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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.161 by elmex, Thu Jul 3 09:16:41 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 if (shstr yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167}
168
169/**
170 * Handles applying a potion.
171 */
172int
173apply_potion (object *op, object *tmp)
174{
175 int got_one = 0, i;
176 object *force = 0, *floor = 0;
177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
188 if (op->type == PLAYER)
189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190 identify (tmp);
191
192 handle_apply_yield (tmp);
193
194 /* Potion of restoration - only for players */
195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
197 object *depl;
198 archetype *at;
199
200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201 {
202 op->drain_stat ();
203 op->update_stats ();
204 tmp->decrease ();
205 return 1;
206 }
207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
210 LOG (llevError, "Could not find archetype depletion\n");
211 return 0;
212 }
213
214 depl = present_arch_in_ob (at, op);
215
216 if (depl)
217 {
218 for (i = 0; i < NUM_STATS; i++)
219 if (depl->stats.stat (i))
220 op->statusmsg (restore_msg[i]);
221
222 depl->destroy ();
223 op->update_stats ();
224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
227
228 tmp->decrease ();
229 return 1;
230 }
231
232 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 {
235 for (i = 1; i < MIN (11, op->level); i++)
236 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 {
239 if (op->contr->levhp[i] != 1)
240 {
241 op->contr->levhp[i] = 1;
242 break;
243 }
244
245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
251 if (op->contr->levgrace[i] != 1)
252 {
253 op->contr->levgrace[i] = 1;
254 break;
255 }
256 }
257 else
258 {
259 if (op->contr->levhp[i] < 9)
260 {
261 op->contr->levhp[i] = 9;
262 break;
263 }
264
265 if (op->contr->levsp[i] < 6)
266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
273 op->contr->levgrace[i] = 3;
274 break;
275 }
276 }
277 }
278
279 /* Just makes checking easier */
280 if (i < MIN (11, op->level))
281 got_one = 1;
282
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
285 if (got_one)
286 {
287 op->update_stats ();
288 op->statusmsg ("The Gods smile upon you and remake you "
289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
308 }
309
310
311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312 * and heroism all fit into this category. Given the spell object code,
313 * there is no limit to the number of spells that potions can be cast,
314 * but direction is problematic to try and imbue fireball potions for example.
315 */
316 if (tmp->inv)
317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!");
323
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 }
332 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334
335 tmp->decrease ();
336
337 /* if youre dead, no point in doing this... */
338 if (!QUERY_FLAG (op, FLAG_REMOVED))
339 op->update_stats ();
340
341 return 1;
342 }
343
344 /* Deal with protection potions */
345 force = NULL;
346 for (i = 0; i < NROFATTACKS; i++)
347 {
348 if (tmp->resist[i])
349 {
350 if (!force)
351 force = get_archetype (FORCE_NAME);
352
353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
354 force->type = POTION_EFFECT;
355 break; /* Only need to find one protection since we copy entire batch */
356 }
357 }
358
359 /* This is a protection potion */
360 if (force)
361 {
362 /* cursed items last longer */
363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
364 {
365 force->stats.food *= 10;
366 for (i = 0; i < NROFATTACKS; i++)
367 if (force->resist[i] > 0)
368 force->resist[i] = -force->resist[i]; /* prot => vuln */
369 }
370
371 force->speed_left = -1;
372 force = insert_ob_in_ob (force, op);
373 CLEAR_FLAG (tmp, FLAG_APPLIED);
374 SET_FLAG (force, FLAG_APPLIED);
375 change_abil (op, force);
376 tmp->decrease ();
377 return 1;
378 }
379
380 /* Only thing left are the stat potions */
381 if (op->type == PLAYER)
382 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else
386 SET_FLAG (tmp, FLAG_APPLIED);
387
388 if (!change_abil (op, tmp))
389 op->statusmsg ("Nothing happened.");
390 }
391
392 /* CLEAR_FLAG is so that if the character has other potions
393 * that were grouped with the one consumed, his
394 * stat will not be raised by them. fix_player just clears
395 * up all the stats.
396 */
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 op->update_stats ();
399 tmp->decrease ();
400 return 1;
401}
402 112
403/**************************************************************************** 113/****************************************************************************
404 * Weapon improvement code follows 114 * Weapon improvement code follows
405 ****************************************************************************/ 115 ****************************************************************************/
406 116
407/** 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/**
408 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
409 */ 134 */
410static int 135static int
411check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
412{ 137{
413 int count = 0; 138 int count = 0;
414 139
415 if (!item) 140 if (!item)
416 return 0; 141 return 0;
417 142
418 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 144 if (op->arch->archname == item)
421 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 147 count += op->number_of ();
429 }
430 }
431 }
432 148
433 return count; 149 return count;
434} 150}
435 151
436/** 152/**
438 * op is typically the player, which is only 154 * op is typically the player, which is only
439 * really used to determine what space to look at. 155 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
441 */ 157 */
442static void 158static void
443eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 160{
445 object *prev; 161 object *prev;
446 162
447 prev = op; 163 prev = op;
448 op = op->below; 164 op = op->below;
449 165
450 while (op) 166 while (op)
451 { 167 {
452 if (strcmp (op->arch->archname, item) == 0) 168 if (op->arch->archname == item)
453 { 169 {
454 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
455 { 171 {
456 op->decrease (nrof); 172 op->decrease (nrof);
457 return; 173 return;
469 op = op->below; 185 op = op->below;
470 } 186 }
471} 187}
472 188
473/** 189/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522}
523
524/**
525 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
527 */ 192 */
528static int 193static int
529check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
533 if (improver->slaying) 198 if (improver->slaying)
534 { 199 {
535 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
536 if (count < 1) 201 if (count < 1)
537 { 202 {
538 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
539 return 0; 204 return 0;
540 } 205 }
541 } 206 }
542 else 207 else
543 count = 1; 208 count = 1;
582 247
583/** 248/**
584 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
586 */ 251 */
587int 252static int
588prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
589{ 254{
590 int sacrifice_count, i; 255 int sacrifice_count, i;
591 char buf[MAX_BUF];
592 256
593 if (weapon->level != 0) 257 if (weapon->level != 0)
594 { 258 {
595 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
596 return 0; 260 return 0;
625 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
627 &weapon->name, weapon->level 291 &weapon->name, weapon->level
628 )); 292 ));
629 293
630 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
631 weapon->name = weapon->name_pl = buf;
632 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
633 slot at once! */ 296 slot at once! */
634 improver->decrease (); 297 improver->decrease ();
635 weapon->last_eat = 0; 298 weapon->last_eat = 0;
636 return 1; 299 return 1;
645 * 308 *
646 * 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
647 * 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 ??
648 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
649 */ 312 */
650int 313static int
651improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
652{ 315{
653 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
654 317
655 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
657 320
658 if (weapon->level == 0) 321 if (weapon->level == 0)
659 { 322 {
660 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.>");
661 return 0; 326 return 0;
662 } 327 }
663 328
664 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
665 { 331 {
666 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 333 return 0;
668 } 334 }
669 335
670 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))
671 { 338 {
672 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 341 "really want to improve it.");
675 return 0; 342 return 0;
703 weapon->last_eat++; 370 weapon->last_eat++;
704 weapon->item_power++; 371 weapon->item_power++;
705 improver->decrease (); 372 improver->decrease ();
706 return 1; 373 return 1;
707 } 374 }
375
708 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 377 {
710 weapon->magic++; 378 weapon->magic++;
711 weapon->last_eat++; 379 weapon->last_eat++;
712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
723 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
724 392
725 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
727 { 395 {
728 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);
729 return 0; 397 return 0;
730 } 398 }
731 399
732 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 401 weapon->item_power++;
752/** 420/**
753 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
754 * 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, ...),
755 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
756 */ 424 */
757int 425static int
758check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
759{ 427{
760 object *otmp;
761
762 if (op->type != PLAYER) 428 if (op->type != PLAYER)
763 return 0; 429 return 0;
764 430
765 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))
766 { 432 {
767 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
768 return 0; 434 return 0;
769 } 435 }
770 436
771 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
438
772 if (!otmp) 439 if (!otmp)
773 { 440 {
774 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.>");
775 return 0; 442 return 0;
776 } 443 }
777 444
778 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 446 {
780 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!");
781 return 0; 454 return 0;
782 } 455 }
783 456
784 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
785 458
808 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 482 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 484 * changing of physical area right now.
812 */ 485 */
813int 486static int
814improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
815{ 488{
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
819 { 490 {
820 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 492 return 0;
822 } 493 }
833 } 504 }
834 505
835 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
837 */ 508 */
838 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 510
840 armour->magic++; 511 armour->magic++;
841 512
842 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
843 { 514 {
881 552
882 if (op->type == PLAYER) 553 if (op->type == PLAYER)
883 { 554 {
884 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
885 556
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557 if (armour->flag [FLAG_APPLIED])
887 op->update_stats (); 558 op->update_stats ();
888 } 559 }
889 560
890 improver->decrease (); 561 improver->decrease ();
891 562
902 * Takes one type of items and makes another. 573 * Takes one type of items and makes another.
903 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
904 * 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
905 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
906 */ 577 */
907static int 578int
908convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
909{ 580{
910 sint64 nr, price_in; 581 sint64 nr = 0, price_in;
911 582
912 if (item->flag [FLAG_UNPAID]) 583 if (item->flag [FLAG_UNPAID])
913 return 0; 584 return 0;
914 585
915 shstr conv_from = converter->slaying; 586 shstr conv_from = converter->slaying;
916 archetype *conv_to = converter->other_arch; 587 archetype *conv_to = converter->other_arch;
917 sint64 need = converter->stats.food; 588 sint64 need = converter->stats.food;
918 sint64 give = converter->stats.sp; 589 sint64 give = converter->stats.sp;
919 590
971 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++)
972 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
973 ob_to_copy = ob; 644 ob_to_copy = ob;
974 645
975 item = ob_to_copy->deep_clone (); 646 item = ob_to_copy->deep_clone ();
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 649 }
979 else 650 else
980 { 651 {
981 if (!conv_to) 652 if (!conv_to)
993 item->nrof = give; 664 item->nrof = give;
994 665
995 if (nr) 666 if (nr)
996 item->nrof *= nr; 667 item->nrof *= nr;
997 668
998 if (is_in_shop (converter)) 669 if (converter->flag [FLAG_PRECIOUS])
999 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 }
1000 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 681 {
1002 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",
1003 &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);
1004 /** 684 /**
1007 */ 687 */
1008 } 688 }
1009 689
1010 // elmex: only identify if we need to, for example so that generated money doesn't 690 // elmex: only identify if we need to, for example so that generated money doesn't
1011 // get an 'identified' flag so easily. 691 // get an 'identified' flag so easily.
1012 if (need_identify (item)) 692 if (item->need_identify ())
1013 identify (item); 693 identify (item);
1014 694
1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 item->insert_at (converter, 0, INS_NO_WALK_ON);
696
1016 return 1; 697 return 1;
1017} 698}
1018 699
1019/** 700/**
1020 * Handle apply on containers. 701 * Handle apply on containers.
1021 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1022 * 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]
1023 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1024 */ 705 */
1025int 706static int
1026apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1027{ 708{
1028 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1029 return 0; /* This might change */ 710 return 0; /* This might change */
1030 711
1043 } 724 }
1044 725
1045 // 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
1046 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1047 { 728 {
1048 if (op->container == sack) 729 if (op->container_ () == sack)
1049 { 730 {
1050 // open on ground or inv, so close 731 // open on ground or inv, so close
1051 op->close_container (); 732 op->close_container ();
1052 return 1; 733 return 1;
1053 } 734 }
1054 else if (!sack->env) 735 else if (!sack->env)
1055 { 736 {
1056 // 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.
1057 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));
1058 return 1; 741 return 1;
1059 } 742 }
743 }
1060 744
1061 // fall through to opening it (active in inv) 745 // it's locked?
746 if (sack->slaying)
1062 } 747 {
1063 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])
1064 { 762 {
1065 // 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
1066 op->close_container (); 764 op->close_container ();
1067 sack->flag [FLAG_APPLIED] = 1; 765 sack->flag [FLAG_APPLIED] = true;
1068 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
1069 op->statusmsg (format ("You ready %s.", query_name (sack))); 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1070 return 1;
1071 }
1072
1073 // it's locked?
1074 if (sack->slaying)
1075 { 768 }
1076 if (object *tmp = find_key (op, op, sack))
1077 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1078 else 769 else
1079 {
1080 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1081 return 1;
1082 }
1083 }
1084
1085 op->open_container (sack); 770 op->open_container (sack);
1086 771
1087 return 1; 772 return 1;
1088} 773}
1089 774
1090/** 775/**
1096{ 781{
1097 /* Only players can make sacrifices on spell casting altars. */ 782 /* Only players can make sacrifices on spell casting altars. */
1098 if (altar->inv && (!originator || originator->type != PLAYER)) 783 if (altar->inv && (!originator || originator->type != PLAYER))
1099 return 0; 784 return 0;
1100 785
1101 if (operate_altar (altar, &sacrifice)) 786 if (operate_altar (altar, &sacrifice, originator))
1102 { 787 {
1103 /* Simple check. Unfortunately, it means you can't cast magic bullet 788 /* Simple check. Unfortunately, it means you can't cast magic bullet
1104 * 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
1105 * is up to map designers to use them properly. 790 * is up to map designers to use them properly.
1106 */ 791 */
1115/* push_button (altar);*/ 800/* push_button (altar);*/
1116 } 801 }
1117 else 802 else
1118 { 803 {
1119 altar->value = 1; /* works only once */ 804 altar->value = 1; /* works only once */
1120 push_button (altar); 805 push_button (altar, originator);
1121 } 806 }
1122 807
1123 return !sacrifice; 808 return !sacrifice;
1124 } 809 }
1125 else 810 else
1138{ 823{
1139 int rv = 0; 824 int rv = 0;
1140 double opinion; 825 double opinion;
1141 object *tmp, *next; 826 object *tmp, *next;
1142 827
1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1144 829
1145 bool has_unpaid = false; 830 bool has_unpaid = false;
1146 831
1147 // 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
1148 // a quick and small change :( 833 // a quick and small change :(
1149 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 834 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1150 if (item->flag [FLAG_UNPAID]) 835 if (item->flag [FLAG_UNPAID])
1151 { 836 {
1152 has_unpaid = true; 837 has_unpaid = true;
1153 break; 838 break;
1154 } 839 }
1155 840
1156 if (op->type != PLAYER) 841 if (!op->is_player ())
1157 { 842 {
1158 /* Remove all the unpaid objects that may be carried here. 843 /* Remove all the unpaid objects that may be carried here.
1159 * This could be pets or monsters that are somehow in 844 * This could be pets or monsters that are somehow in
1160 * the shop. 845 * the shop.
1161 */ 846 */
1162 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1163 { 848 {
1164 next = tmp->below; 849 next = tmp->below;
1165 850
1166 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1167 { 852 {
1168 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);
1169 854
855 if (i >= 0)
1170 tmp->remove (); 856 tmp->move (i);
1171
1172 if (i == -1)
1173 i = 0;
1174
1175 tmp->map = op->map;
1176 tmp->x = op->x + freearr_x[i];
1177 tmp->y = op->y + freearr_y[i];
1178 insert_ob_in_map (tmp, op->map, op, 0);
1179 } 857 }
1180 } 858 }
1181 859
1182 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1183 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1184 return 0; 862 return 0;
1185 863
1186 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1187 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1188 */ 866 */
1189 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1190 { 868 {
1191 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1192 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);
1193 871
1194 if (i != -1) 872 if (i != -1)
1195 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);
1196 874
1197 return 0; 875 return 0;
1198 } 876 }
877
1199 /* Removed code that checked for multipart objects - it appears that 878 /* Removed code that checked for multipart objects - it appears that
1200 * the teleport function should be able to handle this just fine. 879 * the teleport function should be able to handle this just fine.
1201 */ 880 */
1202 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1203 } 882 }
1206 /* this is only used for players */ 885 /* this is only used for players */
1207 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1208 887
1209 if (has_unpaid) 888 if (has_unpaid)
1210 op->contr->play_sound (sound_find ("shop_buy")); 889 op->contr->play_sound (sound_find ("shop_buy"));
1211 else if (is_in_shop (op)) 890 else if (op->is_in_shop ())
1212 op->contr->play_sound (sound_find ("shop_enter")); 891 op->contr->play_sound (sound_find ("shop_enter"));
1213 else 892 else
1214 op->contr->play_sound (sound_find ("shop_leave")); 893 op->contr->play_sound (sound_find ("shop_leave"));
1215 894
1216 if (shop_mat->msg) 895 if (shop_mat->msg)
1217 op->statusmsg (shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1218 /* 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,
1219 * 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
1220 * actually the shop floor. 899 * actually the shop floor.
1221 */ 900 */
1222 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1223 { 902 {
1224 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1225 904
1226 op->statusmsg ( 905 op->statusmsg (
1227 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1248 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1249 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;
1250 } 929 }
1251 } 930 }
1252 931
1253 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1254 return rv; 933 return rv;
1255} 934}
1256 935
1257/** 936/**
1258 * Handles applying a sign. 937 * Handles applying a sign.
1259 */ 938 */
1260static void 939static void
1261apply_sign (object *op, object *sign, int autoapply) 940apply_sign (object *op, object *sign, int autoapply)
1262{ 941{
1263 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 }
1264 950
1265 if (!sign->msg) 951 if (!sign->msg)
1266 { 952 {
1267 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 "));
1268 return; 957 return;
1269 } 958 }
1270 959
1271 if (sign->stats.food) 960 if (sign->stats.food)
1272 { 961 {
1273 if (sign->last_eat >= sign->stats.food) 962 if (sign->last_eat >= sign->stats.food)
1274 { 963 {
1275 if (!sign->move_on) 964 if (!sign->move_on)
1276 op->statusmsg ("You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
1277 966
1278 return; 967 return;
1279 } 968 }
1280 969
1281 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1282 sign->last_eat++; 971 sign->last_eat++;
1283 } 972 }
1284 973
1285 /* 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?
1286 * 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
1287 * 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
1288 * to us). 977 * to us).
1289 */ 978 */
1290 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)
1291 { 980 {
1292 op->failmsg ("You are unable to read while blind!"); 981 op->failmsg ("You are unable to read while blind!");
1293 return; 982 return;
1294 } 983 }
1295 984
1299 if (sign->sound) 988 if (sign->sound)
1300 ns->play_sound (sign->sound); 989 ns->play_sound (sign->sound);
1301 else if (autoapply) 990 else if (autoapply)
1302 ns->play_sound (sound_find ("msg_voice")); 991 ns->play_sound (sound_find ("msg_voice"));
1303 992
1304 if (ns->can_msg)
1305 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));
1306 else
1307 {
1308 msgType = get_readable_message_type (sign);
1309 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1310 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1311 }
1312 } 994 }
1313} 995}
1314 996
1315/** 997static void
1316 * 'victim' moves onto 'trap'
1317 * 'victim' leaves 'trap'
1318 * effect is determined by move_on/move_off of trap and move_type of victime.
1319 *
1320 * originator: Player, monster or other object that caused 'victim' to move
1321 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1322 * However, some types of traps require an originator to function.
1323 */
1324void
1325move_apply (object *trap, object *victim, object *originator) 998move_apply_hole (object *trap, object *victim)
1326{ 999{
1327 static int recursion_depth = 0; 1000 /* Hole not open? */
1328 1001 if (trap->stats.wc > 0)
1329 /* Only exits affect DMs. */
1330 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1331 return; 1002 return;
1332 1003
1333 /* move_apply() is the most likely candidate for causing unwanted and 1004 /* Is this a multipart monster and not the head? If so, return.
1334 * possibly unlimited recursion. 1005 * Processing will happen if the head runs into the pit
1335 */ 1006 */
1336 /* The following was changed because it was causing perfeclty correct 1007 if (victim->head)
1337 * maps to fail. 1) it's not an error to recurse:
1338 * rune detonates, summoning monster. monster lands on nearby rune.
1339 * nearby rune detonates. This sort of recursion is expected and
1340 * proper. This code was causing needless crashes.
1341 */
1342 if (recursion_depth >= 500)
1343 {
1344 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1345 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1346 return; 1008 return;
1347 }
1348 1009
1349 recursion_depth++; 1010 // now find all possible locations and randomly pick one
1350 if (trap->head) 1011 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1351 trap = trap->head; 1012 trap->range >= 3 ? SIZEOFFREE3 + 1
1013 : trap->range >= 2 ? SIZEOFFREE2 + 1
1014 : trap->range >= 1 ? SIZEOFFREE1 + 1
1015 : SIZEOFFREE0 + 1);
1352 1016
1353 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1017 if (dir < 0)
1354 goto leave; 1018 return;
1355 1019
1356 switch (trap->type)
1357 {
1358 case PLAYERMOVER:
1359 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1360 {
1361 if (!trap->stats.maxsp)
1362 trap->stats.maxsp = 2;
1363
1364 /* Is this correct? From the docs, it doesn't look like it
1365 * should be divided by trap->speed
1366 */
1367 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1368
1369 /* Just put in some sanity check. I think there is a bug in the
1370 * above with some objects have zero speed, and thus the player
1371 * getting permanently paralyzed.
1372 */
1373 if (victim->speed_left < -50.f)
1374 victim->speed_left = -50.f;
1375 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1376 }
1377 goto leave;
1378
1379 case SPINNER:
1380 if (victim->direction)
1381 {
1382 victim->direction = absdir (victim->direction - trap->stats.sp);
1383 update_turn_face (victim);
1384 }
1385 goto leave;
1386
1387 case DIRECTOR:
1388 if (victim->direction && !should_director_abort (trap, victim))
1389 {
1390 victim->direction = trap->stats.sp;
1391 update_turn_face (victim);
1392 }
1393 goto leave;
1394
1395 case BUTTON:
1396 case PEDESTAL:
1397 update_button (trap);
1398 goto leave;
1399
1400 case ALTAR:
1401 /* sacrifice victim on trap */
1402 apply_altar (trap, victim, originator);
1403 goto leave;
1404
1405 case THROWN_OBJ:
1406 if (trap->inv == NULL)
1407 goto leave;
1408 /* fallthrough */
1409
1410 case ARROW:
1411 /* bad bug: monster throw a object, make a step forwards, step on object ,
1412 * trigger this here and get hit by own missile - and will be own enemy.
1413 * Victim then is his own enemy and will start to kill herself (this is
1414 * removed) but we have not synced victim and his missile. To avoid senseless
1415 * action, we avoid hits here
1416 */
1417 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1418 hit_with_arrow (trap, victim);
1419 goto leave;
1420
1421 case SPELL_EFFECT:
1422 apply_spell_effect (trap, victim);
1423 goto leave;
1424
1425 case TRAPDOOR:
1426 {
1427 int max, sound_was_played;
1428 object *ab, *ab_next;
1429
1430 if (!trap->value)
1431 {
1432 int tot;
1433
1434 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1435 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1436 tot += ab->head_ ()->total_weight ();
1437
1438 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1439 goto leave;
1440
1441 SET_ANIMATION (trap, trap->value);
1442 update_object (trap, UP_OBJ_FACE);
1443 }
1444
1445 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1446 {
1447 /* need to set this up, since if we do transfer the object,
1448 * ab->above would be bogus
1449 */
1450 ab_next = ab->above;
1451
1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1453 {
1454 if (!sound_was_played)
1455 {
1456 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1457 sound_was_played = 1;
1458 }
1459
1460 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1461 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1462 }
1463 }
1464 goto leave;
1465 }
1466
1467 case CONVERTER:
1468 if (convert_item (victim, trap) < 0)
1469 {
1470 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1471 archetype::get (shstr_burnout)->insert_at (trap, trap);
1472 }
1473
1474 goto leave;
1475
1476 case TRIGGER_BUTTON:
1477 case TRIGGER_PEDESTAL:
1478 case TRIGGER_ALTAR:
1479 check_trigger (trap, victim);
1480 goto leave;
1481
1482 case DEEP_SWAMP:
1483 walk_on_deep_swamp (trap, victim);
1484 goto leave;
1485
1486 case CHECK_INV:
1487 check_inv (victim, trap);
1488 goto leave;
1489
1490 case HOLE:
1491 /* Hole not open? */
1492 if (trap->stats.wc > 0)
1493 goto leave;
1494
1495 /* Is this a multipart monster and not the head? If so, return.
1496 * Processing will happen if the head runs into the pit
1497 */
1498 if (victim->head)
1499 goto leave;
1500
1501 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1020 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1502 victim->statusmsg ("You fall through the hole!", NDI_RED); 1021 victim->statusmsg ("You fall through the hole!", NDI_RED);
1503 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1504 goto leave;
1505 1022
1506 case EXIT: 1023 transfer_ob (victim,
1507 if (victim->type == PLAYER && EXIT_PATH (trap)) 1024 EXIT_X (trap) + freearr_x[dir],
1508 { 1025 EXIT_Y (trap) + freearr_y[dir],
1509 /* Basically, don't show exits leading to random maps the 1026 0, victim);
1510 * players output.
1511 */
1512 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1513 victim->statusmsg (trap->msg, NDI_NAVY);
1514
1515 trap->play_sound (trap->sound);
1516 victim->enter_exit (trap);
1517 }
1518 goto leave;
1519
1520 case ENCOUNTER:
1521 /* may be some leftovers on this */
1522 goto leave;
1523
1524 case SHOP_MAT:
1525 apply_shop_mat (trap, victim);
1526 goto leave;
1527
1528 /* Drop a certain amount of gold, and have one item identified */
1529 case IDENTIFY_ALTAR:
1530 apply_id_altar (victim, trap, originator);
1531 goto leave;
1532
1533 case SIGN:
1534 if (victim->type != PLAYER && trap->stats.food > 0)
1535 goto leave; /* monsters musn't apply magic_mouths with counters */
1536
1537 apply_sign (victim, trap, 1);
1538 goto leave;
1539
1540 case CONTAINER:
1541 apply_container (victim, trap);
1542 goto leave;
1543
1544 case RUNE:
1545 case TRAP:
1546 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1547 spring_trap (trap, victim);
1548 goto leave;
1549
1550 default:
1551 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1552 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1553 goto leave;
1554 }
1555
1556leave:
1557 recursion_depth--;
1558}
1559
1560/**
1561 * Handles reading a regular (ie not containing a spell) book.
1562 */
1563static void
1564apply_book (object *op, object *tmp)
1565{
1566 int lev_diff;
1567 object *skill_ob;
1568
1569 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1570 {
1571 op->failmsg ("You are unable to read while blind!");
1572 return;
1573 }
1574
1575 if (!tmp->msg)
1576 {
1577 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1578 return;
1579 }
1580
1581 /* need a literacy skill to read stuff! */
1582 skill_ob = find_skill_by_name (op, tmp->skill);
1583 if (!skill_ob)
1584 {
1585 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1586 return;
1587 }
1588
1589 lev_diff = tmp->level - (skill_ob->level + 5);
1590 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1591 {
1592 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1593 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1594 : lev_diff < 5 ? "This book is beyond your comprehension."
1595 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1596 : lev_diff < 15 ? "This book is way beyond your comprehension."
1597 : "This book is totally beyond your comprehension.");
1598 return;
1599 }
1600
1601 readable_message_type *msgType = get_readable_message_type (tmp);
1602
1603 if (player *pl = op->contr)
1604 if (client *ns = pl->ns)
1605 if (ns->can_msg)
1606 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1607 else
1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1609 msgType->message_type, msgType->message_subtype,
1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1611 long_desc (tmp, op), &tmp->msg);
1612
1613 /* gain xp from reading */
1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1615 { /* only if not read before */
1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1617
1618 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1619 {
1620 /*exp_gain *= 2; because they just identified it too */
1621 SET_FLAG (tmp, FLAG_IDENTIFIED);
1622
1623 if (object *pl = tmp->visible_to ())
1624 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1625 }
1626
1627 change_exp (op, exp_gain, skill_ob->skill, 0);
1628 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1629 }
1630}
1631
1632/**
1633 * Handles the applying of a skill scroll, calling learn_skill straight.
1634 * op is the person learning the skill, tmp is the skill scroll object
1635 */
1636static void
1637apply_skillscroll (object *op, object *tmp)
1638{
1639 switch (learn_skill (op, tmp))
1640 {
1641 case 0:
1642 op->play_sound (sound_find ("generic_fail"));
1643 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1644 break;
1645
1646 case 1:
1647 tmp->decrease ();
1648 op->play_sound (sound_find ("skill_learn"));
1649 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1650 break;
1651
1652 default:
1653 tmp->decrease ();
1654 op->play_sound (sound_find ("generic_fail"));
1655 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1656 break;
1657 }
1658}
1659
1660/**
1661 * Actually makes op learn spell.
1662 * Informs player of what happens.
1663 */
1664void
1665do_learn_spell (object *op, object *spell, int special_prayer)
1666{
1667 object *tmp;
1668
1669 if (op->type != PLAYER)
1670 {
1671 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1672 return;
1673 }
1674
1675 /* Upgrade special prayers to normal prayers */
1676 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1677 {
1678 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1679 {
1680 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1681 return;
1682 }
1683 return;
1684 }
1685
1686 op->contr->play_sound (sound_find ("learn_spell"));
1687
1688 tmp = spell->clone ();
1689 insert_ob_in_ob (tmp, op);
1690
1691 if (special_prayer)
1692 SET_FLAG (tmp, FLAG_STARTEQUIP);
1693
1694 esrv_add_spells (op->contr, tmp);
1695}
1696
1697/**
1698 * Erases spell from player's inventory.
1699 */
1700void
1701do_forget_spell (object *op, const char *spell)
1702{
1703 object *spob;
1704
1705 if (op->type != PLAYER)
1706 {
1707 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1708 return;
1709 }
1710 if ((spob = check_spell_known (op, spell)) == NULL)
1711 {
1712 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1713 return;
1714 }
1715
1716 op->failmsg (format ("You lose knowledge of %s.", spell));
1717 player_unready_range_ob (op->contr, spob);
1718 esrv_remove_spell (op->contr, spob);
1719 spob->destroy ();
1720}
1721
1722/**
1723 * Handles player applying a spellbook.
1724 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1725 * stuff like that. Random learning failure too.
1726 */
1727static void
1728apply_spellbook (object *op, object *tmp)
1729{
1730 object *skop, *spell, *spell_skill;
1731
1732 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1733 {
1734 op->failmsg ("You are unable to read while blind.");
1735 return;
1736 }
1737
1738 /* artifact_spellbooks have 'slaying' field point to a spell name,
1739 * instead of having their spell stored in stats.sp. These are
1740 * legacy spellbooks
1741 */
1742 if (tmp->slaying)
1743 {
1744 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1745 if (!spell)
1746 {
1747 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1748 return;
1749 }
1750 else
1751 insert_ob_in_ob (spell, tmp);
1752
1753 tmp->slaying = 0;
1754 }
1755
1756 skop = find_skill_by_name (op, tmp->skill);
1757
1758 /* need a literacy skill to learn spells. Also, having a literacy level
1759 * lower than the spell will make learning the spell more difficult */
1760 if (!skop)
1761 {
1762 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1763 return;
1764 }
1765
1766 spell = tmp->inv;
1767
1768 if (!spell)
1769 {
1770 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1771 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1772 return;
1773 }
1774
1775 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1776 {
1777 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1778 return;
1779 }
1780
1781 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1782
1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1784 identify (tmp);
1785
1786 /* I removed the check for special_prayer_mark here - it didn't make
1787 * a lot of sense - special prayers are not found in spellbooks, and
1788 * if the player doesn't know the spell, doesn't make a lot of sense that
1789 * they would have a special prayer mark.
1790 */
1791 if (check_spell_known (op, spell->name))
1792 {
1793 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1794 return;
1795 }
1796
1797 if (spell->skill)
1798 {
1799 spell_skill = find_skill_by_name (op, spell->skill);
1800
1801 if (!spell_skill)
1802 {
1803 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1804 return;
1805 }
1806
1807 if (spell_skill->level < spell->level)
1808 {
1809 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1810 return;
1811 }
1812 }
1813
1814 /* Logic as follows
1815 *
1816 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1817 *
1818 * 2- The learner's skill level in literacy adjusts the chance to learn
1819 * a spell.
1820 *
1821 * 3 -Automatically fail to learn if you read while confused
1822 *
1823 * Overall, chances are the same but a player will find having a high
1824 * literacy rate very useful! -b.t.
1825 */
1826 if (QUERY_FLAG (op, FLAG_CONFUSED))
1827 {
1828 op->failmsg ("In your confused state you flub the wording of the text!");
1829 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1830 }
1831 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1832 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1833 {
1834 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1835 do_learn_spell (op, spell, 0);
1836
1837 /* xp gain to literacy for spell learning */
1838 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1839 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1840 }
1841 else
1842 {
1843 op->contr->play_sound (sound_find ("fumble_spell"));
1844 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1845 }
1846
1847 tmp->decrease ();
1848}
1849
1850/**
1851 * Handles applying a spell scroll.
1852 */
1853void
1854apply_scroll (object *op, object *tmp, int dir)
1855{
1856 object *skop;
1857
1858 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1859 {
1860 op->failmsg ("You are unable to read while blind.");
1861 return;
1862 }
1863
1864 if (!tmp->inv || tmp->inv->type != SPELL)
1865 {
1866 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1867 return;
1868 }
1869
1870 if (op->type == PLAYER)
1871 {
1872 /* players need a literacy skill to read stuff! */
1873 int exp_gain = 0;
1874
1875 /* hard code literacy - tmp->skill points to where the exp
1876 * should go for anything killed by the spell.
1877 */
1878 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1879
1880 if (!skop)
1881 {
1882 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1883 return;
1884 }
1885
1886 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1887 change_exp (op, exp_gain, skop->skill, 0);
1888 }
1889
1890 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1891 identify (tmp);
1892
1893 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1894
1895 cast_spell (op, tmp, dir, tmp->inv, NULL);
1896 tmp->decrease ();
1897}
1898
1899/**
1900 * Applies a treasure object - by default, chest. op
1901 * is the person doing the applying, tmp is the treasure
1902 * chest.
1903 */
1904static void
1905apply_treasure (object *op, object *tmp)
1906{
1907 /* Nice side effect of this treasure creation method is that the treasure
1908 * for the chest is done when the chest is created, and put into the chest
1909 * inventory. So that when the chest burns up, the items still exist. Also
1910 * prevents people from moving chests to more difficult maps to get better
1911 * treasure
1912 */
1913 object *treas = tmp->inv;
1914
1915 if (!treas)
1916 {
1917 op->statusmsg ("The chest was empty.");
1918 tmp->decrease ();
1919 return;
1920 }
1921
1922 while (tmp->inv)
1923 {
1924 treas = tmp->inv;
1925 treas->remove ();
1926
1927 treas->x = op->x;
1928 treas->y = op->y;
1929 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1930
1931 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1932 spring_trap (treas, op);
1933
1934 /* If either player or container was destroyed, no need to do
1935 * further processing. I think this should be enclused with
1936 * spring trap above, as I don't think there is otherwise
1937 * any way for the treasure chest or player to get killed.
1938 */
1939 if (op->destroyed () || tmp->destroyed ())
1940 break;
1941 }
1942
1943 if (!tmp->destroyed () && !tmp->inv)
1944 tmp->decrease ();
1945}
1946
1947/**
1948 * op eats food.
1949 * If player, takes care of messages and dragon special food.
1950 */
1951static void
1952apply_food (object *op, object *tmp)
1953{
1954 int capacity_remaining;
1955
1956 if (op->type != PLAYER)
1957 op->stats.hp = op->stats.maxhp;
1958 else
1959 {
1960 /* check if this is a dragon (player), eating some flesh */
1961 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1962 ;
1963 else
1964 {
1965 /* usual case - no dragon meal: */
1966 if (op->stats.food + tmp->stats.food > 999)
1967 {
1968 if (tmp->type == FOOD || tmp->type == FLESH)
1969 op->failmsg ("You feel full, but what a waste of food!");
1970 else
1971 op->statusmsg ("Most of the drink goes down your face not your throat!");
1972 }
1973
1974 tmp->play_sound (
1975 tmp->sound
1976 ? tmp->sound
1977 : tmp->type == DRINK
1978 ? sound_find ("eat_drink")
1979 : sound_find ("eat_food")
1980 );
1981
1982 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1983 {
1984 const char *buf;
1985
1986 if (!is_dragon_pl (op))
1987 {
1988 /* eating message for normal players */
1989 if (tmp->type == DRINK)
1990 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1991 else
1992 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1993 }
1994 else
1995 /* eating message for dragon players */
1996 buf = format ("The %s tasted terrible!", &tmp->name);
1997
1998 op->statusmsg (buf);
1999
2000 capacity_remaining = 999 - op->stats.food;
2001 op->stats.food += tmp->stats.food;
2002 if (capacity_remaining < tmp->stats.food)
2003 op->stats.hp += capacity_remaining / 50;
2004 else
2005 op->stats.hp += tmp->stats.food / 50;
2006
2007 if (op->stats.hp > op->stats.maxhp)
2008 op->stats.hp = op->stats.maxhp;
2009 if (op->stats.food > 999)
2010 op->stats.food = 999;
2011 }
2012
2013 /* special food hack -b.t. */
2014 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2015 eat_special_food (op, tmp);
2016 }
2017 }
2018
2019 handle_apply_yield (tmp);
2020 tmp->decrease ();
2021}
2022
2023/**
2024 * A dragon is eating some flesh. If the flesh contains resistances,
2025 * there is a chance for the dragon's skin to get improved.
2026 *
2027 * attributes:
2028 * object *op the object (dragon player) eating the flesh
2029 * object *meal the flesh item, getting chewed in dragon's mouth
2030 * return:
2031 * int 1 if eating successful, 0 if it doesn't work
2032 */
2033int
2034dragon_eat_flesh (object *op, object *meal)
2035{
2036 object *skin = NULL; /* pointer to dragon skin force */
2037 object *abil = NULL; /* pointer to dragon ability force */
2038 object *tmp = NULL; /* tmp. object */
2039
2040 double chance; /* improvement-chance of one resistance type */
2041 double totalchance = 1; /* total chance of gaining one resistance */
2042 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2043 double mbonus = 0; /* monster bonus */
2044 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2045 int winners = 0; /* number of winners */
2046 int i; /* index */
2047
2048 /* let's make sure and doublecheck the parameters */
2049 if (meal->type != FLESH || !is_dragon_pl (op))
2050 return 0;
2051
2052 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2053 from the player's inventory */
2054 for (tmp = op->inv; tmp; tmp = tmp->below)
2055 if (tmp->type == FORCE)
2056 if (tmp->arch->archname == shstr_dragon_skin_force)
2057 skin = tmp;
2058 else if (tmp->arch->archname == shstr_dragon_ability_force)
2059 abil = tmp;
2060
2061 /* if either skin or ability are missing, this is an old player
2062 which is not to be considered a dragon -> bail out */
2063 if (skin == NULL || abil == NULL)
2064 return 0;
2065
2066 /* now start by filling stomache and health, according to food-value */
2067 if ((999 - op->stats.food) < meal->stats.food)
2068 op->stats.hp += (999 - op->stats.food) / 50;
2069 else
2070 op->stats.hp += meal->stats.food / 50;
2071
2072 if (op->stats.hp > op->stats.maxhp)
2073 op->stats.hp = op->stats.maxhp;
2074
2075 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2076
2077 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2078
2079 /* on to the interesting part: chances for adding resistance */
2080 for (i = 0; i < NROFATTACKS; i++)
2081 {
2082 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2083 {
2084 /* got positive resistance, now calculate improvement chance (0-100) */
2085
2086 /* this bonus makes resistance increase easier at lower levels */
2087 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2088 if (i == abil->stats.exp)
2089 bonus += 5; /* additional bonus for resistance of ability-focus */
2090
2091 /* monster bonus increases with level, because high-level
2092 flesh is too rare */
2093 mbonus = op->level * 20. / ((double) settings.max_level);
2094
2095 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2096 ((double) settings.max_level)) - skin->resist[i];
2097
2098 if (chance >= 0.)
2099 chance += 1.;
2100 else
2101 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2102
2103 /* chance is proportional to amount of resistance (max. 50) */
2104 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2105
2106 /* doubled chance for resistance of ability-focus */
2107 if (i == abil->stats.exp)
2108 chance = MIN (100., chance * 2.);
2109
2110 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2111 if (rndm (10000) < (unsigned int) (chance * 100))
2112 {
2113 atnr_winner[winners] = i;
2114 winners++;
2115 }
2116
2117 if (chance >= 0.01)
2118 totalchance *= 1 - chance / 100;
2119
2120 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2121 }
2122 }
2123
2124 /* inverse totalchance as until now we have the failure-chance */
2125 totalchance = 100 - totalchance * 100;
2126
2127 /* print message according to totalchance */
2128 const char *buf;
2129 if (totalchance > 50.)
2130 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2131 else if (totalchance > 10.)
2132 buf = format ("The %s tasted very good.", &meal->name);
2133 else if (totalchance > 1.)
2134 buf = format ("The %s tasted good.", &meal->name);
2135 else if (totalchance > 0.1)
2136 buf = format ("The %s tasted bland.", &meal->name);
2137 else if (totalchance >= 0.01)
2138 buf = format ("The %s had a boring taste.", &meal->name);
2139 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2140 buf = format ("The %s tasted strange.", &meal->name);
2141 else
2142 buf = format ("The %s had no taste.", &meal->name);
2143
2144 op->statusmsg (buf);
2145
2146 /* now choose a winner if we have any */
2147 i = -1;
2148 if (winners > 0)
2149 i = atnr_winner[RANDOM () % winners];
2150
2151 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2152 {
2153 /* resistance increased! */
2154 skin->resist[i]++;
2155 op->update_stats ();
2156
2157 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2158 }
2159
2160 /* if this flesh contains a new ability focus, we mark it
2161 into the ability_force and it will take effect on next level */
2162 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2163 {
2164 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2165
2166 if (meal->last_eat != abil->stats.exp)
2167 op->statusmsg (format (
2168 "Your metabolism prepares to focus on %s!\n"
2169 "The change will happen at level %d.",
2170 change_resist_msg[meal->last_eat],
2171 abil->level + 1
2172 ));
2173 else
2174 {
2175 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2176 abil->last_eat = 0;
2177 }
2178 }
2179
2180 return 1;
2181}
2182
2183/**
2184 * Handles applying an improve armor scroll.
2185 * Does some sanity checks, then calls improve_armour.
2186 */
2187static void
2188apply_armour_improver (object *op, object *tmp)
2189{
2190 object *armor;
2191
2192 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2193 {
2194 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2195 return;
2196 }
2197
2198 armor = find_marked_object (op);
2199
2200 if (!armor)
2201 {
2202 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2203 return;
2204 }
2205
2206 if (armor->type != ARMOUR
2207 && armor->type != CLOAK
2208 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2209 {
2210 op->failmsg ("Your marked item is not armour!\n");
2211 return;
2212 }
2213
2214 op->statusmsg ("Applying armour enchantment.");
2215 improve_armour (op, tmp, armor);
2216}
2217
2218void
2219apply_poison (object *op, object *tmp)
2220{
2221 // need to do it now when it is still on the map
2222 handle_apply_yield (tmp);
2223
2224 object *poison = tmp->split (1);
2225
2226 if (op->type == PLAYER)
2227 {
2228 op->contr->play_sound (sound_find ("drink_poison"));
2229 op->failmsg ("Yech! That tasted poisonous!");
2230 op->contr->killer = poison;
2231 }
2232
2233 if (poison->stats.hp > 0)
2234 {
2235 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2236 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2237 }
2238
2239 op->stats.food -= op->stats.food / 4;
2240 poison->destroy ();
2241}
2242
2243/**
2244 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2245 * A valid 2 way exit means:
2246 * -You can come back (there is another exit at the other side)
2247 * -You are
2248 * ° the owner of the exit
2249 * ° or in the same party as the owner
2250 *
2251 * Note: a owner in a 2 way exit is saved as the owner's name
2252 * in the field exit->name cause the field exit->owner doesn't
2253 * survive in the swapping (in fact the whole exit doesn't survive).
2254 */
2255int
2256is_legal_2ways_exit (object *op, object *exit)
2257{
2258 if (exit->stats.exp != 1)
2259 return 1; /*This is not a 2 way, so it is legal */
2260
2261#if 0 //TODO
2262 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2263 return 0; /* This is a reset town portal */
2264#endif
2265
2266 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2267
2268 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2269
2270 if (exitmap)
2271 {
2272 exitmap->load_sync ();
2273
2274 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2275
2276 if (!tmp)
2277 return 0;
2278
2279 for (; tmp; tmp = tmp->above)
2280 {
2281 if (tmp->type != EXIT)
2282 continue; /*Not an exit */
2283
2284 if (!EXIT_PATH (tmp))
2285 continue; /*Not a valid exit */
2286
2287 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2288 continue; /*Not in the same place */
2289
2290 if (exit->map->path != EXIT_PATH (tmp))
2291 continue; /*Not in the same map */
2292
2293 /* From here we have found the exit is valid. However we do
2294 * here the check of the exit owner. It is important for the
2295 * town portals to prevent strangers from visiting your appartments
2296 */
2297 if (!exit->race)
2298 return 1; /*No owner, free for all! */
2299
2300 object *exit_owner = 0;
2301
2302 for_all_players (pp)
2303 {
2304 if (!pp->ob)
2305 continue;
2306
2307 if (pp->ob->name != exit->race)
2308 continue;
2309
2310 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2311 break;
2312 }
2313
2314 if (!exit_owner)
2315 return 0; /* No more owner */
2316
2317 if (exit_owner->contr == op->contr)
2318 return 1; /*It is your exit */
2319
2320 if (exit_owner && /*There is a owner */
2321 (op->contr) && /*A player tries to pass */
2322 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2323 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2324 return 0;
2325
2326 return 1;
2327 }
2328 }
2329
2330 return 0;
2331}
2332
2333/**
2334 * Main apply handler.
2335 *
2336 * Checks for unpaid items before applying.
2337 *
2338 * Return value:
2339 * 0: player or monster can't apply objects of that type
2340 * 1: has been applied, or there was an error applying the object
2341 * 2: objects of that type can't be applied if not in inventory
2342 *
2343 * op is the object that is causing object to be applied, tmp is the object
2344 * being applied.
2345 *
2346 * aflag is special (always apply/unapply) flags. Nothing is done with
2347 * them in this function - they are passed to apply_special
2348 */
2349int
2350manual_apply (object *op, object *tmp, int aflag)
2351{
2352 tmp = tmp->head_ ();
2353
2354 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2355 {
2356 if (op->type == PLAYER)
2357 {
2358 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2359 return 1;
2360 }
2361 else
2362 return 0; /* monsters just skip unpaid items */
2363 }
2364
2365 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2366 return RESULT_INT (0);
2367
2368 switch (tmp->type)
2369 {
2370 case CF_HANDLE:
2371 op->play_sound (sound_find ("turn_handle"));
2372 op->statusmsg ("You turn the handle.");
2373 tmp->value = tmp->value ? 0 : 1;
2374 SET_ANIMATION (tmp, tmp->value);
2375 update_object (tmp, UP_OBJ_FACE);
2376 push_button (tmp);
2377 return 1;
2378
2379 case TRIGGER:
2380 if (check_trigger (tmp, op))
2381 {
2382 op->statusmsg ("You turn the handle.");
2383 op->play_sound (sound_find ("turn_handle"));
2384 }
2385 else
2386 op->failmsg ("The handle doesn't move.");
2387
2388 return 1;
2389
2390 case EXIT:
2391 if (op->type != PLAYER)
2392 return 0;
2393
2394 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2395 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2396 else
2397 {
2398 /* Don't display messages for random maps. */
2399 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2400 op->statusmsg (tmp->msg, NDI_NAVY);
2401
2402 op->enter_exit (tmp);
2403 }
2404
2405 return 1;
2406
2407 case INSCRIBABLE:
2408 op->statusmsg (tmp->msg);
2409 // maybe show a spell menu to chose from or something like that
2410 return 1;
2411
2412 case SIGN:
2413 apply_sign (op, tmp, 0);
2414 return 1;
2415
2416 case BOOK:
2417 if (op->type == PLAYER)
2418 {
2419 apply_book (op, tmp);
2420 return 1;
2421 }
2422 else
2423 return 0;
2424
2425 case SKILLSCROLL:
2426 if (op->type == PLAYER)
2427 {
2428 apply_skillscroll (op, tmp);
2429 return 1;
2430 }
2431 else
2432 return 0;
2433
2434 case SPELLBOOK:
2435 if (op->type == PLAYER)
2436 {
2437 apply_spellbook (op, tmp);
2438 return 1;
2439 }
2440 else
2441 return 0;
2442
2443 case SCROLL:
2444 apply_scroll (op, tmp, 0);
2445 return 1;
2446
2447 case POTION:
2448 apply_potion (op, tmp);
2449 return 1;
2450
2451 /* Eneq(@csd.uu.se): Handle apply on containers. */
2452 //TODO: remove, as it is unsed?
2453 case CLOSE_CON:
2454 apply_container (op, tmp->env);
2455 return 1;
2456
2457 case CONTAINER:
2458 apply_container (op, tmp);
2459 return 1;
2460
2461 case TREASURE:
2462 if (op->type == PLAYER)
2463 {
2464 apply_treasure (op, tmp);
2465 return 1;
2466 }
2467 else
2468 return 0;
2469
2470 case WEAPON:
2471 case ARMOUR:
2472 case BOOTS:
2473 case GLOVES:
2474 case AMULET:
2475 case GIRDLE:
2476 case BRACERS:
2477 case SHIELD:
2478 case HELMET:
2479 case RING:
2480 case CLOAK:
2481 case WAND:
2482 case ROD:
2483 case HORN:
2484 case SKILL:
2485 case BOW:
2486 case LAMP:
2487 case BUILDER:
2488 case SKILL_TOOL:
2489 if (tmp->env != op)
2490 return 2; /* not in inventory */
2491
2492 apply_special (op, tmp, aflag);
2493 return 1;
2494
2495 case DRINK:
2496 case FOOD:
2497 case FLESH:
2498 apply_food (op, tmp);
2499 return 1;
2500
2501 case POISON:
2502 apply_poison (op, tmp);
2503 return 1;
2504
2505 case SAVEBED:
2506 return 1;
2507
2508 case ARMOUR_IMPROVER:
2509 if (op->type == PLAYER)
2510 {
2511 apply_armour_improver (op, tmp);
2512 return 1;
2513 }
2514 else
2515 return 0;
2516
2517 case WEAPON_IMPROVER:
2518 check_improve_weapon (op, tmp);
2519 return 1;
2520
2521 case CLOCK:
2522 if (op->type == PLAYER)
2523 {
2524 char buf[MAX_BUF];
2525 timeofday_t tod;
2526
2527 get_tod (&tod);
2528 op->play_sound (sound_find ("sound_clock"));
2529 op->statusmsg (format (
2530 "It is %d minute%s past %d o'clock %s",
2531 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2532 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2533 ));
2534 return 1;
2535 }
2536 else
2537 return 0;
2538
2539 case MENU:
2540 if (op->type == PLAYER)
2541 {
2542 shop_listing (tmp, op);
2543 return 1;
2544 }
2545 else
2546 return 0;
2547
2548 case POWER_CRYSTAL:
2549 apply_power_crystal (op, tmp); /* see egoitem.c */
2550 return 1;
2551
2552 case LIGHTER: /* for lighting torches/lanterns/etc */
2553 if (op->type == PLAYER)
2554 {
2555 apply_lighter (op, tmp);
2556 return 1;
2557 }
2558 else
2559 return 0;
2560
2561 case ITEM_TRANSFORMER:
2562 apply_item_transformer (op, tmp);
2563 return 1;
2564
2565 default:
2566 return 0;
2567 }
2568}
2569
2570/* quiet suppresses the "don't know how to apply" and "you must get it first"
2571 * messages as needed by player_apply_below(). But there can still be
2572 * "but you are floating high above the ground" messages.
2573 *
2574 * Same return value as apply() function.
2575 */
2576int
2577player_apply (object *pl, object *op, int aflag, int quiet)
2578{
2579 if (!op->env && (pl->move_type & MOVE_FLYING))
2580 {
2581 /* player is flying and applying object not in inventory */
2582 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2583 {
2584 pl->failmsg ("But you are floating high above the ground! "
2585 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2586 "or waiting till the levitation effect wears off.>");
2587 return 0;
2588 }
2589 }
2590
2591 pl->contr->last_used = op;
2592
2593 int tmp = manual_apply (pl, op, aflag);
2594
2595 if (!quiet)
2596 {
2597 if (tmp == 0)
2598 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2599 else if (tmp == 2)
2600 pl->failmsg ("You must get it first!\n");
2601 }
2602
2603 return tmp;
2604}
2605
2606/**
2607 * player_apply_below attempts to apply the object 'below' the player.
2608 * If the player has an open container, we use that for below, otherwise
2609 * we use the ground.
2610 */
2611void
2612player_apply_below (object *pl)
2613{
2614 int floors = 0;
2615
2616 /* If using a container, set the starting item to be the top
2617 * item in the container. Otherwise, use the map.
2618 * This is perhaps more complicated. However, I want to make sure that
2619 * we don't use a corrupt pointer for the next object, so we get the
2620 * next object in the stack before applying. This is can only be a
2621 * problem if player_apply() has a bug in that it uses the object but does
2622 * not return a proper value.
2623 */
2624 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2625 {
2626 next = tmp->below;
2627
2628 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2629 floors++;
2630 else if (floors > 0)
2631 return; /* process only floor objects after first floor object */
2632
2633 /* If it is visible, player can apply it. If it is applied by
2634 * person moving on it, also activate. Added code to make it
2635 * so that at least one of players movement types be that which
2636 * the item needs.
2637 */
2638 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2639 {
2640 if (player_apply (pl, tmp, 0, 1) == 1)
2641 return;
2642 }
2643 if (floors >= 2)
2644 return; /* process at most two floor objects */
2645 }
2646} 1027}
2647 1028
2648/** 1029/**
2649 * Unapplies specified item. 1030 * Unapplies specified item.
2650 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2651 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2652 * 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.
2653 */ 1034 */
2654static int 1035static bool
2655unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2656{ 1037{
2657 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))
2658 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2659 return RESULT_INT (0); 1040 return RESULT_INT (0);
2660 1041
2661 CLEAR_FLAG (op, FLAG_APPLIED); 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
1044
1045 op->flag [FLAG_APPLIED] = false;
2662 1046
2663 switch (op->type) 1047 switch (op->type)
2664 { 1048 {
2665 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
2666 // 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
2667 // 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
2668 // be used for other reasons 1067 // be used for other reasons
2669 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1068 //TODO: really?
2670 if (tmp->skill == op->skill 1069 if (who->chosen_skill)
2671 && tmp->type == SKILL 1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2672 && tmp->flag [FLAG_APPLIED]
2673 && !tmp->flag [FLAG_CAN_USE_SKILL])
2674 unapply_special (who, tmp, 0); 1071 unapply_special (who, who->chosen_skill, 0);
2675 1072
2676 change_abil (who, op);
2677 break; 1073 break;
2678 1074
1075 case RANGED:
1076 case BOW:
2679 case WEAPON: 1077 case WAND:
1078 case ROD:
1079 case HORN:
2680 if (player *pl = who->contr) 1080 if (player *pl = who->contr)
2681 if (op == pl->combat_ob)
2682 {
2683 pl->combat_ob = 0;
2684 who->change_weapon (pl->ranged_ob);
2685 }
2686
2687 who->statusmsg (format ("You unwield %s.", query_name (op)));
2688
2689 change_abil (who, op);
2690 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2691 break;
2692
2693 case SKILL:
2694 if (who->contr)
2695 { 1081 {
2696 if (IS_COMBAT_SKILL (op->subtype)) 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
2697 who->change_weapon (who->contr->combat_ob = 0); 1083 change_abil (who, op);
2698 else if (IS_RANGED_SKILL (op->subtype)) 1084 }
2699 who->change_weapon (who->contr->ranged_ob = 0); 1085 else
2700 1086 {
2701 if (op->invisible) 1087 if (op->type == BOW)
2702 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1088 op->flag [FLAG_READY_BOW ] = false;
2703 else 1089 else
2704 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1090 op->flag [FLAG_READY_RANGE] = false;
2705 } 1091 }
2706 1092
2707 change_abil (who, op);
2708 CLEAR_FLAG (who, FLAG_READY_SKILL);
2709 break; 1093 break;
2710 1094
2711 case ARMOUR: 1095 case ARMOUR:
2712 case HELMET: 1096 case HELMET:
2713 case SHIELD: 1097 case SHIELD:
2720 case CLOAK: 1104 case CLOAK:
2721 who->statusmsg (format ("You unwear %s.", query_name (op))); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
2722 change_abil (who, op); 1106 change_abil (who, op);
2723 break; 1107 break;
2724 1108
2725 case LAMP: 1109 case SPELL:
2726 {
2727 who->statusmsg (format ("You turn off your %s.", &op->name));
2728
2729 object *tmp2 = arch_to_object (op->other_arch);
2730 tmp2->x = op->x;
2731 tmp2->y = op->y;
2732 tmp2->map = op->map;
2733 tmp2->below = op->below;
2734 tmp2->above = op->above;
2735 tmp2->stats.food = op->stats.food;
2736 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2737
2738 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2739 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2740
2741 op->destroy ();
2742 who->insert (tmp2);
2743 who->update_stats ();
2744
2745 if (who->contr)
2746 {
2747 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2748 {
2749 who->failmsg ("Oops, it feels deadly cold!");
2750 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2751 }
2752 }
2753 }
2754
2755 return 1; /* otherwise, an attempt to drop causes problems */
2756
2757 case BOW: 1110 case BUILDER:
2758 case WAND:
2759 case ROD:
2760 case HORN:
2761 if (player *pl = who->contr)
2762 {
2763 if (op == pl->ranged_ob)
2764 {
2765 pl->ranged_ob = 0;
2766 who->change_weapon (pl->combat_ob);
2767 }
2768
2769 who->statusmsg (format ("You unready %s.", query_name (op))); 1111 who->statusmsg (format ("You unready %s.", query_name (op)));
2770 }
2771 else
2772 {
2773 who->change_skill (0);
2774
2775 if (op->type == BOW)
2776 CLEAR_FLAG (who, FLAG_READY_BOW);
2777 else
2778 CLEAR_FLAG (who, FLAG_READY_RANGE);
2779 }
2780
2781 break; 1112 break;
2782 1113
2783 case BUILDER: 1114 //case SKILL_TOOL://TODO
2784 if (who->contr)
2785 who->statusmsg (format ("You unready %s.", query_name (op)));
2786 break;
2787
2788 default: 1115 default:
2789 who->statusmsg (format ("You unapply %s.", query_name (op))); 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
2790 break; 1117 break;
2791 } 1118 }
2792 1119
2794 if (object *pl = op->visible_to ()) 1121 if (object *pl = op->visible_to ())
2795 esrv_send_item (pl, op); 1122 esrv_send_item (pl, op);
2796 1123
2797 who->update_stats (); 1124 who->update_stats ();
2798 1125
2799 return 0; 1126 return 1;
2800} 1127}
2801 1128
2802/** 1129/**
2803 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
2804 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
2816static object * 1143static object *
2817get_next_item_from_body_location (int loc, object *start) 1144get_next_item_from_body_location (int loc, object *start)
2818{ 1145{
2819 for (object *tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
2820 if (tmp->flag [FLAG_APPLIED] 1147 if (tmp->flag [FLAG_APPLIED]
2821 && tmp->slot[loc].info 1148 && tmp->slot [loc].info
2822 && (!tmp->invisible || tmp->type == SKILL)) 1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2823 return tmp; 1150 return tmp;
2824 1151
2825 return 0; 1152 return 0;
2826} 1153}
2827 1154
2840#define CANNOT_REMOVE_CURSED \ 1167#define CANNOT_REMOVE_CURSED \
2841 "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. " \
2842 "Praying over an altar, scrolls of remove curse/damnation, " \ 1169 "Praying over an altar, scrolls of remove curse/damnation, " \
2843 "priests or even other players might help.>" 1170 "priests or even other players might help.>"
2844 1171
2845int 1172static bool
2846unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
2847{ 1174{
2848 if (op->is_range ()) 1175 if (op->is_range ())
2849 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2850 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2851 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]))
2852 { 1179 {
2853 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
2854 who->failmsg (query_name (tmp)); 1181 who->failmsg (query_name (tmp));
2855 else 1182 else
2856 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
2859 { 1186 {
2860 /* 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.
2861 * 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
2862 * at least generate the message. 1189 * at least generate the message.
2863 */ 1190 */
2864 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));
2865 return 1; 1192 return 1;
2866 } 1193 }
2867 1194
2868 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2869 { 1196 {
2889#endif 1216#endif
2890 return 1; 1217 return 1;
2891 } 1218 }
2892 1219
2893 /* 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 */
2894 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])))
2895 { 1222 {
2896 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
2897 who->failmsg (query_name (tmp)); 1224 who->failmsg (query_name (tmp));
2898 else 1225 else
2899 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
2903 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
2904 * 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,
2905 * 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
2906 * one cursed ring.) 1233 * one cursed ring.)
2907 */ 1234 */
2908 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));
2909 } 1236 }
2910 1237
2911 last = tmp->below; 1238 last = tmp->below;
2912 } 1239 }
2913 /* 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
2972 continue; 1299 continue;
2973 } 1300 }
2974 1301
2975 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2976 if (!tmp1) 1303 if (!tmp1)
2977 {
2978#if 0
2979 /* This is sort of an error, but happens a lot when old players
2980 * join in with more stuff equipped than they are now allowed.
2981 */
2982 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2983#endif
2984 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
2985 }
2986 else 1305 else
2987 { 1306 {
2988 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
2989 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
2990 * to apply multiple objects 1309 * to apply multiple objects
3019 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3020 * 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,
3021 * 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
3022 * all use the same location. 1341 * all use the same location.
3023 */ 1342 */
3024 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3025 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3026 1345
3027 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3028 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3029 1348
3030 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3031 { 1350 {
3032 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])
3033 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3034 1353
3035 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3036 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3037 1356
3038 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3039 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3040 1359
3041 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3042 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3043 } 1362 }
3044 1363
3045 return retval; 1364 return retval;
3046} 1365}
3070 */ 1389 */
3071 1390
3072#define LACK_ITEM_POWER \ 1391#define LACK_ITEM_POWER \
3073 " 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.>"
3074 1393
3075int 1394static bool
3076apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3077{ 1396{
3078 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3079 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *skop = NULL;
3080
3081 if (who == NULL)
3082 {
3083 LOG (llevError, "apply_special() from object without environment.\n");
3084 return 1;
3085 }
3086
3087 if (op->env != who)
3088 return 1; /* op is not in inventory */
3089 1399
3090 /* trying to unequip op */ 1400 /* trying to unequip op */
3091 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
3092 { 1402 {
3093 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3094 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
3095 return 0; 1405 return 0;
3096 1406
3097 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3098 {
3099 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3100 return 1;
3101 }
3102
3103 return unapply_special (who, op, aflags); 1407 return unapply_special (who, op, aflags);
3104 } 1408 }
3105 else if (basic_flag == AP_UNAPPLY) 1409 else if (basic_flag == AP_UNAPPLY)
3106 return 0; 1410 return 0;
3107 1411
3108 // if the item is combat/ranged, wield the relevant slot first
3109 // to resolve conflicts.
3110 if (player *pl = who->contr)
3111 switch (op->slottype ())
3112 {
3113 case slot_combat: who->change_weapon (pl->combat_ob); break;
3114 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3115 }
3116
3117 splay (op); 1412 splay (op);
3118 1413
3119 /* 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 */
3120 if (int i = can_apply_object (who, op)) 1415 if (int i = can_apply_object (who, op))
3121 { 1416 {
3122 if (i & CAN_APPLY_NEVER) 1417 if (i & CAN_APPLY_NEVER)
3123 { 1418 {
3124 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));
3125 return 1; 1420 return 1;
3126 } 1421 }
3127 else if (i & CAN_APPLY_RESTRICTION) 1422 else if (i & CAN_APPLY_RESTRICTION)
3128 { 1423 {
3129 who->failmsg (format ( 1424 who->failmsgf (
3130 "You have a prohibition against using a %s. " 1425 "You have a prohibition against using a %s. "
3131 "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.>",
3132 query_name (op) 1427 query_name (op)
3133 )); 1428 );
3134 return 1; 1429 return 1;
3135 } 1430 }
3136 1431
3137 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
3138 { 1433 {
3154 } 1449 }
3155 } 1450 }
3156 1451
3157 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1452 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3158 { 1453 {
1454 // try to ready attached skill first
3159 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
3160 1456
3161 if (!skop) 1457 if (!skop)
3162 { 1458 {
3163 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);
3164 return 1; 1460 return 1;
3165 } 1461 }
3166 else 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3167 /* While experience will be credited properly, we want to change the
3168 * skill so that the dam and wc get updated
3169 */ 1463 {
3170 who->change_skill (skop); 1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1465 return 1;
1466 }
3171 } 1467 }
3172 1468
3173 if (who->type == PLAYER 1469 if (!check_item_power (who, op->item_power))
3174 && op->item_power
3175 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3176 { 1470 {
3177 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);
3178 return 1; 1472 return 1;
3179 } 1473 }
3180 1474
3181 /* 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.
3182 * Note that we don't have the checks for can_use_... 1476 * Note that we don't have the checks for can_use_...
3183 * below - that is already taken care of by can_apply_object. 1477 * below - that is already taken care of by can_apply_object.
3184 */ 1478 */
1479
1480 // split away all the other items from the stack, so only one item is left
3185 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1481 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3186 1482
3187 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)))
3188 return RESULT_INT (0); 1484 return RESULT_INT (0);
3189 1485
3190 switch (op->type) 1486 switch (op->type)
3191 { 1487 {
3192 case WEAPON: 1488 case WEAPON:
3193 if (!check_weapon_power (who, op->last_eat)) 1489 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3194 {
3195 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3196
3197 if (tmp)
3198 insert_ob_in_ob (tmp, who);
3199
3200 return 1;
3201 }
3202
3203 //TODO: this obviously fails for players using a shorter prefix
3204 // i.e. "R" can use Ragnarok's sword.
3205 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3206 { 1490 {
3207 /* 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. */
3208 /* (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) */
3209 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. "
3210 1494 "H<Its name indicates that it belongs to somebody else.>");
3211 if (tmp) 1495 if (tmp) who->insert (tmp);
3212 insert_ob_in_ob (tmp, who);
3213
3214 return 1; 1496 return 1;
3215 } 1497 }
3216 1498
3217 if (!skop) 1499 op->flag [FLAG_APPLIED] = true;
1500
1501 if (player *pl = who->contr)
3218 { 1502 {
3219 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)));
3220 return 1; 1504 change_abil (who, op);
3221 } 1505 }
3222 1506
3223 SET_FLAG (op, FLAG_APPLIED); 1507 op->flag [FLAG_READY_WEAPON] = true;
3224 who->change_skill (skop);
3225
3226 if (who->contr)
3227 who->change_weapon (who->contr->combat_ob = op);
3228
3229 who->statusmsg (format ("You wield %s.", query_name (op)));
3230
3231 SET_FLAG (who, FLAG_READY_WEAPON);
3232 change_abil (who, op);
3233 break; 1508 break;
3234 1509
3235 case ARMOUR: 1510 case ARMOUR:
3236 case HELMET: 1511 case HELMET:
3237 case SHIELD: 1512 case SHIELD:
3240 case GIRDLE: 1515 case GIRDLE:
3241 case BRACERS: 1516 case BRACERS:
3242 case CLOAK: 1517 case CLOAK:
3243 case RING: 1518 case RING:
3244 case AMULET: 1519 case AMULET:
3245 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
3246 who->statusmsg (format ("You wear %s.", query_name (op))); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
3247 change_abil (who, op); 1522 change_abil (who, op);
3248 break; 1523 break;
3249 1524
3250 case LAMP:
3251 if (op->stats.food < 1)
3252 {
3253 who->failmsg (format (
3254 "Your %s is out of fuel! "
3255 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3256 &op->name
3257 ));
3258 return 1;
3259 }
3260
3261 who->statusmsg (format ("You turn on your %s.", &op->name));
3262
3263 tmp2 = arch_to_object (op->other_arch);
3264 tmp2->stats.food = op->stats.food;
3265 SET_FLAG (tmp2, FLAG_APPLIED);
3266
3267 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3268 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3269
3270 who->insert (tmp2);
3271
3272 /* Remove the old lantern */
3273 op->destroy ();
3274
3275 /* insert the portion that was split off */
3276 if (tmp)
3277 who->insert (tmp);
3278
3279 who->update_stats ();
3280
3281 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3282 if (who->type == PLAYER)
3283 {
3284 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3285 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3286 }
3287
3288 return 0;
3289
3290 case SKILL_TOOL: 1525 case SKILL_TOOL:
3291 // applying a skill tool also readies the skill 1526 // applying a skill tool does not ready the skill
3292 SET_FLAG (op, FLAG_APPLIED); 1527 // if something needs the skill, it has to ready it itself
3293 1528 //TODO: unapplying should unapply the skill, though
3294 if (!(aflags & AP_NO_READY))
3295 {
3296 skop = find_skill_by_name (who, op->skill);
3297 if (!skop->flag [FLAG_APPLIED]) 1529 op->set_flag (FLAG_APPLIED);
3298 apply_special (who, skop, AP_APPLY);
3299 }
3300 break; 1530 break;
3301 1531
3302 case SKILL: 1532 case SKILL:
3303 if (player *pl = who->contr) 1533 if (who->contr)
3304 {
3305 if (IS_COMBAT_SKILL (op->subtype))
3306 {
3307 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3308 {
3309 for (object *item = who->inv; item; item = item->below)
3310 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3311 {
3312 if (item->skill == op->skill)
3313 {
3314 who->change_weapon (pl->combat_ob = item);
3315 goto found_weapon;
3316 }
3317 }
3318
3319 who->failmsg (format (
3320 "You need to apply a '%s' melee weapon before readying this skill. "
3321 "H<Some skills need an item, in this case a melee weapon, to function.>",
3322 &op->skill
3323 ));
3324 return 1;
3325
3326 found_weapon:;
3327 }
3328 else
3329 who->change_weapon (pl->combat_ob = op);
3330 }
3331 else if (IS_RANGED_SKILL (op->subtype))
3332 {
3333 if (skill_flags [op->subtype] & SF_NEED_BOW)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->type == BOW && item->flag [FLAG_APPLIED])
3337 {
3338 //TODO: bows should/must all have skill missile weapon right now
3339 who->change_weapon (pl->ranged_ob = item);
3340 goto found_bow;
3341 }
3342
3343 who->failmsg (
3344 "You need to apply a missile weapon before readying this skill. "
3345 "H<Some skills need an item, in this case a missile weapon, to function.>"
3346 );
3347 return 1;
3348
3349 found_bow:;
3350 }
3351 else
3352 who->change_weapon (pl->ranged_ob = op);
3353 }
3354
3355 if (!op->invisible) 1534 if (op->invisible)
3356 { 1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3357 who->statusmsg (format (
3358 "You ready %s."
3359 "You can now use the skill: %s.",
3360 query_name (op),
3361 &op->skill
3362 ));
3363 }
3364 else 1536 else
3365 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1537 who->statusmsg (format ("You ready %s.", query_name (op)));
3366 } 1538
3367 else 1539 who->set_flag (FLAG_READY_SKILL);
3368 { 1540 op->set_flag (FLAG_APPLIED);
3369 SET_FLAG (op, FLAG_APPLIED);
3370 change_abil (who, op); 1541 change_abil (who, op);
3371 who->chosen_skill = op;
3372 SET_FLAG (who, FLAG_READY_SKILL);
3373 }
3374
3375 break; 1542 break;
3376 1543
3377 case BOW: 1544 case BOW:
3378 if (!check_weapon_power (who, op->last_eat)) 1545 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3379 {
3380 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3381
3382 if (tmp)
3383 insert_ob_in_ob (tmp, who);
3384
3385 return 1;
3386 }
3387
3388 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3389 { 1546 {
3390 who->failmsg ("The weapon does not recognize you as its owner. " 1547 who->failmsg ("The weapon does not recognize you as its owner. "
3391 "H<Its name indicates that it belongs to somebody else.>"); 1548 "H<Its name indicates that it belongs to somebody else.>");
3392 if (tmp) 1549 if (tmp) who->insert (tmp);
3393 insert_ob_in_ob (tmp, who);
3394
3395 return 1; 1550 return 1;
3396 } 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;
3397 1576
3398 /*FALLTHROUGH*/ 1577 /*FALLTHROUGH*/
3399 case WAND: 1578 case WAND:
3400 case ROD: 1579 case ROD:
3401 case HORN: 1580 case HORN:
3402 /* check for skill, alter player status */ 1581 op->flag [FLAG_APPLIED] = true;
3403 1582
3404 if (!skop) 1583 if (player *pl = who->contr)
3405 { 1584 {
3406 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3407 return 1;
3408 }
3409
3410 SET_FLAG (op, FLAG_APPLIED);
3411 who->change_skill (skop);
3412
3413 if (who->contr)
3414 {
3415 who->contr->ranged_ob = op;
3416
3417 who->statusmsg (format ("You ready %s.", query_name (op))); 1585 who->statusmsg (format ("You ready %s.", query_name (op)));
3418 1586
3419 if (op->type == BOW) 1587 if (op->type == BOW)
3420 {
3421 who->current_weapon = op;
3422 change_abil (who, op);
3423 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)));
3424 } 1589
1590 change_abil (who, op);
3425 } 1591 }
3426 else 1592 else
3427 { 1593 {
3428 if (op->type == BOW) 1594 if (op->type == BOW)
3429 SET_FLAG (who, FLAG_READY_BOW); 1595 op->flag [FLAG_READY_BOW ] = true;
3430 else 1596 else
3431 SET_FLAG (who, FLAG_READY_RANGE); 1597 op->flag [FLAG_READY_RANGE] = true;
3432 } 1598 }
3433 1599
3434 break; 1600 break;
3435 1601
3436 case BUILDER: 1602 case BUILDER:
3437 if (who->type == PLAYER) 1603 if (player *pl = who->contr)
3438 { 1604 {
3439 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3440 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3441 unapply_special (who, who->contr->ranged_ob, 0);
3442
3443 who->statusmsg (format ("You ready your %s.", query_name (op))); 1605 who->statusmsg (format ("You ready your %s.", query_name (op)));
3444 1606 //TODO: change_abil?
3445 who->contr->ranged_ob = op;
3446 } 1607 }
3447 break; 1608 break;
3448 1609
3449 default: 1610 default:
3450 who->statusmsg (format ("You apply %s.", query_name (op))); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
3451 } 1612 }
3452 1613
3453 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
3454 1615
3455 if (tmp)
3456 who->insert (tmp); 1616 if (tmp) who->insert (tmp);
3457 1617
3458 who->update_stats (); 1618 who->update_stats ();
3459 1619
3460 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
3461 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
3462 * you don't know anything about them. 1622 * you don't know anything about them.
3463 */ 1623 */
3464 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)
3465 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
3466 1626
3467 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3468 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
3469 { 1629 {
3470 who->failmsg ( 1630 who->failmsg (
3471 "Oops, it feels deadly cold! " 1631 "Oops, it feels deadly cold! "
3472 "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.>"
3473 ); 1633 );
3474 SET_FLAG (op, FLAG_KNOWN_CURSED); 1634 op->set_flag (FLAG_KNOWN_CURSED);
3475 } 1635 }
3476 1636
3477 if (object *pl = op->visible_to ()) 1637 if (object *pl = op->visible_to ())
3478 esrv_send_item (pl, op); 1638 esrv_send_item (pl, op);
3479 1639
3480 return 0; 1640 return 0;
3481} 1641}
3482 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 */
3483int 1647int
3484monster_apply_special (object *who, object *op, int aflags) 1648should_director_abort (object *op, object *victim)
3485{ 1649{
3486 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)))
3487 return 1; 1682 return 1;
3488 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)
3489 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;
3490} 3715}
3491 3716
3492/** 3717/**
3493 * Map was just loaded, handle op's initialisation. 3718 * Map was just loaded, handle op's initialisation.
3494 * 3719 *
3495 * Generates shop floor's item, and treasures. 3720 * Generates shop floor's item, and treasures.
3496 */ 3721 */
3497int 3722int
3498auto_apply (object *op) 3723auto_apply (object *op)
3499{ 3724{
3500 object *tmp = NULL, *tmp2; 3725 object *tmp = NULL;
3501 int i; 3726 int i;
3727
3728 op->clr_flag (FLAG_AUTO_APPLY);
3502 3729
3503 switch (op->type) 3730 switch (op->type)
3504 { 3731 {
3505 case SHOP_FLOOR: 3732 case SHOP_FLOOR:
3506 if (!op->has_random_items ()) 3733 if (!op->has_random_items ())
3508 3735
3509 do 3736 do
3510 { 3737 {
3511 i = 10; /* let's give it 10 tries */ 3738 i = 10; /* let's give it 10 tries */
3512 while ((tmp = generate_treasure (op->randomitems, 3739 while ((tmp = generate_treasure (op->randomitems,
3513 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
3514 if (tmp == NULL) 3745 if (tmp == NULL)
3515 return 0; 3746 return 0;
3516 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3747
3748 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3517 { 3749 {
3518 tmp->destroy (); 3750 tmp->destroy ();
3519 tmp = NULL; 3751 tmp = NULL;
3520 } 3752 }
3521 } 3753 }
3522 while (!tmp); 3754 while (!tmp);
3523 3755
3524 tmp->x = op->x; 3756 tmp->x = op->x;
3525 tmp->y = op->y; 3757 tmp->y = op->y;
3526 SET_FLAG (tmp, FLAG_UNPAID); 3758 tmp->set_flag (FLAG_UNPAID);
3527 insert_ob_in_map (tmp, op->map, NULL, 0); 3759 insert_ob_in_map (tmp, op->map, NULL, 0);
3528 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3529 identify (tmp); 3760 identify (tmp);
3530 break; 3761 break;
3531 3762
3532 case TREASURE: 3763 case TREASURE:
3533 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3764 if (op->flag [FLAG_IS_A_TEMPLATE])
3534 return 0; 3765 return 0;
3535 3766
3536 while (op->stats.hp-- > 0) 3767 while (op->stats.hp-- > 0)
3537 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3768 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3538 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);
3540 /* 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,
3541 * 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
3542 * to disappear. An example of this item is the random_* stuff 3773 * to disappear. An example of this item is the random_* stuff
3543 * that is put inside other objects. 3774 * that is put inside other objects.
3544 */ 3775 */
3545 for (tmp = op->inv; tmp; tmp = tmp2)
3546 {
3547 tmp2 = tmp->below;
3548 tmp->remove ();
3549
3550 if (op->env) 3776 if (op->env)
3551 insert_ob_in_ob (tmp, op->env); 3777 while (op->inv)
3552 else 3778 op->env->insert (op->inv);
3553 tmp->destroy ();
3554 }
3555 3779
3556 op->destroy (); 3780 op->destroy ();
3557 break; 3781 break;
3558 } 3782 }
3559 return tmp ? 1 : 0; 3783
3784 return !!tmp;
3560} 3785}
3561 3786
3562/** 3787/**
3563 * 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
3564 * is loaded or swapped in and performs special actions for 3789 * is loaded or swapped in and performs special actions for
3578 3803
3579 if (tmp->inv) 3804 if (tmp->inv)
3580 { 3805 {
3581 object *invtmp, *invnext; 3806 object *invtmp, *invnext;
3582 3807
3583 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3808 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3584 { 3809 {
3585 invnext = invtmp->below; 3810 invnext = invtmp->below;
3586 3811
3587 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3812 if (invtmp->flag [FLAG_AUTO_APPLY])
3588 auto_apply (invtmp); 3813 auto_apply (invtmp);
3589 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3814 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3590 { 3815 {
3591 while ((invtmp->stats.hp--) > 0) 3816 while (invtmp->stats.hp-- > 0)
3592 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3817 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3593 3818
3594 invtmp->randomitems = NULL; 3819 invtmp->randomitems = NULL;
3595 } 3820 }
3596 else if (invtmp && invtmp->arch 3821 else if (invtmp->arch
3597 && 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 ())
3598 { 3824 {
3599 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3600 /* Need to clear this so that we never try to create 3826 /* Need to clear this so that we never try to create
3601 * treasure again for this object 3827 * treasure again for this object
3602 */ 3828 */
3603 invtmp->randomitems = NULL; 3829 invtmp->randomitems = NULL;
3604 } 3830 }
3605 } 3831 }
3832
3606 /* This is really temporary - the code at the bottom will 3833 /* This is really temporary - the code at the bottom will
3607 * also set randomitems to null. The problem is there are bunches 3834 * also set randomitems to null. The problem is there are bunches
3608 * of maps/players already out there with items that have spells 3835 * of maps/players already out there with items that have spells
3609 * which haven't had the randomitems set to null yet. 3836 * which haven't had the randomitems set to null yet.
3610 * MSW 2004-05-13 3837 * MSW 2004-05-13
3614 * Ryo 2004-08-16 3841 * Ryo 2004-08-16
3615 */ 3842 */
3616 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3843 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3617 || 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)
3618 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3619
3620 } 3846 }
3621 3847
3622 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3848 if (tmp->flag [FLAG_AUTO_APPLY])
3623 auto_apply (tmp); 3849 auto_apply (tmp);
3624 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 ())
3625 { 3851 {
3626 while ((tmp->stats.hp--) > 0) 3852 while ((tmp->stats.hp--) > 0)
3627 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3853 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3629 } 3855 }
3630 else if (tmp->type == TIMED_GATE) 3856 else if (tmp->type == TIMED_GATE)
3631 { 3857 {
3632 object *head = tmp->head != NULL ? tmp->head : tmp; 3858 object *head = tmp->head != NULL ? tmp->head : tmp;
3633 3859
3634 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3860 if (head->flag [FLAG_IS_LINKED])
3635 tmp->set_speed (0); 3861 tmp->set_speed (0);
3636 } 3862 }
3637 /* 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
3638 * 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
3639 * 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
3657 } 3883 }
3658 3884
3659 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3660 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3886 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3661 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3887 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3662 check_trigger (tmp, tmp->above); 3888 check_trigger (tmp, tmp->above, tmp->above);
3663} 3889}
3664 3890
3665/** 3891/**
3666 * Handles player eating food that temporarily changes status (resistances, stats). 3892 * Handles player eating food that temporarily changes status (resistances, stats).
3667 * This used to call cast_change_attr(), but 3893 * This used to call cast_change_attr(), but
3672eat_special_food (object *who, object *food) 3898eat_special_food (object *who, object *food)
3673{ 3899{
3674 object *force; 3900 object *force;
3675 int i, did_one = 0; 3901 int i, did_one = 0;
3676 3902
3677 force = get_archetype (FORCE_NAME); 3903 char buf[64];
3904 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3905 shstr key (buf);
3678 3906
3679 for (i = 0; i < NUM_STATS; i++)
3680 if (sint8 k = food->stats.stat (i))
3681 {
3682 force->stats.stat (i) = k;
3683 did_one = 1;
3684 }
3685
3686 /* check if we can protect the eater */
3687 for (i = 0; i < NROFATTACKS; i++)
3688 {
3689 if (food->resist[i] > 0)
3690 {
3691 force->resist[i] = food->resist[i] / 2;
3692 did_one = 1;
3693 }
3694 }
3695
3696 if (did_one)
3697 {
3698 force->set_speed (0.1);
3699 /* bigger morsel of food = longer effect time */ 3907 /* bigger morsel of food = longer effect time */
3700 force->duration = food->stats.food / 5; 3908 int duration = TIME2TICK (food->stats.food);
3701 SET_FLAG (force, FLAG_APPLIED); 3909
3702 change_abil (who, force); 3910 if (force = who->force_find (key))
3703 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;
3704 } 3921 }
3705 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
3706 force->destroy (); 3953 force->destroy ();
3954 }
3707 3955
3708 /* check for hp, sp change */ 3956 /* check for hp, sp change */
3709 if (food->stats.hp != 0) 3957 if (food->stats.hp != 0)
3710 { 3958 {
3711 if (QUERY_FLAG (food, FLAG_CURSED)) 3959 if (food->flag [FLAG_CURSED])
3712 { 3960 {
3713 who->contr->killer = food; 3961 who->contr->killer = food;
3714 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3962 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3715 who->failmsg ("Eck!...that was poisonous!"); 3963 who->failmsg ("Eck!...that was poisonous!");
3716 } 3964 }
3725 } 3973 }
3726 } 3974 }
3727 3975
3728 if (food->stats.sp != 0) 3976 if (food->stats.sp != 0)
3729 { 3977 {
3730 if (QUERY_FLAG (food, FLAG_CURSED)) 3978 if (food->flag [FLAG_CURSED])
3731 { 3979 {
3732 who->failmsg ("You are drained of mana!"); 3980 who->failmsg ("You are drained of mana!");
3733 who->stats.sp -= food->stats.sp; 3981 who->stats.sp -= food->stats.sp;
3734 if (who->stats.sp < 0) 3982 if (who->stats.sp < 0)
3735 who->stats.sp = 0; 3983 who->stats.sp = 0;
3741 /* place limit on max sp from food? */ 3989 /* place limit on max sp from food? */
3742 } 3990 }
3743 } 3991 }
3744 3992
3745 who->update_stats (); 3993 who->update_stats ();
3746}
3747
3748/**
3749 * Designed primarily to light torches/lanterns/etc.
3750 * Also burns up burnable material too. First object in the inventory is
3751 * the selected object to "burn". -b.t.
3752 */
3753void
3754apply_lighter (object *who, object *lighter)
3755{
3756 object *item;
3757 int is_player_env = 0;
3758
3759 item = find_marked_object (who);
3760 if (item)
3761 {
3762 if (lighter->last_eat && lighter->stats.food)
3763 { /* lighter gets used up */
3764 object *oneLighter = lighter->split ();
3765 oneLighter->stats.food--;
3766 who->insert (oneLighter);
3767 }
3768 else if (lighter->last_eat)
3769 {
3770 /* no charges left in lighter */
3771 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3772 return;
3773 }
3774
3775 /* Perhaps we should split what we are trying to light on fire?
3776 * I can't see many times when you would want to light multiple
3777 * objects at once.
3778 */
3779
3780 if (who == item->in_player ())
3781 is_player_env = 1;
3782
3783 save_throw_object (item, AT_FIRE, who);
3784
3785 if (item->destroyed ())
3786 {
3787 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3788 /* Need to update the player so that the players glow radius
3789 * gets changed.
3790 */
3791 if (is_player_env)
3792 who->update_stats ();
3793 }
3794 else
3795 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3796 }
3797 else
3798 who->failmsg ("You need to mark a lightable object.");
3799}
3800
3801/**
3802 * op made some mistake with a scroll, this takes care of punishment.
3803 * scroll_failure()- hacked directly from spell_failure
3804 */
3805void
3806scroll_failure (object *op, int failure, int power)
3807{
3808 if (abs (failure / 4) > power)
3809 power = abs (failure / 4); /* set minimum effect */
3810
3811 if (failure <= -1 && failure > -15)
3812 { /* wonder */
3813 object *tmp;
3814
3815 op->failmsg ("Your spell warps!");
3816 tmp = get_archetype (SPELL_WONDER);
3817 cast_wonder (op, op, 0, tmp);
3818 tmp->destroy ();
3819 }
3820 else if (failure <= -15 && failure > -35)
3821 { /* drain mana */
3822 op->failmsg ("Your mana is drained!");
3823 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3824 if (op->stats.sp < 0)
3825 op->stats.sp = 0;
3826 }
3827 else if (settings.spell_failure_effects == TRUE)
3828 {
3829 if (failure <= -35 && failure > -60)
3830 { /* confusion */
3831 op->failmsg ("The magic recoils on you!");
3832 confuse_player (op, op, power);
3833 }
3834 else if (failure <= -60 && failure > -70)
3835 { /* paralysis */
3836 op->failmsg ("The magic recoils and paralyzes you!");
3837 paralyze_player (op, op, power);
3838 }
3839 else if (failure <= -70 && failure > -80)
3840 { /* blind */
3841 op->failmsg ("The magic recoils on you!");
3842 blind_player (op, op, power);
3843 }
3844 else if (failure <= -80)
3845 { /* blast the immediate area */
3846 object *tmp = get_archetype (LOOSE_MANA);
3847 cast_magic_storm (op, tmp, power);
3848 op->failmsg ("You unleash uncontrolled mana!");
3849 tmp->destroy ();
3850 }
3851 }
3852} 3994}
3853 3995
3854void 3996void
3855apply_changes_to_player (object *pl, object *change) 3997apply_changes_to_player (object *pl, object *change)
3856{ 3998{
3904 } 4046 }
3905 4047
3906 /* insert the randomitems from the change's treasurelist into 4048 /* insert the randomitems from the change's treasurelist into
3907 * the player ref: player.c 4049 * the player ref: player.c
3908 */ 4050 */
3909 if (change->randomitems != NULL) 4051 if (change->randomitems)
3910 give_initial_items (pl, change->randomitems); 4052 give_initial_items (pl, change->randomitems);
3911 4053
3912 /* set up the face, for some races. */ 4054 /* set up the face, for some races. */
3913 4055
3914 /* first, look for the force object banning 4056 /* first, look for the force object banning
3915 * changing the face. Certain races never change face with class. 4057 * changing the face. Certain races never change face with class.
3916 */ 4058 */
3917 for (walk = pl->inv; walk != NULL; walk = walk->below) 4059 for (walk = pl->inv; walk; walk = walk->below)
3918 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4060 if (walk->name == shstr_NOCLASSFACECHANGE)
3919 flag_change_face = 0; 4061 flag_change_face = 0;
3920 4062
3921 if (flag_change_face) 4063 if (flag_change_face)
3922 { 4064 {
3923 pl->face = change->face; 4065 pl->face = change->face;
3924 pl->animation_id = change->animation_id; 4066 pl->animation_id = change->animation_id;
3925 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4067 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3926 } 4068 }
3927 4069
3928 /* check the special case of can't use weapons */ 4070 /* check the special case of can't use weapons */
3929 /*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); */
3930 if (!strcmp (change->name, "monk")) 4072 if (change->name == shstr_monk)
3931 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4073 pl->clr_flag (FLAG_USE_WEAPON);
3932 4074
3933 break; 4075 break;
3934 } 4076 }
3935 } 4077 }
3936} 4078}
3937 4079
3938/**
3939 * This handles items of type 'transformer'.
3940 * Basically those items, used with a marked item, transform both items into something
3941 * else.
3942 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3943 * Change information is contained in the 'slaying' field of the marked item.
3944 * The format is as follow: transformer:[number ]yield[;transformer:...].
3945 * This way an item can be transformed in many things, and/or many objects.
3946 * The 'slaying' field for transformer is used as verb for the action.
3947 */
3948void
3949apply_item_transformer (object *pl, object *transformer)
3950{
3951 object *marked;
3952 object *new_item;
3953 char *find;
3954 char *separator;
3955 int yield;
3956 char got[MAX_BUF];
3957 int len;
3958
3959 if (!pl || !transformer)
3960 return;
3961
3962 marked = find_marked_object (pl);
3963
3964 if (!marked)
3965 {
3966 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3967 return;
3968 }
3969
3970 if (!marked->slaying)
3971 {
3972 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3973 return;
3974 }
3975
3976 /* check whether they are compatible or not */
3977 find = strstr (marked->slaying, transformer->arch->archname);
3978 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3979 {
3980 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3981 return;
3982 }
3983
3984 find += strlen (transformer->arch->archname) + 1;
3985 /* Item can be used, now find how many and what it yields */
3986 if (isdigit (*(find)))
3987 {
3988 yield = atoi (find);
3989 if (yield < 1)
3990 {
3991 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3992 yield = 1;
3993 }
3994 }
3995 else
3996 yield = 1;
3997
3998 while (isdigit (*find))
3999 find++;
4000
4001 while (*find == ' ')
4002 find++;
4003
4004 memset (got, 0, MAX_BUF);
4005
4006 if ((separator = strchr (find, ';')) != NULL)
4007 len = separator - find;
4008 else
4009 len = strlen (find);
4010
4011 if (len > MAX_BUF - 1)
4012 len = MAX_BUF - 1;
4013
4014 strcpy (got, find);
4015 got[len] = '\0';
4016
4017 /* Now create new item, remove used ones when required. */
4018 new_item = get_archetype (got);
4019 if (!new_item)
4020 {
4021 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4022 return;
4023 }
4024
4025 new_item->nrof = yield;
4026
4027 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4028
4029 pl->insert (new_item);
4030 /* Eat up one item */
4031 marked->decrease ();
4032
4033 /* Eat one transformer if needed */
4034 if (transformer->stats.food)
4035 if (--transformer->stats.food == 0)
4036 transformer->decrease ();
4037}
4038

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