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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.148 by root, Tue Apr 22 04:06:07 2008 UTC vs.
Revision 1.278 by root, Thu Nov 17 04:49:22 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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>
25 26
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/** 37static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 38{
44 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 40 {
58 arch_flag = (op->subtype & 1); 41 set (WEAPON);
59 name_flag = (op->subtype & 2); 42 set (ARMOUR);
60 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
61 } 61 }
62 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
63 { 69 {
64 arch_flag = 1; 70 set (TRANSPORT);
65 name_flag = 1; 71 set (EXIT);
66 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 85 }
86} apply_types_player_only;
68 87
69 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
70 * name or race that matches. 89// be applied at all. used by e.g. apply below.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77 90
78 /* If the director has slaying set, only affect objects where none 91static const struct apply_types : typeset
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87}
88
89/**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94static int
95apply_id_altar (object *money, object *altar, object *pl)
96{ 92{
97 dynbuf_text buf; 93 apply_types ()
98 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\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 { 95 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 96 set (T_HANDLE);
129 { 97 set (TRIGGER);
130 if (operate_altar (altar, &money)) 98 set (SCROLL);
131 { 99 set (POTION);
132 identify (id); 100 set (CLOSE_CON);
133 101 set (CONTAINER);
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 102 set (LAMP);
135 if (id->msg) 103 set (TORCH);
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 104 set (DRINK);
137 105 set (FOOD);
138 /* If no more money, might as well quit now */ 106 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 107 set (POISON);
140 break; 108 set (POWER_CRYSTAL);
141 } 109 set (ITEM_TRANSFORMER);
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 } 110 }
149 111} apply_types;
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156}
157
158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162void
163handle_apply_yield (object *tmp)
164{
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185}
186
187/**
188 * Handles applying a potion.
189 */
190int
191apply_potion (object *op, object *tmp)
192{
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 tmp->decrease ();
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231
232 depl = present_arch_in_ob (at, op);
233
234 if (depl)
235 {
236 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i))
238 op->statusmsg (restore_msg[i]);
239
240 depl->destroy ();
241 op->update_stats ();
242 }
243 else
244 op->statusmsg ("Your potion had no effect.");
245
246 tmp->decrease ();
247 return 1;
248 }
249
250 /* improvement potion - only for players */
251 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 {
253 for (i = 1; i < MIN (11, op->level); i++)
254 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 {
257 if (op->contr->levhp[i] != 1)
258 {
259 op->contr->levhp[i] = 1;
260 break;
261 }
262
263 if (op->contr->levsp[i] != 1)
264 {
265 op->contr->levsp[i] = 1;
266 break;
267 }
268
269 if (op->contr->levgrace[i] != 1)
270 {
271 op->contr->levgrace[i] = 1;
272 break;
273 }
274 }
275 else
276 {
277 if (op->contr->levhp[i] < 9)
278 {
279 op->contr->levhp[i] = 9;
280 break;
281 }
282
283 if (op->contr->levsp[i] < 6)
284 {
285 op->contr->levsp[i] = 6;
286 break;
287 }
288
289 if (op->contr->levgrace[i] < 3)
290 {
291 op->contr->levgrace[i] = 3;
292 break;
293 }
294 }
295 }
296
297 /* Just makes checking easier */
298 if (i < MIN (11, op->level))
299 got_one = 1;
300
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 {
303 if (got_one)
304 {
305 op->update_stats ();
306 op->statusmsg ("The Gods smile upon you and remake you "
307 "a little more in their image. "
308 "You feel a little more perfect.", NDI_GREEN);
309 }
310 else
311 op->statusmsg ("The potion had no effect - you are already perfect.");
312 }
313 else
314 { /* cursed potion */
315 if (got_one)
316 {
317 op->update_stats ();
318 op->failmsg ("The Gods are angry and punish you.");
319 }
320 else
321 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
322 }
323
324 tmp->decrease ();
325 return 1;
326 }
327
328
329 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 * and heroism all fit into this category. Given the spell object code,
331 * there is no limit to the number of spells that potions can be cast,
332 * but direction is problematic to try and imbue fireball potions for example.
333 */
334 if (tmp->inv)
335 {
336 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
337 {
338 object *fball;
339
340 op->failmsg ("Yech! Your lungs are on fire!");
341
342 /* Explodes a fireball centered at player */
343 fball = get_archetype (EXPLODING_FIREBALL);
344 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
345 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
346 fball->x = op->x;
347 fball->y = op->y;
348 insert_ob_in_map (fball, op->map, NULL, 0);
349 }
350 else
351 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
352
353 tmp->decrease ();
354
355 /* if youre dead, no point in doing this... */
356 if (!QUERY_FLAG (op, FLAG_REMOVED))
357 op->update_stats ();
358
359 return 1;
360 }
361
362 /* Deal with protection potions */
363 force = NULL;
364 for (i = 0; i < NROFATTACKS; i++)
365 {
366 if (tmp->resist[i])
367 {
368 if (!force)
369 force = get_archetype (FORCE_NAME);
370
371 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
372 force->type = POTION_EFFECT;
373 break; /* Only need to find one protection since we copy entire batch */
374 }
375 }
376
377 /* This is a protection potion */
378 if (force)
379 {
380 /* cursed items last longer */
381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
382 {
383 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 }
388
389 force->speed_left = -1;
390 force = insert_ob_in_ob (force, op);
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 SET_FLAG (force, FLAG_APPLIED);
393 change_abil (op, force);
394 tmp->decrease ();
395 return 1;
396 }
397
398 /* Only thing left are the stat potions */
399 if (op->type == PLAYER)
400 { /* only for players */
401 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
402 CLEAR_FLAG (tmp, FLAG_APPLIED);
403 else
404 SET_FLAG (tmp, FLAG_APPLIED);
405
406 if (!change_abil (op, tmp))
407 op->statusmsg ("Nothing happened.");
408 }
409
410 /* CLEAR_FLAG is so that if the character has other potions
411 * that were grouped with the one consumed, his
412 * stat will not be raised by them. fix_player just clears
413 * up all the stats.
414 */
415 CLEAR_FLAG (tmp, FLAG_APPLIED);
416 op->update_stats ();
417 tmp->decrease ();
418 return 1;
419}
420 112
421/**************************************************************************** 113/****************************************************************************
422 * Weapon improvement code follows 114 * Weapon improvement code follows
423 ****************************************************************************/ 115 ****************************************************************************/
424 116
425/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
426 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
427 */ 134 */
428static int 135static int
429check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
430{ 137{
431 int count = 0; 138 int count = 0;
432 139
433 if (!item) 140 if (!item)
434 return 0; 141 return 0;
435 142
436 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
437 {
438 if (strcmp (op->arch->archname, item) == 0) 144 if (op->arch->archname == item)
439 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
440 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
441 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
442 {
443 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
444 count++;
445 else
446 count += op->nrof; 147 count += op->number_of ();
447 }
448 }
449 }
450 148
451 return count; 149 return count;
452} 150}
453 151
454/** 152/**
456 * op is typically the player, which is only 154 * op is typically the player, which is only
457 * really used to determine what space to look at. 155 * really used to determine what space to look at.
458 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
459 */ 157 */
460static void 158static void
461eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
462{ 160{
463 object *prev; 161 object *prev;
464 162
465 prev = op; 163 prev = op;
466 op = op->below; 164 op = op->below;
467 165
468 while (op) 166 while (op)
469 { 167 {
470 if (strcmp (op->arch->archname, item) == 0) 168 if (op->arch->archname == item)
471 { 169 {
472 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
473 { 171 {
474 op->decrease (nrof); 172 op->decrease (nrof);
475 return; 173 return;
487 op = op->below; 185 op = op->below;
488 } 186 }
489} 187}
490 188
491/** 189/**
492 * This checks to see of the player (who) is sufficient level to use a weapon
493 * with improvs improvements (typically last_eat). We take an int here
494 * instead of the object so that the improvement code can pass along the
495 * increased value to see if the object is usuable.
496 * we return 1 (true) if the player can use the weapon.
497 */
498static int
499check_weapon_power (const object *who, int improvs)
500{
501/* Old code is below (commented out). Basically, since weapons are the only
502 * object players really have any control to improve, it's a bit harsh to
503 * require high level in some combat skill, so we just use overall level.
504 */
505#if 1
506 if (((who->level / 5) + 5) >= improvs)
507 return 1;
508 else
509 return 0;
510
511#else
512 int level = 0;
513
514 /* The skill system hands out wc and dam bonuses to fighters
515 * more generously than the old system (see fix_player). Thus
516 * we need to curtail the power of player enchanted weapons.
517 * I changed this to 1 improvement per "fighter" level/5 -b.t.
518 * Note: Nothing should break by allowing this ratio to be different or
519 * using normal level - it is just a matter of play balance.
520 */
521 if (who->type == PLAYER)
522 {
523 object *wc_obj = NULL;
524
525 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
526 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
527 level = wc_obj->level;
528
529 if (!level)
530 {
531 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
532 level = who->level;
533 }
534 }
535 else
536 level = who->level;
537
538 return (improvs <= ((level / 5) + 5));
539#endif
540}
541
542/**
543 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
544 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
545 */ 192 */
546static int 193static int
547check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
551 if (improver->slaying) 198 if (improver->slaying)
552 { 199 {
553 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
554 if (count < 1) 201 if (count < 1)
555 { 202 {
556 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
557 return 0; 204 return 0;
558 } 205 }
559 } 206 }
560 else 207 else
561 count = 1; 208 count = 1;
600 247
601/** 248/**
602 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
603 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
604 */ 251 */
605int 252static int
606prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
607{ 254{
608 int sacrifice_count, i; 255 int sacrifice_count, i;
609 char buf[MAX_BUF];
610 256
611 if (weapon->level != 0) 257 if (weapon->level != 0)
612 { 258 {
613 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
614 return 0; 260 return 0;
626 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
627 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
628 { 274 {
629 op->failmsg ("You cannot prepare magic weapons. " 275 op->failmsg ("You cannot prepare magic weapons. "
630 "H<A weapon is considered magical if it changes regeneration, " 276 "H<A weapon is considered magical if it changes regeneration, "
631 "speed or ac.>"); 277 "speed or ac, or has other protections.>");
632 return 0; 278 return 0;
633 } 279 }
634 280
635 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
636 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
643 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
644 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
645 &weapon->name, weapon->level 291 &weapon->name, weapon->level
646 )); 292 ));
647 293
648 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
649 weapon->name = weapon->name_pl = buf;
650 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
651 slot at once! */ 296 slot at once! */
652 improver->decrease (); 297 improver->decrease ();
653 weapon->last_eat = 0; 298 weapon->last_eat = 0;
654 return 1; 299 return 1;
655} 300}
656
657 301
658/** 302/**
659 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
660 * This is the new improve weapon code. 304 * This is the new improve weapon code.
661 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
664 * 308 *
665 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
666 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
667 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
668 */ 312 */
669int 313static int
670improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
671{ 315{
672 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
673 317
674 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
675 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
676 320
677 if (weapon->level == 0) 321 if (weapon->level == 0)
678 { 322 {
679 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
680 return 0; 326 return 0;
681 } 327 }
682 328
683 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
684 { 331 {
685 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
686 return 0; 333 return 0;
687 } 334 }
688 335
689 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
690 { 338 {
691 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
692 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
693 "really want to improve it."); 341 "really want to improve it.");
694 return 0; 342 return 0;
722 weapon->last_eat++; 370 weapon->last_eat++;
723 weapon->item_power++; 371 weapon->item_power++;
724 improver->decrease (); 372 improver->decrease ();
725 return 1; 373 return 1;
726 } 374 }
375
727 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
728 { 377 {
729 weapon->magic++; 378 weapon->magic++;
730 weapon->last_eat++; 379 weapon->last_eat++;
731 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
742 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
743 392
744 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
745 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
746 { 395 {
747 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
748 return 0; 397 return 0;
749 } 398 }
750 399
751 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
752 weapon->item_power++; 401 weapon->item_power++;
771/** 420/**
772 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
773 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
774 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
775 */ 424 */
776int 425static int
777check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
778{ 427{
779 object *otmp;
780
781 if (op->type != PLAYER) 428 if (op->type != PLAYER)
782 return 0; 429 return 0;
783 430
784 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
785 { 432 {
786 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
787 return 0; 434 return 0;
788 } 435 }
789 436
790 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
438
791 if (!otmp) 439 if (!otmp)
792 { 440 {
793 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
794 return 0; 442 return 0;
795 } 443 }
796 444
797 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
798 { 446 {
799 op->failmsg ("Marked item is not a weapon or bow!"); 447 op->failmsg ("Marked item is not a weapon or bow!");
448 return 0;
449 }
450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
800 return 0; 454 return 0;
801 } 455 }
802 456
803 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
804 458
827 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
828 * the users level or 90) 482 * the users level or 90)
829 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
830 * changing of physical area right now. 484 * changing of physical area right now.
831 */ 485 */
832int 486static int
833improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
834{ 488{
835 object *tmp;
836
837 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
838 { 490 {
839 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
840 return 0; 492 return 0;
841 } 493 }
852 } 504 }
853 505
854 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
855 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
856 */ 508 */
857 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
858 510
859 armour->magic++; 511 armour->magic++;
860 512
861 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
862 { 514 {
899 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
900 552
901 if (op->type == PLAYER) 553 if (op->type == PLAYER)
902 { 554 {
903 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
904 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
905 op->update_stats (); 558 op->update_stats ();
906 } 559 }
907 560
908 improver->decrease (); 561 improver->decrease ();
909 562
910 if (tmp) 563 if (tmp)
911 { 564 op->insert (tmp);
912 insert_ob_in_ob (tmp, op);
913 esrv_send_item (op, tmp);
914 }
915 565
916 return 1; 566 return 1;
917} 567}
918 568
919/* 569/*
923 * Takes one type of items and makes another. 573 * Takes one type of items and makes another.
924 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
925 * item is the object that triggered the converter - if it is not 575 * item is the object that triggered the converter - if it is not
926 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
927 */ 577 */
928static int 578int
929convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
930{ 580{
931 sint64 nr, price_in; 581 sint64 nr = 0, price_in;
932 582
933 if (item->flag [FLAG_UNPAID]) 583 if (item->flag [FLAG_UNPAID])
934 return 0; 584 return 0;
935 585
936 shstr conv_from = converter->slaying; 586 shstr conv_from = converter->slaying;
937 archetype *conv_to = converter->other_arch; 587 archetype *conv_to = converter->other_arch;
938 sint64 need = converter->stats.food; 588 sint64 need = converter->stats.food;
939 sint64 give = converter->stats.sp; 589 sint64 give = converter->stats.sp;
940 590
991 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
992 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
993 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
994 ob_to_copy = ob; 644 ob_to_copy = ob;
995 645
996 item = object_create_clone (ob_to_copy); 646 item = ob_to_copy->deep_clone ();
997 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
998 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
999 } 649 }
1000 else 650 else
1001 { 651 {
1002 if (!conv_to) 652 if (!conv_to)
1014 item->nrof = give; 664 item->nrof = give;
1015 665
1016 if (nr) 666 if (nr)
1017 item->nrof *= nr; 667 item->nrof *= nr;
1018 668
1019 if (is_in_shop (converter)) 669 if (converter->flag [FLAG_PRECIOUS])
1020 SET_FLAG (item, FLAG_UNPAID); 670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
1021 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1022 { 681 {
1023 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1024 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1025 /** 684 /**
1026 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1027 * hopefully had something in mind when doing this. 686 * hopefully had something in mind when doing this.
1028 */ 687 */
1029 } 688 }
1030 689
1031 SET_FLAG (item, FLAG_IDENTIFIED); 690 // elmex: only identify if we need to, for example so that generated money doesn't
1032 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
695 item->insert_at (converter, 0, INS_NO_WALK_ON);
696
1033 return 1; 697 return 1;
1034} 698}
1035 699
1036/** 700/**
1037 * Handle apply on containers. 701 * Handle apply on containers.
1038 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1039 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1040 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1041 */ 705 */
1042int 706static int
1043apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1044{ 708{
1045 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1046 return 0; /* This might change */ 710 return 0; /* This might change */
1047 711
1060 } 724 }
1061 725
1062 // already applied == open on ground, or open in inv, or active in inv 726 // already applied == open on ground, or open in inv, or active in inv
1063 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1064 { 728 {
1065 if (op->container == sack) 729 if (op->container_ () == sack)
1066 { 730 {
1067 // open on ground or inv, so close 731 // open on ground or inv, so close
1068 op->close_container (); 732 op->close_container ();
1069 return 1; 733 return 1;
1070 } 734 }
1071 else if (!sack->env) 735 else if (!sack->env)
1072 { 736 {
1073 // active, but not ours: some other player has opened it 737 // active on floor, but not ours: some other player has opened it
738 // normally this only happens to dms standing on the same space.
739 // but it doesn't hurt to handle it.
1074 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 740 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1075 return 1; 741 return 1;
1076 } 742 }
743 }
1077 744
1078 // fall through to opening it (active in inv) 745 // it's locked?
746 if (sack->slaying)
1079 } 747 {
1080 else if (sack->env) 748 if (object *tmp = find_key (op, op, sack))
749 {
750 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
751 }
752 else
753 {
754 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
755 esrv_update_item (UPD_FLAGS, op, sack);
756 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
757 return 1;
758 }
759 }
760
761 if (sack->env && !sack->flag [FLAG_APPLIED])
1081 { 762 {
1082 // it is in our env, so activate it, do not open yet 763 // it is in our env, so activate it, do not open yet
1083 op->close_container (); 764 op->close_container ();
1084 sack->flag [FLAG_APPLIED] = 1; 765 sack->flag [FLAG_APPLIED] = true;
1085 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
1086 op->statusmsg (format ("You ready %s.", query_name (sack))); 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1087 return 1;
1088 }
1089
1090 // it's locked?
1091 if (sack->slaying)
1092 { 768 }
1093 if (object *tmp = find_key (op, op, sack))
1094 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1095 else 769 else
1096 {
1097 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1098 return 1;
1099 }
1100 }
1101
1102 op->open_container (sack); 770 op->open_container (sack);
1103 771
1104 return 1; 772 return 1;
1105} 773}
1106 774
1107/** 775/**
1113{ 781{
1114 /* Only players can make sacrifices on spell casting altars. */ 782 /* Only players can make sacrifices on spell casting altars. */
1115 if (altar->inv && (!originator || originator->type != PLAYER)) 783 if (altar->inv && (!originator || originator->type != PLAYER))
1116 return 0; 784 return 0;
1117 785
1118 if (operate_altar (altar, &sacrifice)) 786 if (operate_altar (altar, &sacrifice, originator))
1119 { 787 {
1120 /* Simple check. Unfortunately, it means you can't cast magic bullet 788 /* Simple check. Unfortunately, it means you can't cast magic bullet
1121 * with an altar. We call it a Potion - altars are stationary - it 789 * with an altar. We call it a Potion - altars are stationary - it
1122 * is up to map designers to use them properly. 790 * is up to map designers to use them properly.
1123 */ 791 */
1132/* push_button (altar);*/ 800/* push_button (altar);*/
1133 } 801 }
1134 else 802 else
1135 { 803 {
1136 altar->value = 1; /* works only once */ 804 altar->value = 1; /* works only once */
1137 push_button (altar); 805 push_button (altar, originator);
1138 } 806 }
1139 807
1140 return !sacrifice; 808 return !sacrifice;
1141 } 809 }
1142 else 810 else
1155{ 823{
1156 int rv = 0; 824 int rv = 0;
1157 double opinion; 825 double opinion;
1158 object *tmp, *next; 826 object *tmp, *next;
1159 827
1160 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1161 829
1162 bool has_unpaid = false; 830 bool has_unpaid = false;
1163 831
1164 // quite inefficient to do this here twice, but the api doesn'T lend itself to 832 // quite inefficient to do this here twice, but the api doesn't lend itself to
1165 // a quick and small change :( 833 // a quick and small change :(
1166 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 834 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1167 if (item->flag [FLAG_UNPAID]) 835 if (item->flag [FLAG_UNPAID])
1168 { 836 {
1169 has_unpaid = true; 837 has_unpaid = true;
1170 break; 838 break;
1171 } 839 }
1172 840
1173 if (op->type != PLAYER) 841 if (!op->is_player ())
1174 { 842 {
1175 /* Remove all the unpaid objects that may be carried here. 843 /* Remove all the unpaid objects that may be carried here.
1176 * This could be pets or monsters that are somehow in 844 * This could be pets or monsters that are somehow in
1177 * the shop. 845 * the shop.
1178 */ 846 */
1179 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1180 { 848 {
1181 next = tmp->below; 849 next = tmp->below;
1182 850
1183 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1184 { 852 {
1185 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 853 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1186 854
855 if (i >= 0)
1187 tmp->remove (); 856 tmp->move (i);
1188
1189 if (i == -1)
1190 i = 0;
1191
1192 tmp->map = op->map;
1193 tmp->x = op->x + freearr_x[i];
1194 tmp->y = op->y + freearr_y[i];
1195 insert_ob_in_map (tmp, op->map, op, 0);
1196 } 857 }
1197 } 858 }
1198 859
1199 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1200 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1201 return 0; 862 return 0;
1202 863
1203 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1204 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1205 */ 866 */
1206 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1207 { 868 {
1208 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1209 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 870 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1210 871
1211 if (i != -1) 872 if (i != -1)
1212 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 873 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1213 874
1214 return 0; 875 return 0;
1215 } 876 }
877
1216 /* Removed code that checked for multipart objects - it appears that 878 /* Removed code that checked for multipart objects - it appears that
1217 * the teleport function should be able to handle this just fine. 879 * the teleport function should be able to handle this just fine.
1218 */ 880 */
1219 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1220 } 882 }
1223 /* this is only used for players */ 885 /* this is only used for players */
1224 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1225 887
1226 if (has_unpaid) 888 if (has_unpaid)
1227 op->contr->play_sound (sound_find ("shop_buy")); 889 op->contr->play_sound (sound_find ("shop_buy"));
1228 else if (is_in_shop (op)) 890 else if (op->is_in_shop ())
1229 op->contr->play_sound (sound_find ("shop_enter")); 891 op->contr->play_sound (sound_find ("shop_enter"));
1230 else 892 else
1231 op->contr->play_sound (sound_find ("shop_leave")); 893 op->contr->play_sound (sound_find ("shop_leave"));
1232 894
1233 if (shop_mat->msg) 895 if (shop_mat->msg)
1234 op->statusmsg (shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1235 /* This check below is a bit simplistic - generally it should be correct, 897 /* This check below is a bit simplistic - generally it should be correct,
1236 * but there is never a guarantee that the bottom space on the map is 898 * but there is never a guarantee that the bottom space on the map is
1237 * actually the shop floor. 899 * actually the shop floor.
1238 */ 900 */
1239 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1240 { 902 {
1241 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1242 904
1243 op->statusmsg ( 905 op->statusmsg (
1244 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1265 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1266 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 928 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1267 } 929 }
1268 } 930 }
1269 931
1270 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1271 return rv; 933 return rv;
1272} 934}
1273 935
1274/** 936/**
1275 * Handles applying a sign. 937 * Handles applying a sign.
1276 */ 938 */
1277static void 939static void
1278apply_sign (object *op, object *sign, int autoapply) 940apply_sign (object *op, object *sign, int autoapply)
1279{ 941{
1280 readable_message_type *msgType; 942 if (!op->is_player())
943 return;
944
945 if (sign->has_dialogue ())
946 {
947 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
948 return;
949 }
1281 950
1282 if (!sign->msg) 951 if (!sign->msg)
1283 { 952 {
1284 op->statusmsg ("Nothing is written on it."); 953 op->contr->infobox (MSG_CHANNEL ("examine"),
954 format ("T<%s>\n\n Nothing %sis written on it.",
955 &sign->name,
956 sign->name == sign->arch->name ? "" : "else "));
1285 return; 957 return;
1286 } 958 }
1287 959
1288 if (sign->stats.food) 960 if (sign->stats.food)
1289 { 961 {
1290 if (sign->last_eat >= sign->stats.food) 962 if (sign->last_eat >= sign->stats.food)
1291 { 963 {
1292 if (!sign->move_on) 964 if (!sign->move_on)
1293 op->statusmsg ("You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
1294 966
1295 return; 967 return;
1296 } 968 }
1297 969
1298 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1299 sign->last_eat++; 971 sign->last_eat++;
1300 } 972 }
1301 973
1302 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 974 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1303 * No way to know for sure. The presumption is basically that if 975 * No way to know for sure. The presumption is basically that if
1304 * move_on is zero, it needs to be manually applied (doesn't talk 976 * move_on is zero, it needs to be manually applied (doesn't talk
1305 * to us). 977 * to us).
1306 */ 978 */
1307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 979 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1308 { 980 {
1309 op->failmsg ("You are unable to read while blind!"); 981 op->failmsg ("You are unable to read while blind!");
1310 return; 982 return;
1311 } 983 }
1312 984
1316 if (sign->sound) 988 if (sign->sound)
1317 ns->play_sound (sign->sound); 989 ns->play_sound (sign->sound);
1318 else if (autoapply) 990 else if (autoapply)
1319 ns->play_sound (sound_find ("msg_voice")); 991 ns->play_sound (sound_find ("msg_voice"));
1320 992
1321 if (ns->can_msg)
1322 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 993 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1323 else
1324 {
1325 msgType = get_readable_message_type (sign);
1326 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1327 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1328 }
1329 } 994 }
1330} 995}
1331 996
1332/** 997static void
1333 * 'victim' moves onto 'trap'
1334 * 'victim' leaves 'trap'
1335 * effect is determined by move_on/move_off of trap and move_type of victime.
1336 *
1337 * originator: Player, monster or other object that caused 'victim' to move
1338 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1339 * However, some types of traps require an originator to function.
1340 */
1341void
1342move_apply (object *trap, object *victim, object *originator) 998move_apply_hole (object *trap, object *victim)
1343{ 999{
1344 static int recursion_depth = 0; 1000 /* Hole not open? */
1345 1001 if (trap->stats.wc > 0)
1346 /* Only exits affect DMs. */
1347 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1348 return; 1002 return;
1349 1003
1350 /* move_apply() is the most likely candidate for causing unwanted and 1004 /* Is this a multipart monster and not the head? If so, return.
1351 * possibly unlimited recursion. 1005 * Processing will happen if the head runs into the pit
1352 */ 1006 */
1353 /* The following was changed because it was causing perfeclty correct 1007 if (victim->head)
1354 * maps to fail. 1) it's not an error to recurse:
1355 * rune detonates, summoning monster. monster lands on nearby rune.
1356 * nearby rune detonates. This sort of recursion is expected and
1357 * proper. This code was causing needless crashes.
1358 */
1359 if (recursion_depth >= 500)
1360 {
1361 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1362 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1363 return; 1008 return;
1364 }
1365 1009
1366 recursion_depth++; 1010 // now find all possible locations and randomly pick one
1367 if (trap->head) 1011 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1368 trap = trap->head; 1012 trap->range >= 3 ? SIZEOFFREE3 + 1
1013 : trap->range >= 2 ? SIZEOFFREE2 + 1
1014 : trap->range >= 1 ? SIZEOFFREE1 + 1
1015 : SIZEOFFREE0 + 1);
1369 1016
1370 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1017 if (dir < 0)
1371 goto leave; 1018 return;
1372 1019
1373 switch (trap->type)
1374 {
1375 case PLAYERMOVER:
1376 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1377 {
1378 if (!trap->stats.maxsp)
1379 trap->stats.maxsp = 2;
1380
1381 /* Is this correct? From the docs, it doesn't look like it
1382 * should be divided by trap->speed
1383 */
1384 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1385
1386 /* Just put in some sanity check. I think there is a bug in the
1387 * above with some objects have zero speed, and thus the player
1388 * getting permanently paralyzed.
1389 */
1390 if (victim->speed_left < -50.f)
1391 victim->speed_left = -50.f;
1392 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1393 }
1394 goto leave;
1395
1396 case SPINNER:
1397 if (victim->direction)
1398 {
1399 victim->direction = absdir (victim->direction - trap->stats.sp);
1400 update_turn_face (victim);
1401 }
1402 goto leave;
1403
1404 case DIRECTOR:
1405 if (victim->direction && !should_director_abort (trap, victim))
1406 {
1407 victim->direction = trap->stats.sp;
1408 update_turn_face (victim);
1409 }
1410 goto leave;
1411
1412 case BUTTON:
1413 case PEDESTAL:
1414 update_button (trap);
1415 goto leave;
1416
1417 case ALTAR:
1418 /* sacrifice victim on trap */
1419 apply_altar (trap, victim, originator);
1420 goto leave;
1421
1422 case THROWN_OBJ:
1423 if (trap->inv == NULL)
1424 goto leave;
1425 /* fallthrough */
1426
1427 case ARROW:
1428 /* bad bug: monster throw a object, make a step forwards, step on object ,
1429 * trigger this here and get hit by own missile - and will be own enemy.
1430 * Victim then is his own enemy and will start to kill herself (this is
1431 * removed) but we have not synced victim and his missile. To avoid senseless
1432 * action, we avoid hits here
1433 */
1434 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1435 hit_with_arrow (trap, victim);
1436 goto leave;
1437
1438 case SPELL_EFFECT:
1439 apply_spell_effect (trap, victim);
1440 goto leave;
1441
1442 case TRAPDOOR:
1443 {
1444 int max, sound_was_played;
1445 object *ab, *ab_next;
1446
1447 if (!trap->value)
1448 {
1449 int tot;
1450
1451 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1453 tot += ab->head_ ()->total_weight ();
1454
1455 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1456 goto leave;
1457
1458 SET_ANIMATION (trap, trap->value);
1459 update_object (trap, UP_OBJ_FACE);
1460 }
1461
1462 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1463 {
1464 /* need to set this up, since if we do transfer the object,
1465 * ab->above would be bogus
1466 */
1467 ab_next = ab->above;
1468
1469 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1470 {
1471 if (!sound_was_played)
1472 {
1473 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1474 sound_was_played = 1;
1475 }
1476
1477 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1478 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1479 }
1480 }
1481 goto leave;
1482 }
1483
1484 case CONVERTER:
1485 if (convert_item (victim, trap) < 0)
1486 {
1487 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1488 get_archetype ("burnout")->insert_at (trap, trap);
1489 }
1490
1491 goto leave;
1492
1493 case TRIGGER_BUTTON:
1494 case TRIGGER_PEDESTAL:
1495 case TRIGGER_ALTAR:
1496 check_trigger (trap, victim);
1497 goto leave;
1498
1499 case DEEP_SWAMP:
1500 walk_on_deep_swamp (trap, victim);
1501 goto leave;
1502
1503 case CHECK_INV:
1504 check_inv (victim, trap);
1505 goto leave;
1506
1507 case HOLE:
1508 /* Hole not open? */
1509 if (trap->stats.wc > 0)
1510 goto leave;
1511
1512 /* Is this a multipart monster and not the head? If so, return.
1513 * Processing will happen if the head runs into the pit
1514 */
1515 if (victim->head)
1516 goto leave;
1517
1518 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1020 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1519 victim->statusmsg ("You fall through the hole!", NDI_RED); 1021 victim->statusmsg ("You fall through the hole!", NDI_RED);
1520 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1521 goto leave;
1522 1022
1523 case EXIT: 1023 transfer_ob (victim,
1524 if (victim->type == PLAYER && EXIT_PATH (trap)) 1024 EXIT_X (trap) + freearr_x[dir],
1525 { 1025 EXIT_Y (trap) + freearr_y[dir],
1526 /* Basically, don't show exits leading to random maps the 1026 0, victim);
1527 * players output.
1528 */
1529 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1530 victim->statusmsg (trap->msg, NDI_NAVY);
1531
1532 trap->play_sound (trap->sound);
1533 victim->enter_exit (trap);
1534 }
1535 goto leave;
1536
1537 case ENCOUNTER:
1538 /* may be some leftovers on this */
1539 goto leave;
1540
1541 case SHOP_MAT:
1542 apply_shop_mat (trap, victim);
1543 goto leave;
1544
1545 /* Drop a certain amount of gold, and have one item identified */
1546 case IDENTIFY_ALTAR:
1547 apply_id_altar (victim, trap, originator);
1548 goto leave;
1549
1550 case SIGN:
1551 if (victim->type != PLAYER && trap->stats.food > 0)
1552 goto leave; /* monsters musn't apply magic_mouths with counters */
1553
1554 apply_sign (victim, trap, 1);
1555 goto leave;
1556
1557 case CONTAINER:
1558 apply_container (victim, trap);
1559 goto leave;
1560
1561 case RUNE:
1562 case TRAP:
1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 spring_trap (trap, victim);
1565 goto leave;
1566
1567 default:
1568 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1569 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1570 goto leave;
1571 }
1572
1573leave:
1574 recursion_depth--;
1575}
1576
1577/**
1578 * Handles reading a regular (ie not containing a spell) book.
1579 */
1580static void
1581apply_book (object *op, object *tmp)
1582{
1583 int lev_diff;
1584 object *skill_ob;
1585
1586 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1587 {
1588 op->failmsg ("You are unable to read while blind!");
1589 return;
1590 }
1591
1592 if (!tmp->msg)
1593 {
1594 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1595 return;
1596 }
1597
1598 /* need a literacy skill to read stuff! */
1599 skill_ob = find_skill_by_name (op, tmp->skill);
1600 if (!skill_ob)
1601 {
1602 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1603 return;
1604 }
1605
1606 lev_diff = tmp->level - (skill_ob->level + 5);
1607 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1608 {
1609 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1610 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1611 : lev_diff < 5 ? "This book is beyond your comprehension."
1612 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1613 : lev_diff < 15 ? "This book is way beyond your comprehension."
1614 : "This book is totally beyond your comprehension.");
1615 return;
1616 }
1617
1618 readable_message_type *msgType = get_readable_message_type (tmp);
1619
1620 if (player *pl = op->contr)
1621 if (client *ns = pl->ns)
1622 if (ns->can_msg)
1623 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1624 else
1625 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1626 msgType->message_type, msgType->message_subtype,
1627 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1628 long_desc (tmp, op), &tmp->msg);
1629
1630 /* gain xp from reading */
1631 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1632 { /* only if not read before */
1633 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1634
1635 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1636 {
1637 /*exp_gain *= 2; because they just identified it too */
1638 SET_FLAG (tmp, FLAG_IDENTIFIED);
1639
1640 /* If in a container, update how it looks */
1641 if (tmp->env)
1642 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1643 else
1644 op->contr->ns->floorbox_update ();
1645 }
1646
1647 change_exp (op, exp_gain, skill_ob->skill, 0);
1648 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1649 }
1650}
1651
1652/**
1653 * Handles the applying of a skill scroll, calling learn_skill straight.
1654 * op is the person learning the skill, tmp is the skill scroll object
1655 */
1656static void
1657apply_skillscroll (object *op, object *tmp)
1658{
1659 switch (learn_skill (op, tmp))
1660 {
1661 case 0:
1662 op->play_sound (sound_find ("generic_fail"));
1663 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1664 break;
1665
1666 case 1:
1667 tmp->decrease ();
1668 op->play_sound (sound_find ("skill_learn"));
1669 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1670 break;
1671
1672 default:
1673 tmp->decrease ();
1674 op->play_sound (sound_find ("generic_fail"));
1675 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1676 break;
1677 }
1678}
1679
1680/**
1681 * Actually makes op learn spell.
1682 * Informs player of what happens.
1683 */
1684void
1685do_learn_spell (object *op, object *spell, int special_prayer)
1686{
1687 object *tmp;
1688
1689 if (op->type != PLAYER)
1690 {
1691 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1692 return;
1693 }
1694
1695 /* Upgrade special prayers to normal prayers */
1696 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1697 {
1698 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1699 {
1700 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1701 return;
1702 }
1703 return;
1704 }
1705
1706 op->contr->play_sound (sound_find ("learn_spell"));
1707
1708 tmp = spell->clone ();
1709 insert_ob_in_ob (tmp, op);
1710
1711 if (special_prayer)
1712 SET_FLAG (tmp, FLAG_STARTEQUIP);
1713
1714 esrv_add_spells (op->contr, tmp);
1715}
1716
1717/**
1718 * Erases spell from player's inventory.
1719 */
1720void
1721do_forget_spell (object *op, const char *spell)
1722{
1723 object *spob;
1724
1725 if (op->type != PLAYER)
1726 {
1727 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1728 return;
1729 }
1730 if ((spob = check_spell_known (op, spell)) == NULL)
1731 {
1732 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1733 return;
1734 }
1735
1736 op->failmsg (format ("You lose knowledge of %s.", spell));
1737 player_unready_range_ob (op->contr, spob);
1738 esrv_remove_spell (op->contr, spob);
1739 spob->destroy ();
1740}
1741
1742/**
1743 * Handles player applying a spellbook.
1744 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1745 * stuff like that. Random learning failure too.
1746 */
1747static void
1748apply_spellbook (object *op, object *tmp)
1749{
1750 object *skop, *spell, *spell_skill;
1751
1752 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1753 {
1754 op->failmsg ("You are unable to read while blind.");
1755 return;
1756 }
1757
1758 /* artifact_spellbooks have 'slaying' field point to a spell name,
1759 * instead of having their spell stored in stats.sp. These are
1760 * legacy spellbooks
1761 */
1762 if (tmp->slaying)
1763 {
1764 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1765 if (!spell)
1766 {
1767 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1768 return;
1769 }
1770 else
1771 insert_ob_in_ob (spell, tmp);
1772
1773 tmp->slaying = 0;
1774 }
1775
1776 skop = find_skill_by_name (op, tmp->skill);
1777
1778 /* need a literacy skill to learn spells. Also, having a literacy level
1779 * lower than the spell will make learning the spell more difficult */
1780 if (!skop)
1781 {
1782 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1783 return;
1784 }
1785
1786 spell = tmp->inv;
1787
1788 if (!spell)
1789 {
1790 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1791 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1792 return;
1793 }
1794
1795 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1796 {
1797 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1798 return;
1799 }
1800
1801 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1802
1803 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1804 {
1805 identify (tmp);
1806
1807 if (tmp->env)
1808 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1809 else
1810 op->contr->ns->floorbox_update ();
1811 }
1812
1813 /* I removed the check for special_prayer_mark here - it didn't make
1814 * a lot of sense - special prayers are not found in spellbooks, and
1815 * if the player doesn't know the spell, doesn't make a lot of sense that
1816 * they would have a special prayer mark.
1817 */
1818 if (check_spell_known (op, spell->name))
1819 {
1820 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1821 return;
1822 }
1823
1824 if (spell->skill)
1825 {
1826 spell_skill = find_skill_by_name (op, spell->skill);
1827
1828 if (!spell_skill)
1829 {
1830 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1831 return;
1832 }
1833
1834 if (spell_skill->level < spell->level)
1835 {
1836 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1837 return;
1838 }
1839 }
1840
1841 /* Logic as follows
1842 *
1843 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1844 *
1845 * 2- The learner's skill level in literacy adjusts the chance to learn
1846 * a spell.
1847 *
1848 * 3 -Automatically fail to learn if you read while confused
1849 *
1850 * Overall, chances are the same but a player will find having a high
1851 * literacy rate very useful! -b.t.
1852 */
1853 if (QUERY_FLAG (op, FLAG_CONFUSED))
1854 {
1855 op->failmsg ("In your confused state you flub the wording of the text!");
1856 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1857 }
1858 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1859 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1860 {
1861 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1862 do_learn_spell (op, spell, 0);
1863
1864 /* xp gain to literacy for spell learning */
1865 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1866 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1867 }
1868 else
1869 {
1870 op->contr->play_sound (sound_find ("fumble_spell"));
1871 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1872 }
1873
1874 tmp->decrease ();
1875}
1876
1877/**
1878 * Handles applying a spell scroll.
1879 */
1880void
1881apply_scroll (object *op, object *tmp, int dir)
1882{
1883 object *skop;
1884
1885 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1886 {
1887 op->failmsg ("You are unable to read while blind.");
1888 return;
1889 }
1890
1891 if (!tmp->inv || tmp->inv->type != SPELL)
1892 {
1893 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1894 return;
1895 }
1896
1897 if (op->type == PLAYER)
1898 {
1899 /* players need a literacy skill to read stuff! */
1900 int exp_gain = 0;
1901
1902 /* hard code literacy - tmp->skill points to where the exp
1903 * should go for anything killed by the spell.
1904 */
1905 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1906
1907 if (!skop)
1908 {
1909 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1910 return;
1911 }
1912
1913 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1914 change_exp (op, exp_gain, skop->skill, 0);
1915 }
1916
1917 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1918 identify (tmp);
1919
1920 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1921
1922 cast_spell (op, tmp, dir, tmp->inv, NULL);
1923 tmp->decrease ();
1924}
1925
1926/**
1927 * Applies a treasure object - by default, chest. op
1928 * is the person doing the applying, tmp is the treasure
1929 * chest.
1930 */
1931static void
1932apply_treasure (object *op, object *tmp)
1933{
1934 /* Nice side effect of this treasure creation method is that the treasure
1935 * for the chest is done when the chest is created, and put into the chest
1936 * inventory. So that when the chest burns up, the items still exist. Also
1937 * prevents people from moving chests to more difficult maps to get better
1938 * treasure
1939 */
1940 object *treas = tmp->inv;
1941
1942 if (!treas)
1943 {
1944 op->statusmsg ("The chest was empty.");
1945 tmp->decrease ();
1946 return;
1947 }
1948
1949 while (tmp->inv)
1950 {
1951 treas = tmp->inv;
1952 treas->remove ();
1953
1954 treas->x = op->x;
1955 treas->y = op->y;
1956 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1957
1958 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1959 spring_trap (treas, op);
1960
1961 /* If either player or container was destroyed, no need to do
1962 * further processing. I think this should be enclused with
1963 * spring trap above, as I don't think there is otherwise
1964 * any way for the treasure chest or player to get killed.
1965 */
1966 if (op->destroyed () || tmp->destroyed ())
1967 break;
1968 }
1969
1970 if (!tmp->destroyed () && !tmp->inv)
1971 tmp->decrease ();
1972}
1973
1974/**
1975 * op eats food.
1976 * If player, takes care of messages and dragon special food.
1977 */
1978static void
1979apply_food (object *op, object *tmp)
1980{
1981 int capacity_remaining;
1982
1983 if (op->type != PLAYER)
1984 op->stats.hp = op->stats.maxhp;
1985 else
1986 {
1987 /* check if this is a dragon (player), eating some flesh */
1988 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1989 ;
1990 else
1991 {
1992 /* usual case - no dragon meal: */
1993 if (op->stats.food + tmp->stats.food > 999)
1994 {
1995 if (tmp->type == FOOD || tmp->type == FLESH)
1996 op->failmsg ("You feel full, but what a waste of food!");
1997 else
1998 op->statusmsg ("Most of the drink goes down your face not your throat!");
1999 }
2000
2001 tmp->play_sound (
2002 tmp->sound
2003 ? tmp->sound
2004 : tmp->type == DRINK
2005 ? sound_find ("eat_drink")
2006 : sound_find ("eat_food")
2007 );
2008
2009 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2010 {
2011 const char *buf;
2012
2013 if (!is_dragon_pl (op))
2014 {
2015 /* eating message for normal players */
2016 if (tmp->type == DRINK)
2017 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2018 else
2019 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2020 }
2021 else
2022 /* eating message for dragon players */
2023 buf = format ("The %s tasted terrible!", &tmp->name);
2024
2025 op->statusmsg (buf);
2026
2027 capacity_remaining = 999 - op->stats.food;
2028 op->stats.food += tmp->stats.food;
2029 if (capacity_remaining < tmp->stats.food)
2030 op->stats.hp += capacity_remaining / 50;
2031 else
2032 op->stats.hp += tmp->stats.food / 50;
2033
2034 if (op->stats.hp > op->stats.maxhp)
2035 op->stats.hp = op->stats.maxhp;
2036 if (op->stats.food > 999)
2037 op->stats.food = 999;
2038 }
2039
2040 /* special food hack -b.t. */
2041 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2042 eat_special_food (op, tmp);
2043 }
2044 }
2045
2046 handle_apply_yield (tmp);
2047 tmp->decrease ();
2048}
2049
2050/**
2051 * A dragon is eating some flesh. If the flesh contains resistances,
2052 * there is a chance for the dragon's skin to get improved.
2053 *
2054 * attributes:
2055 * object *op the object (dragon player) eating the flesh
2056 * object *meal the flesh item, getting chewed in dragon's mouth
2057 * return:
2058 * int 1 if eating successful, 0 if it doesn't work
2059 */
2060int
2061dragon_eat_flesh (object *op, object *meal)
2062{
2063 object *skin = NULL; /* pointer to dragon skin force */
2064 object *abil = NULL; /* pointer to dragon ability force */
2065 object *tmp = NULL; /* tmp. object */
2066
2067 double chance; /* improvement-chance of one resistance type */
2068 double totalchance = 1; /* total chance of gaining one resistance */
2069 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2070 double mbonus = 0; /* monster bonus */
2071 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2072 int winners = 0; /* number of winners */
2073 int i; /* index */
2074
2075 /* let's make sure and doublecheck the parameters */
2076 if (meal->type != FLESH || !is_dragon_pl (op))
2077 return 0;
2078
2079 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2080 from the player's inventory */
2081 for (tmp = op->inv; tmp; tmp = tmp->below)
2082 if (tmp->type == FORCE)
2083 if (tmp->arch->archname == shstr_dragon_skin_force)
2084 skin = tmp;
2085 else if (tmp->arch->archname == shstr_dragon_ability_force)
2086 abil = tmp;
2087
2088 /* if either skin or ability are missing, this is an old player
2089 which is not to be considered a dragon -> bail out */
2090 if (skin == NULL || abil == NULL)
2091 return 0;
2092
2093 /* now start by filling stomache and health, according to food-value */
2094 if ((999 - op->stats.food) < meal->stats.food)
2095 op->stats.hp += (999 - op->stats.food) / 50;
2096 else
2097 op->stats.hp += meal->stats.food / 50;
2098
2099 if (op->stats.hp > op->stats.maxhp)
2100 op->stats.hp = op->stats.maxhp;
2101
2102 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2103
2104 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2105
2106 /* on to the interesting part: chances for adding resistance */
2107 for (i = 0; i < NROFATTACKS; i++)
2108 {
2109 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2110 {
2111 /* got positive resistance, now calculate improvement chance (0-100) */
2112
2113 /* this bonus makes resistance increase easier at lower levels */
2114 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2115 if (i == abil->stats.exp)
2116 bonus += 5; /* additional bonus for resistance of ability-focus */
2117
2118 /* monster bonus increases with level, because high-level
2119 flesh is too rare */
2120 mbonus = op->level * 20. / ((double) settings.max_level);
2121
2122 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2123 ((double) settings.max_level)) - skin->resist[i];
2124
2125 if (chance >= 0.)
2126 chance += 1.;
2127 else
2128 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2129
2130 /* chance is proportional to amount of resistance (max. 50) */
2131 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2132
2133 /* doubled chance for resistance of ability-focus */
2134 if (i == abil->stats.exp)
2135 chance = MIN (100., chance * 2.);
2136
2137 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2138 if (rndm (10000) < (unsigned int) (chance * 100))
2139 {
2140 atnr_winner[winners] = i;
2141 winners++;
2142 }
2143
2144 if (chance >= 0.01)
2145 totalchance *= 1 - chance / 100;
2146
2147 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2148 }
2149 }
2150
2151 /* inverse totalchance as until now we have the failure-chance */
2152 totalchance = 100 - totalchance * 100;
2153
2154 /* print message according to totalchance */
2155 const char *buf;
2156 if (totalchance > 50.)
2157 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2158 else if (totalchance > 10.)
2159 buf = format ("The %s tasted very good.", &meal->name);
2160 else if (totalchance > 1.)
2161 buf = format ("The %s tasted good.", &meal->name);
2162 else if (totalchance > 0.1)
2163 buf = format ("The %s tasted bland.", &meal->name);
2164 else if (totalchance >= 0.01)
2165 buf = format ("The %s had a boring taste.", &meal->name);
2166 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2167 buf = format ("The %s tasted strange.", &meal->name);
2168 else
2169 buf = format ("The %s had no taste.", &meal->name);
2170
2171 op->statusmsg (buf);
2172
2173 /* now choose a winner if we have any */
2174 i = -1;
2175 if (winners > 0)
2176 i = atnr_winner[RANDOM () % winners];
2177
2178 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2179 {
2180 /* resistance increased! */
2181 skin->resist[i]++;
2182 op->update_stats ();
2183
2184 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2185 }
2186
2187 /* if this flesh contains a new ability focus, we mark it
2188 into the ability_force and it will take effect on next level */
2189 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2190 {
2191 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2192
2193 if (meal->last_eat != abil->stats.exp)
2194 op->statusmsg (format (
2195 "Your metabolism prepares to focus on %s!\n"
2196 "The change will happen at level %d.",
2197 change_resist_msg[meal->last_eat],
2198 abil->level + 1
2199 ));
2200 else
2201 {
2202 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2203 abil->last_eat = 0;
2204 }
2205 }
2206
2207 return 1;
2208}
2209
2210/**
2211 * Handles applying an improve armor scroll.
2212 * Does some sanity checks, then calls improve_armour.
2213 */
2214static void
2215apply_armour_improver (object *op, object *tmp)
2216{
2217 object *armor;
2218
2219 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2220 {
2221 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2222 return;
2223 }
2224
2225 armor = find_marked_object (op);
2226
2227 if (!armor)
2228 {
2229 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2230 return;
2231 }
2232
2233 if (armor->type != ARMOUR
2234 && armor->type != CLOAK
2235 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2236 {
2237 op->failmsg ("Your marked item is not armour!\n");
2238 return;
2239 }
2240
2241 op->statusmsg ("Applying armour enchantment.");
2242 improve_armour (op, tmp, armor);
2243}
2244
2245extern void
2246apply_poison (object *op, object *tmp)
2247{
2248 if (op->type == PLAYER)
2249 {
2250 op->contr->play_sound (sound_find ("drink_poison"));
2251 op->failmsg ("Yech! That tasted poisonous!");
2252 strcpy (op->contr->killer, "poisonous booze");
2253 }
2254
2255 if (tmp->stats.hp > 0)
2256 {
2257 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2258 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2259 }
2260
2261 op->stats.food -= op->stats.food / 4;
2262 handle_apply_yield (tmp);
2263 tmp->decrease ();
2264}
2265
2266/**
2267 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2268 * A valid 2 way exit means:
2269 * -You can come back (there is another exit at the other side)
2270 * -You are
2271 * ° the owner of the exit
2272 * ° or in the same party as the owner
2273 *
2274 * Note: a owner in a 2 way exit is saved as the owner's name
2275 * in the field exit->name cause the field exit->owner doesn't
2276 * survive in the swapping (in fact the whole exit doesn't survive).
2277 */
2278int
2279is_legal_2ways_exit (object *op, object *exit)
2280{
2281 if (exit->stats.exp != 1)
2282 return 1; /*This is not a 2 way, so it is legal */
2283
2284#if 0 //TODO
2285 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2286 return 0; /* This is a reset town portal */
2287#endif
2288
2289 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2290
2291 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2292
2293 if (exitmap)
2294 {
2295 exitmap->load_sync ();
2296
2297 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2298
2299 if (!tmp)
2300 return 0;
2301
2302 for (; tmp; tmp = tmp->above)
2303 {
2304 if (tmp->type != EXIT)
2305 continue; /*Not an exit */
2306
2307 if (!EXIT_PATH (tmp))
2308 continue; /*Not a valid exit */
2309
2310 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2311 continue; /*Not in the same place */
2312
2313 if (exit->map->path != EXIT_PATH (tmp))
2314 continue; /*Not in the same map */
2315
2316 /* From here we have found the exit is valid. However we do
2317 * here the check of the exit owner. It is important for the
2318 * town portals to prevent strangers from visiting your appartments
2319 */
2320 if (!exit->race)
2321 return 1; /*No owner, free for all! */
2322
2323 object *exit_owner = 0;
2324
2325 for_all_players (pp)
2326 {
2327 if (!pp->ob)
2328 continue;
2329
2330 if (pp->ob->name != exit->race)
2331 continue;
2332
2333 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2334 break;
2335 }
2336
2337 if (!exit_owner)
2338 return 0; /* No more owner */
2339
2340 if (exit_owner->contr == op->contr)
2341 return 1; /*It is your exit */
2342
2343 if (exit_owner && /*There is a owner */
2344 (op->contr) && /*A player tries to pass */
2345 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2346 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2347 return 0;
2348
2349 return 1;
2350 }
2351 }
2352
2353 return 0;
2354}
2355
2356/**
2357 * Main apply handler.
2358 *
2359 * Checks for unpaid items before applying.
2360 *
2361 * Return value:
2362 * 0: player or monster can't apply objects of that type
2363 * 1: has been applied, or there was an error applying the object
2364 * 2: objects of that type can't be applied if not in inventory
2365 *
2366 * op is the object that is causing object to be applied, tmp is the object
2367 * being applied.
2368 *
2369 * aflag is special (always apply/unapply) flags. Nothing is done with
2370 * them in this function - they are passed to apply_special
2371 */
2372int
2373manual_apply (object *op, object *tmp, int aflag)
2374{
2375 if (tmp->head)
2376 tmp = tmp->head;
2377
2378 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2379 {
2380 if (op->type == PLAYER)
2381 {
2382 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2383 return 1;
2384 }
2385 else
2386 return 0; /* monsters just skip unpaid items */
2387 }
2388
2389 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2390 return RESULT_INT (0);
2391
2392 switch (tmp->type)
2393 {
2394 case CF_HANDLE:
2395 op->play_sound (sound_find ("turn_handle"));
2396 op->statusmsg ("You turn the handle.");
2397 tmp->value = tmp->value ? 0 : 1;
2398 SET_ANIMATION (tmp, tmp->value);
2399 update_object (tmp, UP_OBJ_FACE);
2400 push_button (tmp);
2401 return 1;
2402
2403 case TRIGGER:
2404 if (check_trigger (tmp, op))
2405 {
2406 op->statusmsg ("You turn the handle.");
2407 op->play_sound (sound_find ("turn_handle"));
2408 }
2409 else
2410 op->failmsg ("The handle doesn't move.");
2411
2412 return 1;
2413
2414 case EXIT:
2415 if (op->type != PLAYER)
2416 return 0;
2417
2418 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2419 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2420 else
2421 {
2422 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2424 op->statusmsg (tmp->msg, NDI_NAVY);
2425
2426 op->enter_exit (tmp);
2427 }
2428
2429 return 1;
2430
2431 case INSCRIBABLE:
2432 op->statusmsg (tmp->msg);
2433 // maybe show a spell menu to chose from or something like that
2434 return 1;
2435
2436 case SIGN:
2437 apply_sign (op, tmp, 0);
2438 return 1;
2439
2440 case BOOK:
2441 if (op->type == PLAYER)
2442 {
2443 apply_book (op, tmp);
2444 return 1;
2445 }
2446 else
2447 return 0;
2448
2449 case SKILLSCROLL:
2450 if (op->type == PLAYER)
2451 {
2452 apply_skillscroll (op, tmp);
2453 return 1;
2454 }
2455 else
2456 return 0;
2457
2458 case SPELLBOOK:
2459 if (op->type == PLAYER)
2460 {
2461 apply_spellbook (op, tmp);
2462 return 1;
2463 }
2464 else
2465 return 0;
2466
2467 case SCROLL:
2468 apply_scroll (op, tmp, 0);
2469 return 1;
2470
2471 case POTION:
2472 apply_potion (op, tmp);
2473 return 1;
2474
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 //TODO: remove, as it is unsed?
2477 case CLOSE_CON:
2478 apply_container (op, tmp->env);
2479 return 1;
2480
2481 case CONTAINER:
2482 apply_container (op, tmp);
2483 return 1;
2484
2485 case TREASURE:
2486 if (op->type == PLAYER)
2487 {
2488 apply_treasure (op, tmp);
2489 return 1;
2490 }
2491 else
2492 return 0;
2493
2494 case WEAPON:
2495 case ARMOUR:
2496 case BOOTS:
2497 case GLOVES:
2498 case AMULET:
2499 case GIRDLE:
2500 case BRACERS:
2501 case SHIELD:
2502 case HELMET:
2503 case RING:
2504 case CLOAK:
2505 case WAND:
2506 case ROD:
2507 case HORN:
2508 case SKILL:
2509 case BOW:
2510 case LAMP:
2511 case BUILDER:
2512 case SKILL_TOOL:
2513 if (tmp->env != op)
2514 return 2; /* not in inventory */
2515
2516 apply_special (op, tmp, aflag);
2517 return 1;
2518
2519 case DRINK:
2520 case FOOD:
2521 case FLESH:
2522 apply_food (op, tmp);
2523 return 1;
2524
2525 case POISON:
2526 apply_poison (op, tmp);
2527 return 1;
2528
2529 case SAVEBED:
2530 return 1;
2531
2532 case ARMOUR_IMPROVER:
2533 if (op->type == PLAYER)
2534 {
2535 apply_armour_improver (op, tmp);
2536 return 1;
2537 }
2538 else
2539 return 0;
2540
2541 case WEAPON_IMPROVER:
2542 check_improve_weapon (op, tmp);
2543 return 1;
2544
2545 case CLOCK:
2546 if (op->type == PLAYER)
2547 {
2548 char buf[MAX_BUF];
2549 timeofday_t tod;
2550
2551 get_tod (&tod);
2552 op->play_sound (sound_find ("sound_clock"));
2553 op->statusmsg (format (
2554 "It is %d minute%s past %d o'clock %s",
2555 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2556 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2557 ));
2558 return 1;
2559 }
2560 else
2561 return 0;
2562
2563 case MENU:
2564 if (op->type == PLAYER)
2565 {
2566 shop_listing (tmp, op);
2567 return 1;
2568 }
2569 else
2570 return 0;
2571
2572 case POWER_CRYSTAL:
2573 apply_power_crystal (op, tmp); /* see egoitem.c */
2574 return 1;
2575
2576 case LIGHTER: /* for lighting torches/lanterns/etc */
2577 if (op->type == PLAYER)
2578 {
2579 apply_lighter (op, tmp);
2580 return 1;
2581 }
2582 else
2583 return 0;
2584
2585 case ITEM_TRANSFORMER:
2586 apply_item_transformer (op, tmp);
2587 return 1;
2588
2589 default:
2590 return 0;
2591 }
2592}
2593
2594
2595/* quiet suppresses the "don't know how to apply" and "you must get it first"
2596 * messages as needed by player_apply_below(). But there can still be
2597 * "but you are floating high above the ground" messages.
2598 *
2599 * Same return value as apply() function.
2600 */
2601int
2602player_apply (object *pl, object *op, int aflag, int quiet)
2603{
2604 int tmp;
2605
2606 if (op->env && (pl->move_type & MOVE_FLYING))
2607 {
2608 /* player is flying and applying object not in inventory */
2609 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2610 {
2611 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2612 return 0;
2613 }
2614 }
2615
2616 pl->contr->last_used = op;
2617
2618 tmp = manual_apply (pl, op, aflag);
2619 if (!quiet)
2620 {
2621 if (tmp == 0)
2622 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2623 else if (tmp == 2)
2624 pl->failmsg ("You must get it first!\n");
2625 }
2626
2627 return tmp;
2628}
2629
2630/**
2631 * player_apply_below attempts to apply the object 'below' the player.
2632 * If the player has an open container, we use that for below, otherwise
2633 * we use the ground.
2634 */
2635void
2636player_apply_below (object *pl)
2637{
2638 int floors = 0;
2639
2640 /* If using a container, set the starting item to be the top
2641 * item in the container. Otherwise, use the map.
2642 * This is perhaps more complicated. However, I want to make sure that
2643 * we don't use a corrupt pointer for the next object, so we get the
2644 * next object in the stack before applying. This is can only be a
2645 * problem if player_apply() has a bug in that it uses the object but does
2646 * not return a proper value.
2647 */
2648 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2649 {
2650 next = tmp->below;
2651
2652 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2653 floors++;
2654 else if (floors > 0)
2655 return; /* process only floor objects after first floor object */
2656
2657 /* If it is visible, player can apply it. If it is applied by
2658 * person moving on it, also activate. Added code to make it
2659 * so that at least one of players movement types be that which
2660 * the item needs.
2661 */
2662 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2663 {
2664 if (player_apply (pl, tmp, 0, 1) == 1)
2665 return;
2666 }
2667 if (floors >= 2)
2668 return; /* process at most two floor objects */
2669 }
2670} 1027}
2671 1028
2672/** 1029/**
2673 * Unapplies specified item. 1030 * Unapplies specified item.
2674 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2675 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2676 * to keep the size of apply_special to a more managable size. 1033 * to keep the size of apply_special to a more managable size.
2677 */ 1034 */
2678static int 1035static bool
2679unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2680{ 1037{
2681 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2682 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2683 return RESULT_INT (0); 1040 return RESULT_INT (0);
2684 1041
2685 CLEAR_FLAG (op, FLAG_APPLIED); 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
1044
1045 op->flag [FLAG_APPLIED] = false;
2686 1046
2687 switch (op->type) 1047 switch (op->type)
2688 { 1048 {
2689 case SKILL_TOOL: 1049 case SKILL:
1050 if (player *pl = who->contr)
1051 if (op->invisible)
1052 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1053 else
1054 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1055
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_SKILL] = false;
1058 break;
1059
1060 case WEAPON:
1061 who->statusmsg (format ("You unwield %s.", query_name (op)));
1062 change_abil (who, op);
1063 who->flag [FLAG_READY_WEAPON] = false;
1064
2690 // unapplying a skill tool should also unapply the skill it governs 1065 // unapplying a weapon or skill tool should also unapply the skill it governs
2691 // but this is hard, as it shouldn't do so when the skill can 1066 // but this is hard, as it shouldn't do so when the skill can
2692 // be used for other reasons 1067 // be used for other reasons
2693 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1068 //TODO: really?
2694 if (tmp->skill == op->skill 1069 if (who->chosen_skill)
2695 && tmp->type == SKILL 1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2696 && tmp->flag [FLAG_APPLIED]
2697 && !tmp->flag [FLAG_CAN_USE_SKILL])
2698 unapply_special (who, tmp, 0); 1071 unapply_special (who, who->chosen_skill, 0);
2699 1072
2700 change_abil (who, op);
2701 break; 1073 break;
2702 1074
1075 case RANGED:
1076 case BOW:
2703 case WEAPON: 1077 case WAND:
1078 case ROD:
1079 case HORN:
2704 if (player *pl = who->contr) 1080 if (player *pl = who->contr)
2705 if (op == pl->combat_ob)
2706 {
2707 pl->combat_ob = 0;
2708 who->change_weapon (pl->ranged_ob);
2709 }
2710
2711 who->statusmsg (format ("You unwield %s.", query_name (op)));
2712
2713 change_abil (who, op);
2714 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2715 break;
2716
2717 case SKILL:
2718 if (who->contr)
2719 { 1081 {
2720 if (!op->invisible)
2721 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
1083 change_abil (who, op);
1084 }
1085 else
1086 {
1087 if (op->type == BOW)
1088 op->flag [FLAG_READY_BOW ] = false;
2722 else 1089 else
2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1090 op->flag [FLAG_READY_RANGE] = false;
2724 } 1091 }
2725 1092
2726 change_abil (who, op);
2727 CLEAR_FLAG (who, FLAG_READY_SKILL);
2728 break; 1093 break;
2729 1094
2730 case ARMOUR: 1095 case ARMOUR:
2731 case HELMET: 1096 case HELMET:
2732 case SHIELD: 1097 case SHIELD:
2739 case CLOAK: 1104 case CLOAK:
2740 who->statusmsg (format ("You unwear %s.", query_name (op))); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
2741 change_abil (who, op); 1106 change_abil (who, op);
2742 break; 1107 break;
2743 1108
2744 case LAMP: 1109 case SPELL:
2745 {
2746 who->statusmsg (format ("You turn off your %s.", &op->name));
2747
2748 object *tmp2 = arch_to_object (op->other_arch);
2749 tmp2->x = op->x;
2750 tmp2->y = op->y;
2751 tmp2->map = op->map;
2752 tmp2->below = op->below;
2753 tmp2->above = op->above;
2754 tmp2->stats.food = op->stats.food;
2755 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2756
2757 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2758 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2759
2760 op->destroy ();
2761 insert_ob_in_ob (tmp2, who);
2762 who->update_stats ();
2763
2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765 {
2766 if (who->contr)
2767 {
2768 who->failmsg ("Oops, it feels deadly cold!");
2769 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2770 }
2771 }
2772
2773 if (who->contr)
2774 esrv_send_item (who, tmp2);
2775 }
2776
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778
2779 case BOW: 1110 case BUILDER:
2780 case WAND:
2781 case ROD:
2782 case HORN:
2783 if (player *pl = who->contr)
2784 {
2785 if (op == pl->ranged_ob)
2786 {
2787 pl->ranged_ob = 0;
2788 who->change_weapon (pl->combat_ob);
2789 }
2790
2791 who->statusmsg (format ("You unready %s.", query_name (op))); 1111 who->statusmsg (format ("You unready %s.", query_name (op)));
2792 }
2793 else
2794 {
2795 who->change_skill (0);
2796
2797 if (op->type == BOW)
2798 CLEAR_FLAG (who, FLAG_READY_BOW);
2799 else
2800 CLEAR_FLAG (who, FLAG_READY_RANGE);
2801 }
2802
2803 break; 1112 break;
2804 1113
2805 case BUILDER: 1114 //case SKILL_TOOL://TODO
2806 if (who->contr)
2807 who->statusmsg (format ("You unready %s.", query_name (op)));
2808 break;
2809
2810 default: 1115 default:
2811 who->statusmsg (format ("You unapply %s.", query_name (op))); 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
2812 break; 1117 break;
2813 } 1118 }
2814 1119
1120 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1121 if (object *pl = op->visible_to ())
1122 esrv_send_item (pl, op);
1123
2815 who->update_stats (); 1124 who->update_stats ();
2816 1125
2817 if (!(aflags & AP_NO_MERGE))
2818 {
2819 object *tmp = merge_ob (op, 0);
2820
2821 if (who->contr)
2822 {
2823 if (tmp)
2824 { /* it was merged */
2825 esrv_del_item (who->contr, op->count);
2826 op = tmp;
2827 }
2828
2829 esrv_send_item (who, op);
2830 }
2831 }
2832
2833 return 0; 1126 return 1;
2834} 1127}
2835 1128
2836/** 1129/**
2837 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
2838 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
2850static object * 1143static object *
2851get_next_item_from_body_location (int loc, object *start) 1144get_next_item_from_body_location (int loc, object *start)
2852{ 1145{
2853 for (object *tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
2854 if (tmp->flag [FLAG_APPLIED] 1147 if (tmp->flag [FLAG_APPLIED]
2855 && tmp->slot[loc].info 1148 && tmp->slot [loc].info
2856 && (!tmp->invisible || tmp->type == SKILL)) 1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2857 return tmp; 1150 return tmp;
2858 1151
2859 return 0; 1152 return 0;
2860} 1153}
2861 1154
2874#define CANNOT_REMOVE_CURSED \ 1167#define CANNOT_REMOVE_CURSED \
2875 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1168 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2876 "Praying over an altar, scrolls of remove curse/damnation, " \ 1169 "Praying over an altar, scrolls of remove curse/damnation, " \
2877 "priests or even other players might help.>" 1170 "priests or even other players might help.>"
2878 1171
2879int 1172static bool
2880unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
2881{ 1174{
2882 if (op->is_range ()) 1175 if (op->is_range ())
2883 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2884 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2885 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1178 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2886 { 1179 {
2887 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
2888 who->failmsg (query_name (tmp)); 1181 who->failmsg (query_name (tmp));
2889 else 1182 else
2890 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
2893 { 1186 {
2894 /* In this case, we want to try and remove a cursed item. 1187 /* In this case, we want to try and remove a cursed item.
2895 * While we know it won't work, we want unapply_special to 1188 * While we know it won't work, we want unapply_special to
2896 * at least generate the message. 1189 * at least generate the message.
2897 */ 1190 */
2898 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1191 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2899 return 1; 1192 return 1;
2900 } 1193 }
2901 1194
2902 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2903 { 1196 {
2923#endif 1216#endif
2924 return 1; 1217 return 1;
2925 } 1218 }
2926 1219
2927 /* If we are just printing, we don't care about cursed status */ 1220 /* If we are just printing, we don't care about cursed status */
2928 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1221 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2929 { 1222 {
2930 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
2931 who->failmsg (query_name (tmp)); 1224 who->failmsg (query_name (tmp));
2932 else 1225 else
2933 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
2937 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
2938 * Note this could be annoying if this is just one of a few, 1231 * Note this could be annoying if this is just one of a few,
2939 * so it may not be critical (eg, putting on a ring and you have 1232 * so it may not be critical (eg, putting on a ring and you have
2940 * one cursed ring.) 1233 * one cursed ring.)
2941 */ 1234 */
2942 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2943 } 1236 }
2944 1237
2945 last = tmp->below; 1238 last = tmp->below;
2946 } 1239 }
2947 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1240 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3006 continue; 1299 continue;
3007 } 1300 }
3008 1301
3009 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3010 if (!tmp1) 1303 if (!tmp1)
3011 {
3012#if 0
3013 /* This is sort of an error, but happens a lot when old players
3014 * join in with more stuff equipped than they are now allowed.
3015 */
3016 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3017#endif
3018 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
3019 }
3020 else 1305 else
3021 { 1306 {
3022 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
3023 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
3024 * to apply multiple objects 1309 * to apply multiple objects
3053 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3054 * because you can't control those just by body location - bows, shields, 1339 * because you can't control those just by body location - bows, shields,
3055 * and weapons all use the same slot. Similar for horn/rod/wand - they 1340 * and weapons all use the same slot. Similar for horn/rod/wand - they
3056 * all use the same location. 1341 * all use the same location.
3057 */ 1342 */
3058 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3059 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3060 1345
3061 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3062 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3063 1348
3064 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3065 { 1350 {
3066 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1351 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3067 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3068 1353
3069 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3070 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3071 1356
3072 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3073 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3074 1359
3075 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3076 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3077 } 1362 }
3078 1363
3079 return retval; 1364 return retval;
3080} 1365}
3104 */ 1389 */
3105 1390
3106#define LACK_ITEM_POWER \ 1391#define LACK_ITEM_POWER \
3107 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1392 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3108 1393
3109int 1394static bool
3110apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3111{ 1396{
3112 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3113 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *skop = NULL;
3114
3115 if (who == NULL)
3116 {
3117 LOG (llevError, "apply_special() from object without environment.\n");
3118 return 1;
3119 }
3120
3121 if (op->env != who)
3122 return 1; /* op is not in inventory */
3123 1399
3124 /* trying to unequip op */ 1400 /* trying to unequip op */
3125 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
3126 { 1402 {
3127 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3128 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
3129 return 0; 1405 return 0;
3130 1406
3131 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3132 {
3133 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3134 return 1;
3135 }
3136
3137 return unapply_special (who, op, aflags); 1407 return unapply_special (who, op, aflags);
3138 } 1408 }
3139
3140 if (basic_flag == AP_UNAPPLY) 1409 else if (basic_flag == AP_UNAPPLY)
3141 return 0; 1410 return 0;
3142
3143 // if the item is combat/ranged, wield the relevant slot first
3144 // to resolve conflicts.
3145 if (player *pl = who->contr)
3146 switch (op->slottype ())
3147 {
3148 case slot_combat: who->change_weapon (pl->combat_ob); break;
3149 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3150 }
3151 1411
3152 splay (op); 1412 splay (op);
3153 1413
3154 /* Can't just apply this object. Lets see what not and what to do */ 1414 /* Can't just apply this object. Lets see what not and what to do */
3155 if (int i = can_apply_object (who, op)) 1415 if (int i = can_apply_object (who, op))
3156 { 1416 {
3157 if (i & CAN_APPLY_NEVER) 1417 if (i & CAN_APPLY_NEVER)
3158 { 1418 {
3159 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1419 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3160 return 1; 1420 return 1;
3161 } 1421 }
3162 else if (i & CAN_APPLY_RESTRICTION) 1422 else if (i & CAN_APPLY_RESTRICTION)
3163 { 1423 {
3164 who->failmsg (format ( 1424 who->failmsgf (
3165 "You have a prohibition against using a %s. " 1425 "You have a prohibition against using a %s. "
3166 "H<Your belief, profession or class prevents you from applying this item.>", 1426 "H<Your belief, profession or class prevents you from applying this item.>",
3167 query_name (op) 1427 query_name (op)
3168 )); 1428 );
3169 return 1; 1429 return 1;
3170 } 1430 }
3171 1431
3172 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
3173 { 1433 {
3189 } 1449 }
3190 } 1450 }
3191 1451
3192 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1452 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3193 { 1453 {
1454 // try to ready attached skill first
3194 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
3195 1456
3196 if (!skop) 1457 if (!skop)
3197 { 1458 {
3198 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1459 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3199 return 1; 1460 return 1;
3200 } 1461 }
3201 else 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3202 /* While experience will be credited properly, we want to change the
3203 * skill so that the dam and wc get updated
3204 */ 1463 {
3205 who->change_skill (skop); 1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1465 return 1;
1466 }
3206 } 1467 }
3207 1468
3208 if (who->type == PLAYER 1469 if (!check_item_power (who, op->item_power))
3209 && op->item_power
3210 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3211 { 1470 {
3212 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1471 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3213 return 1; 1472 return 1;
3214 } 1473 }
3215 1474
3216 /* Ok. We are now at the state where we can apply the new object. 1475 /* Ok. We are now at the state where we can apply the new object.
3217 * Note that we don't have the checks for can_use_... 1476 * Note that we don't have the checks for can_use_...
3218 * below - that is already taken care of by can_apply_object. 1477 * below - that is already taken care of by can_apply_object.
3219 */ 1478 */
1479
1480 // split away all the other items from the stack, so only one item is left
3220 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1481 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3221 1482
3222 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1483 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3223 return RESULT_INT (0); 1484 return RESULT_INT (0);
3224 1485
3225 switch (op->type) 1486 switch (op->type)
3226 { 1487 {
3227 case WEAPON: 1488 case WEAPON:
3228 if (!check_weapon_power (who, op->last_eat)) 1489 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3229 {
3230 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3231
3232 if (tmp)
3233 insert_ob_in_ob (tmp, who);
3234
3235 return 1;
3236 }
3237
3238 //TODO: this obviously fails for players using a shorter prefix
3239 // i.e. "R" can use Ragnarok's sword.
3240 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3241 { 1490 {
3242 /* if the weapon does not have the name as the character, can't use it. */ 1491 /* if the weapon does not have the name as the character, can't use it. */
3243 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1492 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3244 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1493 who->failmsg ("The weapon does not recognize you as its owner. "
3245 1494 "H<Its name indicates that it belongs to somebody else.>");
3246 if (tmp) 1495 if (tmp) who->insert (tmp);
3247 insert_ob_in_ob (tmp, who);
3248
3249 return 1; 1496 return 1;
3250 } 1497 }
3251 1498
3252 if (!skop) 1499 op->flag [FLAG_APPLIED] = true;
1500
1501 if (player *pl = who->contr)
3253 { 1502 {
3254 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1503 who->statusmsg (format ("You wield %s.", query_name (op)));
3255 return 1; 1504 change_abil (who, op);
3256 } 1505 }
3257 1506
3258 SET_FLAG (op, FLAG_APPLIED); 1507 op->flag [FLAG_READY_WEAPON] = true;
3259 who->change_skill (skop);
3260
3261 if (who->contr)
3262 who->change_weapon (who->contr->combat_ob = op);
3263
3264 who->statusmsg (format ("You wield %s.", query_name (op)));
3265
3266 SET_FLAG (who, FLAG_READY_WEAPON);
3267 change_abil (who, op);
3268 break; 1508 break;
3269 1509
3270 case ARMOUR: 1510 case ARMOUR:
3271 case HELMET: 1511 case HELMET:
3272 case SHIELD: 1512 case SHIELD:
3275 case GIRDLE: 1515 case GIRDLE:
3276 case BRACERS: 1516 case BRACERS:
3277 case CLOAK: 1517 case CLOAK:
3278 case RING: 1518 case RING:
3279 case AMULET: 1519 case AMULET:
3280 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
3281 who->statusmsg (format ("You wear %s.", query_name (op))); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
3282 change_abil (who, op); 1522 change_abil (who, op);
3283 break; 1523 break;
3284 1524
3285 case LAMP:
3286 if (op->stats.food < 1)
3287 {
3288 who->failmsg (format (
3289 "Your %s is out of fuel! "
3290 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3291 &op->name
3292 ));
3293 return 1;
3294 }
3295
3296 who->statusmsg (format ("You turn on your %s.", &op->name));
3297
3298 tmp2 = arch_to_object (op->other_arch);
3299 tmp2->stats.food = op->stats.food;
3300 SET_FLAG (tmp2, FLAG_APPLIED);
3301
3302 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3303 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3304
3305 insert_ob_in_ob (tmp2, who);
3306
3307 /* Remove the old lantern */
3308 op->destroy ();
3309
3310 /* insert the portion that was split off */
3311 if (tmp)
3312 {
3313 insert_ob_in_ob (tmp, who);
3314 if (who->type == PLAYER)
3315 esrv_send_item (who, tmp);
3316 }
3317
3318 who->update_stats ();
3319
3320 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3321 if (who->type == PLAYER)
3322 {
3323 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3324 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3325 }
3326
3327 if (who->type == PLAYER)
3328 esrv_send_item (who, tmp2);
3329
3330 return 0;
3331
3332 case SKILL_TOOL: 1525 case SKILL_TOOL:
3333 // applying a skill tool also readies the skill 1526 // applying a skill tool does not ready the skill
3334 SET_FLAG (op, FLAG_APPLIED); 1527 // if something needs the skill, it has to ready it itself
3335 1528 //TODO: unapplying should unapply the skill, though
3336 if (!(aflags & AP_NO_READY))
3337 {
3338 skop = find_skill_by_name (who, op->skill);
3339 if (!skop->flag [FLAG_APPLIED]) 1529 op->set_flag (FLAG_APPLIED);
3340 apply_special (who, skop, AP_APPLY);
3341 }
3342 break; 1530 break;
3343 1531
3344 case SKILL: 1532 case SKILL:
3345 if (player *pl = who->contr) 1533 if (who->contr)
3346 {
3347 if (IS_COMBAT_SKILL (op->subtype))
3348 {
3349 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3350 {
3351 for (object *item = who->inv; item; item = item->below)
3352 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3353 {
3354 if (item->skill == op->skill)
3355 {
3356 who->change_weapon (pl->combat_ob = item);
3357 goto found_weapon;
3358 }
3359 }
3360
3361 who->failmsg (format (
3362 "You need to apply a '%s' melee weapon before readying this skill. "
3363 "H<Some skills need an item, in this case a melee weapon, to function.>",
3364 &op->skill
3365 ));
3366 return 1;
3367
3368 found_weapon:;
3369 }
3370 else
3371 who->change_weapon (pl->combat_ob = op);
3372 }
3373 else if (IS_RANGED_SKILL (op->subtype))
3374 {
3375 if (skill_flags [op->subtype] & SF_NEED_BOW)
3376 {
3377 for (object *item = who->inv; item; item = item->below)
3378 if (item->type == BOW && item->flag [FLAG_APPLIED])
3379 {
3380 //TODO: bows should/must all have skill missile weapon right now
3381 who->change_weapon (pl->ranged_ob = item);
3382 goto found_bow;
3383 }
3384
3385 who->failmsg (
3386 "You need to apply a missile weapon before readying this skill. "
3387 "H<Some skills need an item, in this case a missile weapon, to function.>"
3388 );
3389 return 1;
3390
3391 found_bow:;
3392 }
3393 else
3394 who->change_weapon (pl->ranged_ob = op);
3395 }
3396
3397 if (!op->invisible) 1534 if (op->invisible)
3398 { 1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3399 who->statusmsg (format (
3400 "You ready %s."
3401 "You can now use the skill: %s.",
3402 query_name (op),
3403 &op->skill
3404 ));
3405 }
3406 else 1536 else
3407 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1537 who->statusmsg (format ("You ready %s.", query_name (op)));
3408 } 1538
3409 else 1539 who->set_flag (FLAG_READY_SKILL);
3410 { 1540 op->set_flag (FLAG_APPLIED);
3411 SET_FLAG (op, FLAG_APPLIED);
3412 change_abil (who, op); 1541 change_abil (who, op);
3413 who->chosen_skill = op;
3414 SET_FLAG (who, FLAG_READY_SKILL);
3415 }
3416
3417 break; 1542 break;
3418 1543
3419 case BOW: 1544 case BOW:
3420 if (!check_weapon_power (who, op->last_eat)) 1545 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3421 {
3422 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3423
3424 if (tmp)
3425 insert_ob_in_ob (tmp, who);
3426
3427 return 1;
3428 }
3429
3430 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3431 { 1546 {
3432 who->failmsg ("The weapon does not recognize you as its owner. " 1547 who->failmsg ("The weapon does not recognize you as its owner. "
3433 "H<Its name indicates that it belongs to somebody else.>"); 1548 "H<Its name indicates that it belongs to somebody else.>");
3434 if (tmp) 1549 if (tmp) who->insert (tmp);
3435 insert_ob_in_ob (tmp, who);
3436
3437 return 1; 1550 return 1;
3438 } 1551 }
1552
1553 if (player *pl = who->contr)
1554 {
1555 op->flag [FLAG_APPLIED] = true;
1556 who->statusmsg (format ("You wield the %s.", query_name (op)));
1557 change_abil (who, op);
1558 }
1559 break;
1560
1561 case RANGED:
1562 if (player *pl = who->contr)
1563 {
1564 op->flag [FLAG_APPLIED] = true;
1565 who->statusmsg (format ("You applied the %s.", query_name (op)));
1566 }
1567 break;
1568
1569 case SPELL:
1570 if (player *pl = who->contr)
1571 {
1572 op->flag [FLAG_APPLIED] = true;
1573 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1574 }
1575 break;
3439 1576
3440 /*FALLTHROUGH*/ 1577 /*FALLTHROUGH*/
3441 case WAND: 1578 case WAND:
3442 case ROD: 1579 case ROD:
3443 case HORN: 1580 case HORN:
3444 /* check for skill, alter player status */ 1581 op->flag [FLAG_APPLIED] = true;
3445 1582
3446 if (!skop) 1583 if (player *pl = who->contr)
3447 { 1584 {
3448 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3449 return 1;
3450 }
3451
3452 SET_FLAG (op, FLAG_APPLIED);
3453 who->change_skill (skop);
3454
3455 if (who->contr)
3456 {
3457 who->contr->ranged_ob = op;
3458
3459 who->statusmsg (format ("You ready %s.", query_name (op))); 1585 who->statusmsg (format ("You ready %s.", query_name (op)));
3460 1586
3461 if (op->type == BOW) 1587 if (op->type == BOW)
3462 {
3463 who->current_weapon = op;
3464 change_abil (who, op);
3465 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1588 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3466 } 1589
1590 change_abil (who, op);
3467 } 1591 }
3468 else 1592 else
3469 { 1593 {
3470 if (op->type == BOW) 1594 if (op->type == BOW)
3471 SET_FLAG (who, FLAG_READY_BOW); 1595 op->flag [FLAG_READY_BOW ] = true;
3472 else 1596 else
3473 SET_FLAG (who, FLAG_READY_RANGE); 1597 op->flag [FLAG_READY_RANGE] = true;
3474 } 1598 }
3475 1599
3476 break; 1600 break;
3477 1601
3478 case BUILDER: 1602 case BUILDER:
3479 if (who->type == PLAYER) 1603 if (player *pl = who->contr)
3480 { 1604 {
3481 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3482 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3483 unapply_special (who, who->contr->ranged_ob, 0);
3484
3485 who->statusmsg (format ("You ready your %s.", query_name (op))); 1605 who->statusmsg (format ("You ready your %s.", query_name (op)));
3486 1606 //TODO: change_abil?
3487 who->contr->ranged_ob = op;
3488 } 1607 }
3489 break; 1608 break;
3490 1609
3491 default: 1610 default:
3492 who->statusmsg (format ("You apply %s.", query_name (op))); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
3493 } 1612 }
3494 1613
3495 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
3496 1615
3497 if (tmp) 1616 if (tmp) who->insert (tmp);
3498 tmp = insert_ob_in_ob (tmp, who);
3499 1617
3500 who->update_stats (); 1618 who->update_stats ();
3501 1619
3502 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
3503 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
3504 * you don't know anything about them. 1622 * you don't know anything about them.
3505 */ 1623 */
3506 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1624 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3507 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
3508 1626
3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3510 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
3511 { 1629 {
3512 who->failmsg ( 1630 who->failmsg (
3513 "Oops, it feels deadly cold! " 1631 "Oops, it feels deadly cold! "
3514 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1632 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3515 ); 1633 );
3516 SET_FLAG (op, FLAG_KNOWN_CURSED); 1634 op->set_flag (FLAG_KNOWN_CURSED);
3517 } 1635 }
3518 1636
3519 if (who->type == PLAYER) 1637 if (object *pl = op->visible_to ())
3520 {
3521 /* if multiple objects were applied, update both slots */
3522 if (tmp)
3523 esrv_send_item (who, tmp);
3524
3525 esrv_send_item (who, op); 1638 esrv_send_item (pl, op);
3526 }
3527 1639
3528 return 0; 1640 return 0;
3529} 1641}
3530 1642
1643/**
1644 * Check if op should abort moving victim because of it's race or slaying.
1645 * Returns 1 if it should abort, returns 0 if it should continue.
1646 */
3531int 1647int
3532monster_apply_special (object *who, object *op, int aflags) 1648should_director_abort (object *op, object *victim)
3533{ 1649{
3534 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1650 int arch_flag, name_flag, race_flag;
1651
1652 /* Get flags to determine what of arch, name, and race should be checked.
1653 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1654 * the next is the name flag, and the last is the race flag. Also note,
1655 * if subtype is set to zero, that also goes to defaults of all affecting
1656 * it. Examples:
1657 * subtype 1: only arch
1658 * subtype 3: arch or name
1659 * subtype 5: arch or race
1660 * subtype 7: all three
1661 */
1662 if (op->subtype)
1663 {
1664 arch_flag = op->subtype & 1;
1665 name_flag = op->subtype & 2;
1666 race_flag = op->subtype & 4;
1667 }
1668 else
1669 {
1670 arch_flag = 1;
1671 name_flag = 1;
1672 race_flag = 1;
1673 }
1674
1675 /* If the director has race set, only affect objects with a arch,
1676 * name or race that matches.
1677 */
1678 if ((op->race) &&
1679 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1680 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1681 ((!(victim->race && race_flag) || op->race != victim->race)))
3535 return 1; 1682 return 1;
3536 1683
1684 /* If the director has slaying set, only affect objects where none
1685 * of arch, name, or race match.
1686 */
1687 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1688 ((victim->name && name_flag && op->slaying == victim->name)) ||
1689 ((victim->race && race_flag && op->slaying == victim->race)))
1690 return 1;
1691
1692 return 0;
1693}
1694
1695/**
1696 * This handles a player dropping money on an altar to identify stuff.
1697 * It'll identify marked item, if none all items up to dropped money.
1698 * Return value: 1 if money was destroyed, 0 if not.
1699 */
1700static int
1701apply_id_altar (object *money, object *altar, object *pl)
1702{
1703 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1704
1705 if (!pl || pl->type != PLAYER)
1706 return 0;
1707
1708 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1709 * identifying' from being printed out more than it needs to be.
1710 */
1711 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1712 return 0;
1713
1714 /* if the player has a marked item, identify that if it needs to be
1715 * identified. If it doesn't, then go through the player inventory.
1716 */
1717 if (object *marked = pl->mark ())
1718 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1719 {
1720 if (operate_altar (altar, &money, pl))
1721 {
1722 identify (marked);
1723
1724 buf.printf ("You have %s.\r", long_desc (marked, pl));
1725 if (marked->msg)
1726 buf << "The item has a story:\r" << marked->msg << "\n\n";
1727
1728 return !money;
1729 }
1730 }
1731
1732 for (object *id = pl->inv; id; id = id->below)
1733 {
1734 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1735 {
1736 if (operate_altar (altar, &money, pl))
1737 {
1738 identify (id);
1739
1740 buf.printf ("You have %s.\r", long_desc (id, pl));
1741 if (id->msg)
1742 buf << "The item has a story:\r" << id->msg << "\n\n";
1743
1744 /* If no more money, might as well quit now */
1745 if (!money || !check_altar_sacrifice (altar, money))
1746 break;
1747 }
1748 else
1749 {
1750 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1751 break;
1752 }
1753 }
1754 }
1755
1756 if (buf.empty ())
1757 pl->failmsg ("You have nothing that needs identifying");
1758 else
1759 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1760
1761 return !money;
1762}
1763
1764/**
1765 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1766 * matching item.
1767 **/
1768void
1769handle_apply_yield (object *tmp)
1770{
1771 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1772 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1773}
1774
1775/**
1776 * Handles applying a potion.
1777 */
1778int
1779apply_potion (object *op, object *tmp)
1780{
1781 int got_one = 0, i;
1782 object *force = 0;
1783
1784 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1785 {
1786 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1787
1788 tmp->clr_flag (FLAG_APPLIED);
1789 return 0;
1790 }
1791
1792 if (op->type == PLAYER)
1793 if (!tmp->flag [FLAG_IDENTIFIED])
1794 identify (tmp);
1795
1796 handle_apply_yield (tmp);
1797
1798 /* Potion of restoration - only for players */
1799 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1800 {
1801 object *depl;
1802 archetype *at;
1803
1804 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1805 {
1806 op->drain_stat ();
1807 op->update_stats ();
1808 tmp->decrease ();
1809 return 1;
1810 }
1811
1812 if (!(at = archetype::find (shstr_depletion)))
1813 {
1814 LOG (llevError, "Could not find archetype depletion\n");
1815 return 0;
1816 }
1817
1818 depl = present_arch_in_ob (at, op);
1819
1820 if (depl)
1821 {
1822 for (i = 0; i < NUM_STATS; i++)
1823 if (depl->stats.stat (i))
1824 op->statusmsg (restore_msg[i]);
1825
1826 depl->destroy ();
1827 op->update_stats ();
1828 }
1829 else
1830 op->statusmsg ("Your potion had no effect.");
1831
1832 tmp->decrease ();
1833 return 1;
1834 }
1835
1836 /* improvement potion - only for players */
1837 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1838 {
1839 for (i = 1; i < min (11, op->level); i++)
1840 {
1841 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1842 {
1843 if (op->contr->levhp[i] != 1)
1844 {
1845 op->contr->levhp[i] = 1;
1846 break;
1847 }
1848
1849 if (op->contr->levsp[i] != 1)
1850 {
1851 op->contr->levsp[i] = 1;
1852 break;
1853 }
1854
1855 if (op->contr->levgrace[i] != 1)
1856 {
1857 op->contr->levgrace[i] = 1;
1858 break;
1859 }
1860 }
1861 else
1862 {
1863 if (op->contr->levhp[i] < 9)
1864 {
1865 op->contr->levhp[i] = 9;
1866 break;
1867 }
1868
1869 if (op->contr->levsp[i] < 6)
1870 {
1871 op->contr->levsp[i] = 6;
1872 break;
1873 }
1874
1875 if (op->contr->levgrace[i] < 3)
1876 {
1877 op->contr->levgrace[i] = 3;
1878 break;
1879 }
1880 }
1881 }
1882
1883 /* Just makes checking easier */
1884 if (i < min (11, op->level))
1885 got_one = 1;
1886
1887 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1888 {
1889 if (got_one)
1890 {
1891 op->update_stats ();
1892 op->statusmsg ("The Gods smile upon you and remake you "
1893 "a little more in their image. "
1894 "You feel a little more perfect.", NDI_GREEN);
1895 }
1896 else
1897 op->statusmsg ("The potion had no effect - you are already perfect.");
1898 }
1899 else
1900 { /* cursed potion */
1901 if (got_one)
1902 {
1903 op->update_stats ();
1904 op->failmsg ("The Gods are angry and punish you.");
1905 }
1906 else
1907 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1908 }
1909
1910 tmp->decrease ();
1911 return 1;
1912 }
1913
1914
1915 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1916 * and heroism all fit into this category. Given the spell object code,
1917 * there is no limit to the number of spells that potions can be cast,
1918 * but direction is problematic to try and imbue fireball potions for example.
1919 */
1920 if (tmp->inv)
1921 {
1922 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1923 {
1924 op->failmsg ("Yech! Your lungs are on fire!");
1925 create_exploding_ball_at (op, op->level);
1926 }
1927 else
1928 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1929
1930 tmp->decrease ();
1931
1932 /* if youre dead, no point in doing this... */
1933 if (!op->flag [FLAG_REMOVED])
1934 op->update_stats ();
1935
1936 return 1;
1937 }
1938
1939 /* Deal with protection potions */
1940 force = NULL;
1941 for (i = 0; i < NROFATTACKS; i++)
1942 {
1943 if (tmp->resist[i])
1944 {
1945 if (!force)
1946 force = archetype::get (FORCE_NAME);
1947
1948 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1949 force->type = POTION_EFFECT;
1950 break; /* Only need to find one protection since we copy entire batch */
1951 }
1952 }
1953
1954 /* This is a protection potion */
1955 if (force)
1956 {
1957 /* cursed items last longer */
1958 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1959 {
1960 force->stats.food *= 10;
1961 for (i = 0; i < NROFATTACKS; i++)
1962 if (force->resist[i] > 0)
1963 force->resist[i] = -force->resist[i]; /* prot => vuln */
1964 }
1965
1966 force->speed_left = -1;
1967 force = insert_ob_in_ob (force, op);
1968 tmp->clr_flag (FLAG_APPLIED);
1969 force->set_flag (FLAG_APPLIED);
1970 change_abil (op, force);
1971 tmp->decrease ();
1972 return 1;
1973 }
1974
1975 /* Only thing left are the stat potions */
1976 if (op->type == PLAYER)
1977 { /* only for players */
1978 if ((tmp->flag [FLAG_CURSED]
1979 || tmp->flag [FLAG_DAMNED])
1980 && tmp->value != 0)
1981 tmp->clr_flag (FLAG_APPLIED);
1982 else
1983 tmp->set_flag (FLAG_APPLIED);
1984
1985 if (!change_abil (op, tmp))
1986 op->statusmsg ("Nothing happened.");
1987 }
1988
1989 /* CLEAR_FLAG is so that if the character has other potions
1990 * that were grouped with the one consumed, his
1991 * stat will not be raised by them. fix_player just clears
1992 * up all the stats.
1993 */
1994 tmp->clr_flag (FLAG_APPLIED);
1995 op->update_stats ();
1996 tmp->decrease ();
1997 return 1;
1998}
1999
2000/**
2001 * 'victim' moves onto 'trap'
2002 * 'victim' leaves 'trap'
2003 * effect is determined by move_on/move_off of trap and move_type of victime.
2004 *
2005 * originator: Player, monster or other object that caused 'victim' to move
2006 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2007 * However, some types of traps require an originator to function.
2008 */
2009void
2010move_apply (object *trap, object *victim, object *originator)
2011{
2012 static int recursion_depth = 0;
2013
2014 trap = trap->head_ ();
2015
2016 /* Only exits affect DMs. */
2017 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2018 return;
2019
2020 /* move_apply() is the most likely candidate for causing unwanted and
2021 * possibly unlimited recursion.
2022 */
2023
2024 /* The following was changed because it was causing perfectly correct
2025 * maps to fail. 1) it's not an error to recurse:
2026 * rune detonates, summoning monster. monster lands on nearby rune.
2027 * nearby rune detonates. This sort of recursion is expected and
2028 * proper. This code was causing needless crashes.
2029 */
2030 if (recursion_depth >= 500)
2031 {
2032 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2033 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2034 return;
2035 }
2036
2037 recursion_depth++;
2038
2039 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2040 switch (trap->type)
2041 {
2042 case PLAYERMOVER:
2043 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2044 {
2045 if (!trap->stats.maxsp)
2046 trap->stats.maxsp = 2;
2047
2048 /* Is this correct? From the docs, it doesn't look like it
2049 * should be divided by trap->speed
2050 */
2051 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2052
2053 /* Just put in some sanity check. I think there is a bug in the
2054 * above with some objects have zero speed, and thus the player
2055 * getting permanently paralyzed.
2056 */
2057 victim->speed_left = max (-50.f, victim->speed_left);
2058 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2059 }
2060 break;
2061
2062 case SPINNER:
2063 if (victim->direction)
2064 {
2065 victim->direction = absdir (victim->direction - trap->stats.sp);
2066 update_turn_face (victim);
2067 }
2068 break;
2069
2070 case DIRECTOR:
2071 if (victim->direction && !should_director_abort (trap, victim))
2072 {
2073 victim->direction = trap->stats.sp;
2074 update_turn_face (victim);
2075 }
2076 break;
2077
2078 case BUTTON:
2079 case PEDESTAL:
2080 case T_MATCH:
2081 update_button (trap, originator);
2082 break;
2083
2084 case ALTAR:
2085 /* sacrifice victim on trap */
2086 apply_altar (trap, victim, originator);
2087 break;
2088
2089 case THROWN_OBJ:
2090 if (trap->inv == NULL)
2091 break;
2092 /* fallthrough */
2093
2094 case ARROW:
2095 /* bad bug: monster throw a object, make a step forwards, step on object ,
2096 * trigger this here and get hit by own missile - and will be own enemy.
2097 * Victim then is his own enemy and will start to kill herself (this is
2098 * removed) but we have not synced victim and his missile. To avoid senseless
2099 * action, we avoid hits here
2100 */
2101 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2102 && trap->owner != victim)
2103 hit_with_arrow (trap, victim);
2104 break;
2105
2106 case SPELL_EFFECT:
2107 apply_spell_effect (trap, victim);
2108 break;
2109
2110 case TRAPDOOR:
2111 {
2112 int max, sound_was_played;
2113 object *ab, *ab_next;
2114
2115 if (!trap->value)
2116 {
2117 int tot;
2118
2119 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2120 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2121 tot += ab->head_ ()->total_weight ();
2122
2123 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2124 break;
2125
2126 SET_ANIMATION (trap, trap->value);
2127 update_object (trap, UP_OBJ_FACE);
2128 }
2129
2130 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2131 {
2132 /* need to set this up, since if we do transfer the object,
2133 * ab->above would be bogus
2134 */
2135 ab_next = ab->above;
2136
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 {
2139 if (!sound_was_played)
2140 {
2141 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2142 sound_was_played = 1;
2143 }
2144
2145 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2146 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2147 }
2148 }
2149 break;
2150 }
2151
2152 case CONVERTER:
2153 if (convert_item (victim, trap) < 0)
2154 {
2155 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2156 archetype::get (shstr_burnout)->insert_at (trap, trap);
2157 }
2158
2159 break;
2160
2161 case TRIGGER_BUTTON:
2162 case TRIGGER_PEDESTAL:
2163 case TRIGGER_ALTAR:
2164 check_trigger (trap, victim, originator);
2165 break;
2166
2167 case DEEP_SWAMP:
2168 walk_on_deep_swamp (trap, victim);
2169 break;
2170
2171 case CHECK_INV:
2172 check_inv (victim, trap);
2173 break;
2174
2175 case HOLE:
2176 move_apply_hole (trap, victim);
2177 break;
2178
2179 case EXIT:
2180 if (victim->type == PLAYER && EXIT_PATH (trap))
2181 {
2182 /* Basically, don't show exits leading to random maps the
2183 * players output.
2184 */
2185 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2186 victim->statusmsg (trap->msg, NDI_NAVY);
2187
2188 trap->play_sound (trap->sound);
2189 victim->enter_exit (trap);
2190 }
2191 break;
2192
2193 case ENCOUNTER:
2194 /* may be some leftovers on this */
2195 break;
2196
2197 case SHOP_MAT:
2198 apply_shop_mat (trap, victim);
2199 break;
2200
2201 /* Drop a certain amount of gold, and have one item identified */
2202 case IDENTIFY_ALTAR:
2203 apply_id_altar (victim, trap, originator);
2204 break;
2205
2206 case SIGN:
2207 if (victim->type != PLAYER && trap->stats.food > 0)
2208 break; /* monsters musn't apply magic_mouths with counters */
2209
2210 apply_sign (victim, trap, 1);
2211 break;
2212
2213 case CONTAINER:
2214 apply_container (victim, trap);
2215 break;
2216
2217 case RUNE:
2218 case TRAP:
2219 if (trap->level && victim->flag [FLAG_ALIVE])
2220 spring_trap (trap, victim);
2221 break;
2222
2223 default:
2224 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2225 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2226 break;
2227 }
2228
2229 recursion_depth--;
2230}
2231
2232/**
2233 * Handles reading a regular (ie not containing a spell) book.
2234 */
2235static void
2236apply_book (object *op, object *tmp)
2237{
2238 int lev_diff;
2239 object *skill_ob;
2240
2241 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2242 {
2243 op->failmsg ("You are unable to read while blind!");
2244 return;
2245 }
2246
2247 if (!tmp->msg)
2248 {
2249 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2250 return;
2251 }
2252
2253 /* need a literacy skill to read stuff! */
2254 skill_ob = find_skill_by_name (op, tmp->skill);
2255 if (!skill_ob)
2256 {
2257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2258 return;
2259 }
2260
2261 lev_diff = tmp->level - (skill_ob->level + 5);
2262 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2263 {
2264 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2265 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2266 : lev_diff < 5 ? "This book is beyond your comprehension."
2267 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2268 : lev_diff < 15 ? "This book is way beyond your comprehension."
2269 : "This book is totally beyond your comprehension.");
2270 return;
2271 }
2272
2273 // we currently don't use the message types for anything.
2274 // readable_message_type *msgType = get_readable_message_type (tmp);
2275
2276 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2277
2278 if (player *pl = op->contr)
2279 if (client *ns = pl->ns)
2280 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2281
2282 /* gain xp from reading */
2283 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2284 { /* only if not read before */
2285 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2286
2287 if (!tmp->flag [FLAG_IDENTIFIED])
2288 {
2289 /*exp_gain *= 2; because they just identified it too */
2290 tmp->set_flag (FLAG_IDENTIFIED);
2291
2292 if (object *pl = tmp->visible_to ())
2293 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2294 }
2295
2296 change_exp (op, exp_gain, skill_ob->skill, 0);
2297 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2298 }
2299}
2300
2301/**
2302 * op made some mistake with a scroll, this takes care of punishment.
2303 * scroll_failure()- hacked directly from spell_failure
2304 */
2305static void
2306scroll_failure (object *op, int failure, int power)
2307{
2308 if (abs (failure / 4) > power)
2309 power = abs (failure / 4); /* set minimum effect */
2310
2311 if (failure <= -1 && failure > -15)
2312 { /* wonder */
2313 object *tmp;
2314
2315 op->failmsg ("Your spell warps!");
2316 tmp = archetype::get (SPELL_WONDER);
2317 cast_wonder (op, op, 0, tmp);
2318 tmp->destroy ();
2319 }
2320 else if (failure <= -15 && failure > -35)
2321 { /* drain mana */
2322 op->failmsg ("Your mana is drained!");
2323 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2324 if (op->stats.sp < 0)
2325 op->stats.sp = 0;
2326 }
2327 else if (settings.spell_failure_effects == TRUE)
2328 {
2329 if (failure <= -35 && failure > -60)
2330 { /* confusion */
2331 op->failmsg ("The magic recoils on you!");
2332 confuse_player (op, op, power);
2333 }
2334 else if (failure <= -60 && failure > -70)
2335 { /* paralysis */
2336 op->failmsg ("The magic recoils and paralyzes you!");
2337 paralyze_player (op, op, power);
2338 }
2339 else if (failure <= -70 && failure > -80)
2340 { /* blind */
2341 op->failmsg ("The magic recoils on you!");
2342 blind_player (op, op, power);
2343 }
2344 else if (failure <= -80)
2345 { /* blast the immediate area */
2346 object *tmp = archetype::get (LOOSE_MANA);
2347 cast_magic_storm (op, tmp, power);
2348 op->failmsg ("You unleash uncontrolled mana!");
2349 tmp->destroy ();
2350 }
2351 }
2352}
2353
2354/**
2355 * Handles the applying of a skill scroll, calling learn_skill straight.
2356 * op is the person learning the skill, tmp is the skill scroll object
2357 */
2358static void
2359apply_skillscroll (object *op, object *tmp)
2360{
2361 switch (learn_skill (op, tmp))
2362 {
2363 case 0:
2364 op->play_sound (sound_find ("generic_fail"));
2365 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2366 break;
2367
2368 case 1:
2369 tmp->decrease ();
2370 op->play_sound (sound_find ("skill_learn"));
2371 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2372 break;
2373
2374 default:
2375 tmp->decrease ();
2376 op->play_sound (sound_find ("generic_fail"));
2377 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2378 break;
2379 }
2380}
2381
2382/**
2383 * Actually makes op learn spell.
2384 * Informs player of what happens.
2385 */
2386void
2387do_learn_spell (object *op, object *spell, int special_prayer)
2388{
2389 object *tmp;
2390
2391 if (op->type != PLAYER)
2392 {
2393 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2394 return;
2395 }
2396
2397 /* Upgrade special prayers to normal prayers */
2398 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2399 {
2400 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2401 {
2402 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2403 return;
2404 }
2405 return;
2406 }
2407
2408 op->contr->play_sound (sound_find ("learn_spell"));
2409
2410 tmp = spell->clone ();
2411 insert_ob_in_ob (tmp, op);
2412
2413 if (special_prayer)
2414 tmp->set_flag (FLAG_STARTEQUIP);
2415
2416 esrv_add_spells (op->contr, tmp);
2417}
2418
2419/**
2420 * Erases spell from player's inventory.
2421 */
2422void
2423do_forget_spell (object *op, const char *spell)
2424{
2425 object *spob;
2426
2427 if (op->type != PLAYER)
2428 {
2429 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2430 return;
2431 }
2432 if ((spob = check_spell_known (op, spell)) == NULL)
2433 {
2434 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2435 return;
2436 }
2437
2438 op->failmsgf ("You lose knowledge of %s.", spell);
2439 esrv_remove_spell (op->contr, spob);
2440 spob->destroy ();
2441}
2442
2443/**
2444 * Handles player applying a spellbook.
2445 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2446 * stuff like that. Random learning failure too.
2447 */
2448static void
2449apply_spellbook (object *op, object *tmp)
2450{
2451 object *skop, *spell, *spell_skill;
2452
2453 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2454 {
2455 op->failmsg ("You are unable to read while blind.");
2456 return;
2457 }
2458
2459 /* artifact_spellbooks have 'slaying' field point to a spell name,
2460 * instead of having their spell stored in stats.sp. These are
2461 * legacy spellbooks
2462 */
2463 if (tmp->slaying)
2464 {
2465 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2466
2467 if (!spell)
2468 {
2469 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2470 return;
2471 }
2472 else
2473 insert_ob_in_ob (spell, tmp);
2474
2475 tmp->slaying = 0;
2476 }
2477
2478 skop = find_skill_by_name (op, tmp->skill);
2479
2480 /* need a literacy skill to learn spells. Also, having a literacy level
2481 * lower than the spell will make learning the spell more difficult */
2482 if (!skop)
2483 {
2484 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2485 return;
2486 }
2487
2488 spell = tmp->inv;
2489
2490 if (!spell)
2491 {
2492 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2493 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2494 return;
2495 }
2496
2497 int learn_level = sqrtf (spell->level) * 1.5f;
2498 if (skop->level < learn_level)
2499 {
2500 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2501 &tmp->skill, learn_level);
2502 return;
2503 }
2504
2505 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2506
2507 if (!tmp->flag [FLAG_IDENTIFIED])
2508 identify (tmp);
2509
2510 /* I removed the check for special_prayer_mark here - it didn't make
2511 * a lot of sense - special prayers are not found in spellbooks, and
2512 * if the player doesn't know the spell, doesn't make a lot of sense that
2513 * they would have a special prayer mark.
2514 */
2515 if (check_spell_known (op, spell->name))
2516 {
2517 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2518 return;
2519 }
2520
2521 if (spell->skill)
2522 {
2523 spell_skill = find_skill_by_name (op, spell->skill);
2524
2525 if (!spell_skill)
2526 {
2527 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2528 return;
2529 }
2530
2531 if (spell_skill->level < spell->level)
2532 {
2533 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2534 return;
2535 }
2536 }
2537
2538 /* Logic as follows
2539 *
2540 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2541 *
2542 * 2- The learner's skill level in literacy adjusts the chance to learn
2543 * a spell.
2544 *
2545 * 3 -Automatically fail to learn if you read while confused
2546 *
2547 * Overall, chances are the same but a player will find having a high
2548 * literacy rate very useful! -b.t.
2549 */
2550 if (op->flag [FLAG_CONFUSED])
2551 {
2552 op->failmsg ("In your confused state you flub the wording of the text!");
2553 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2554 }
2555 else if (tmp->flag [FLAG_STARTEQUIP] ||
2556 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2557 {
2558 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2559 do_learn_spell (op, spell, 0);
2560
2561 /* xp gain to literacy for spell learning */
2562 if (!tmp->flag [FLAG_STARTEQUIP])
2563 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2564 }
2565 else
2566 {
2567 op->contr->play_sound (sound_find ("fumble_spell"));
2568 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2569 }
2570
2571 tmp->decrease ();
2572}
2573
2574/**
2575 * Handles applying a spell scroll.
2576 */
2577void
2578apply_scroll (object *op, object *tmp, int dir)
2579{
2580 object *skop;
2581
2582 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2583 {
2584 op->failmsg ("You are unable to read while blind.");
2585 return;
2586 }
2587
2588 if (!tmp->inv || tmp->inv->type != SPELL)
2589 {
2590 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2591 return;
2592 }
2593
2594 if (op->type == PLAYER)
2595 {
2596 /* players need a literacy skill to read stuff! */
2597 int exp_gain = 0;
2598
2599 /* hard code literacy - tmp->skill points to where the exp
2600 * should go for anything killed by the spell.
2601 */
2602 skop = find_skill_by_name (op, shstr_literacy);
2603
2604 if (!skop)
2605 {
2606 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2607 return;
2608 }
2609
2610 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2611 change_exp (op, exp_gain, skop->skill, 0);
2612 }
2613
2614 if (!tmp->flag [FLAG_IDENTIFIED])
2615 identify (tmp);
2616
2617 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2618
2619 cast_spell (op, tmp, dir, tmp->inv, NULL);
2620 tmp->decrease ();
2621}
2622
2623/**
2624 * Applies a treasure object - by default, chest. op
2625 * is the person doing the applying, tmp is the treasure
2626 * chest.
2627 */
2628static void
2629apply_treasure (object *op, object *tmp)
2630{
2631 /* Nice side effect of this treasure creation method is that the treasure
2632 * for the chest is done when the chest is created, and put into the chest
2633 * inventory. So that when the chest burns up, the items still exist. Also
2634 * prevents people from moving chests to more difficult maps to get better
2635 * treasure
2636 */
2637 object *treas = tmp->inv;
2638
2639 if (!treas)
2640 {
2641 op->statusmsg ("The chest was empty.");
2642 tmp->decrease ();
2643 return;
2644 }
2645
2646 while (tmp->inv)
2647 {
2648 treas = tmp->inv;
2649 treas->remove ();
2650
2651 treas->x = op->x;
2652 treas->y = op->y;
2653 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2654
2655 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2656 spring_trap (treas, op);
2657
2658 /* If either player or container was destroyed, no need to do
2659 * further processing. I think this should be enclused with
2660 * spring trap above, as I don't think there is otherwise
2661 * any way for the treasure chest or player to get killed.
2662 */
2663 if (op->destroyed () || tmp->destroyed ())
2664 break;
2665 }
2666
2667 if (!tmp->destroyed () && !tmp->inv)
2668 tmp->decrease (true);
2669}
2670
2671/**
2672 * A dragon is eating some flesh. If the flesh contains resistances,
2673 * there is a chance for the dragon's skin to get improved.
2674 *
2675 * attributes:
2676 * object *op the object (dragon player) eating the flesh
2677 * object *meal the flesh item, getting chewed in dragon's mouth
2678 * return:
2679 * int 1 if eating successful, 0 if it doesn't work
2680 */
2681static int
2682dragon_eat_flesh (object *op, object *meal)
2683{
2684 object *skin = NULL; /* pointer to dragon skin force */
2685 object *abil = NULL; /* pointer to dragon ability force */
2686 object *tmp = NULL; /* tmp. object */
2687
2688 double chance; /* improvement-chance of one resistance type */
2689 double totalchance = 1; /* total chance of gaining one resistance */
2690 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2691 double mbonus = 0; /* monster bonus */
2692 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2693 int winners = 0; /* number of winners */
2694 int i; /* index */
2695
2696 /* let's make sure and doublecheck the parameters */
2697 if (meal->type != FLESH || !op->is_dragon ())
2698 return 0;
2699
2700 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2701 from the player's inventory */
2702 for (tmp = op->inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE)
2704 if (tmp->arch->archname == shstr_dragon_skin_force)
2705 skin = tmp;
2706 else if (tmp->arch->archname == shstr_dragon_ability_force)
2707 abil = tmp;
2708
2709 /* if either skin or ability are missing, this is an old player
2710 which is not to be considered a dragon -> bail out */
2711 if (skin == NULL || abil == NULL)
2712 return 0;
2713
2714 /* now start by filling stomache and health, according to food-value */
2715 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2716 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2717 else
2718 op->stats.hp += meal->stats.food / 50;
2719
2720 min_it (op->stats.hp, op->stats.maxhp);
2721 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2722
2723 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2724
2725 /* on to the interesting part: chances for adding resistance */
2726 for (i = 0; i < NROFATTACKS; i++)
2727 {
2728 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2729 {
2730 /* got positive resistance, now calculate improvement chance (0-100) */
2731
2732 /* this bonus makes resistance increase easier at lower levels */
2733 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2734 if (i == abil->stats.exp)
2735 bonus += 5; /* additional bonus for resistance of ability-focus */
2736
2737 /* monster bonus increases with level, because high-level
2738 flesh is too rare */
2739 mbonus = op->level * 20. / ((double) settings.max_level);
2740
2741 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2742 ((double)settings.max_level)) - skin->resist[i];
2743
2744 if (chance >= 0.)
2745 chance += 1.;
2746 else
2747 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2748
2749 /* chance is proportional to amount of resistance (max. 50) */
2750 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2751
2752 /* doubled chance for resistance of ability-focus */
2753 if (i == abil->stats.exp)
2754 chance = min (100., chance * 2.);
2755
2756 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2757 if (rndm (10000) < (unsigned int)(chance * 100))
2758 {
2759 atnr_winner[winners] = i;
2760 winners++;
2761 }
2762
2763 if (chance >= 0.01)
2764 totalchance *= 1 - chance / 100;
2765
2766 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2767 }
2768 }
2769
2770 /* inverse totalchance as until now we have the failure-chance */
2771 totalchance = 100 - totalchance * 100;
2772
2773 /* print message according to totalchance */
2774 const char *buf;
2775 if (totalchance > 50.)
2776 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2777 else if (totalchance > 10.)
2778 buf = format ("The %s tasted very good.", &meal->name);
2779 else if (totalchance > 1.)
2780 buf = format ("The %s tasted good.", &meal->name);
2781 else if (totalchance > 0.1)
2782 buf = format ("The %s tasted bland.", &meal->name);
2783 else if (totalchance >= 0.01)
2784 buf = format ("The %s had a boring taste.", &meal->name);
2785 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2786 buf = format ("The %s tasted strange.", &meal->name);
2787 else
2788 buf = format ("The %s had no taste.", &meal->name);
2789
2790 op->statusmsg (buf);
2791
2792 /* now choose a winner if we have any */
2793 i = -1;
2794 if (winners > 0)
2795 i = atnr_winner [rndm (winners)];
2796
2797 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2798 {
2799 /* resistance increased! */
2800 skin->resist[i]++;
2801 op->update_stats ();
2802
2803 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2804 }
2805
2806 /* if this flesh contains a new ability focus, we mark it
2807 into the ability_force and it will take effect on next level */
2808 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2809 {
2810 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2811
2812 if (meal->last_eat != abil->stats.exp)
2813 op->statusmsg (format (
2814 "Your metabolism prepares to focus on %s!\n"
2815 "The change will happen at level %d.",
2816 change_resist_msg[meal->last_eat],
2817 abil->level + 1
2818 ));
2819 else
2820 {
2821 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2822 abil->last_eat = 0;
2823 }
2824 }
2825
2826 return 1;
2827}
2828
2829/**
2830 * op eats food.
2831 * If player, takes care of messages and dragon special food.
2832 */
2833static void
2834apply_food (object *op, object *tmp)
2835{
2836 int capacity_remaining;
2837
2838 if (op->type != PLAYER)
2839 op->stats.hp = op->stats.maxhp;
2840 else
2841 {
2842 /* check if this is a dragon (player), eating some flesh */
2843 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2844 ;
2845 else
2846 {
2847 /* usual case - no dragon meal: */
2848 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2849 {
2850 if (tmp->type == FOOD || tmp->type == FLESH)
2851 op->failmsg ("You feel full, but what a waste of food!");
2852 else
2853 op->statusmsg ("Most of the drink goes down your face not your throat!");
2854 }
2855
2856 tmp->play_sound (
2857 tmp->sound
2858 ? tmp->sound
2859 : tmp->type == DRINK
2860 ? sound_find ("eat_drink")
2861 : sound_find ("eat_food")
2862 );
2863
2864 if (!tmp->flag [FLAG_CURSED])
2865 {
2866 const char *buf;
2867
2868 if (!op->is_dragon ())
2869 {
2870 /* eating message for normal players */
2871 if (tmp->type == DRINK)
2872 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2873 else
2874 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2875 }
2876 else
2877 /* eating message for dragon players */
2878 buf = format ("The %s tasted terrible!", &tmp->name);
2879
2880 op->statusmsg (buf);
2881
2882 capacity_remaining = MAX_FOOD - op->stats.food;
2883 op->stats.food += tmp->stats.food;
2884 if (capacity_remaining < tmp->stats.food)
2885 op->stats.hp += capacity_remaining / 50;
2886 else
2887 op->stats.hp += tmp->stats.food / 50;
2888
2889 min_it (op->stats.hp, op->stats.maxhp);
2890 min_it (op->stats.food, MAX_FOOD);
2891 }
2892
2893 /* special food hack -b.t. */
2894 if (tmp->title || tmp->flag [FLAG_CURSED])
2895 eat_special_food (op, tmp);
2896 }
2897 }
2898
2899 handle_apply_yield (tmp);
2900 tmp->decrease ();
2901}
2902
2903/**
2904 * Handles applying an improve armor scroll.
2905 * Does some sanity checks, then calls improve_armour.
2906 */
2907static void
2908apply_armour_improver (object *op, object *tmp)
2909{
2910 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2911 {
2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2913 return;
2914 }
2915
2916 object *armor = op->mark ();
2917
2918 if (!armor)
2919 {
2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2921 return;
2922 }
2923
2924 if (armor->type != ARMOUR
2925 && armor->type != CLOAK
2926 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2927 {
2928 op->failmsg ("Your marked item is not armour!\n");
2929 return;
2930 }
2931
2932 if (!op->apply (armor, AP_UNAPPLY))
2933 {
2934 op->failmsg ("You are unable to take off your armour to improve it!");
2935 return;
2936 }
2937
2938 op->statusmsg ("Applying armour enchantment.");
2939 improve_armour (op, tmp, armor);
2940}
2941
2942void
2943apply_poison (object *op, object *tmp)
2944{
2945 // need to do it now when it is still on the map
2946 handle_apply_yield (tmp);
2947
2948 object *poison = tmp->split (1);
2949
2950 if (op->type == PLAYER)
2951 {
2952 op->contr->play_sound (sound_find ("drink_poison"));
2953 op->failmsg ("Yech! That tasted poisonous!");
2954 op->contr->killer = poison;
2955 }
2956
2957 if (poison->stats.hp > 0)
2958 {
2959 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2960 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2961 }
2962
2963 op->stats.food -= op->stats.food / 4;
2964 poison->destroy ();
2965}
2966
2967/**
2968 * This function will try to apply a lighter and in case no lighter
2969 * is specified it will try to find a lighter in the players inventory,
2970 * and inform him about this requirement.
2971 *
2972 * who - the player
2973 * op - the item we want to light
2974 * lighter - the lighter or 0 if a lighter has yet to be found
2975 */
2976static object *
2977auto_apply_lighter (object *who, object *op, object *lighter)
2978{
2979 if (lighter == 0)
2980 {
2981 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2982 {
2983 if (tmp->type == LIGHTER)
2984 {
2985 lighter = tmp;
2986 break;
2987 }
2988 }
2989
2990 if (!lighter)
2991 {
2992 who->failmsgf (
2993 "You can't light up the %s with your bare hands! "
2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
2995 &op->name
2996 );
2997 return 0;
2998 }
2999 }
3000
3001 // last_eat == 0 means the lighter is not being used up!
3002 if (lighter->last_eat && lighter->stats.food)
3003 {
3004 /* lighter gets used up */
3005 lighter = lighter->split ();
3006 lighter->stats.food--;
3007 who->insert (lighter);
3008 }
3009 else if (lighter->last_eat)
3010 {
3011 /* no charges left in lighter */
3012 who->failmsgf (
3013 "You attempt to light the %s with a used up %s.",
3014 &op->name, &lighter->name
3015 );
3016 return 0;
3017 }
3018
3019 return lighter;
3020}
3021
3022/**
3023 * Designed primarily to light torches/lanterns/etc.
3024 * Also burns up burnable material too. First object in the inventory is
3025 * the selected object to "burn". -b.t.
3026 */
3027static void
3028apply_lighter (object *who, object *lighter)
3029{
3030 if (object *item = who->mark ())
3031 {
3032 if (!auto_apply_lighter (who, item, lighter))
3033 return;
3034
3035 /* Perhaps we should split what we are trying to light on fire?
3036 * I can't see many times when you would want to light multiple
3037 * objects at once.
3038 */
3039
3040 save_throw_object (item, AT_FIRE, who);
3041
3042 if (item->destroyed ()
3043 || ((item->type == LAMP || item->type == TORCH)
3044 && item->glow_radius > 0))
3045 who->statusmsg (format (
3046 "You light the %s with the %s.",
3047 &item->name, &lighter->name
3048 ));
3049 else
3050 who->failmsgf (
3051 "You attempt to light the %s with the %s and fail.",
3052 &item->name, &lighter->name
3053 );
3054 }
3055 else
3056 who->failmsg ("You need to mark a lightable object.");
3057}
3058
3059/**
3060 * This function generates a cursed effect for cursed lamps and torches.
3061 */
3062static void
3063player_apply_lamp_cursed_effect (object *who, object *op)
3064{
3065 if (op->level)
3066 {
3067 who->failmsgf (
3068 "The %s was cursed, it explodes in a big fireball!",
3069 &op->name
3070 );
3071 create_exploding_ball_at (who, op->level);
3072 }
3073 else
3074 {
3075 who->failmsgf (
3076 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3077 &op->name
3078 );
3079 }
3080
3081 op->destroy ();
3082}
3083
3084/**
3085 * Apply for players and lamps
3086 *
3087 * who - the player
3088 * op - the lamp
3089 */
3090static void
3091player_apply_lamp (object *who, object *op)
3092{
3093 bool switch_on = op->glow_radius ? false : true;
3094
3095 if (switch_on)
3096 {
3097 object *lighter = 0;
3098
3099 if (op->flag [FLAG_IS_LIGHTABLE]
3100 && !(lighter = auto_apply_lighter (who, op, 0)))
3101 return;
3102
3103 if (op->stats.food < 1)
3104 {
3105 if (op->type == LAMP)
3106 who->failmsgf (
3107 "The %s is out of fuel! "
3108 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3109 &op->name
3110 );
3111 else
3112 who->failmsgf (
3113 "The %s is burnt out! "
3114 "H<Torches and similar items burn out and become worthless.>",
3115 &op->name
3116 );
3117 return;
3118 }
3119
3120 if (op->flag [FLAG_CURSED])
3121 {
3122 player_apply_lamp_cursed_effect (who, op);
3123 return;
3124 }
3125
3126 if (lighter)
3127 who->statusmsg (format (
3128 "You light up the %s with the %s.", &op->name, &lighter->name));
3129 else
3130 who->statusmsg (format ("You light up the %s.", &op->name));
3131 }
3132 else
3133 {
3134 if (op->flag [FLAG_CURSED])
3135 {
3136 player_apply_lamp_cursed_effect (who, op);
3137 return;
3138 }
3139
3140 if (op->type == TORCH)
3141 {
3142 if (!op->flag [FLAG_IS_LIGHTABLE])
3143 {
3144 who->statusmsg (format (
3145 "You put out the %s. "
3146 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3147 &op->name, &op->name));
3148 }
3149 else
3150 who->statusmsg (format (
3151 "You put out the %s."
3152 "H<Torches wear out if you put them out.>",
3153 &op->name));
3154 }
3155 else
3156 who->statusmsg (format ("You turn off the %s.", &op->name));
3157 }
3158
3159 apply_lamp (op, switch_on);
3160}
3161
3162void get_animation_from_arch (object *op, arch_ptr a)
3163{
3164 op->animation_id = a->animation_id;
3165 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3166 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3167 op->anim_speed = a->anim_speed;
3168 op->last_anim = 0;
3169 op->state = 0;
3170 op->face = a->face;
3171
3172 if (NUM_ANIMATIONS(op) > 1)
3173 {
3174 SET_ANIMATION(op, 0);
3175 animate_object (op, op->direction);
3176 }
3177 else
3178 update_object (op, UP_OBJ_FACE);
3179}
3180
3181/**
3182 * Apply for LAMPs and TORCHes.
3183 *
3184 * op - the lamp
3185 * switch_on - a flag which says whether the lamp should be switched on or off
3186 */
3187void apply_lamp (object *op, bool switch_on)
3188{
3189 op->set_glow_radius (switch_on ? op->range : 0);
3190 op->set_speed (switch_on ? op->arch->speed : 0);
3191
3192 // torches wear out if you put them out
3193 if (op->type == TORCH && !switch_on)
3194 {
3195 if (op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 op->stats.food -= (double) op->arch->stats.food / 15;
3198 if (op->stats.food < 0)
3199 op->stats.food = 0;
3200 }
3201 else
3202 op->stats.food = 0;
3203 }
3204
3205 // lamps and torched get worthless when used up
3206 if (op->stats.food <= 0)
3207 op->value = 0;
3208
3209 // FIXME: This is a hack to make the more sane torches and lamps
3210 // still animated ;-/
3211 if (op->other_arch)
3212 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3213
3214 if (object *pl = op->visible_to ())
3215 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3216}
3217
3218/**
3219 * This handles items of type 'transformer'.
3220 * Basically those items, used with a marked item, transform both items into something
3221 * else.
3222 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3223 * Change information is contained in the 'slaying' field of the marked item.
3224 * The format is as follow: transformer:[number ]yield[;transformer:...].
3225 * This way an item can be transformed in many things, and/or many objects.
3226 * The 'slaying' field for transformer is used as verb for the action.
3227 */
3228static void
3229apply_item_transformer (object *pl, object *transformer)
3230{
3231 object *new_item;
3232 const char *find;
3233 char *separator;
3234 int yield;
3235 char got[MAX_BUF];
3236 int len;
3237
3238 if (!pl || !transformer)
3239 return;
3240
3241 object *marked = pl->mark ();
3242
3243 if (!marked)
3244 {
3245 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3246 return;
3247 }
3248
3249 if (!marked->slaying)
3250 {
3251 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3252 return;
3253 }
3254
3255 /* check whether they are compatible or not */
3256 find = strstr (&marked->slaying, transformer->arch->archname);
3257 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3258 {
3259 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3260 return;
3261 }
3262
3263 find += strlen (transformer->arch->archname) + 1;
3264 /* Item can be used, now find how many and what it yields */
3265 if (isdigit (*(find)))
3266 {
3267 yield = atoi (find);
3268 if (yield < 1)
3269 {
3270 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3271 yield = 1;
3272 }
3273 }
3274 else
3275 yield = 1;
3276
3277 while (isdigit (*find))
3278 find++;
3279
3280 while (*find == ' ')
3281 find++;
3282
3283 memset (got, 0, MAX_BUF);
3284
3285 if ((separator = (char *) strchr (find, ';')))
3286 len = separator - find;
3287 else
3288 len = strlen (find);
3289
3290 min_it (len, MAX_BUF - 1);
3291
3292 strcpy (got, find);
3293 got[len] = '\0';
3294
3295 /* Now create new item, remove used ones when required. */
3296 new_item = archetype::get (got);
3297 if (!new_item)
3298 {
3299 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3300 return;
3301 }
3302
3303 new_item->nrof = yield;
3304
3305 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3306
3307 pl->insert (new_item);
3308 /* Eat up one item */
3309 marked->decrease ();
3310
3311 /* Eat one transformer if needed */
3312 if (transformer->stats.food)
3313 if (--transformer->stats.food == 0)
3314 transformer->decrease ();
3315}
3316
3317/**
3318 * Main apply handler.
3319 *
3320 * Checks for unpaid items before applying.
3321 *
3322 * Return value is currently not used
3323 *
3324 * who is the object that is causing object to be applied, op is the object
3325 * being applied.
3326 *
3327 * aflag is special (always apply/unapply) flags. Nothing is done with
3328 * them in this function - they are passed to apply_special
3329 */
3330static bool
3331manual_apply (object *who, object *op, int aflag)
3332{
3333 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3334 return RESULT_INT (0);
3335 else if (apply_types_inv_only [op->type])
3336 {
3337 // special item, using slot system, needs to be in inv
3338 if (op->env == who)
3537 return apply_special (who, op, aflags); 3339 return apply_special (who, op, aflag);
3340
3341 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3342 }
3343 else if (!who->contr && apply_types_player_only [op->type])
3344 return 0; // monsters shouldn't try to apply player-only stuff
3345 else if (apply_types [op->type])
3346 {
3347 // ordinary stuff, may be on the floor
3348 switch (op->type)
3349 {
3350 case T_HANDLE:
3351 who->play_sound (sound_find ("turn_handle"));
3352 who->statusmsg ("You turn the handle.");
3353 op->value = op->value ? 0 : 1;
3354 SET_ANIMATION (op, op->value);
3355 update_object (op, UP_OBJ_FACE);
3356 push_button (op, who);
3357 break;
3358
3359 case TRIGGER:
3360 if (check_trigger (op, who, who))
3361 {
3362 who->statusmsg ("You turn the handle.");
3363 who->play_sound (sound_find ("turn_handle"));
3364 }
3365 else
3366 who->failmsg ("The handle doesn't move.");
3367
3368 break;
3369
3370 case EXIT:
3371 if (!EXIT_PATH (op))
3372 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3373 else
3374 {
3375 /* Don't display messages for random maps. */
3376 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3377 who->statusmsg (op->msg, NDI_NAVY);
3378
3379 who->enter_exit (op);
3380 }
3381
3382 break;
3383
3384 case INSCRIBABLE:
3385 who->statusmsg (op->msg);
3386 // maybe show a spell menu to chose from or something like that
3387 break;
3388
3389 case SIGN:
3390 apply_sign (who, op, 0);
3391 break;
3392
3393 case BOOK:
3394 apply_book (who, op);
3395 break;
3396
3397 case SKILLSCROLL:
3398 apply_skillscroll (who, op);
3399 break;
3400
3401 case SPELLBOOK:
3402 apply_spellbook (who, op);
3403 break;
3404
3405 case SCROLL:
3406 apply_scroll (who, op, 0);
3407 break;
3408
3409 case POTION:
3410 apply_potion (who, op);
3411 break;
3412
3413 /* Eneq(@csd.uu.se): Handle apply on containers. */
3414 //TODO: remove, as it is unsed?
3415 case CLOSE_CON:
3416 apply_container (who, op->env);
3417 break;
3418
3419 case CONTAINER:
3420 apply_container (who, op);
3421 break;
3422
3423 case TREASURE:
3424 apply_treasure (who, op);
3425 break;
3426
3427 case LAMP:
3428 case TORCH:
3429 player_apply_lamp (who, op);
3430 break;
3431
3432 case DRINK:
3433 case FOOD:
3434 case FLESH:
3435 apply_food (who, op);
3436 break;
3437
3438 case POISON:
3439 apply_poison (who, op);
3440 break;
3441
3442 case SAVEBED:
3443 break;
3444
3445 case ARMOUR_IMPROVER:
3446 apply_armour_improver (who, op);
3447 break;
3448
3449 case WEAPON_IMPROVER:
3450 check_improve_weapon (who, op);
3451 break;
3452
3453 case CLOCK:
3454 {
3455 timeofday_t tod;
3456
3457 get_tod (&tod);
3458 who->play_sound (sound_find ("sound_clock"));
3459 who->statusmsg (format (
3460 "It is %d minute%s past %d o'clock %s",
3461 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3462 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3463 ));
3464 }
3465 break;
3466
3467 case MENU:
3468 shop_listing (op, who);
3469 break;
3470
3471 case POWER_CRYSTAL:
3472 apply_power_crystal (who, op); /* see egoitem.c */
3473 break;
3474
3475 case LIGHTER: /* for lighting torches/lanterns/etc */
3476 apply_lighter (who, op);
3477 break;
3478
3479 case ITEM_TRANSFORMER:
3480 apply_item_transformer (who, op);
3481 break;
3482 }
3483
3484 return 1;
3485 }
3486 else
3487 {
3488 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3489 return 0;
3490 }
3491}
3492
3493/**
3494 * player_apply_below attempts to apply the object 'below' the player.
3495 * If the player has an open container, we use that for below, otherwise
3496 * we use the ground.
3497 */
3498void
3499player_apply_below (object *pl)
3500{
3501 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3502
3503 /* If using a container, set the starting item to be the top
3504 * item in the container. Otherwise, use the map.
3505 */
3506
3507 // first try to apply "applyables"
3508 for (object *tmp = top; tmp; tmp = tmp->below)
3509 if (!tmp->invisible && apply_types [tmp->type])
3510 {
3511 // If it is visible, player can apply it.
3512 pl->apply (tmp);
3513 return;
3514 }
3515
3516 while (top && top->invisible)
3517 top = top->below;
3518
3519 if (!top || top->flag [FLAG_IS_FLOOR])
3520 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3521 "H<There is nothing here that you can apply.>");
3522 else
3523 // next, try to explain the topmost object
3524 switch (top->type)
3525 {
3526 // TODO: all this should move to examine
3527 case ALTAR:
3528 case IDENTIFY_ALTAR:
3529 case TRIGGER_ALTAR:
3530 case CONVERTER:
3531 //case TRIGGER_PEDESTAL:
3532 pl->failmsgf (
3533 "You see no obvious mechanism on the %s."
3534 "H<You have to drop one or more specific items here.>",
3535 query_short_name (top)
3536 );
3537 break;
3538
3539 case BUTTON:
3540 case TRIGGER_BUTTON:
3541 pl->failmsgf (
3542 "The %s looks as if you could activate it with somehting heavy. "
3543 "H<You must put enough items here to activate it.>",
3544 query_short_name (top)
3545 );
3546 break;
3547
3548 default:
3549 examine (pl, top);
3550 break;
3551 }
3552}
3553
3554// saner interface, returns successful status
3555bool
3556object::apply (object *ob, int aflags)
3557{
3558 if (!ob) // simplifies a lot of callers
3559 return true;
3560
3561 ob = ob->head_ ();
3562
3563 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3564 {
3565 if (contr)
3566 {
3567 examine (this, ob);
3568 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3569 return 1;
3570 }
3571 else
3572 return 0; /* monsters just skip unpaid items */
3573 }
3574
3575 if (contr)
3576 {
3577 if (!ob->env && (move_type & MOVE_FLYING))
3578 {
3579 /* player is flying and applying object not in inventory */
3580 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3581 {
3582 failmsg ("But you are floating high above the ground! "
3583 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3584 "or waiting till the levitation effect wears off.>");
3585 return 0;
3586 }
3587 }
3588
3589 contr->last_used = ob;
3590 }
3591
3592 bool want_apply =
3593 aflags & AP_APPLY ? true
3594 : aflags & AP_UNAPPLY ? false
3595 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3596
3597 // cannot unapply cursed items
3598 if (!want_apply
3599 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3600 && ob->flag [FLAG_APPLIED]
3601 && !(aflags & AP_IGNORE_CURSE))
3602 {
3603 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3604 return 0;
3605 }
3606
3607 object_ptr *slot = 0;
3608
3609 // detect the slot, if this is a player
3610 if (contr && !(aflags & AP_NO_SLOT))
3611 {
3612 object *oslot;
3613
3614 switch (ob->type)
3615 {
3616 case WEAPON:
3617 slot = &contr->combat_ob;
3618 oslot = contr->ranged_ob;
3619 break;
3620
3621 case RANGED:
3622 case BOW:
3623 case SPELL:
3624 case WAND:
3625 case ROD:
3626 case HORN:
3627 case BUILDER:
3628 slot = &contr->ranged_ob;
3629 oslot = contr->combat_ob;
3630 break;
3631
3632 // oh, the humanity
3633 case SKILL:
3634 // skill is used on it's own, as opposed to being a chosen_skill
3635
3636 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3637 {
3638 failmsgf (
3639 "You feel as if you wanted to do something funny, but you can't remember what. "
3640 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3641 "It cannot be used on its own.>",
3642 &ob->skill
3643 );
3644 return 1;
3645 }
3646
3647 if (skill_flags [ob->subtype] & SF_AUTARK
3648 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3649 {
3650 if (skill_flags [ob->subtype] & SF_USE)
3651 failmsgf (
3652 "You feel as if you wanted to do something funny, but you can't remember what. "
3653 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3654 &ob->skill, &ob->skill
3655 );
3656 else
3657 failmsgf (
3658 "You feel as if you wanted to do something funny, but you can't remember what. "
3659 "H<The %s skill cannot be readied or used, it is always active.>",
3660 &ob->skill
3661 );
3662
3663 return 1;
3664 }
3665
3666 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3667 break;
3668
3669 if (skill_flags [ob->subtype] & SF_COMBAT)
3670 {
3671 slot = &contr->combat_ob;
3672 oslot = contr->ranged_ob;
3673 }
3674 else if (skill_flags [ob->subtype] & SF_RANGED)
3675 {
3676 slot = &contr->ranged_ob;
3677 oslot = contr->combat_ob;
3678 }
3679
3680 break;
3681 }
3682
3683 // now handle slot exclusions
3684 if (slot)
3685 {
3686 // only one slot can be active
3687 if (want_apply)
3688 {
3689 // clear slot unless we are in it already
3690 if (*slot != ob)
3691 if (!apply (*slot, AP_UNAPPLY))
3692 return false;
3693
3694 // unapply other slot, because we want to become active
3695 if (!apply (oslot, AP_UNAPPLY))
3696 return false;
3697 }
3698
3699 // clear item from slot if applied
3700 if (!want_apply && current_weapon == ob)
3701 current_weapon = 0;
3702 }
3703 }
3704
3705 if (ob->flag [FLAG_APPLIED] != want_apply)
3706 manual_apply (this, ob, aflags);
3707
3708 if (ob->flag [FLAG_APPLIED] != want_apply)
3709 return false;
3710
3711 if (slot && want_apply)
3712 current_weapon = *slot = ob;
3713
3714 return true;
3538} 3715}
3539 3716
3540/** 3717/**
3541 * Map was just loaded, handle op's initialisation. 3718 * Map was just loaded, handle op's initialisation.
3542 * 3719 *
3543 * Generates shop floor's item, and treasures. 3720 * Generates shop floor's item, and treasures.
3544 */ 3721 */
3545int 3722int
3546auto_apply (object *op) 3723auto_apply (object *op)
3547{ 3724{
3548 object *tmp = NULL, *tmp2; 3725 object *tmp = NULL;
3549 int i; 3726 int i;
3727
3728 op->clr_flag (FLAG_AUTO_APPLY);
3550 3729
3551 switch (op->type) 3730 switch (op->type)
3552 { 3731 {
3553 case SHOP_FLOOR: 3732 case SHOP_FLOOR:
3554 if (!op->has_random_items ()) 3733 if (!op->has_random_items ())
3556 3735
3557 do 3736 do
3558 { 3737 {
3559 i = 10; /* let's give it 10 tries */ 3738 i = 10; /* let's give it 10 tries */
3560 while ((tmp = generate_treasure (op->randomitems, 3739 while ((tmp = generate_treasure (op->randomitems,
3561 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3740 op->stats.exp
3741 ? (int) op->stats.exp
3742 : max (op->map->difficulty, 5)))
3743 == NULL && --i);
3744
3562 if (tmp == NULL) 3745 if (tmp == NULL)
3563 return 0; 3746 return 0;
3564 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3747
3748 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3565 { 3749 {
3566 tmp->destroy (); 3750 tmp->destroy ();
3567 tmp = NULL; 3751 tmp = NULL;
3568 } 3752 }
3569 } 3753 }
3570 while (!tmp); 3754 while (!tmp);
3571 3755
3572 tmp->x = op->x; 3756 tmp->x = op->x;
3573 tmp->y = op->y; 3757 tmp->y = op->y;
3574 SET_FLAG (tmp, FLAG_UNPAID); 3758 tmp->set_flag (FLAG_UNPAID);
3575 insert_ob_in_map (tmp, op->map, NULL, 0); 3759 insert_ob_in_map (tmp, op->map, NULL, 0);
3576 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3577 identify (tmp); 3760 identify (tmp);
3578 break; 3761 break;
3579 3762
3580 case TREASURE: 3763 case TREASURE:
3581 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3764 if (op->flag [FLAG_IS_A_TEMPLATE])
3582 return 0; 3765 return 0;
3583 3766
3584 while (op->stats.hp-- > 0) 3767 while (op->stats.hp-- > 0)
3585 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3768 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3586 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3769 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3588 /* If we generated an object and put it in this object inventory, 3771 /* If we generated an object and put it in this object inventory,
3589 * move it to the parent object as the current object is about 3772 * move it to the parent object as the current object is about
3590 * to disappear. An example of this item is the random_* stuff 3773 * to disappear. An example of this item is the random_* stuff
3591 * that is put inside other objects. 3774 * that is put inside other objects.
3592 */ 3775 */
3593 for (tmp = op->inv; tmp; tmp = tmp2)
3594 {
3595 tmp2 = tmp->below;
3596 tmp->remove ();
3597
3598 if (op->env) 3776 if (op->env)
3599 insert_ob_in_ob (tmp, op->env); 3777 while (op->inv)
3600 else 3778 op->env->insert (op->inv);
3601 tmp->destroy ();
3602 }
3603 3779
3604 op->destroy (); 3780 op->destroy ();
3605 break; 3781 break;
3606 } 3782 }
3607 return tmp ? 1 : 0; 3783
3784 return !!tmp;
3608} 3785}
3609 3786
3610/** 3787/**
3611 * fix_auto_apply goes through the entire map every time a map 3788 * fix_auto_apply goes through the entire map every time a map
3612 * is loaded or swapped in and performs special actions for 3789 * is loaded or swapped in and performs special actions for
3626 3803
3627 if (tmp->inv) 3804 if (tmp->inv)
3628 { 3805 {
3629 object *invtmp, *invnext; 3806 object *invtmp, *invnext;
3630 3807
3631 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3808 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3632 { 3809 {
3633 invnext = invtmp->below; 3810 invnext = invtmp->below;
3634 3811
3635 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3812 if (invtmp->flag [FLAG_AUTO_APPLY])
3636 auto_apply (invtmp); 3813 auto_apply (invtmp);
3637 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3814 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3638 { 3815 {
3639 while ((invtmp->stats.hp--) > 0) 3816 while (invtmp->stats.hp-- > 0)
3640 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3817 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3641 3818
3642 invtmp->randomitems = NULL; 3819 invtmp->randomitems = NULL;
3643 } 3820 }
3644 else if (invtmp && invtmp->arch 3821 else if (invtmp->arch
3645 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3822 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3823 && invtmp->has_random_items ())
3646 { 3824 {
3647 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3648 /* Need to clear this so that we never try to create 3826 /* Need to clear this so that we never try to create
3649 * treasure again for this object 3827 * treasure again for this object
3650 */ 3828 */
3651 invtmp->randomitems = NULL; 3829 invtmp->randomitems = NULL;
3652 } 3830 }
3653 } 3831 }
3832
3654 /* This is really temporary - the code at the bottom will 3833 /* This is really temporary - the code at the bottom will
3655 * also set randomitems to null. The problem is there are bunches 3834 * also set randomitems to null. The problem is there are bunches
3656 * of maps/players already out there with items that have spells 3835 * of maps/players already out there with items that have spells
3657 * which haven't had the randomitems set to null yet. 3836 * which haven't had the randomitems set to null yet.
3658 * MSW 2004-05-13 3837 * MSW 2004-05-13
3662 * Ryo 2004-08-16 3841 * Ryo 2004-08-16
3663 */ 3842 */
3664 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3843 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3665 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3844 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3666 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3667
3668 } 3846 }
3669 3847
3670 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3848 if (tmp->flag [FLAG_AUTO_APPLY])
3671 auto_apply (tmp); 3849 auto_apply (tmp);
3672 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3850 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3673 { 3851 {
3674 while ((tmp->stats.hp--) > 0) 3852 while ((tmp->stats.hp--) > 0)
3675 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3853 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3677 } 3855 }
3678 else if (tmp->type == TIMED_GATE) 3856 else if (tmp->type == TIMED_GATE)
3679 { 3857 {
3680 object *head = tmp->head != NULL ? tmp->head : tmp; 3858 object *head = tmp->head != NULL ? tmp->head : tmp;
3681 3859
3682 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3860 if (head->flag [FLAG_IS_LINKED])
3683 tmp->set_speed (0); 3861 tmp->set_speed (0);
3684 } 3862 }
3685 /* This function can be called everytime a map is loaded, even when 3863 /* This function can be called everytime a map is loaded, even when
3686 * swapping back in. As such, we don't want to create the treasure 3864 * swapping back in. As such, we don't want to create the treasure
3687 * over and ove again, so after we generate the treasure, blank out 3865 * over and ove again, so after we generate the treasure, blank out
3705 } 3883 }
3706 3884
3707 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3708 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3886 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3709 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3887 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3710 check_trigger (tmp, tmp->above); 3888 check_trigger (tmp, tmp->above, tmp->above);
3711} 3889}
3712 3890
3713/** 3891/**
3714 * Handles player eating food that temporarily changes status (resistances, stats). 3892 * Handles player eating food that temporarily changes status (resistances, stats).
3715 * This used to call cast_change_attr(), but 3893 * This used to call cast_change_attr(), but
3720eat_special_food (object *who, object *food) 3898eat_special_food (object *who, object *food)
3721{ 3899{
3722 object *force; 3900 object *force;
3723 int i, did_one = 0; 3901 int i, did_one = 0;
3724 3902
3725 force = get_archetype (FORCE_NAME); 3903 char buf[64];
3904 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3905 shstr key (buf);
3726 3906
3727 for (i = 0; i < NUM_STATS; i++)
3728 if (sint8 k = food->stats.stat (i))
3729 {
3730 force->stats.stat (i) = k;
3731 did_one = 1;
3732 }
3733
3734 /* check if we can protect the eater */
3735 for (i = 0; i < NROFATTACKS; i++)
3736 {
3737 if (food->resist[i] > 0)
3738 {
3739 force->resist[i] = food->resist[i] / 2;
3740 did_one = 1;
3741 }
3742 }
3743
3744 if (did_one)
3745 {
3746 force->set_speed (0.1);
3747 /* bigger morsel of food = longer effect time */ 3907 /* bigger morsel of food = longer effect time */
3748 force->duration = food->stats.food / 5; 3908 int duration = TIME2TICK (food->stats.food);
3749 SET_FLAG (force, FLAG_APPLIED); 3909
3750 change_abil (who, force); 3910 if (force = who->force_find (key))
3751 insert_ob_in_ob (force, who); 3911 {
3912 if (duration > fabs (force->speed_left / force->speed))
3913 {
3914 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));
3915 force->force_set_timer (duration);
3916 }
3917 else
3918 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3919
3920 return;
3752 } 3921 }
3753 else 3922 else
3923 {
3924 force = who->force_add (key, duration);
3925 force->name = key;
3926
3927 /* check if the food affects a stat */
3928 for (i = 0; i < NUM_STATS; i++)
3929 if (sint8 k = food->stats.stat (i))
3930 {
3931 force->stats.stat (i) = k;
3932 did_one = 1;
3933 }
3934
3935 /* check if we can protect the eater */
3936 for (i = 0; i < NROFATTACKS; i++)
3937 {
3938 if (food->resist[i] > 0)
3939 {
3940 force->resist[i] = food->resist[i];
3941 did_one = 1;
3942 }
3943 }
3944
3945 if (did_one)
3946 {
3947 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));
3948
3949 /* make the force take effect and report effects to user */
3950 change_abil (who, force);
3951 }
3952 else
3754 force->destroy (); 3953 force->destroy ();
3954 }
3755 3955
3756 /* check for hp, sp change */ 3956 /* check for hp, sp change */
3757 if (food->stats.hp != 0) 3957 if (food->stats.hp != 0)
3758 { 3958 {
3759 if (QUERY_FLAG (food, FLAG_CURSED)) 3959 if (food->flag [FLAG_CURSED])
3760 { 3960 {
3761 assign (who->contr->killer, food->name); 3961 who->contr->killer = food;
3762 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3962 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3763 who->failmsg ("Eck!...that was poisonous!"); 3963 who->failmsg ("Eck!...that was poisonous!");
3764 } 3964 }
3765 else 3965 else
3766 { 3966 {
3770 who->failmsg ("Eck!...that was poisonous!"); 3970 who->failmsg ("Eck!...that was poisonous!");
3771 3971
3772 who->stats.hp += food->stats.hp; 3972 who->stats.hp += food->stats.hp;
3773 } 3973 }
3774 } 3974 }
3975
3775 if (food->stats.sp != 0) 3976 if (food->stats.sp != 0)
3776 { 3977 {
3777 if (QUERY_FLAG (food, FLAG_CURSED)) 3978 if (food->flag [FLAG_CURSED])
3778 { 3979 {
3779 who->failmsg ("You are drained of mana!"); 3980 who->failmsg ("You are drained of mana!");
3780 who->stats.sp -= food->stats.sp; 3981 who->stats.sp -= food->stats.sp;
3781 if (who->stats.sp < 0) 3982 if (who->stats.sp < 0)
3782 who->stats.sp = 0; 3983 who->stats.sp = 0;
3788 /* place limit on max sp from food? */ 3989 /* place limit on max sp from food? */
3789 } 3990 }
3790 } 3991 }
3791 3992
3792 who->update_stats (); 3993 who->update_stats ();
3793}
3794
3795/**
3796 * Designed primarily to light torches/lanterns/etc.
3797 * Also burns up burnable material too. First object in the inventory is
3798 * the selected object to "burn". -b.t.
3799 */
3800void
3801apply_lighter (object *who, object *lighter)
3802{
3803 object *item;
3804 int is_player_env = 0;
3805
3806 item = find_marked_object (who);
3807 if (item)
3808 {
3809 if (lighter->last_eat && lighter->stats.food)
3810 { /* lighter gets used up */
3811 /* Split multiple lighters if they're being used up. Otherwise *
3812 * one charge from each would be used up. --DAMN */
3813 if (lighter->nrof > 1)
3814 {
3815 object *oneLighter = lighter->clone ();
3816
3817 lighter->nrof -= 1;
3818 oneLighter->nrof = 1;
3819 oneLighter->stats.food--;
3820 esrv_send_item (who, lighter);
3821 oneLighter = insert_ob_in_ob (oneLighter, who);
3822 esrv_send_item (who, oneLighter);
3823 }
3824 else
3825 lighter->stats.food--;
3826 }
3827 else if (lighter->last_eat)
3828 {
3829 /* no charges left in lighter */
3830 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3831 return;
3832 }
3833
3834 /* Perhaps we should split what we are trying to light on fire?
3835 * I can't see many times when you would want to light multiple
3836 * objects at once.
3837 */
3838
3839 if (who == item->in_player ())
3840 is_player_env = 1;
3841
3842 save_throw_object (item, AT_FIRE, who);
3843
3844 if (item->destroyed ())
3845 {
3846 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3847 /* Need to update the player so that the players glow radius
3848 * gets changed.
3849 */
3850 if (is_player_env)
3851 who->update_stats ();
3852 }
3853 else
3854 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3855 }
3856 else
3857 who->failmsg ("You need to mark a lightable object.");
3858}
3859
3860/**
3861 * op made some mistake with a scroll, this takes care of punishment.
3862 * scroll_failure()- hacked directly from spell_failure
3863 */
3864void
3865scroll_failure (object *op, int failure, int power)
3866{
3867 if (abs (failure / 4) > power)
3868 power = abs (failure / 4); /* set minimum effect */
3869
3870 if (failure <= -1 && failure > -15)
3871 { /* wonder */
3872 object *tmp;
3873
3874 op->failmsg ("Your spell warps!");
3875 tmp = get_archetype (SPELL_WONDER);
3876 cast_wonder (op, op, 0, tmp);
3877 tmp->destroy ();
3878 }
3879 else if (failure <= -15 && failure > -35)
3880 { /* drain mana */
3881 op->failmsg ("Your mana is drained!");
3882 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3883 if (op->stats.sp < 0)
3884 op->stats.sp = 0;
3885 }
3886 else if (settings.spell_failure_effects == TRUE)
3887 {
3888 if (failure <= -35 && failure > -60)
3889 { /* confusion */
3890 op->failmsg ("The magic recoils on you!");
3891 confuse_player (op, op, power);
3892 }
3893 else if (failure <= -60 && failure > -70)
3894 { /* paralysis */
3895 op->failmsg ("The magic recoils and paralyzes you!");
3896 paralyze_player (op, op, power);
3897 }
3898 else if (failure <= -70 && failure > -80)
3899 { /* blind */
3900 op->failmsg ("The magic recoils on you!");
3901 blind_player (op, op, power);
3902 }
3903 else if (failure <= -80)
3904 { /* blast the immediate area */
3905 object *tmp = get_archetype (LOOSE_MANA);
3906 cast_magic_storm (op, tmp, power);
3907 op->failmsg ("You unleash uncontrolled mana!");
3908 tmp->destroy ();
3909 }
3910 }
3911} 3994}
3912 3995
3913void 3996void
3914apply_changes_to_player (object *pl, object *change) 3997apply_changes_to_player (object *pl, object *change)
3915{ 3998{
3963 } 4046 }
3964 4047
3965 /* insert the randomitems from the change's treasurelist into 4048 /* insert the randomitems from the change's treasurelist into
3966 * the player ref: player.c 4049 * the player ref: player.c
3967 */ 4050 */
3968 if (change->randomitems != NULL) 4051 if (change->randomitems)
3969 give_initial_items (pl, change->randomitems); 4052 give_initial_items (pl, change->randomitems);
3970 4053
3971 /* set up the face, for some races. */ 4054 /* set up the face, for some races. */
3972 4055
3973 /* first, look for the force object banning 4056 /* first, look for the force object banning
3974 * changing the face. Certain races never change face with class. 4057 * changing the face. Certain races never change face with class.
3975 */ 4058 */
3976 for (walk = pl->inv; walk != NULL; walk = walk->below) 4059 for (walk = pl->inv; walk; walk = walk->below)
3977 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4060 if (walk->name == shstr_NOCLASSFACECHANGE)
3978 flag_change_face = 0; 4061 flag_change_face = 0;
3979 4062
3980 if (flag_change_face) 4063 if (flag_change_face)
3981 { 4064 {
3982 pl->animation_id = GET_ANIM_ID (change);
3983 pl->face = change->face; 4065 pl->face = change->face;
3984 4066 pl->animation_id = change->animation_id;
3985 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4067 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3986 SET_FLAG (pl, FLAG_ANIMATE);
3987 else
3988 CLEAR_FLAG (pl, FLAG_ANIMATE);
3989 } 4068 }
3990 4069
3991 /* check the special case of can't use weapons */ 4070 /* check the special case of can't use weapons */
3992 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4071 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3993 if (!strcmp (change->name, "monk")) 4072 if (change->name == shstr_monk)
3994 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4073 pl->clr_flag (FLAG_USE_WEAPON);
3995 4074
3996 break; 4075 break;
3997 } 4076 }
3998 } 4077 }
3999} 4078}
4000 4079
4001/**
4002 * This handles items of type 'transformer'.
4003 * Basically those items, used with a marked item, transform both items into something
4004 * else.
4005 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4006 * Change information is contained in the 'slaying' field of the marked item.
4007 * The format is as follow: transformer:[number ]yield[;transformer:...].
4008 * This way an item can be transformed in many things, and/or many objects.
4009 * The 'slaying' field for transformer is used as verb for the action.
4010 */
4011void
4012apply_item_transformer (object *pl, object *transformer)
4013{
4014 object *marked;
4015 object *new_item;
4016 char *find;
4017 char *separator;
4018 int yield;
4019 char got[MAX_BUF];
4020 int len;
4021
4022 if (!pl || !transformer)
4023 return;
4024
4025 marked = find_marked_object (pl);
4026
4027 if (!marked)
4028 {
4029 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4030 return;
4031 }
4032
4033 if (!marked->slaying)
4034 {
4035 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4036 return;
4037 }
4038
4039 /* check whether they are compatible or not */
4040 find = strstr (marked->slaying, transformer->arch->archname);
4041 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4042 {
4043 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4044 return;
4045 }
4046
4047 find += strlen (transformer->arch->archname) + 1;
4048 /* Item can be used, now find how many and what it yields */
4049 if (isdigit (*(find)))
4050 {
4051 yield = atoi (find);
4052 if (yield < 1)
4053 {
4054 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4055 yield = 1;
4056 }
4057 }
4058 else
4059 yield = 1;
4060
4061 while (isdigit (*find))
4062 find++;
4063
4064 while (*find == ' ')
4065 find++;
4066
4067 memset (got, 0, MAX_BUF);
4068
4069 if ((separator = strchr (find, ';')) != NULL)
4070 len = separator - find;
4071 else
4072 len = strlen (find);
4073
4074 if (len > MAX_BUF - 1)
4075 len = MAX_BUF - 1;
4076
4077 strcpy (got, find);
4078 got[len] = '\0';
4079
4080 /* Now create new item, remove used ones when required. */
4081 new_item = get_archetype (got);
4082 if (!new_item)
4083 {
4084 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4085 return;
4086 }
4087
4088 new_item->nrof = yield;
4089
4090 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4091
4092 insert_ob_in_ob (new_item, pl);
4093 esrv_send_inventory (pl, pl);
4094 /* Eat up one item */
4095 marked->decrease ();
4096
4097 /* Eat one transformer if needed */
4098 if (transformer->stats.food)
4099 if (--transformer->stats.food == 0)
4100 transformer->decrease ();
4101}
4102

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