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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.163 by elmex, Mon Jul 14 10:26:43 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;
724 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
725 392
726 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
728 { 395 {
729 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);
730 return 0; 397 return 0;
731 } 398 }
732 399
733 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
734 weapon->item_power++; 401 weapon->item_power++;
753/** 420/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * 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, ...),
756 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
757 */ 424 */
758int 425static int
759check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
760{ 427{
761 object *otmp;
762
763 if (op->type != PLAYER) 428 if (op->type != PLAYER)
764 return 0; 429 return 0;
765 430
766 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))
767 { 432 {
768 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
769 return 0; 434 return 0;
770 } 435 }
771 436
772 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
773 438
774 if (!otmp) 439 if (!otmp)
775 { 440 {
776 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.>");
777 return 0; 442 return 0;
778 } 443 }
779 444
780 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 446 {
782 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!");
783 return 0; 454 return 0;
784 } 455 }
785 456
786 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
787 458
810 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 482 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 484 * changing of physical area right now.
814 */ 485 */
815int 486static int
816improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
817{ 488{
818 object *tmp;
819
820 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
821 { 490 {
822 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
823 return 0; 492 return 0;
824 } 493 }
835 } 504 }
836 505
837 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
838 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
839 */ 508 */
840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
841 510
842 armour->magic++; 511 armour->magic++;
843 512
844 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
845 { 514 {
883 552
884 if (op->type == PLAYER) 553 if (op->type == PLAYER)
885 { 554 {
886 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
887 556
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557 if (armour->flag [FLAG_APPLIED])
889 op->update_stats (); 558 op->update_stats ();
890 } 559 }
891 560
892 improver->decrease (); 561 improver->decrease ();
893 562
904 * Takes one type of items and makes another. 573 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
906 * 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
907 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
908 */ 577 */
909static int 578int
910convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
911{ 580{
912 sint64 nr, price_in; 581 sint64 nr = 0, price_in;
913 582
914 if (item->flag [FLAG_UNPAID]) 583 if (item->flag [FLAG_UNPAID])
915 return 0; 584 return 0;
916 585
917 shstr conv_from = converter->slaying; 586 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 587 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 588 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 589 sint64 give = converter->stats.sp;
921 590
973 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++)
974 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
975 ob_to_copy = ob; 644 ob_to_copy = ob;
976 645
977 item = ob_to_copy->deep_clone (); 646 item = ob_to_copy->deep_clone ();
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 649 }
981 else 650 else
982 { 651 {
983 if (!conv_to) 652 if (!conv_to)
995 item->nrof = give; 664 item->nrof = give;
996 665
997 if (nr) 666 if (nr)
998 item->nrof *= nr; 667 item->nrof *= nr;
999 668
1000 if (is_in_shop (converter)) 669 if (converter->flag [FLAG_PRECIOUS])
1001 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 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 681 {
1004 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",
1005 &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);
1006 /** 684 /**
1009 */ 687 */
1010 } 688 }
1011 689
1012 // 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
1013 // get an 'identified' flag so easily. 691 // get an 'identified' flag so easily.
1014 if (need_identify (item)) 692 if (item->need_identify ())
1015 identify (item); 693 identify (item);
1016 694
1017 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
1018 return 1; 697 return 1;
1019} 698}
1020 699
1021/** 700/**
1022 * Handle apply on containers. 701 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1024 * 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]
1025 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1026 */ 705 */
1027int 706static int
1028apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1029{ 708{
1030 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 710 return 0; /* This might change */
1032 711
1045 } 724 }
1046 725
1047 // 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
1048 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1049 { 728 {
1050 if (op->container == sack) 729 if (op->container_ () == sack)
1051 { 730 {
1052 // open on ground or inv, so close 731 // open on ground or inv, so close
1053 op->close_container (); 732 op->close_container ();
1054 return 1; 733 return 1;
1055 } 734 }
1056 else if (!sack->env) 735 else if (!sack->env)
1057 { 736 {
1058 // 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.
1059 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));
1060 return 1; 741 return 1;
1061 } 742 }
743 }
1062 744
1063 // fall through to opening it (active in inv) 745 // it's locked?
746 if (sack->slaying)
1064 } 747 {
1065 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])
1066 { 762 {
1067 // 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
1068 op->close_container (); 764 op->close_container ();
1069 sack->flag [FLAG_APPLIED] = 1; 765 sack->flag [FLAG_APPLIED] = true;
1070 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
1071 op->statusmsg (format ("You ready %s.", query_name (sack))); 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1072 return 1;
1073 }
1074
1075 // it's locked?
1076 if (sack->slaying)
1077 { 768 }
1078 if (object *tmp = find_key (op, op, sack))
1079 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1080 else 769 else
1081 {
1082 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1083 return 1;
1084 }
1085 }
1086
1087 op->open_container (sack); 770 op->open_container (sack);
1088 771
1089 return 1; 772 return 1;
1090} 773}
1091 774
1092/** 775/**
1098{ 781{
1099 /* Only players can make sacrifices on spell casting altars. */ 782 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 783 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 784 return 0;
1102 785
1103 if (operate_altar (altar, &sacrifice)) 786 if (operate_altar (altar, &sacrifice, originator))
1104 { 787 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 788 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * 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
1107 * is up to map designers to use them properly. 790 * is up to map designers to use them properly.
1108 */ 791 */
1117/* push_button (altar);*/ 800/* push_button (altar);*/
1118 } 801 }
1119 else 802 else
1120 { 803 {
1121 altar->value = 1; /* works only once */ 804 altar->value = 1; /* works only once */
1122 push_button (altar); 805 push_button (altar, originator);
1123 } 806 }
1124 807
1125 return !sacrifice; 808 return !sacrifice;
1126 } 809 }
1127 else 810 else
1140{ 823{
1141 int rv = 0; 824 int rv = 0;
1142 double opinion; 825 double opinion;
1143 object *tmp, *next; 826 object *tmp, *next;
1144 827
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1146 829
1147 bool has_unpaid = false; 830 bool has_unpaid = false;
1148 831
1149 // 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
1150 // a quick and small change :( 833 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 834 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 835 if (item->flag [FLAG_UNPAID])
1153 { 836 {
1154 has_unpaid = true; 837 has_unpaid = true;
1155 break; 838 break;
1156 } 839 }
1157 840
1158 if (op->type != PLAYER) 841 if (!op->is_player ())
1159 { 842 {
1160 /* Remove all the unpaid objects that may be carried here. 843 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 844 * This could be pets or monsters that are somehow in
1162 * the shop. 845 * the shop.
1163 */ 846 */
1164 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1165 { 848 {
1166 next = tmp->below; 849 next = tmp->below;
1167 850
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1169 { 852 {
1170 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);
1171 854
855 if (i >= 0)
1172 tmp->remove (); 856 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 857 }
1182 } 858 }
1183 859
1184 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1186 return 0; 862 return 0;
1187 863
1188 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1189 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1190 */ 866 */
1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1192 { 868 {
1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1194 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);
1195 871
1196 if (i != -1) 872 if (i != -1)
1197 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);
1198 874
1199 return 0; 875 return 0;
1200 } 876 }
877
1201 /* Removed code that checked for multipart objects - it appears that 878 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 879 * the teleport function should be able to handle this just fine.
1203 */ 880 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 882 }
1208 /* this is only used for players */ 885 /* this is only used for players */
1209 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1210 887
1211 if (has_unpaid) 888 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy")); 889 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op)) 890 else if (op->is_in_shop ())
1214 op->contr->play_sound (sound_find ("shop_enter")); 891 op->contr->play_sound (sound_find ("shop_enter"));
1215 else 892 else
1216 op->contr->play_sound (sound_find ("shop_leave")); 893 op->contr->play_sound (sound_find ("shop_leave"));
1217 894
1218 if (shop_mat->msg) 895 if (shop_mat->msg)
1219 op->statusmsg (shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1220 /* 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,
1221 * 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
1222 * actually the shop floor. 899 * actually the shop floor.
1223 */ 900 */
1224 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1225 { 902 {
1226 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1227 904
1228 op->statusmsg ( 905 op->statusmsg (
1229 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1250 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1251 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;
1252 } 929 }
1253 } 930 }
1254 931
1255 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1256 return rv; 933 return rv;
1257} 934}
1258 935
1259/** 936/**
1260 * Handles applying a sign. 937 * Handles applying a sign.
1261 */ 938 */
1262static void 939static void
1263apply_sign (object *op, object *sign, int autoapply) 940apply_sign (object *op, object *sign, int autoapply)
1264{ 941{
1265 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 }
1266 950
1267 if (!sign->msg) 951 if (!sign->msg)
1268 { 952 {
1269 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 "));
1270 return; 957 return;
1271 } 958 }
1272 959
1273 if (sign->stats.food) 960 if (sign->stats.food)
1274 { 961 {
1275 if (sign->last_eat >= sign->stats.food) 962 if (sign->last_eat >= sign->stats.food)
1276 { 963 {
1277 if (!sign->move_on) 964 if (!sign->move_on)
1278 op->statusmsg ("You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
1279 966
1280 return; 967 return;
1281 } 968 }
1282 969
1283 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1284 sign->last_eat++; 971 sign->last_eat++;
1285 } 972 }
1286 973
1287 /* 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?
1288 * 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
1289 * 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
1290 * to us). 977 * to us).
1291 */ 978 */
1292 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)
1293 { 980 {
1294 op->failmsg ("You are unable to read while blind!"); 981 op->failmsg ("You are unable to read while blind!");
1295 return; 982 return;
1296 } 983 }
1297 984
1301 if (sign->sound) 988 if (sign->sound)
1302 ns->play_sound (sign->sound); 989 ns->play_sound (sign->sound);
1303 else if (autoapply) 990 else if (autoapply)
1304 ns->play_sound (sound_find ("msg_voice")); 991 ns->play_sound (sound_find ("msg_voice"));
1305 992
1306 if (ns->can_msg)
1307 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));
1308 else
1309 {
1310 msgType = get_readable_message_type (sign);
1311 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1312 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1313 }
1314 } 994 }
1315} 995}
1316 996
1317/** 997static void
1318 * 'victim' moves onto 'trap'
1319 * 'victim' leaves 'trap'
1320 * effect is determined by move_on/move_off of trap and move_type of victime.
1321 *
1322 * originator: Player, monster or other object that caused 'victim' to move
1323 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1324 * However, some types of traps require an originator to function.
1325 */
1326void
1327move_apply (object *trap, object *victim, object *originator) 998move_apply_hole (object *trap, object *victim)
1328{ 999{
1329 static int recursion_depth = 0; 1000 /* Hole not open? */
1330 1001 if (trap->stats.wc > 0)
1331 /* Only exits affect DMs. */
1332 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1333 return; 1002 return;
1334 1003
1335 /* move_apply() is the most likely candidate for causing unwanted and 1004 /* Is this a multipart monster and not the head? If so, return.
1336 * possibly unlimited recursion. 1005 * Processing will happen if the head runs into the pit
1337 */ 1006 */
1338 /* The following was changed because it was causing perfeclty correct 1007 if (victim->head)
1339 * maps to fail. 1) it's not an error to recurse:
1340 * rune detonates, summoning monster. monster lands on nearby rune.
1341 * nearby rune detonates. This sort of recursion is expected and
1342 * proper. This code was causing needless crashes.
1343 */
1344 if (recursion_depth >= 500)
1345 {
1346 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1347 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1348 return; 1008 return;
1349 }
1350 1009
1351 recursion_depth++; 1010 // now find all possible locations and randomly pick one
1352 if (trap->head) 1011 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1353 trap = trap->head; 1012 trap->range >= 3 ? SIZEOFFREE3 + 1
1013 : trap->range >= 2 ? SIZEOFFREE2 + 1
1014 : trap->range >= 1 ? SIZEOFFREE1 + 1
1015 : SIZEOFFREE0 + 1);
1354 1016
1355 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1017 if (dir < 0)
1356 goto leave; 1018 return;
1357 1019
1358 switch (trap->type)
1359 {
1360 case PLAYERMOVER:
1361 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1362 {
1363 if (!trap->stats.maxsp)
1364 trap->stats.maxsp = 2;
1365
1366 /* Is this correct? From the docs, it doesn't look like it
1367 * should be divided by trap->speed
1368 */
1369 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1370
1371 /* Just put in some sanity check. I think there is a bug in the
1372 * above with some objects have zero speed, and thus the player
1373 * getting permanently paralyzed.
1374 */
1375 if (victim->speed_left < -50.f)
1376 victim->speed_left = -50.f;
1377 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1378 }
1379 goto leave;
1380
1381 case SPINNER:
1382 if (victim->direction)
1383 {
1384 victim->direction = absdir (victim->direction - trap->stats.sp);
1385 update_turn_face (victim);
1386 }
1387 goto leave;
1388
1389 case DIRECTOR:
1390 if (victim->direction && !should_director_abort (trap, victim))
1391 {
1392 victim->direction = trap->stats.sp;
1393 update_turn_face (victim);
1394 }
1395 goto leave;
1396
1397 case BUTTON:
1398 case PEDESTAL:
1399 update_button (trap);
1400 goto leave;
1401
1402 case ALTAR:
1403 /* sacrifice victim on trap */
1404 apply_altar (trap, victim, originator);
1405 goto leave;
1406
1407 case THROWN_OBJ:
1408 if (trap->inv == NULL)
1409 goto leave;
1410 /* fallthrough */
1411
1412 case ARROW:
1413 /* bad bug: monster throw a object, make a step forwards, step on object ,
1414 * trigger this here and get hit by own missile - and will be own enemy.
1415 * Victim then is his own enemy and will start to kill herself (this is
1416 * removed) but we have not synced victim and his missile. To avoid senseless
1417 * action, we avoid hits here
1418 */
1419 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1420 hit_with_arrow (trap, victim);
1421 goto leave;
1422
1423 case SPELL_EFFECT:
1424 apply_spell_effect (trap, victim);
1425 goto leave;
1426
1427 case TRAPDOOR:
1428 {
1429 int max, sound_was_played;
1430 object *ab, *ab_next;
1431
1432 if (!trap->value)
1433 {
1434 int tot;
1435
1436 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1438 tot += ab->head_ ()->total_weight ();
1439
1440 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1441 goto leave;
1442
1443 SET_ANIMATION (trap, trap->value);
1444 update_object (trap, UP_OBJ_FACE);
1445 }
1446
1447 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1448 {
1449 /* need to set this up, since if we do transfer the object,
1450 * ab->above would be bogus
1451 */
1452 ab_next = ab->above;
1453
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 {
1456 if (!sound_was_played)
1457 {
1458 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1459 sound_was_played = 1;
1460 }
1461
1462 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1463 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1464 }
1465 }
1466 goto leave;
1467 }
1468
1469 case CONVERTER:
1470 if (convert_item (victim, trap) < 0)
1471 {
1472 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1473 archetype::get (shstr_burnout)->insert_at (trap, trap);
1474 }
1475
1476 goto leave;
1477
1478 case TRIGGER_BUTTON:
1479 case TRIGGER_PEDESTAL:
1480 case TRIGGER_ALTAR:
1481 check_trigger (trap, victim);
1482 goto leave;
1483
1484 case DEEP_SWAMP:
1485 walk_on_deep_swamp (trap, victim);
1486 goto leave;
1487
1488 case CHECK_INV:
1489 check_inv (victim, trap);
1490 goto leave;
1491
1492 case HOLE:
1493 /* Hole not open? */
1494 if (trap->stats.wc > 0)
1495 goto leave;
1496
1497 /* Is this a multipart monster and not the head? If so, return.
1498 * Processing will happen if the head runs into the pit
1499 */
1500 if (victim->head)
1501 goto leave;
1502
1503 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1020 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1504 victim->statusmsg ("You fall through the hole!", NDI_RED); 1021 victim->statusmsg ("You fall through the hole!", NDI_RED);
1505 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1506 goto leave;
1507 1022
1508 case EXIT: 1023 transfer_ob (victim,
1509 if (victim->type == PLAYER && EXIT_PATH (trap)) 1024 EXIT_X (trap) + freearr_x[dir],
1510 { 1025 EXIT_Y (trap) + freearr_y[dir],
1511 /* Basically, don't show exits leading to random maps the 1026 0, victim);
1512 * players output.
1513 */
1514 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1515 victim->statusmsg (trap->msg, NDI_NAVY);
1516
1517 trap->play_sound (trap->sound);
1518 victim->enter_exit (trap);
1519 }
1520 goto leave;
1521
1522 case ENCOUNTER:
1523 /* may be some leftovers on this */
1524 goto leave;
1525
1526 case SHOP_MAT:
1527 apply_shop_mat (trap, victim);
1528 goto leave;
1529
1530 /* Drop a certain amount of gold, and have one item identified */
1531 case IDENTIFY_ALTAR:
1532 apply_id_altar (victim, trap, originator);
1533 goto leave;
1534
1535 case SIGN:
1536 if (victim->type != PLAYER && trap->stats.food > 0)
1537 goto leave; /* monsters musn't apply magic_mouths with counters */
1538
1539 apply_sign (victim, trap, 1);
1540 goto leave;
1541
1542 case CONTAINER:
1543 apply_container (victim, trap);
1544 goto leave;
1545
1546 case RUNE:
1547 case TRAP:
1548 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1549 spring_trap (trap, victim);
1550 goto leave;
1551
1552 default:
1553 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1554 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1555 goto leave;
1556 }
1557
1558leave:
1559 recursion_depth--;
1560}
1561
1562/**
1563 * Handles reading a regular (ie not containing a spell) book.
1564 */
1565static void
1566apply_book (object *op, object *tmp)
1567{
1568 int lev_diff;
1569 object *skill_ob;
1570
1571 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1572 {
1573 op->failmsg ("You are unable to read while blind!");
1574 return;
1575 }
1576
1577 if (!tmp->msg)
1578 {
1579 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1580 return;
1581 }
1582
1583 /* need a literacy skill to read stuff! */
1584 skill_ob = find_skill_by_name (op, tmp->skill);
1585 if (!skill_ob)
1586 {
1587 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1588 return;
1589 }
1590
1591 lev_diff = tmp->level - (skill_ob->level + 5);
1592 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1593 {
1594 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1595 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1596 : lev_diff < 5 ? "This book is beyond your comprehension."
1597 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1598 : lev_diff < 15 ? "This book is way beyond your comprehension."
1599 : "This book is totally beyond your comprehension.");
1600 return;
1601 }
1602
1603 readable_message_type *msgType = get_readable_message_type (tmp);
1604
1605 if (player *pl = op->contr)
1606 if (client *ns = pl->ns)
1607 if (ns->can_msg)
1608 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1609 else
1610 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1611 msgType->message_type, msgType->message_subtype,
1612 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1613 long_desc (tmp, op), &tmp->msg);
1614
1615 /* gain xp from reading */
1616 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1617 { /* only if not read before */
1618 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1619
1620 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1621 {
1622 /*exp_gain *= 2; because they just identified it too */
1623 SET_FLAG (tmp, FLAG_IDENTIFIED);
1624
1625 if (object *pl = tmp->visible_to ())
1626 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1627 }
1628
1629 change_exp (op, exp_gain, skill_ob->skill, 0);
1630 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1631 }
1632}
1633
1634/**
1635 * Handles the applying of a skill scroll, calling learn_skill straight.
1636 * op is the person learning the skill, tmp is the skill scroll object
1637 */
1638static void
1639apply_skillscroll (object *op, object *tmp)
1640{
1641 switch (learn_skill (op, tmp))
1642 {
1643 case 0:
1644 op->play_sound (sound_find ("generic_fail"));
1645 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1646 break;
1647
1648 case 1:
1649 tmp->decrease ();
1650 op->play_sound (sound_find ("skill_learn"));
1651 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1652 break;
1653
1654 default:
1655 tmp->decrease ();
1656 op->play_sound (sound_find ("generic_fail"));
1657 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1658 break;
1659 }
1660}
1661
1662/**
1663 * Actually makes op learn spell.
1664 * Informs player of what happens.
1665 */
1666void
1667do_learn_spell (object *op, object *spell, int special_prayer)
1668{
1669 object *tmp;
1670
1671 if (op->type != PLAYER)
1672 {
1673 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1674 return;
1675 }
1676
1677 /* Upgrade special prayers to normal prayers */
1678 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1679 {
1680 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1681 {
1682 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1683 return;
1684 }
1685 return;
1686 }
1687
1688 op->contr->play_sound (sound_find ("learn_spell"));
1689
1690 tmp = spell->clone ();
1691 insert_ob_in_ob (tmp, op);
1692
1693 if (special_prayer)
1694 SET_FLAG (tmp, FLAG_STARTEQUIP);
1695
1696 esrv_add_spells (op->contr, tmp);
1697}
1698
1699/**
1700 * Erases spell from player's inventory.
1701 */
1702void
1703do_forget_spell (object *op, const char *spell)
1704{
1705 object *spob;
1706
1707 if (op->type != PLAYER)
1708 {
1709 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1710 return;
1711 }
1712 if ((spob = check_spell_known (op, spell)) == NULL)
1713 {
1714 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1715 return;
1716 }
1717
1718 op->failmsg (format ("You lose knowledge of %s.", spell));
1719 player_unready_range_ob (op->contr, spob);
1720 esrv_remove_spell (op->contr, spob);
1721 spob->destroy ();
1722}
1723
1724/**
1725 * Handles player applying a spellbook.
1726 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1727 * stuff like that. Random learning failure too.
1728 */
1729static void
1730apply_spellbook (object *op, object *tmp)
1731{
1732 object *skop, *spell, *spell_skill;
1733
1734 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1735 {
1736 op->failmsg ("You are unable to read while blind.");
1737 return;
1738 }
1739
1740 /* artifact_spellbooks have 'slaying' field point to a spell name,
1741 * instead of having their spell stored in stats.sp. These are
1742 * legacy spellbooks
1743 */
1744 if (tmp->slaying)
1745 {
1746 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1747 if (!spell)
1748 {
1749 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1750 return;
1751 }
1752 else
1753 insert_ob_in_ob (spell, tmp);
1754
1755 tmp->slaying = 0;
1756 }
1757
1758 skop = find_skill_by_name (op, tmp->skill);
1759
1760 /* need a literacy skill to learn spells. Also, having a literacy level
1761 * lower than the spell will make learning the spell more difficult */
1762 if (!skop)
1763 {
1764 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1765 return;
1766 }
1767
1768 spell = tmp->inv;
1769
1770 if (!spell)
1771 {
1772 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1773 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1774 return;
1775 }
1776
1777 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1778 {
1779 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1780 return;
1781 }
1782
1783 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1784
1785 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1786 identify (tmp);
1787
1788 /* I removed the check for special_prayer_mark here - it didn't make
1789 * a lot of sense - special prayers are not found in spellbooks, and
1790 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark.
1792 */
1793 if (check_spell_known (op, spell->name))
1794 {
1795 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1796 return;
1797 }
1798
1799 if (spell->skill)
1800 {
1801 spell_skill = find_skill_by_name (op, spell->skill);
1802
1803 if (!spell_skill)
1804 {
1805 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1806 return;
1807 }
1808
1809 if (spell_skill->level < spell->level)
1810 {
1811 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1812 return;
1813 }
1814 }
1815
1816 /* Logic as follows
1817 *
1818 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1819 *
1820 * 2- The learner's skill level in literacy adjusts the chance to learn
1821 * a spell.
1822 *
1823 * 3 -Automatically fail to learn if you read while confused
1824 *
1825 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t.
1827 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 {
1830 op->failmsg ("In your confused state you flub the wording of the text!");
1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 {
1836 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1837 do_learn_spell (op, spell, 0);
1838
1839 /* xp gain to literacy for spell learning */
1840 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1841 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1842 }
1843 else
1844 {
1845 op->contr->play_sound (sound_find ("fumble_spell"));
1846 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1847 }
1848
1849 tmp->decrease ();
1850}
1851
1852/**
1853 * Handles applying a spell scroll.
1854 */
1855void
1856apply_scroll (object *op, object *tmp, int dir)
1857{
1858 object *skop;
1859
1860 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1861 {
1862 op->failmsg ("You are unable to read while blind.");
1863 return;
1864 }
1865
1866 if (!tmp->inv || tmp->inv->type != SPELL)
1867 {
1868 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1869 return;
1870 }
1871
1872 if (op->type == PLAYER)
1873 {
1874 /* players need a literacy skill to read stuff! */
1875 int exp_gain = 0;
1876
1877 /* hard code literacy - tmp->skill points to where the exp
1878 * should go for anything killed by the spell.
1879 */
1880 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1881
1882 if (!skop)
1883 {
1884 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1885 return;
1886 }
1887
1888 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1889 change_exp (op, exp_gain, skop->skill, 0);
1890 }
1891
1892 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1893 identify (tmp);
1894
1895 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1896
1897 cast_spell (op, tmp, dir, tmp->inv, NULL);
1898 tmp->decrease ();
1899}
1900
1901/**
1902 * Applies a treasure object - by default, chest. op
1903 * is the person doing the applying, tmp is the treasure
1904 * chest.
1905 */
1906static void
1907apply_treasure (object *op, object *tmp)
1908{
1909 /* Nice side effect of this treasure creation method is that the treasure
1910 * for the chest is done when the chest is created, and put into the chest
1911 * inventory. So that when the chest burns up, the items still exist. Also
1912 * prevents people from moving chests to more difficult maps to get better
1913 * treasure
1914 */
1915 object *treas = tmp->inv;
1916
1917 if (!treas)
1918 {
1919 op->statusmsg ("The chest was empty.");
1920 tmp->decrease ();
1921 return;
1922 }
1923
1924 while (tmp->inv)
1925 {
1926 treas = tmp->inv;
1927 treas->remove ();
1928
1929 treas->x = op->x;
1930 treas->y = op->y;
1931 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1932
1933 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1934 spring_trap (treas, op);
1935
1936 /* If either player or container was destroyed, no need to do
1937 * further processing. I think this should be enclused with
1938 * spring trap above, as I don't think there is otherwise
1939 * any way for the treasure chest or player to get killed.
1940 */
1941 if (op->destroyed () || tmp->destroyed ())
1942 break;
1943 }
1944
1945 if (!tmp->destroyed () && !tmp->inv)
1946 tmp->decrease ();
1947}
1948
1949/**
1950 * op eats food.
1951 * If player, takes care of messages and dragon special food.
1952 */
1953static void
1954apply_food (object *op, object *tmp)
1955{
1956 int capacity_remaining;
1957
1958 if (op->type != PLAYER)
1959 op->stats.hp = op->stats.maxhp;
1960 else
1961 {
1962 /* check if this is a dragon (player), eating some flesh */
1963 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1964 ;
1965 else
1966 {
1967 /* usual case - no dragon meal: */
1968 if (op->stats.food + tmp->stats.food > 999)
1969 {
1970 if (tmp->type == FOOD || tmp->type == FLESH)
1971 op->failmsg ("You feel full, but what a waste of food!");
1972 else
1973 op->statusmsg ("Most of the drink goes down your face not your throat!");
1974 }
1975
1976 tmp->play_sound (
1977 tmp->sound
1978 ? tmp->sound
1979 : tmp->type == DRINK
1980 ? sound_find ("eat_drink")
1981 : sound_find ("eat_food")
1982 );
1983
1984 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1985 {
1986 const char *buf;
1987
1988 if (!is_dragon_pl (op))
1989 {
1990 /* eating message for normal players */
1991 if (tmp->type == DRINK)
1992 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1993 else
1994 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1995 }
1996 else
1997 /* eating message for dragon players */
1998 buf = format ("The %s tasted terrible!", &tmp->name);
1999
2000 op->statusmsg (buf);
2001
2002 capacity_remaining = 999 - op->stats.food;
2003 op->stats.food += tmp->stats.food;
2004 if (capacity_remaining < tmp->stats.food)
2005 op->stats.hp += capacity_remaining / 50;
2006 else
2007 op->stats.hp += tmp->stats.food / 50;
2008
2009 if (op->stats.hp > op->stats.maxhp)
2010 op->stats.hp = op->stats.maxhp;
2011 if (op->stats.food > 999)
2012 op->stats.food = 999;
2013 }
2014
2015 /* special food hack -b.t. */
2016 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2017 eat_special_food (op, tmp);
2018 }
2019 }
2020
2021 handle_apply_yield (tmp);
2022 tmp->decrease ();
2023}
2024
2025/**
2026 * A dragon is eating some flesh. If the flesh contains resistances,
2027 * there is a chance for the dragon's skin to get improved.
2028 *
2029 * attributes:
2030 * object *op the object (dragon player) eating the flesh
2031 * object *meal the flesh item, getting chewed in dragon's mouth
2032 * return:
2033 * int 1 if eating successful, 0 if it doesn't work
2034 */
2035int
2036dragon_eat_flesh (object *op, object *meal)
2037{
2038 object *skin = NULL; /* pointer to dragon skin force */
2039 object *abil = NULL; /* pointer to dragon ability force */
2040 object *tmp = NULL; /* tmp. object */
2041
2042 double chance; /* improvement-chance of one resistance type */
2043 double totalchance = 1; /* total chance of gaining one resistance */
2044 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2045 double mbonus = 0; /* monster bonus */
2046 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2047 int winners = 0; /* number of winners */
2048 int i; /* index */
2049
2050 /* let's make sure and doublecheck the parameters */
2051 if (meal->type != FLESH || !is_dragon_pl (op))
2052 return 0;
2053
2054 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2055 from the player's inventory */
2056 for (tmp = op->inv; tmp; tmp = tmp->below)
2057 if (tmp->type == FORCE)
2058 if (tmp->arch->archname == shstr_dragon_skin_force)
2059 skin = tmp;
2060 else if (tmp->arch->archname == shstr_dragon_ability_force)
2061 abil = tmp;
2062
2063 /* if either skin or ability are missing, this is an old player
2064 which is not to be considered a dragon -> bail out */
2065 if (skin == NULL || abil == NULL)
2066 return 0;
2067
2068 /* now start by filling stomache and health, according to food-value */
2069 if ((999 - op->stats.food) < meal->stats.food)
2070 op->stats.hp += (999 - op->stats.food) / 50;
2071 else
2072 op->stats.hp += meal->stats.food / 50;
2073
2074 if (op->stats.hp > op->stats.maxhp)
2075 op->stats.hp = op->stats.maxhp;
2076
2077 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2078
2079 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2080
2081 /* on to the interesting part: chances for adding resistance */
2082 for (i = 0; i < NROFATTACKS; i++)
2083 {
2084 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2085 {
2086 /* got positive resistance, now calculate improvement chance (0-100) */
2087
2088 /* this bonus makes resistance increase easier at lower levels */
2089 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2090 if (i == abil->stats.exp)
2091 bonus += 5; /* additional bonus for resistance of ability-focus */
2092
2093 /* monster bonus increases with level, because high-level
2094 flesh is too rare */
2095 mbonus = op->level * 20. / ((double) settings.max_level);
2096
2097 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2098 ((double) settings.max_level)) - skin->resist[i];
2099
2100 if (chance >= 0.)
2101 chance += 1.;
2102 else
2103 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2104
2105 /* chance is proportional to amount of resistance (max. 50) */
2106 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2107
2108 /* doubled chance for resistance of ability-focus */
2109 if (i == abil->stats.exp)
2110 chance = MIN (100., chance * 2.);
2111
2112 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2113 if (rndm (10000) < (unsigned int) (chance * 100))
2114 {
2115 atnr_winner[winners] = i;
2116 winners++;
2117 }
2118
2119 if (chance >= 0.01)
2120 totalchance *= 1 - chance / 100;
2121
2122 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2123 }
2124 }
2125
2126 /* inverse totalchance as until now we have the failure-chance */
2127 totalchance = 100 - totalchance * 100;
2128
2129 /* print message according to totalchance */
2130 const char *buf;
2131 if (totalchance > 50.)
2132 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2133 else if (totalchance > 10.)
2134 buf = format ("The %s tasted very good.", &meal->name);
2135 else if (totalchance > 1.)
2136 buf = format ("The %s tasted good.", &meal->name);
2137 else if (totalchance > 0.1)
2138 buf = format ("The %s tasted bland.", &meal->name);
2139 else if (totalchance >= 0.01)
2140 buf = format ("The %s had a boring taste.", &meal->name);
2141 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2142 buf = format ("The %s tasted strange.", &meal->name);
2143 else
2144 buf = format ("The %s had no taste.", &meal->name);
2145
2146 op->statusmsg (buf);
2147
2148 /* now choose a winner if we have any */
2149 i = -1;
2150 if (winners > 0)
2151 i = atnr_winner[RANDOM () % winners];
2152
2153 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2154 {
2155 /* resistance increased! */
2156 skin->resist[i]++;
2157 op->update_stats ();
2158
2159 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2160 }
2161
2162 /* if this flesh contains a new ability focus, we mark it
2163 into the ability_force and it will take effect on next level */
2164 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2165 {
2166 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2167
2168 if (meal->last_eat != abil->stats.exp)
2169 op->statusmsg (format (
2170 "Your metabolism prepares to focus on %s!\n"
2171 "The change will happen at level %d.",
2172 change_resist_msg[meal->last_eat],
2173 abil->level + 1
2174 ));
2175 else
2176 {
2177 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2178 abil->last_eat = 0;
2179 }
2180 }
2181
2182 return 1;
2183}
2184
2185/**
2186 * Handles applying an improve armor scroll.
2187 * Does some sanity checks, then calls improve_armour.
2188 */
2189static void
2190apply_armour_improver (object *op, object *tmp)
2191{
2192 object *armor;
2193
2194 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2195 {
2196 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2197 return;
2198 }
2199
2200 armor = find_marked_object (op);
2201
2202 if (!armor)
2203 {
2204 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2205 return;
2206 }
2207
2208 if (armor->type != ARMOUR
2209 && armor->type != CLOAK
2210 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2211 {
2212 op->failmsg ("Your marked item is not armour!\n");
2213 return;
2214 }
2215
2216 op->statusmsg ("Applying armour enchantment.");
2217 improve_armour (op, tmp, armor);
2218}
2219
2220void
2221apply_poison (object *op, object *tmp)
2222{
2223 // need to do it now when it is still on the map
2224 handle_apply_yield (tmp);
2225
2226 object *poison = tmp->split (1);
2227
2228 if (op->type == PLAYER)
2229 {
2230 op->contr->play_sound (sound_find ("drink_poison"));
2231 op->failmsg ("Yech! That tasted poisonous!");
2232 op->contr->killer = poison;
2233 }
2234
2235 if (poison->stats.hp > 0)
2236 {
2237 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2238 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2239 }
2240
2241 op->stats.food -= op->stats.food / 4;
2242 poison->destroy ();
2243}
2244
2245/**
2246 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2247 * A valid 2 way exit means:
2248 * -You can come back (there is another exit at the other side)
2249 * -You are
2250 * ° the owner of the exit
2251 * ° or in the same party as the owner
2252 *
2253 * Note: a owner in a 2 way exit is saved as the owner's name
2254 * in the field exit->name cause the field exit->owner doesn't
2255 * survive in the swapping (in fact the whole exit doesn't survive).
2256 */
2257int
2258is_legal_2ways_exit (object *op, object *exit)
2259{
2260 if (exit->stats.exp != 1)
2261 return 1; /*This is not a 2 way, so it is legal */
2262
2263#if 0 //TODO
2264 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2265 return 0; /* This is a reset town portal */
2266#endif
2267
2268 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2269
2270 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2271
2272 if (exitmap)
2273 {
2274 exitmap->load_sync ();
2275
2276 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2277
2278 if (!tmp)
2279 return 0;
2280
2281 for (; tmp; tmp = tmp->above)
2282 {
2283 if (tmp->type != EXIT)
2284 continue; /*Not an exit */
2285
2286 if (!EXIT_PATH (tmp))
2287 continue; /*Not a valid exit */
2288
2289 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2290 continue; /*Not in the same place */
2291
2292 if (exit->map->path != EXIT_PATH (tmp))
2293 continue; /*Not in the same map */
2294
2295 /* From here we have found the exit is valid. However we do
2296 * here the check of the exit owner. It is important for the
2297 * town portals to prevent strangers from visiting your appartments
2298 */
2299 if (!exit->race)
2300 return 1; /*No owner, free for all! */
2301
2302 object *exit_owner = 0;
2303
2304 for_all_players (pp)
2305 {
2306 if (!pp->ob)
2307 continue;
2308
2309 if (pp->ob->name != exit->race)
2310 continue;
2311
2312 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2313 break;
2314 }
2315
2316 if (!exit_owner)
2317 return 0; /* No more owner */
2318
2319 if (exit_owner->contr == op->contr)
2320 return 1; /*It is your exit */
2321
2322 if (exit_owner && /*There is a owner */
2323 (op->contr) && /*A player tries to pass */
2324 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2325 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2326 return 0;
2327
2328 return 1;
2329 }
2330 }
2331
2332 return 0;
2333}
2334
2335/**
2336 * Main apply handler.
2337 *
2338 * Checks for unpaid items before applying.
2339 *
2340 * Return value:
2341 * 0: player or monster can't apply objects of that type
2342 * 1: has been applied, or there was an error applying the object
2343 * 2: objects of that type can't be applied if not in inventory
2344 *
2345 * op is the object that is causing object to be applied, tmp is the object
2346 * being applied.
2347 *
2348 * aflag is special (always apply/unapply) flags. Nothing is done with
2349 * them in this function - they are passed to apply_special
2350 */
2351int
2352manual_apply (object *op, object *tmp, int aflag)
2353{
2354 tmp = tmp->head_ ();
2355
2356 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2357 {
2358 if (op->type == PLAYER)
2359 {
2360 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2361 return 1;
2362 }
2363 else
2364 return 0; /* monsters just skip unpaid items */
2365 }
2366
2367 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2368 return RESULT_INT (0);
2369
2370 switch (tmp->type)
2371 {
2372 case CF_HANDLE:
2373 op->play_sound (sound_find ("turn_handle"));
2374 op->statusmsg ("You turn the handle.");
2375 tmp->value = tmp->value ? 0 : 1;
2376 SET_ANIMATION (tmp, tmp->value);
2377 update_object (tmp, UP_OBJ_FACE);
2378 push_button (tmp);
2379 return 1;
2380
2381 case TRIGGER:
2382 if (check_trigger (tmp, op))
2383 {
2384 op->statusmsg ("You turn the handle.");
2385 op->play_sound (sound_find ("turn_handle"));
2386 }
2387 else
2388 op->failmsg ("The handle doesn't move.");
2389
2390 return 1;
2391
2392 case EXIT:
2393 if (op->type != PLAYER)
2394 return 0;
2395
2396 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2397 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2398 else
2399 {
2400 /* Don't display messages for random maps. */
2401 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2402 op->statusmsg (tmp->msg, NDI_NAVY);
2403
2404 op->enter_exit (tmp);
2405 }
2406
2407 return 1;
2408
2409 case INSCRIBABLE:
2410 op->statusmsg (tmp->msg);
2411 // maybe show a spell menu to chose from or something like that
2412 return 1;
2413
2414 case SIGN:
2415 apply_sign (op, tmp, 0);
2416 return 1;
2417
2418 case BOOK:
2419 if (op->type == PLAYER)
2420 {
2421 apply_book (op, tmp);
2422 return 1;
2423 }
2424 else
2425 return 0;
2426
2427 case SKILLSCROLL:
2428 if (op->type == PLAYER)
2429 {
2430 apply_skillscroll (op, tmp);
2431 return 1;
2432 }
2433 else
2434 return 0;
2435
2436 case SPELLBOOK:
2437 if (op->type == PLAYER)
2438 {
2439 apply_spellbook (op, tmp);
2440 return 1;
2441 }
2442 else
2443 return 0;
2444
2445 case SCROLL:
2446 apply_scroll (op, tmp, 0);
2447 return 1;
2448
2449 case POTION:
2450 apply_potion (op, tmp);
2451 return 1;
2452
2453 /* Eneq(@csd.uu.se): Handle apply on containers. */
2454 //TODO: remove, as it is unsed?
2455 case CLOSE_CON:
2456 apply_container (op, tmp->env);
2457 return 1;
2458
2459 case CONTAINER:
2460 apply_container (op, tmp);
2461 return 1;
2462
2463 case TREASURE:
2464 if (op->type == PLAYER)
2465 {
2466 apply_treasure (op, tmp);
2467 return 1;
2468 }
2469 else
2470 return 0;
2471
2472 case WEAPON:
2473 case ARMOUR:
2474 case BOOTS:
2475 case GLOVES:
2476 case AMULET:
2477 case GIRDLE:
2478 case BRACERS:
2479 case SHIELD:
2480 case HELMET:
2481 case RING:
2482 case CLOAK:
2483 case WAND:
2484 case ROD:
2485 case HORN:
2486 case SKILL:
2487 case BOW:
2488 case LAMP:
2489 case BUILDER:
2490 case SKILL_TOOL:
2491 if (tmp->env != op)
2492 return 2; /* not in inventory */
2493
2494 apply_special (op, tmp, aflag);
2495 return 1;
2496
2497 case DRINK:
2498 case FOOD:
2499 case FLESH:
2500 apply_food (op, tmp);
2501 return 1;
2502
2503 case POISON:
2504 apply_poison (op, tmp);
2505 return 1;
2506
2507 case SAVEBED:
2508 return 1;
2509
2510 case ARMOUR_IMPROVER:
2511 if (op->type == PLAYER)
2512 {
2513 apply_armour_improver (op, tmp);
2514 return 1;
2515 }
2516 else
2517 return 0;
2518
2519 case WEAPON_IMPROVER:
2520 check_improve_weapon (op, tmp);
2521 return 1;
2522
2523 case CLOCK:
2524 if (op->type == PLAYER)
2525 {
2526 char buf[MAX_BUF];
2527 timeofday_t tod;
2528
2529 get_tod (&tod);
2530 op->play_sound (sound_find ("sound_clock"));
2531 op->statusmsg (format (
2532 "It is %d minute%s past %d o'clock %s",
2533 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2534 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2535 ));
2536 return 1;
2537 }
2538 else
2539 return 0;
2540
2541 case MENU:
2542 if (op->type == PLAYER)
2543 {
2544 shop_listing (tmp, op);
2545 return 1;
2546 }
2547 else
2548 return 0;
2549
2550 case POWER_CRYSTAL:
2551 apply_power_crystal (op, tmp); /* see egoitem.c */
2552 return 1;
2553
2554 case LIGHTER: /* for lighting torches/lanterns/etc */
2555 if (op->type == PLAYER)
2556 {
2557 apply_lighter (op, tmp);
2558 return 1;
2559 }
2560 else
2561 return 0;
2562
2563 case ITEM_TRANSFORMER:
2564 apply_item_transformer (op, tmp);
2565 return 1;
2566
2567 default:
2568 return 0;
2569 }
2570}
2571
2572/* quiet suppresses the "don't know how to apply" and "you must get it first"
2573 * messages as needed by player_apply_below(). But there can still be
2574 * "but you are floating high above the ground" messages.
2575 *
2576 * Same return value as apply() function.
2577 */
2578int
2579player_apply (object *pl, object *op, int aflag, int quiet)
2580{
2581 if (!op->env && (pl->move_type & MOVE_FLYING))
2582 {
2583 /* player is flying and applying object not in inventory */
2584 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2585 {
2586 pl->failmsg ("But you are floating high above the ground! "
2587 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2588 "or waiting till the levitation effect wears off.>");
2589 return 0;
2590 }
2591 }
2592
2593 pl->contr->last_used = op;
2594
2595 int tmp = manual_apply (pl, op, aflag);
2596
2597 if (!quiet)
2598 {
2599 if (tmp == 0)
2600 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2601 else if (tmp == 2)
2602 pl->failmsg ("You must get it first!\n");
2603 }
2604
2605 return tmp;
2606}
2607
2608/**
2609 * player_apply_below attempts to apply the object 'below' the player.
2610 * If the player has an open container, we use that for below, otherwise
2611 * we use the ground.
2612 */
2613void
2614player_apply_below (object *pl)
2615{
2616 int floors = 0;
2617
2618 /* If using a container, set the starting item to be the top
2619 * item in the container. Otherwise, use the map.
2620 * This is perhaps more complicated. However, I want to make sure that
2621 * we don't use a corrupt pointer for the next object, so we get the
2622 * next object in the stack before applying. This is can only be a
2623 * problem if player_apply() has a bug in that it uses the object but does
2624 * not return a proper value.
2625 */
2626 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2627 {
2628 next = tmp->below;
2629
2630 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2631 floors++;
2632 else if (floors > 0)
2633 return; /* process only floor objects after first floor object */
2634
2635 /* If it is visible, player can apply it. If it is applied by
2636 * person moving on it, also activate. Added code to make it
2637 * so that at least one of players movement types be that which
2638 * the item needs.
2639 */
2640 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2641 {
2642 if (player_apply (pl, tmp, 0, 1) == 1)
2643 return;
2644 }
2645 if (floors >= 2)
2646 return; /* process at most two floor objects */
2647 }
2648} 1027}
2649 1028
2650/** 1029/**
2651 * Unapplies specified item. 1030 * Unapplies specified item.
2652 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2653 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2654 * 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.
2655 */ 1034 */
2656static int 1035static bool
2657unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2658{ 1037{
2659 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))
2660 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2661 return RESULT_INT (0); 1040 return RESULT_INT (0);
2662 1041
2663 CLEAR_FLAG (op, FLAG_APPLIED); 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
1044
1045 op->flag [FLAG_APPLIED] = false;
2664 1046
2665 switch (op->type) 1047 switch (op->type)
2666 { 1048 {
2667 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
2668 // 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
2669 // 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
2670 // be used for other reasons 1067 // be used for other reasons
2671 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1068 //TODO: really?
2672 if (tmp->skill == op->skill 1069 if (who->chosen_skill)
2673 && tmp->type == SKILL 1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2674 && tmp->flag [FLAG_APPLIED]
2675 && !tmp->flag [FLAG_CAN_USE_SKILL])
2676 unapply_special (who, tmp, 0); 1071 unapply_special (who, who->chosen_skill, 0);
2677 1072
2678 change_abil (who, op);
2679 break; 1073 break;
2680 1074
1075 case RANGED:
1076 case BOW:
2681 case WEAPON: 1077 case WAND:
1078 case ROD:
1079 case HORN:
2682 if (player *pl = who->contr) 1080 if (player *pl = who->contr)
2683 if (op == pl->combat_ob)
2684 {
2685 pl->combat_ob = 0;
2686 who->change_weapon (pl->ranged_ob);
2687 }
2688
2689 who->statusmsg (format ("You unwield %s.", query_name (op)));
2690
2691 change_abil (who, op);
2692 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2693 break;
2694
2695 case SKILL:
2696 if (who->contr)
2697 { 1081 {
2698 if (IS_COMBAT_SKILL (op->subtype)) 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
2699 who->change_weapon (who->contr->combat_ob = 0); 1083 change_abil (who, op);
2700 else if (IS_RANGED_SKILL (op->subtype)) 1084 }
2701 who->change_weapon (who->contr->ranged_ob = 0); 1085 else
2702 1086 {
2703 if (op->invisible) 1087 if (op->type == BOW)
2704 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1088 op->flag [FLAG_READY_BOW ] = false;
2705 else 1089 else
2706 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1090 op->flag [FLAG_READY_RANGE] = false;
2707 } 1091 }
2708 1092
2709 change_abil (who, op);
2710 CLEAR_FLAG (who, FLAG_READY_SKILL);
2711 break; 1093 break;
2712 1094
2713 case ARMOUR: 1095 case ARMOUR:
2714 case HELMET: 1096 case HELMET:
2715 case SHIELD: 1097 case SHIELD:
2722 case CLOAK: 1104 case CLOAK:
2723 who->statusmsg (format ("You unwear %s.", query_name (op))); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
2724 change_abil (who, op); 1106 change_abil (who, op);
2725 break; 1107 break;
2726 1108
2727 case LAMP: 1109 case SPELL:
2728 {
2729 who->statusmsg (format ("You turn off your %s.", &op->name));
2730
2731 object *tmp2 = arch_to_object (op->other_arch);
2732 tmp2->x = op->x;
2733 tmp2->y = op->y;
2734 tmp2->map = op->map;
2735 tmp2->below = op->below;
2736 tmp2->above = op->above;
2737 tmp2->stats.food = op->stats.food;
2738 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2739
2740 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2741 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2742
2743 op->destroy ();
2744 who->insert (tmp2);
2745 who->update_stats ();
2746
2747 if (who->contr)
2748 {
2749 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2750 {
2751 who->failmsg ("Oops, it feels deadly cold!");
2752 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2753 }
2754 }
2755 }
2756
2757 return 1; /* otherwise, an attempt to drop causes problems */
2758
2759 case BOW: 1110 case BUILDER:
2760 case WAND:
2761 case ROD:
2762 case HORN:
2763 if (player *pl = who->contr)
2764 {
2765 if (op == pl->ranged_ob)
2766 {
2767 pl->ranged_ob = 0;
2768 who->change_weapon (pl->combat_ob);
2769 }
2770
2771 who->statusmsg (format ("You unready %s.", query_name (op))); 1111 who->statusmsg (format ("You unready %s.", query_name (op)));
2772 }
2773 else
2774 {
2775 who->change_skill (0);
2776
2777 if (op->type == BOW)
2778 CLEAR_FLAG (who, FLAG_READY_BOW);
2779 else
2780 CLEAR_FLAG (who, FLAG_READY_RANGE);
2781 }
2782
2783 break; 1112 break;
2784 1113
2785 case BUILDER: 1114 //case SKILL_TOOL://TODO
2786 if (who->contr)
2787 who->statusmsg (format ("You unready %s.", query_name (op)));
2788 break;
2789
2790 default: 1115 default:
2791 who->statusmsg (format ("You unapply %s.", query_name (op))); 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
2792 break; 1117 break;
2793 } 1118 }
2794 1119
2796 if (object *pl = op->visible_to ()) 1121 if (object *pl = op->visible_to ())
2797 esrv_send_item (pl, op); 1122 esrv_send_item (pl, op);
2798 1123
2799 who->update_stats (); 1124 who->update_stats ();
2800 1125
2801 return 0; 1126 return 1;
2802} 1127}
2803 1128
2804/** 1129/**
2805 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
2806 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
2818static object * 1143static object *
2819get_next_item_from_body_location (int loc, object *start) 1144get_next_item_from_body_location (int loc, object *start)
2820{ 1145{
2821 for (object *tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
2822 if (tmp->flag [FLAG_APPLIED] 1147 if (tmp->flag [FLAG_APPLIED]
2823 && tmp->slot[loc].info 1148 && tmp->slot [loc].info
2824 && (!tmp->invisible || tmp->type == SKILL)) 1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2825 return tmp; 1150 return tmp;
2826 1151
2827 return 0; 1152 return 0;
2828} 1153}
2829 1154
2842#define CANNOT_REMOVE_CURSED \ 1167#define CANNOT_REMOVE_CURSED \
2843 "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. " \
2844 "Praying over an altar, scrolls of remove curse/damnation, " \ 1169 "Praying over an altar, scrolls of remove curse/damnation, " \
2845 "priests or even other players might help.>" 1170 "priests or even other players might help.>"
2846 1171
2847int 1172static bool
2848unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
2849{ 1174{
2850 if (op->is_range ()) 1175 if (op->is_range ())
2851 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2852 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2853 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]))
2854 { 1179 {
2855 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
2856 who->failmsg (query_name (tmp)); 1181 who->failmsg (query_name (tmp));
2857 else 1182 else
2858 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
2861 { 1186 {
2862 /* 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.
2863 * 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
2864 * at least generate the message. 1189 * at least generate the message.
2865 */ 1190 */
2866 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));
2867 return 1; 1192 return 1;
2868 } 1193 }
2869 1194
2870 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2871 { 1196 {
2891#endif 1216#endif
2892 return 1; 1217 return 1;
2893 } 1218 }
2894 1219
2895 /* 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 */
2896 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])))
2897 { 1222 {
2898 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
2899 who->failmsg (query_name (tmp)); 1224 who->failmsg (query_name (tmp));
2900 else 1225 else
2901 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
2905 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
2906 * 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,
2907 * 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
2908 * one cursed ring.) 1233 * one cursed ring.)
2909 */ 1234 */
2910 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));
2911 } 1236 }
2912 1237
2913 last = tmp->below; 1238 last = tmp->below;
2914 } 1239 }
2915 /* 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
2974 continue; 1299 continue;
2975 } 1300 }
2976 1301
2977 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2978 if (!tmp1) 1303 if (!tmp1)
2979 {
2980#if 0
2981 /* This is sort of an error, but happens a lot when old players
2982 * join in with more stuff equipped than they are now allowed.
2983 */
2984 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2985#endif
2986 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
2987 }
2988 else 1305 else
2989 { 1306 {
2990 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
2991 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
2992 * to apply multiple objects 1309 * to apply multiple objects
3021 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3022 * 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,
3023 * 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
3024 * all use the same location. 1341 * all use the same location.
3025 */ 1342 */
3026 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3027 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3028 1345
3029 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3030 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3031 1348
3032 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3033 { 1350 {
3034 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])
3035 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3036 1353
3037 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3038 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3039 1356
3040 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3041 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3042 1359
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3044 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3045 } 1362 }
3046 1363
3047 return retval; 1364 return retval;
3048} 1365}
3072 */ 1389 */
3073 1390
3074#define LACK_ITEM_POWER \ 1391#define LACK_ITEM_POWER \
3075 " 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.>"
3076 1393
3077int 1394static bool
3078apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3079{ 1396{
3080 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3081 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *skop = NULL;
3082
3083 if (who == NULL)
3084 {
3085 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1;
3087 }
3088
3089 if (op->env != who)
3090 return 1; /* op is not in inventory */
3091 1399
3092 /* trying to unequip op */ 1400 /* trying to unequip op */
3093 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
3094 { 1402 {
3095 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3096 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
3097 return 0; 1405 return 0;
3098 1406
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 {
3101 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3102 return 1;
3103 }
3104
3105 return unapply_special (who, op, aflags); 1407 return unapply_special (who, op, aflags);
3106 } 1408 }
3107 else if (basic_flag == AP_UNAPPLY) 1409 else if (basic_flag == AP_UNAPPLY)
3108 return 0; 1410 return 0;
3109 1411
3110 // if the item is combat/ranged, wield the relevant slot first
3111 // to resolve conflicts.
3112 if (player *pl = who->contr)
3113 switch (op->slottype ())
3114 {
3115 case slot_combat: who->change_weapon (pl->combat_ob); break;
3116 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3117 }
3118
3119 splay (op); 1412 splay (op);
3120 1413
3121 /* 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 */
3122 if (int i = can_apply_object (who, op)) 1415 if (int i = can_apply_object (who, op))
3123 { 1416 {
3124 if (i & CAN_APPLY_NEVER) 1417 if (i & CAN_APPLY_NEVER)
3125 { 1418 {
3126 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));
3127 return 1; 1420 return 1;
3128 } 1421 }
3129 else if (i & CAN_APPLY_RESTRICTION) 1422 else if (i & CAN_APPLY_RESTRICTION)
3130 { 1423 {
3131 who->failmsg (format ( 1424 who->failmsgf (
3132 "You have a prohibition against using a %s. " 1425 "You have a prohibition against using a %s. "
3133 "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.>",
3134 query_name (op) 1427 query_name (op)
3135 )); 1428 );
3136 return 1; 1429 return 1;
3137 } 1430 }
3138 1431
3139 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
3140 { 1433 {
3156 } 1449 }
3157 } 1450 }
3158 1451
3159 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1452 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3160 { 1453 {
1454 // try to ready attached skill first
3161 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
3162 1456
3163 if (!skop) 1457 if (!skop)
3164 { 1458 {
3165 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);
3166 return 1; 1460 return 1;
3167 } 1461 }
3168 else 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3169 /* While experience will be credited properly, we want to change the
3170 * skill so that the dam and wc get updated
3171 */ 1463 {
3172 who->change_skill (skop); 1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1465 return 1;
1466 }
3173 } 1467 }
3174 1468
3175 if (who->type == PLAYER 1469 if (!check_item_power (who, op->item_power))
3176 && op->item_power
3177 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3178 { 1470 {
3179 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);
3180 return 1; 1472 return 1;
3181 } 1473 }
3182 1474
3183 /* 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.
3184 * Note that we don't have the checks for can_use_... 1476 * Note that we don't have the checks for can_use_...
3185 * below - that is already taken care of by can_apply_object. 1477 * below - that is already taken care of by can_apply_object.
3186 */ 1478 */
1479
1480 // split away all the other items from the stack, so only one item is left
3187 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1481 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3188 1482
3189 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)))
3190 return RESULT_INT (0); 1484 return RESULT_INT (0);
3191 1485
3192 switch (op->type) 1486 switch (op->type)
3193 { 1487 {
3194 case WEAPON: 1488 case WEAPON:
3195 if (!check_weapon_power (who, op->last_eat)) 1489 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3196 {
3197 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3198
3199 if (tmp)
3200 insert_ob_in_ob (tmp, who);
3201
3202 return 1;
3203 }
3204
3205 //TODO: this obviously fails for players using a shorter prefix
3206 // i.e. "R" can use Ragnarok's sword.
3207 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3208 { 1490 {
3209 /* 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. */
3210 /* (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) */
3211 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. "
3212 1494 "H<Its name indicates that it belongs to somebody else.>");
3213 if (tmp) 1495 if (tmp) who->insert (tmp);
3214 insert_ob_in_ob (tmp, who);
3215
3216 return 1; 1496 return 1;
3217 } 1497 }
3218 1498
3219 if (!skop) 1499 op->flag [FLAG_APPLIED] = true;
1500
1501 if (player *pl = who->contr)
3220 { 1502 {
3221 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)));
3222 return 1; 1504 change_abil (who, op);
3223 } 1505 }
3224 1506
3225 SET_FLAG (op, FLAG_APPLIED); 1507 op->flag [FLAG_READY_WEAPON] = true;
3226 who->change_skill (skop);
3227
3228 if (who->contr)
3229 who->change_weapon (who->contr->combat_ob = op);
3230
3231 who->statusmsg (format ("You wield %s.", query_name (op)));
3232
3233 SET_FLAG (who, FLAG_READY_WEAPON);
3234 change_abil (who, op);
3235 break; 1508 break;
3236 1509
3237 case ARMOUR: 1510 case ARMOUR:
3238 case HELMET: 1511 case HELMET:
3239 case SHIELD: 1512 case SHIELD:
3242 case GIRDLE: 1515 case GIRDLE:
3243 case BRACERS: 1516 case BRACERS:
3244 case CLOAK: 1517 case CLOAK:
3245 case RING: 1518 case RING:
3246 case AMULET: 1519 case AMULET:
3247 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
3248 who->statusmsg (format ("You wear %s.", query_name (op))); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
3249 change_abil (who, op); 1522 change_abil (who, op);
3250 break; 1523 break;
3251 1524
3252 case LAMP:
3253 if (op->stats.food < 1)
3254 {
3255 who->failmsg (format (
3256 "Your %s is out of fuel! "
3257 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3258 &op->name
3259 ));
3260 return 1;
3261 }
3262
3263 who->statusmsg (format ("You turn on your %s.", &op->name));
3264
3265 tmp2 = arch_to_object (op->other_arch);
3266 tmp2->stats.food = op->stats.food;
3267 SET_FLAG (tmp2, FLAG_APPLIED);
3268
3269 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3270 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3271
3272 who->insert (tmp2);
3273
3274 /* Remove the old lantern */
3275 op->destroy ();
3276
3277 /* insert the portion that was split off */
3278 if (tmp)
3279 who->insert (tmp);
3280
3281 who->update_stats ();
3282
3283 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3284 if (who->type == PLAYER)
3285 {
3286 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3287 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3288 }
3289
3290 return 0;
3291
3292 case SKILL_TOOL: 1525 case SKILL_TOOL:
3293 // applying a skill tool also readies the skill 1526 // applying a skill tool does not ready the skill
3294 SET_FLAG (op, FLAG_APPLIED); 1527 // if something needs the skill, it has to ready it itself
3295 1528 //TODO: unapplying should unapply the skill, though
3296 if (!(aflags & AP_NO_READY))
3297 {
3298 skop = find_skill_by_name (who, op->skill);
3299 if (!skop->flag [FLAG_APPLIED]) 1529 op->set_flag (FLAG_APPLIED);
3300 apply_special (who, skop, AP_APPLY);
3301 }
3302 break; 1530 break;
3303 1531
3304 case SKILL: 1532 case SKILL:
3305 if (player *pl = who->contr) 1533 if (who->contr)
3306 {
3307 if (IS_COMBAT_SKILL (op->subtype))
3308 {
3309 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3310 {
3311 for (object *item = who->inv; item; item = item->below)
3312 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3313 {
3314 if (item->skill == op->skill)
3315 {
3316 who->change_weapon (pl->combat_ob = item);
3317 goto found_weapon;
3318 }
3319 }
3320
3321 who->failmsg (format (
3322 "You need to apply a '%s' melee weapon before readying this skill. "
3323 "H<Some skills need an item, in this case a melee weapon, to function.>",
3324 &op->skill
3325 ));
3326 return 1;
3327
3328 found_weapon:;
3329 }
3330 else
3331 who->change_weapon (pl->combat_ob = op);
3332 }
3333 else if (IS_RANGED_SKILL (op->subtype))
3334 {
3335 if (skill_flags [op->subtype] & SF_NEED_BOW)
3336 {
3337 for (object *item = who->inv; item; item = item->below)
3338 if (item->type == BOW && item->flag [FLAG_APPLIED])
3339 {
3340 //TODO: bows should/must all have skill missile weapon right now
3341 who->change_weapon (pl->ranged_ob = item);
3342 goto found_bow;
3343 }
3344
3345 who->failmsg (
3346 "You need to apply a missile weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a missile weapon, to function.>"
3348 );
3349 return 1;
3350
3351 found_bow:;
3352 }
3353 else
3354 who->change_weapon (pl->ranged_ob = op);
3355 }
3356
3357 if (!op->invisible) 1534 if (op->invisible)
3358 { 1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3359 who->statusmsg (format (
3360 "You ready %s."
3361 "You can now use the skill: %s.",
3362 query_name (op),
3363 &op->skill
3364 ));
3365 }
3366 else 1536 else
3367 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1537 who->statusmsg (format ("You ready %s.", query_name (op)));
3368 } 1538
3369 else 1539 who->set_flag (FLAG_READY_SKILL);
3370 { 1540 op->set_flag (FLAG_APPLIED);
3371 SET_FLAG (op, FLAG_APPLIED);
3372 change_abil (who, op); 1541 change_abil (who, op);
3373 who->chosen_skill = op;
3374 SET_FLAG (who, FLAG_READY_SKILL);
3375 }
3376
3377 break; 1542 break;
3378 1543
3379 case BOW: 1544 case BOW:
3380 if (!check_weapon_power (who, op->last_eat)) 1545 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3381 {
3382 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3383
3384 if (tmp)
3385 insert_ob_in_ob (tmp, who);
3386
3387 return 1;
3388 }
3389
3390 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3391 { 1546 {
3392 who->failmsg ("The weapon does not recognize you as its owner. " 1547 who->failmsg ("The weapon does not recognize you as its owner. "
3393 "H<Its name indicates that it belongs to somebody else.>"); 1548 "H<Its name indicates that it belongs to somebody else.>");
3394 if (tmp) 1549 if (tmp) who->insert (tmp);
3395 insert_ob_in_ob (tmp, who);
3396
3397 return 1; 1550 return 1;
3398 } 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;
3399 1576
3400 /*FALLTHROUGH*/ 1577 /*FALLTHROUGH*/
3401 case WAND: 1578 case WAND:
3402 case ROD: 1579 case ROD:
3403 case HORN: 1580 case HORN:
3404 /* check for skill, alter player status */ 1581 op->flag [FLAG_APPLIED] = true;
3405 1582
3406 if (!skop) 1583 if (player *pl = who->contr)
3407 { 1584 {
3408 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3409 return 1;
3410 }
3411
3412 SET_FLAG (op, FLAG_APPLIED);
3413 who->change_skill (skop);
3414
3415 if (who->contr)
3416 {
3417 who->contr->ranged_ob = op;
3418
3419 who->statusmsg (format ("You ready %s.", query_name (op))); 1585 who->statusmsg (format ("You ready %s.", query_name (op)));
3420 1586
3421 if (op->type == BOW) 1587 if (op->type == BOW)
3422 {
3423 who->current_weapon = op;
3424 change_abil (who, op);
3425 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)));
3426 } 1589
1590 change_abil (who, op);
3427 } 1591 }
3428 else 1592 else
3429 { 1593 {
3430 if (op->type == BOW) 1594 if (op->type == BOW)
3431 SET_FLAG (who, FLAG_READY_BOW); 1595 op->flag [FLAG_READY_BOW ] = true;
3432 else 1596 else
3433 SET_FLAG (who, FLAG_READY_RANGE); 1597 op->flag [FLAG_READY_RANGE] = true;
3434 } 1598 }
3435 1599
3436 break; 1600 break;
3437 1601
3438 case BUILDER: 1602 case BUILDER:
3439 if (who->type == PLAYER) 1603 if (player *pl = who->contr)
3440 { 1604 {
3441 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3442 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3443 unapply_special (who, who->contr->ranged_ob, 0);
3444
3445 who->statusmsg (format ("You ready your %s.", query_name (op))); 1605 who->statusmsg (format ("You ready your %s.", query_name (op)));
3446 1606 //TODO: change_abil?
3447 who->contr->ranged_ob = op;
3448 } 1607 }
3449 break; 1608 break;
3450 1609
3451 default: 1610 default:
3452 who->statusmsg (format ("You apply %s.", query_name (op))); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
3453 } 1612 }
3454 1613
3455 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
3456 1615
3457 if (tmp)
3458 who->insert (tmp); 1616 if (tmp) who->insert (tmp);
3459 1617
3460 who->update_stats (); 1618 who->update_stats ();
3461 1619
3462 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
3463 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
3464 * you don't know anything about them. 1622 * you don't know anything about them.
3465 */ 1623 */
3466 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)
3467 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
3468 1626
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3470 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
3471 { 1629 {
3472 who->failmsg ( 1630 who->failmsg (
3473 "Oops, it feels deadly cold! " 1631 "Oops, it feels deadly cold! "
3474 "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.>"
3475 ); 1633 );
3476 SET_FLAG (op, FLAG_KNOWN_CURSED); 1634 op->set_flag (FLAG_KNOWN_CURSED);
3477 } 1635 }
3478 1636
3479 if (object *pl = op->visible_to ()) 1637 if (object *pl = op->visible_to ())
3480 esrv_send_item (pl, op); 1638 esrv_send_item (pl, op);
3481 1639
3482 return 0; 1640 return 0;
3483} 1641}
3484 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 */
3485int 1647int
3486monster_apply_special (object *who, object *op, int aflags) 1648should_director_abort (object *op, object *victim)
3487{ 1649{
3488 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)))
3489 return 1; 1682 return 1;
3490 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)
3491 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;
3492} 3715}
3493 3716
3494/** 3717/**
3495 * Map was just loaded, handle op's initialisation. 3718 * Map was just loaded, handle op's initialisation.
3496 * 3719 *
3497 * Generates shop floor's item, and treasures. 3720 * Generates shop floor's item, and treasures.
3498 */ 3721 */
3499int 3722int
3500auto_apply (object *op) 3723auto_apply (object *op)
3501{ 3724{
3502 object *tmp = NULL, *tmp2; 3725 object *tmp = NULL;
3503 int i; 3726 int i;
3504 3727
3505 if (INVOKE_OBJECT (AUTO_APPLY, op)) 3728 op->clr_flag (FLAG_AUTO_APPLY);
3506 return RESULT_INT (0);
3507 3729
3508 switch (op->type) 3730 switch (op->type)
3509 { 3731 {
3510 case SHOP_FLOOR: 3732 case SHOP_FLOOR:
3511 if (!op->has_random_items ()) 3733 if (!op->has_random_items ())
3513 3735
3514 do 3736 do
3515 { 3737 {
3516 i = 10; /* let's give it 10 tries */ 3738 i = 10; /* let's give it 10 tries */
3517 while ((tmp = generate_treasure (op->randomitems, 3739 while ((tmp = generate_treasure (op->randomitems,
3518 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
3519 if (tmp == NULL) 3745 if (tmp == NULL)
3520 return 0; 3746 return 0;
3521 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3747
3748 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3522 { 3749 {
3523 tmp->destroy (); 3750 tmp->destroy ();
3524 tmp = NULL; 3751 tmp = NULL;
3525 } 3752 }
3526 } 3753 }
3527 while (!tmp); 3754 while (!tmp);
3528 3755
3529 tmp->x = op->x; 3756 tmp->x = op->x;
3530 tmp->y = op->y; 3757 tmp->y = op->y;
3531 SET_FLAG (tmp, FLAG_UNPAID); 3758 tmp->set_flag (FLAG_UNPAID);
3532 insert_ob_in_map (tmp, op->map, NULL, 0); 3759 insert_ob_in_map (tmp, op->map, NULL, 0);
3533 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3534 identify (tmp); 3760 identify (tmp);
3535 break; 3761 break;
3536 3762
3537 case TREASURE: 3763 case TREASURE:
3538 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3764 if (op->flag [FLAG_IS_A_TEMPLATE])
3539 return 0; 3765 return 0;
3540 3766
3541 while (op->stats.hp-- > 0) 3767 while (op->stats.hp-- > 0)
3542 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3768 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3543 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);
3545 /* 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,
3546 * 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
3547 * to disappear. An example of this item is the random_* stuff 3773 * to disappear. An example of this item is the random_* stuff
3548 * that is put inside other objects. 3774 * that is put inside other objects.
3549 */ 3775 */
3550 for (tmp = op->inv; tmp; tmp = tmp2)
3551 {
3552 tmp2 = tmp->below;
3553 tmp->remove ();
3554
3555 if (op->env) 3776 if (op->env)
3556 insert_ob_in_ob (tmp, op->env); 3777 while (op->inv)
3557 else 3778 op->env->insert (op->inv);
3558 tmp->destroy ();
3559 }
3560 3779
3561 op->destroy (); 3780 op->destroy ();
3562 break; 3781 break;
3563 } 3782 }
3564 return tmp ? 1 : 0; 3783
3784 return !!tmp;
3565} 3785}
3566 3786
3567/** 3787/**
3568 * 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
3569 * is loaded or swapped in and performs special actions for 3789 * is loaded or swapped in and performs special actions for
3583 3803
3584 if (tmp->inv) 3804 if (tmp->inv)
3585 { 3805 {
3586 object *invtmp, *invnext; 3806 object *invtmp, *invnext;
3587 3807
3588 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3808 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3589 { 3809 {
3590 invnext = invtmp->below; 3810 invnext = invtmp->below;
3591 3811
3592 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3812 if (invtmp->flag [FLAG_AUTO_APPLY])
3593 auto_apply (invtmp); 3813 auto_apply (invtmp);
3594 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3814 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3595 { 3815 {
3596 while ((invtmp->stats.hp--) > 0) 3816 while (invtmp->stats.hp-- > 0)
3597 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3817 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3598 3818
3599 invtmp->randomitems = NULL; 3819 invtmp->randomitems = NULL;
3600 } 3820 }
3601 else if (invtmp && invtmp->arch 3821 else if (invtmp->arch
3602 && 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 ())
3603 { 3824 {
3604 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3605 /* Need to clear this so that we never try to create 3826 /* Need to clear this so that we never try to create
3606 * treasure again for this object 3827 * treasure again for this object
3607 */ 3828 */
3608 invtmp->randomitems = NULL; 3829 invtmp->randomitems = NULL;
3609 } 3830 }
3610 } 3831 }
3832
3611 /* This is really temporary - the code at the bottom will 3833 /* This is really temporary - the code at the bottom will
3612 * also set randomitems to null. The problem is there are bunches 3834 * also set randomitems to null. The problem is there are bunches
3613 * of maps/players already out there with items that have spells 3835 * of maps/players already out there with items that have spells
3614 * which haven't had the randomitems set to null yet. 3836 * which haven't had the randomitems set to null yet.
3615 * MSW 2004-05-13 3837 * MSW 2004-05-13
3619 * Ryo 2004-08-16 3841 * Ryo 2004-08-16
3620 */ 3842 */
3621 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3843 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3622 || 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)
3623 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3624
3625 } 3846 }
3626 3847
3627 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3848 if (tmp->flag [FLAG_AUTO_APPLY])
3628 auto_apply (tmp); 3849 auto_apply (tmp);
3629 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 ())
3630 { 3851 {
3631 while ((tmp->stats.hp--) > 0) 3852 while ((tmp->stats.hp--) > 0)
3632 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3853 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3634 } 3855 }
3635 else if (tmp->type == TIMED_GATE) 3856 else if (tmp->type == TIMED_GATE)
3636 { 3857 {
3637 object *head = tmp->head != NULL ? tmp->head : tmp; 3858 object *head = tmp->head != NULL ? tmp->head : tmp;
3638 3859
3639 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3860 if (head->flag [FLAG_IS_LINKED])
3640 tmp->set_speed (0); 3861 tmp->set_speed (0);
3641 } 3862 }
3642 /* 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
3643 * 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
3644 * 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
3662 } 3883 }
3663 3884
3664 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3665 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3886 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3666 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3887 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3667 check_trigger (tmp, tmp->above); 3888 check_trigger (tmp, tmp->above, tmp->above);
3668} 3889}
3669 3890
3670/** 3891/**
3671 * Handles player eating food that temporarily changes status (resistances, stats). 3892 * Handles player eating food that temporarily changes status (resistances, stats).
3672 * This used to call cast_change_attr(), but 3893 * This used to call cast_change_attr(), but
3677eat_special_food (object *who, object *food) 3898eat_special_food (object *who, object *food)
3678{ 3899{
3679 object *force; 3900 object *force;
3680 int i, did_one = 0; 3901 int i, did_one = 0;
3681 3902
3682 force = get_archetype (FORCE_NAME); 3903 char buf[64];
3904 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3905 shstr key (buf);
3683 3906
3684 for (i = 0; i < NUM_STATS; i++)
3685 if (sint8 k = food->stats.stat (i))
3686 {
3687 force->stats.stat (i) = k;
3688 did_one = 1;
3689 }
3690
3691 /* check if we can protect the eater */
3692 for (i = 0; i < NROFATTACKS; i++)
3693 {
3694 if (food->resist[i] > 0)
3695 {
3696 force->resist[i] = food->resist[i] / 2;
3697 did_one = 1;
3698 }
3699 }
3700
3701 if (did_one)
3702 {
3703 force->set_speed (0.1);
3704 /* bigger morsel of food = longer effect time */ 3907 /* bigger morsel of food = longer effect time */
3705 force->duration = food->stats.food / 5; 3908 int duration = TIME2TICK (food->stats.food);
3706 SET_FLAG (force, FLAG_APPLIED); 3909
3707 change_abil (who, force); 3910 if (force = who->force_find (key))
3708 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;
3709 } 3921 }
3710 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
3711 force->destroy (); 3953 force->destroy ();
3954 }
3712 3955
3713 /* check for hp, sp change */ 3956 /* check for hp, sp change */
3714 if (food->stats.hp != 0) 3957 if (food->stats.hp != 0)
3715 { 3958 {
3716 if (QUERY_FLAG (food, FLAG_CURSED)) 3959 if (food->flag [FLAG_CURSED])
3717 { 3960 {
3718 who->contr->killer = food; 3961 who->contr->killer = food;
3719 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3962 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3720 who->failmsg ("Eck!...that was poisonous!"); 3963 who->failmsg ("Eck!...that was poisonous!");
3721 } 3964 }
3730 } 3973 }
3731 } 3974 }
3732 3975
3733 if (food->stats.sp != 0) 3976 if (food->stats.sp != 0)
3734 { 3977 {
3735 if (QUERY_FLAG (food, FLAG_CURSED)) 3978 if (food->flag [FLAG_CURSED])
3736 { 3979 {
3737 who->failmsg ("You are drained of mana!"); 3980 who->failmsg ("You are drained of mana!");
3738 who->stats.sp -= food->stats.sp; 3981 who->stats.sp -= food->stats.sp;
3739 if (who->stats.sp < 0) 3982 if (who->stats.sp < 0)
3740 who->stats.sp = 0; 3983 who->stats.sp = 0;
3746 /* place limit on max sp from food? */ 3989 /* place limit on max sp from food? */
3747 } 3990 }
3748 } 3991 }
3749 3992
3750 who->update_stats (); 3993 who->update_stats ();
3751}
3752
3753/**
3754 * Designed primarily to light torches/lanterns/etc.
3755 * Also burns up burnable material too. First object in the inventory is
3756 * the selected object to "burn". -b.t.
3757 */
3758void
3759apply_lighter (object *who, object *lighter)
3760{
3761 object *item;
3762 int is_player_env = 0;
3763
3764 item = find_marked_object (who);
3765 if (item)
3766 {
3767 if (lighter->last_eat && lighter->stats.food)
3768 { /* lighter gets used up */
3769 object *oneLighter = lighter->split ();
3770 oneLighter->stats.food--;
3771 who->insert (oneLighter);
3772 }
3773 else if (lighter->last_eat)
3774 {
3775 /* no charges left in lighter */
3776 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3777 return;
3778 }
3779
3780 /* Perhaps we should split what we are trying to light on fire?
3781 * I can't see many times when you would want to light multiple
3782 * objects at once.
3783 */
3784
3785 if (who == item->in_player ())
3786 is_player_env = 1;
3787
3788 save_throw_object (item, AT_FIRE, who);
3789
3790 if (item->destroyed ())
3791 {
3792 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3793 /* Need to update the player so that the players glow radius
3794 * gets changed.
3795 */
3796 if (is_player_env)
3797 who->update_stats ();
3798 }
3799 else
3800 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3801 }
3802 else
3803 who->failmsg ("You need to mark a lightable object.");
3804}
3805
3806/**
3807 * op made some mistake with a scroll, this takes care of punishment.
3808 * scroll_failure()- hacked directly from spell_failure
3809 */
3810void
3811scroll_failure (object *op, int failure, int power)
3812{
3813 if (abs (failure / 4) > power)
3814 power = abs (failure / 4); /* set minimum effect */
3815
3816 if (failure <= -1 && failure > -15)
3817 { /* wonder */
3818 object *tmp;
3819
3820 op->failmsg ("Your spell warps!");
3821 tmp = get_archetype (SPELL_WONDER);
3822 cast_wonder (op, op, 0, tmp);
3823 tmp->destroy ();
3824 }
3825 else if (failure <= -15 && failure > -35)
3826 { /* drain mana */
3827 op->failmsg ("Your mana is drained!");
3828 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3829 if (op->stats.sp < 0)
3830 op->stats.sp = 0;
3831 }
3832 else if (settings.spell_failure_effects == TRUE)
3833 {
3834 if (failure <= -35 && failure > -60)
3835 { /* confusion */
3836 op->failmsg ("The magic recoils on you!");
3837 confuse_player (op, op, power);
3838 }
3839 else if (failure <= -60 && failure > -70)
3840 { /* paralysis */
3841 op->failmsg ("The magic recoils and paralyzes you!");
3842 paralyze_player (op, op, power);
3843 }
3844 else if (failure <= -70 && failure > -80)
3845 { /* blind */
3846 op->failmsg ("The magic recoils on you!");
3847 blind_player (op, op, power);
3848 }
3849 else if (failure <= -80)
3850 { /* blast the immediate area */
3851 object *tmp = get_archetype (LOOSE_MANA);
3852 cast_magic_storm (op, tmp, power);
3853 op->failmsg ("You unleash uncontrolled mana!");
3854 tmp->destroy ();
3855 }
3856 }
3857} 3994}
3858 3995
3859void 3996void
3860apply_changes_to_player (object *pl, object *change) 3997apply_changes_to_player (object *pl, object *change)
3861{ 3998{
3909 } 4046 }
3910 4047
3911 /* insert the randomitems from the change's treasurelist into 4048 /* insert the randomitems from the change's treasurelist into
3912 * the player ref: player.c 4049 * the player ref: player.c
3913 */ 4050 */
3914 if (change->randomitems != NULL) 4051 if (change->randomitems)
3915 give_initial_items (pl, change->randomitems); 4052 give_initial_items (pl, change->randomitems);
3916 4053
3917 /* set up the face, for some races. */ 4054 /* set up the face, for some races. */
3918 4055
3919 /* first, look for the force object banning 4056 /* first, look for the force object banning
3920 * changing the face. Certain races never change face with class. 4057 * changing the face. Certain races never change face with class.
3921 */ 4058 */
3922 for (walk = pl->inv; walk != NULL; walk = walk->below) 4059 for (walk = pl->inv; walk; walk = walk->below)
3923 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4060 if (walk->name == shstr_NOCLASSFACECHANGE)
3924 flag_change_face = 0; 4061 flag_change_face = 0;
3925 4062
3926 if (flag_change_face) 4063 if (flag_change_face)
3927 { 4064 {
3928 pl->face = change->face; 4065 pl->face = change->face;
3929 pl->animation_id = change->animation_id; 4066 pl->animation_id = change->animation_id;
3930 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4067 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3931 } 4068 }
3932 4069
3933 /* check the special case of can't use weapons */ 4070 /* check the special case of can't use weapons */
3934 /*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); */
3935 if (!strcmp (change->name, "monk")) 4072 if (change->name == shstr_monk)
3936 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4073 pl->clr_flag (FLAG_USE_WEAPON);
3937 4074
3938 break; 4075 break;
3939 } 4076 }
3940 } 4077 }
3941} 4078}
3942 4079
3943/**
3944 * This handles items of type 'transformer'.
3945 * Basically those items, used with a marked item, transform both items into something
3946 * else.
3947 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3948 * Change information is contained in the 'slaying' field of the marked item.
3949 * The format is as follow: transformer:[number ]yield[;transformer:...].
3950 * This way an item can be transformed in many things, and/or many objects.
3951 * The 'slaying' field for transformer is used as verb for the action.
3952 */
3953void
3954apply_item_transformer (object *pl, object *transformer)
3955{
3956 object *marked;
3957 object *new_item;
3958 char *find;
3959 char *separator;
3960 int yield;
3961 char got[MAX_BUF];
3962 int len;
3963
3964 if (!pl || !transformer)
3965 return;
3966
3967 marked = find_marked_object (pl);
3968
3969 if (!marked)
3970 {
3971 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3972 return;
3973 }
3974
3975 if (!marked->slaying)
3976 {
3977 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3978 return;
3979 }
3980
3981 /* check whether they are compatible or not */
3982 find = strstr (marked->slaying, transformer->arch->archname);
3983 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3984 {
3985 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3986 return;
3987 }
3988
3989 find += strlen (transformer->arch->archname) + 1;
3990 /* Item can be used, now find how many and what it yields */
3991 if (isdigit (*(find)))
3992 {
3993 yield = atoi (find);
3994 if (yield < 1)
3995 {
3996 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3997 yield = 1;
3998 }
3999 }
4000 else
4001 yield = 1;
4002
4003 while (isdigit (*find))
4004 find++;
4005
4006 while (*find == ' ')
4007 find++;
4008
4009 memset (got, 0, MAX_BUF);
4010
4011 if ((separator = strchr (find, ';')) != NULL)
4012 len = separator - find;
4013 else
4014 len = strlen (find);
4015
4016 if (len > MAX_BUF - 1)
4017 len = MAX_BUF - 1;
4018
4019 strcpy (got, find);
4020 got[len] = '\0';
4021
4022 /* Now create new item, remove used ones when required. */
4023 new_item = get_archetype (got);
4024 if (!new_item)
4025 {
4026 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4027 return;
4028 }
4029
4030 new_item->nrof = yield;
4031
4032 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4033
4034 pl->insert (new_item);
4035 /* Eat up one item */
4036 marked->decrease ();
4037
4038 /* Eat one transformer if needed */
4039 if (transformer->stats.food)
4040 if (--transformer->stats.food == 0)
4041 transformer->decrease ();
4042}
4043

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