);
3415 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)));
3416 } 1638
1639 change_abil (who, op);
3417 } 1640 }
3418 else 1641 else
3419 { 1642 {
3420 if (op->type == BOW) 1643 if (op->type == BOW)
3421 SET_FLAG (who, FLAG_READY_BOW); 1644 op->flag [FLAG_READY_BOW ] = true;
3422 else 1645 else
3423 SET_FLAG (who, FLAG_READY_RANGE); 1646 op->flag [FLAG_READY_RANGE] = true;
3424 } 1647 }
3425 1648
3426 break; 1649 break;
3427 1650
3428 case BUILDER: 1651 case BUILDER:
3429 if (who->type == PLAYER) 1652 if (player *pl = who->contr)
3430 { 1653 {
3431 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3432 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3433 unapply_special (who, who->contr->ranged_ob, 0);
3434
3435 who->statusmsg (format ("You ready your %s.", query_name (op))); 1654 who->statusmsg (format ("You ready your %s.", query_name (op)));
3436 1655 //TODO: change_abil?
3437 who->contr->ranged_ob = op;
3438 } 1656 }
3439 break; 1657 break;
3440 1658
3441 default: 1659 default:
3442 who->statusmsg (format ("You apply %s.", query_name (op))); 1660 who->statusmsg (format ("You apply %s.", query_name (op)));
3443 } 1661 }
3444 1662
3445 SET_FLAG (op, FLAG_APPLIED); 1663 op->set_flag (FLAG_APPLIED);
3446 1664
3447 if (tmp)
3448 who->insert (tmp); 1665 if (tmp) who->insert (tmp);
3449 1666
3450 who->update_stats (); 1667 who->update_stats ();
3451 1668
3452 /* We exclude spell casting objects. The fire code will set the 1669 /* We exclude spell casting objects. The fire code will set the
3453 * been applied flag when they are used - until that point, 1670 * been applied flag when they are used - until that point,
3454 * you don't know anything about them. 1671 * you don't know anything about them.
3455 */ 1672 */
3456 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)
3457 SET_FLAG (op, FLAG_BEEN_APPLIED); 1674 op->set_flag (FLAG_BEEN_APPLIED);
3458 1675
3459 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3460 if (who->type == PLAYER) 1677 if (who->type == PLAYER)
3461 { 1678 {
3462 who->failmsg ( 1679 who->failmsg (
3463 "Oops, it feels deadly cold! " 1680 "Oops, it feels deadly cold! "
3464 "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.>"
3465 ); 1682 );
3466 SET_FLAG (op, FLAG_KNOWN_CURSED); 1683 op->set_flag (FLAG_KNOWN_CURSED);
3467 } 1684 }
3468 1685
3469 if (object *pl = op->visible_to ()) 1686 if (object *pl = op->visible_to ())
3470 esrv_send_item (pl, op); 1687 esrv_send_item (pl, op);
3471 1688
3472 return 0; 1689 return 0;
3473} 1690}
3474 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 */
3475int 1696int
3476monster_apply_special (object *who, object *op, int aflags) 1697should_director_abort (object *op, object *victim)
3477{ 1698{
3478 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)))
3479 return 1; 1731 return 1;
3480 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)
3481 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;
3482} 3728}
3483 3729
3484/** 3730/**
3485 * Map was just loaded, handle op's initialisation. 3731 * Map was just loaded, handle op's initialisation.
3486 * 3732 *
3489int 3735int
3490auto_apply (object *op) 3736auto_apply (object *op)
3491{ 3737{
3492 object *tmp = NULL, *tmp2; 3738 object *tmp = NULL, *tmp2;
3493 int i; 3739 int i;
3740
3741 op->clr_flag (FLAG_AUTO_APPLY);
3494 3742
3495 switch (op->type) 3743 switch (op->type)
3496 { 3744 {
3497 case SHOP_FLOOR: 3745 case SHOP_FLOOR:
3498 if (!op->has_random_items ()) 3746 if (!op->has_random_items ())
3500 3748
3501 do 3749 do
3502 { 3750 {
3503 i = 10; /* let's give it 10 tries */ 3751 i = 10; /* let's give it 10 tries */
3504 while ((tmp = generate_treasure (op->randomitems, 3752 while ((tmp = generate_treasure (op->randomitems,
3505 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
3506 if (tmp == NULL) 3758 if (tmp == NULL)
3507 return 0; 3759 return 0;
3508 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3760
3761 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3509 { 3762 {
3510 tmp->destroy (); 3763 tmp->destroy ();
3511 tmp = NULL; 3764 tmp = NULL;
3512 } 3765 }
3513 } 3766 }
3514 while (!tmp); 3767 while (!tmp);
3515 3768
3516 tmp->x = op->x; 3769 tmp->x = op->x;
3517 tmp->y = op->y; 3770 tmp->y = op->y;
3518 SET_FLAG (tmp, FLAG_UNPAID); 3771 tmp->set_flag (FLAG_UNPAID);
3519 insert_ob_in_map (tmp, op->map, NULL, 0); 3772 insert_ob_in_map (tmp, op->map, NULL, 0);
3520 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3521 identify (tmp); 3773 identify (tmp);
3522 break; 3774 break;
3523 3775
3524 case TREASURE: 3776 case TREASURE:
3525 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3777 if (op->flag [FLAG_IS_A_TEMPLATE])
3526 return 0; 3778 return 0;
3527 3779
3528 while (op->stats.hp-- > 0) 3780 while (op->stats.hp-- > 0)
3529 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3781 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3530 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);
3532 /* 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,
3533 * 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
3534 * to disappear. An example of this item is the random_* stuff 3786 * to disappear. An example of this item is the random_* stuff
3535 * that is put inside other objects. 3787 * that is put inside other objects.
3536 */ 3788 */
3537 for (tmp = op->inv; tmp; tmp = tmp2)
3538 {
3539 tmp2 = tmp->below;
3540 tmp->remove ();
3541
3542 if (op->env) 3789 if (op->env)
3543 insert_ob_in_ob (tmp, op->env); 3790 while (op->inv)
3544 else 3791 op->env->insert (op->inv);
3545 tmp->destroy ();
3546 }
3547 3792
3548 op->destroy (); 3793 op->destroy ();
3549 break; 3794 break;
3550 } 3795 }
3551 return tmp ? 1 : 0; 3796
3797 return !!tmp;
3552} 3798}
3553 3799
3554/** 3800/**
3555 * 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
3556 * is loaded or swapped in and performs special actions for 3802 * is loaded or swapped in and performs special actions for
3570 3816
3571 if (tmp->inv) 3817 if (tmp->inv)
3572 { 3818 {
3573 object *invtmp, *invnext; 3819 object *invtmp, *invnext;
3574 3820
3575 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3821 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3576 { 3822 {
3577 invnext = invtmp->below; 3823 invnext = invtmp->below;
3578 3824
3579 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3825 if (invtmp->flag [FLAG_AUTO_APPLY])
3580 auto_apply (invtmp); 3826 auto_apply (invtmp);
3581 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3827 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3582 { 3828 {
3583 while ((invtmp->stats.hp--) > 0) 3829 while (invtmp->stats.hp-- > 0)
3584 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3830 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3585 3831
3586 invtmp->randomitems = NULL; 3832 invtmp->randomitems = NULL;
3587 } 3833 }
3588 else if (invtmp && invtmp->arch 3834 else if (invtmp && invtmp->arch
3593 * treasure again for this object 3839 * treasure again for this object
3594 */ 3840 */
3595 invtmp->randomitems = NULL; 3841 invtmp->randomitems = NULL;
3596 } 3842 }
3597 } 3843 }
3844
3598 /* This is really temporary - the code at the bottom will 3845 /* This is really temporary - the code at the bottom will
3599 * also set randomitems to null. The problem is there are bunches 3846 * also set randomitems to null. The problem is there are bunches
3600 * of maps/players already out there with items that have spells 3847 * of maps/players already out there with items that have spells
3601 * which haven't had the randomitems set to null yet. 3848 * which haven't had the randomitems set to null yet.
3602 * MSW 2004-05-13 3849 * MSW 2004-05-13
3606 * Ryo 2004-08-16 3853 * Ryo 2004-08-16
3607 */ 3854 */
3608 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3855 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3609 || 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)
3610 tmp->randomitems = NULL; 3857 tmp->randomitems = NULL;
3611
3612 } 3858 }
3613 3859
3614 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3860 if (tmp->flag [FLAG_AUTO_APPLY])
3615 auto_apply (tmp); 3861 auto_apply (tmp);
3616 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 ())
3617 { 3863 {
3618 while ((tmp->stats.hp--) > 0) 3864 while ((tmp->stats.hp--) > 0)
3619 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3865 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3621 } 3867 }
3622 else if (tmp->type == TIMED_GATE) 3868 else if (tmp->type == TIMED_GATE)
3623 { 3869 {
3624 object *head = tmp->head != NULL ? tmp->head : tmp; 3870 object *head = tmp->head != NULL ? tmp->head : tmp;
3625 3871
3626 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3872 if (head->flag [FLAG_IS_LINKED])
3627 tmp->set_speed (0); 3873 tmp->set_speed (0);
3628 } 3874 }
3629 /* 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
3630 * 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
3631 * 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
3649 } 3895 }
3650 3896
3651 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3897 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3652 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3898 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3653 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3899 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3654 check_trigger (tmp, tmp->above); 3900 check_trigger (tmp, tmp->above, tmp->above);
3655} 3901}
3656 3902
3657/** 3903/**
3658 * Handles player eating food that temporarily changes status (resistances, stats). 3904 * Handles player eating food that temporarily changes status (resistances, stats).
3659 * This used to call cast_change_attr(), but 3905 * This used to call cast_change_attr(), but
3664eat_special_food (object *who, object *food) 3910eat_special_food (object *who, object *food)
3665{ 3911{
3666 object *force; 3912 object *force;
3667 int i, did_one = 0; 3913 int i, did_one = 0;
3668 3914
3669 force = get_archetype (FORCE_NAME); 3915 char buf[64];
3916 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3917 shstr key (buf);
3670 3918
3671 for (i = 0; i < NUM_STATS; i++)
3672 if (sint8 k = food->stats.stat (i))
3673 {
3674 force->stats.stat (i) = k;
3675 did_one = 1;
3676 }
3677
3678 /* check if we can protect the eater */
3679 for (i = 0; i < NROFATTACKS; i++)
3680 {
3681 if (food->resist[i] > 0)
3682 {
3683 force->resist[i] = food->resist[i] / 2;
3684 did_one = 1;
3685 }
3686 }
3687
3688 if (did_one)
3689 {
3690 force->set_speed (0.1);
3691 /* bigger morsel of food = longer effect time */ 3919 /* bigger morsel of food = longer effect time */
3692 force->duration = food->stats.food / 5; 3920 int duration = TIME2TICK (food->stats.food);
3693 SET_FLAG (force, FLAG_APPLIED); 3921
3694 change_abil (who, force); 3922 if (force = who->force_find (key))
3695 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;
3696 } 3933 }
3697 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
3698 force->destroy (); 3965 force->destroy ();
3966 }
3699 3967
3700 /* check for hp, sp change */ 3968 /* check for hp, sp change */
3701 if (food->stats.hp != 0) 3969 if (food->stats.hp != 0)
3702 { 3970 {
3703 if (QUERY_FLAG (food, FLAG_CURSED)) 3971 if (food->flag [FLAG_CURSED])
3704 { 3972 {
3705 who->contr->killer = food; 3973 who->contr->killer = food;
3706 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3974 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3707 who->failmsg ("Eck!...that was poisonous!"); 3975 who->failmsg ("Eck!...that was poisonous!");
3708 } 3976 }
3717 } 3985 }
3718 } 3986 }
3719 3987
3720 if (food->stats.sp != 0) 3988 if (food->stats.sp != 0)
3721 { 3989 {
3722 if (QUERY_FLAG (food, FLAG_CURSED)) 3990 if (food->flag [FLAG_CURSED])
3723 { 3991 {
3724 who->failmsg ("You are drained of mana!"); 3992 who->failmsg ("You are drained of mana!");
3725 who->stats.sp -= food->stats.sp; 3993 who->stats.sp -= food->stats.sp;
3726 if (who->stats.sp < 0) 3994 if (who->stats.sp < 0)
3727 who->stats.sp = 0; 3995 who->stats.sp = 0;
3733 /* place limit on max sp from food? */ 4001 /* place limit on max sp from food? */
3734 } 4002 }
3735 } 4003 }
3736 4004
3737 who->update_stats (); 4005 who->update_stats ();
3738}
3739
3740/**
3741 * Designed primarily to light torches/lanterns/etc.
3742 * Also burns up burnable material too. First object in the inventory is
3743 * the selected object to "burn". -b.t.
3744 */
3745void
3746apply_lighter (object *who, object *lighter)
3747{
3748 object *item;
3749 int is_player_env = 0;
3750
3751 item = find_marked_object (who);
3752 if (item)
3753 {
3754 if (lighter->last_eat && lighter->stats.food)
3755 { /* lighter gets used up */
3756 object *oneLighter = lighter->split ();
3757 oneLighter->stats.food--;
3758 who->insert (oneLighter);
3759 }
3760 else if (lighter->last_eat)
3761 {
3762 /* no charges left in lighter */
3763 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3764 return;
3765 }
3766
3767 /* Perhaps we should split what we are trying to light on fire?
3768 * I can't see many times when you would want to light multiple
3769 * objects at once.
3770 */
3771
3772 if (who == item->in_player ())
3773 is_player_env = 1;
3774
3775 save_throw_object (item, AT_FIRE, who);
3776
3777 if (item->destroyed ())
3778 {
3779 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3780 /* Need to update the player so that the players glow radius
3781 * gets changed.
3782 */
3783 if (is_player_env)
3784 who->update_stats ();
3785 }
3786 else
3787 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3788 }
3789 else
3790 who->failmsg ("You need to mark a lightable object.");
3791}
3792
3793/**
3794 * op made some mistake with a scroll, this takes care of punishment.
3795 * scroll_failure()- hacked directly from spell_failure
3796 */
3797void
3798scroll_failure (object *op, int failure, int power)
3799{
3800 if (abs (failure / 4) > power)
3801 power = abs (failure / 4); /* set minimum effect */
3802
3803 if (failure <= -1 && failure > -15)
3804 { /* wonder */
3805 object *tmp;
3806
3807 op->failmsg ("Your spell warps!");
3808 tmp = get_archetype (SPELL_WONDER);
3809 cast_wonder (op, op, 0, tmp);
3810 tmp->destroy ();
3811 }
3812 else if (failure <= -15 && failure > -35)
3813 { /* drain mana */
3814 op->failmsg ("Your mana is drained!");
3815 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3816 if (op->stats.sp < 0)
3817 op->stats.sp = 0;
3818 }
3819 else if (settings.spell_failure_effects == TRUE)
3820 {
3821 if (failure <= -35 && failure > -60)
3822 { /* confusion */
3823 op->failmsg ("The magic recoils on you!");
3824 confuse_player (op, op, power);
3825 }
3826 else if (failure <= -60 && failure > -70)
3827 { /* paralysis */
3828 op->failmsg ("The magic recoils and paralyzes you!");
3829 paralyze_player (op, op, power);
3830 }
3831 else if (failure <= -70 && failure > -80)
3832 { /* blind */
3833 op->failmsg ("The magic recoils on you!");
3834 blind_player (op, op, power);
3835 }
3836 else if (failure <= -80)
3837 { /* blast the immediate area */
3838 object *tmp = get_archetype (LOOSE_MANA);
3839 cast_magic_storm (op, tmp, power);
3840 op->failmsg ("You unleash uncontrolled mana!");
3841 tmp->destroy ();
3842 }
3843 }
3844} 4006}
3845 4007
3846void 4008void
3847apply_changes_to_player (object *pl, object *change) 4009apply_changes_to_player (object *pl, object *change)
3848{ 4010{
3896 } 4058 }
3897 4059
3898 /* insert the randomitems from the change's treasurelist into 4060 /* insert the randomitems from the change's treasurelist into
3899 * the player ref: player.c 4061 * the player ref: player.c
3900 */ 4062 */
3901 if (change->randomitems != NULL) 4063 if (change->randomitems)
3902 give_initial_items (pl, change->randomitems); 4064 give_initial_items (pl, change->randomitems);
3903 4065
3904 /* set up the face, for some races. */ 4066 /* set up the face, for some races. */
3905 4067
3906 /* first, look for the force object banning 4068 /* first, look for the force object banning
3907 * changing the face. Certain races never change face with class. 4069 * changing the face. Certain races never change face with class.
3908 */ 4070 */
3909 for (walk = pl->inv; walk != NULL; walk = walk->below) 4071 for (walk = pl->inv; walk; walk = walk->below)
3910 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4072 if (walk->name == shstr_NOCLASSFACECHANGE)
3911 flag_change_face = 0; 4073 flag_change_face = 0;
3912 4074
3913 if (flag_change_face) 4075 if (flag_change_face)
3914 { 4076 {
3915 pl->face = change->face; 4077 pl->face = change->face;
3916 pl->animation_id = change->animation_id; 4078 pl->animation_id = change->animation_id;
3917 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4079 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3918 } 4080 }
3919 4081
3920 /* check the special case of can't use weapons */ 4082 /* check the special case of can't use weapons */
3921 /*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); */
3922 if (!strcmp (change->name, "monk")) 4084 if (change->name == shstr_monk)
3923 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4085 pl->clr_flag (FLAG_USE_WEAPON);
3924 4086
3925 break; 4087 break;
3926 } 4088 }
3927 } 4089 }
3928} 4090}
3929 4091
3930/**
3931 * This handles items of type 'transformer'.
3932 * Basically those items, used with a marked item, transform both items into something
3933 * else.
3934 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3935 * Change information is contained in the 'slaying' field of the marked item.
3936 * The format is as follow: transformer:[number ]yield[;transformer:...].
3937 * This way an item can be transformed in many things, and/or many objects.
3938 * The 'slaying' field for transformer is used as verb for the action.
3939 */
3940void
3941apply_item_transformer (object *pl, object *transformer)
3942{
3943 object *marked;
3944 object *new_item;
3945 char *find;
3946 char *separator;
3947 int yield;
3948 char got[MAX_BUF];
3949 int len;
3950
3951 if (!pl || !transformer)
3952 return;
3953
3954 marked = find_marked_object (pl);
3955
3956 if (!marked)
3957 {
3958 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3959 return;
3960 }
3961
3962 if (!marked->slaying)
3963 {
3964 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3965 return;
3966 }
3967
3968 /* check whether they are compatible or not */
3969 find = strstr (marked->slaying, transformer->arch->archname);
3970 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3971 {
3972 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3973 return;
3974 }
3975
3976 find += strlen (transformer->arch->archname) + 1;
3977 /* Item can be used, now find how many and what it yields */
3978 if (isdigit (*(find)))
3979 {
3980 yield = atoi (find);
3981 if (yield < 1)
3982 {
3983 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3984 yield = 1;
3985 }
3986 }
3987 else
3988 yield = 1;
3989
3990 while (isdigit (*find))
3991 find++;
3992
3993 while (*find == ' ')
3994 find++;
3995
3996 memset (got, 0, MAX_BUF);
3997
3998 if ((separator = strchr (find, ';')) != NULL)
3999 len = separator - find;
4000 else
4001 len = strlen (find);
4002
4003 if (len > MAX_BUF - 1)
4004 len = MAX_BUF - 1;
4005
4006 strcpy (got, find);
4007 got[len] = '\0';
4008
4009 /* Now create new item, remove used ones when required. */
4010 new_item = get_archetype (got);
4011 if (!new_item)
4012 {
4013 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4014 return;
4015 }
4016
4017 new_item->nrof = yield;
4018
4019 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4020
4021 pl->insert (new_item);
4022 /* Eat up one item */
4023 marked->decrease ();
4024
4025 /* Eat one transformer if needed */
4026 if (transformer->stats.food)
4027 if (--transformer->stats.food == 0)
4028 transformer->decrease ();
4029}
4030

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