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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.98 by root, Wed May 16 23:40:06 2007 UTC vs.
Revision 1.278 by root, Thu Nov 17 04:49:22 2016 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development 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 (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <cmath> 25#include <cmath>
26 26
27#include <global.h> 27#include <global.h>
30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
36#include <sounds.h>
37 36
38/** 37static const struct apply_types_inv_only : typeset
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42int
43should_director_abort (object *op, object *victim)
44{ 38{
45 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 { 40 {
59 arch_flag = (op->subtype & 1); 41 set (WEAPON);
60 name_flag = (op->subtype & 2); 42 set (ARMOUR);
61 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);
62 } 61 }
63 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 ()
64 { 69 {
65 arch_flag = 1; 70 set (TRANSPORT);
66 name_flag = 1; 71 set (EXIT);
67 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 */
68 } 85 }
86} apply_types_player_only;
69 87
70 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
71 * name or race that matches. 89// be applied at all. used by e.g. apply below.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78 90
79 /* If the director has slaying set, only affect objects where none 91static const struct apply_types : typeset
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88}
89
90/**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95static int
96apply_id_altar (object *money, object *altar, object *pl)
97{ 92{
98 object *id, *marked; 93 apply_types ()
99 int success = 0; 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
100
101 if (pl == NULL || pl->type != PLAYER)
102 return 0;
103
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be.
106 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0;
109
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory.
113 */
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 95 {
116 if (operate_altar (altar, &money)) 96 set (T_HANDLE);
117 { 97 set (TRIGGER);
118 identify (marked); 98 set (SCROLL);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 99 set (POTION);
120 if (marked->msg) 100 set (CLOSE_CON);
121 { 101 set (CONTAINER);
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 102 set (LAMP);
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 103 set (TORCH);
124 } 104 set (DRINK);
125 return money == NULL; 105 set (FOOD);
126 } 106 set (FLESH);
107 set (POISON);
108 set (POWER_CRYSTAL);
109 set (ITEM_TRANSFORMER);
127 } 110 }
128 111} apply_types;
129 for (id = pl->inv; id; id = id->below)
130 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 {
133 if (operate_altar (altar, &money))
134 {
135 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
137 if (id->msg)
138 {
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money))
145 break;
146 }
147 else
148 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break;
151 }
152 }
153 }
154 if (!success)
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
156 return money == NULL;
157}
158
159/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163static void
164handle_apply_yield (object *tmp)
165{
166 const char *yield;
167
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186}
187
188/**
189 * Handles applying a potion.
190 */
191int
192apply_potion (object *op, object *tmp)
193{
194 int got_one = 0, i;
195 object *force = 0, *floor = 0;
196
197 floor = GET_MAP_OB (op->map, op->x, op->y);
198
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
203 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0;
205 }
206
207 if (op->type == PLAYER)
208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
209 identify (tmp);
210
211 handle_apply_yield (tmp);
212
213 /* Potion of restoration - only for players */
214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
215 {
216 object *depl;
217 archetype *at;
218
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 {
221 op->drain_stat ();
222 op->update_stats ();
223 decrease_ob (tmp);
224 return 1;
225 }
226
227 if (!(at = archetype::find (ARCH_DEPLETION)))
228 {
229 LOG (llevError, "Could not find archetype depletion\n");
230 return 0;
231 }
232 depl = present_arch_in_ob (at, op);
233
234 if (depl)
235 {
236 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
239
240 depl->destroy ();
241 op->update_stats ();
242 }
243 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
245
246 decrease_ob (tmp);
247 return 1;
248 }
249
250 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
252 {
253 for (i = 1; i < MIN (11, op->level); i++)
254 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 {
257 if (op->contr->levhp[i] != 1)
258 {
259 op->contr->levhp[i] = 1;
260 break;
261 }
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267 if (op->contr->levgrace[i] != 1)
268 {
269 op->contr->levgrace[i] = 1;
270 break;
271 }
272 }
273 else
274 {
275 if (op->contr->levhp[i] < 9)
276 {
277 op->contr->levhp[i] = 9;
278 break;
279 }
280 if (op->contr->levsp[i] < 6)
281 {
282 op->contr->levsp[i] = 6;
283 break;
284 }
285 if (op->contr->levgrace[i] < 3)
286 {
287 op->contr->levgrace[i] = 3;
288 break;
289 }
290 }
291 }
292
293 /* Just makes checking easier */
294 if (i < MIN (11, op->level))
295 got_one = 1;
296
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 {
299 if (got_one)
300 {
301 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
305 }
306 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 }
309 else
310 { /* cursed potion */
311 if (got_one)
312 {
313 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
315 }
316 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
318 }
319
320 decrease_ob (tmp);
321 return 1;
322 }
323
324
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
326 * and heroism all fit into this category. Given the spell object code,
327 * there is no limit to the number of spells that potions can be cast,
328 * but direction is problematic to try and imbue fireball potions for example.
329 */
330 if (tmp->inv)
331 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 {
334 object *fball;
335
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 }
345 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347
348 decrease_ob (tmp);
349 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats ();
352 return 1;
353 }
354
355 /* Deal with protection potions */
356 force = NULL;
357 for (i = 0; i < NROFATTACKS; i++)
358 {
359 if (tmp->resist[i])
360 {
361 if (!force)
362 force = get_archetype (FORCE_NAME);
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */
366 }
367 }
368 /* This is a protection potion */
369 if (force)
370 {
371 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
373 {
374 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 }
379
380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force);
385 decrease_ob (tmp);
386 return 1;
387 }
388
389 /* Only thing left are the stat potions */
390 if (op->type == PLAYER)
391 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else
395 SET_FLAG (tmp, FLAG_APPLIED);
396 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 }
399
400 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears
403 * up all the stats.
404 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats ();
407 decrease_ob (tmp);
408 return 1;
409}
410 112
411/**************************************************************************** 113/****************************************************************************
412 * Weapon improvement code follows 114 * Weapon improvement code follows
413 ****************************************************************************/ 115 ****************************************************************************/
414 116
415/** 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/**
416 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
417 */ 134 */
418static int 135static int
419check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
420{ 137{
421 int count = 0; 138 int count = 0;
422 139
423 140 if (!item)
424 if (item == NULL)
425 return 0; 141 return 0;
426 142
427 op = op->below; 143 for (op = op->below; op; op = op->below)
428 while (op != NULL) 144 if (op->arch->archname == item)
429 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 147 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 148
445 return count; 149 return count;
446} 150}
447 151
448/** 152/**
450 * op is typically the player, which is only 154 * op is typically the player, which is only
451 * really used to determine what space to look at. 155 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
453 */ 157 */
454static void 158static void
455eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 160{
457 object *prev; 161 object *prev;
458 162
459 prev = op; 163 prev = op;
460 op = op->below; 164 op = op->below;
461 165
462 while (op != NULL) 166 while (op)
463 { 167 {
464 if (strcmp (op->arch->name, item) == 0) 168 if (op->arch->archname == item)
465 { 169 {
466 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
467 { 171 {
468 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
469 return; 173 return;
470 } 174 }
471 else 175 else
472 { 176 {
473 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
474 nrof -= op->nrof; 178 nrof -= op->nrof;
475 } 179 }
180
476 op = prev; 181 op = prev;
477 } 182 }
183
478 prev = op; 184 prev = op;
479 op = op->below; 185 op = op->below;
480 } 186 }
481} 187}
482 188
483/** 189/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * 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.
537 * 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.
538 */ 192 */
539static int 193static int
540check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
541{ 195{
542 int count = 0; 196 int count = 0;
543 197
544 if (improver->slaying != NULL) 198 if (improver->slaying)
545 { 199 {
546 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
547 if (count < 1) 201 if (count < 1)
548 { 202 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 204 return 0;
554 } 205 }
555 } 206 }
556 else 207 else
557 count = 1; 208 count = 1;
560} 211}
561 212
562/** 213/**
563 * Actually improves the weapon, and tells user. 214 * Actually improves the weapon, and tells user.
564 */ 215 */
565int 216static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 218{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 219 stat += sacrifice_count;
571 weapon->last_eat++; 220 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 221 improver->decrease ();
573 decrease_ob (improver);
574 222
575 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
576 op->update_stats (); 224 op->update_stats ();
225
226 op->statusmsg (format (
227 "Your sacrifice was accepted.\n"
228 "Weapon's bonus to %s improved by %d.",
229 statname, sacrifice_count
230 ));
231
577 return 1; 232 return 1;
578} 233}
579 234
580/* Types of improvements, hidden in the sp field. */ 235/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 236#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 237#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 238#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 239#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 240#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 241#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 242#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 243#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 244#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 245#define IMPROVE_INT 10
591#define IMPROVE_POW 11 246#define IMPROVE_POW 11
592
593 247
594/** 248/**
595 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
597 */ 251 */
598 252static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
601{ 254{
602 int sacrifice_count, i; 255 int sacrifice_count, i;
603 char buf[MAX_BUF];
604 256
605 if (weapon->level != 0) 257 if (weapon->level != 0)
606 { 258 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
608 return 0; 260 return 0;
609 } 261 }
262
610 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 264 if (weapon->resist[i])
612 break; 265 break;
613 266
614 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
621 { 274 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
623 return 0; 278 return 0;
624 } 279 }
280
625 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
627 return 0; 283 return 0;
284
628 weapon->level = isqrt (sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
631 287
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
633 293
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 296 slot at once! */
638 decrease_ob (improver); 297 improver->decrease ();
639 weapon->last_eat = 0; 298 weapon->last_eat = 0;
640 return 1; 299 return 1;
641} 300}
642
643 301
644/** 302/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 304 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
650 * 308 *
651 * 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
652 * 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 ??
653 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
654 */ 312 */
655int 313static int
656improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
657{ 315{
658 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
659 317
660 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
663 } 320
664 if (weapon->level == 0) 321 if (weapon->level == 0)
665 { 322 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 326 return 0;
668 } 327 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 328
329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 331 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 333 return 0;
673 } 334 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 335
336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
675 { 338 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 339 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 340 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 341 "really want to improve it.");
679 return 0; 342 return 0;
680 } 343 }
344
681 /* This just increases damage by 5 points, no matter what. No sacrifice 345 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 346 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 347 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 348 * weapon can be improved.
685 */ 349 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 350 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 351 {
688 weapon->stats.dam += 5; 352 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 355 weapon->last_eat++;
692 356
693 weapon->item_power++; 357 weapon->item_power++;
694 decrease_ob (improver); 358 improver->decrease ();
695 return 1; 359 return 1;
696 } 360 }
361
697 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 363 {
699 /* Reduce weight by 20% */ 364 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 365 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 366 if (weapon->weight < 1)
702 weapon->weight = 1; 367 weapon->weight = 1;
368
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 370 weapon->last_eat++;
705 weapon->item_power++; 371 weapon->item_power++;
706 decrease_ob (improver); 372 improver->decrease ();
707 return 1; 373 return 1;
708 } 374 }
375
709 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 377 {
711 weapon->magic++; 378 weapon->magic++;
712 weapon->last_eat++; 379 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 381 improver->decrease ();
715 weapon->item_power++; 382 weapon->item_power++;
716 return 1; 383 return 1;
717 } 384 }
718 385
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
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 new_draw_info_format (NDI_UNIQUE, 0, op, "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 }
399
732 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 401 weapon->item_power++;
734 402
735 switch (improver->stats.sp) 403 switch (improver->stats.sp)
736 { 404 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 405 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 406 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 407 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 408 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 409 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 410 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 411 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 412 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 413 op->failmsg ("Unknown improvement type.");
753 } 414 }
415
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 416 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 417 return 0;
756} 418}
757 419
758/** 420/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * 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, ...),
761 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
762 */ 424 */
763int 425static int
764check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
765{ 427{
766 object *otmp;
767
768 if (op->type != PLAYER) 428 if (op->type != PLAYER)
769 return 0; 429 return 0;
770 430
771 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))
772 { 432 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 433 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 434 return 0;
775 } 435 }
776 436
777 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
438
778 if (!otmp) 439 if (!otmp)
779 { 440 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
781 return 0; 442 return 0;
782 } 443 }
783 444
784 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 446 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 447 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 448 return 0;
788 } 449 }
789 450
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
454 return 0;
455 }
456
457 op->statusmsg ("Applied weapon builder.");
458
791 improve_weapon (op, tmp, otmp); 459 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 460 esrv_send_item (op, otmp);
793 return 1; 461 return 1;
794} 462}
795 463
813 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
814 * the users level or 90) 482 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now. 484 * changing of physical area right now.
817 */ 485 */
818int 486static int
819improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
820{ 488{
821 object *tmp;
822
823 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
824 { 490 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 491 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 492 return 0;
827 } 493 }
494
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 495 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 496 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 498 * of gnarg and what not?)
832 */ 499 */
833 if (armour->title) 500 if (armour->title)
834 { 501 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 503 return 0;
837 } 504 }
838 505
839 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
841 */ 508 */
842 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 510
847 armour->magic++; 511 armour->magic++;
848 512
849 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
850 { 514 {
855 { 519 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 520 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 521 pow++;
858 } 522 }
859 523
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 524 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 525 }
862 else 526 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 527 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 528
865 if (!settings.armor_weight_linear) 529 if (!settings.armor_weight_linear)
866 { 530 {
867 int base = 100; 531 int base = 100;
868 int pow = 0; 532 int pow = 0;
871 { 535 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 536 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 537 pow++;
874 } 538 }
875 539
876 armour->weight = (armour->arch->clone.weight * base) / 100; 540 armour->weight = (armour->arch->weight * base) / 100;
877 } 541 }
878 else 542 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 543 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 544
881 if (armour->weight <= 0) 545 if (armour->weight <= 0)
882 { 546 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 547 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 548 armour->weight = 1;
885 } 549 }
886 550
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 552
889 if (op->type == PLAYER) 553 if (op->type == PLAYER)
890 { 554 {
891 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
893 op->update_stats (); 558 op->update_stats ();
894 } 559 }
895 decrease_ob (improver); 560
561 improver->decrease ();
562
896 if (tmp) 563 if (tmp)
897 { 564 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 565
899 esrv_send_item (op, tmp);
900 }
901 return 1; 566 return 1;
902} 567}
903
904 568
905/* 569/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 570 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
908 */ 572 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 573 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
916 * 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
917 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
918 */ 577 */
919int 578int
920convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
921{ 580{
922 int nr = 0; 581 sint64 nr = 0, price_in;
923 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
924 590
925 /* We make some assumptions - we assume if it takes money as it type, 591 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 592 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
928 */ 594 */
929 if (!strcmp (CONV_FROM (converter), "money")) 595 if (conv_from == shstr_money)
930 { 596 {
931 int cost;
932
933 if (item->type != MONEY) 597 if (item->type != MONEY)
934 return 0; 598 return 0;
935 599
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 601 if (!nr)
938 return 0; 602 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 603
940 /* take into account rounding errors */ 604 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 605
942 cost++; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 607
608 item->decrease (cost);
944 609
945 price_in = cost * item->value; 610 price_in = cost * item->value;
946 } 611 }
947 else 612 else
948 { 613 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 614 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
951 return 0; 617 return 0;
952 618
953 if (CONV_NEED (converter)) 619 converter->play_sound (sound_find ("convert_item"));
620
621 if (need)
954 { 622 {
955 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
958 } 626 }
959 else 627 else
960 { 628 {
961 price_in = item->value; 629 price_in = item->value;
962 item->destroy (); 630 item->destroy ();
963 } 631 }
964 } 632 }
965 633
966 if (converter->inv != NULL) 634 if (converter->inv)
967 { 635 {
968 object *ob; 636 object *ob;
969 int i; 637 int i;
970 object *ob_to_copy; 638 object *ob_to_copy;
971 639
972 /* select random object from inventory to copy */ 640 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 644 ob_to_copy = ob;
979 } 645
980 } 646 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 649 }
985 else 650 else
986 { 651 {
987 if (converter->other_arch == NULL) 652 if (!conv_to)
988 { 653 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 656 return -1;
992 } 657 }
993 658
994 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 661 }
997 662
998 if (CONV_NR (converter)) 663 if (give)
999 item->nrof = CONV_NR (converter); 664 item->nrof = give;
665
1000 if (nr) 666 if (nr)
1001 item->nrof *= nr; 667 item->nrof *= nr;
1002 if (is_in_shop (converter)) 668
1003 SET_FLAG (item, FLAG_UNPAID); 669 if (converter->flag [FLAG_PRECIOUS])
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 }
1004 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 681 {
1006 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",
1007 &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);
1008
1009 /** 684 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 686 * hopefully had something in mind when doing this.
1012 */ 687 */
1013 } 688 }
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 689
690 // elmex: only identify if we need to, for example so that generated money doesn't
691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
695 item->insert_at (converter, 0, INS_NO_WALK_ON);
696
1015 return 1; 697 return 1;
1016} 698}
1017 699
1018/** 700/**
1019 * Handle apply on containers. 701 * Handle apply on containers.
1020 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1021 * 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]
1022 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1023 */ 705 */
1024int 706static int
1025apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1026{ 708{
1027 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1028 return 0; /* This might change */ 710 return 0; /* This might change */
1029 711
1035 717
1036 op->contr->last_used = 0; 718 op->contr->last_used = 0;
1037 719
1038 if (sack->env && sack->env != op) 720 if (sack->env && sack->env != op)
1039 { 721 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 722 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 723 return 1;
1042 } 724 }
1043 725
1044 // 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
1045 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1046 { 728 {
1047 if (op->container == sack) 729 if (op->container_ () == sack)
1048 { 730 {
1049 // open on ground or inv, so close 731 // open on ground or inv, so close
1050 op->close_container (); 732 op->close_container ();
1051 return 1; 733 return 1;
1052 } 734 }
1053 else if (!sack->env) 735 else if (!sack->env)
1054 { 736 {
1055 // active, but not ours: some other player has opened it 737 // active on floor, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 738 // normally this only happens to dms standing on the same space.
739 // but it doesn't hurt to handle it.
740 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1057 return 1; 741 return 1;
1058 } 742 }
743 }
1059 744
1060 // fall through to opening it (active in inv) 745 // it's locked?
746 if (sack->slaying)
1061 } 747 {
1062 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])
1063 { 762 {
1064 // 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
1065 op->close_container (); 764 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 765 sack->flag [FLAG_APPLIED] = true;
1067 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1;
1070 }
1071
1072 // it's locked?
1073 if (sack->slaying)
1074 { 768 }
1075 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1077 else 769 else
1078 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1080 return 1;
1081 }
1082 }
1083
1084 op->open_container (sack); 770 op->open_container (sack);
1085 771
1086 return 1; 772 return 1;
1087} 773}
1088 774
1089/** 775/**
1095{ 781{
1096 /* Only players can make sacrifices on spell casting altars. */ 782 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER)) 783 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0; 784 return 0;
1099 785
1100 if (operate_altar (altar, &sacrifice)) 786 if (operate_altar (altar, &sacrifice, originator))
1101 { 787 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet 788 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * 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
1104 * is up to map designers to use them properly. 790 * is up to map designers to use them properly.
1105 */ 791 */
1106 if (altar->inv && altar->inv->type == SPELL) 792 if (altar->inv && altar->inv->type == SPELL)
1107 { 793 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 794 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 795 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 796 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 797 * old maps.
1112 */ 798 */
1113 799
1114/* push_button (altar);*/ 800/* push_button (altar);*/
1115 } 801 }
1116 else 802 else
1117 { 803 {
1118 altar->value = 1; /* works only once */ 804 altar->value = 1; /* works only once */
1119 push_button (altar); 805 push_button (altar, originator);
1120 } 806 }
1121 807
1122 return !sacrifice; 808 return !sacrifice;
1123 } 809 }
1124 else 810 else
1137{ 823{
1138 int rv = 0; 824 int rv = 0;
1139 double opinion; 825 double opinion;
1140 object *tmp, *next; 826 object *tmp, *next;
1141 827
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1143 829
1144 if (op->type != PLAYER) 830 bool has_unpaid = false;
831
832 // quite inefficient to do this here twice, but the api doesn't lend itself to
833 // a quick and small change :(
834 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
835 if (item->flag [FLAG_UNPAID])
836 {
837 has_unpaid = true;
838 break;
839 }
840
841 if (!op->is_player ())
1145 { 842 {
1146 /* Remove all the unpaid objects that may be carried here. 843 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 844 * This could be pets or monsters that are somehow in
1148 * the shop. 845 * the shop.
1149 */ 846 */
1150 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1151 { 848 {
1152 next = tmp->below; 849 next = tmp->below;
1153 850
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1155 { 852 {
1156 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);
1157 854
855 if (i >= 0)
1158 tmp->remove (); 856 tmp->move (i);
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 } 857 }
1168 } 858 }
1169 859
1170 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1172 return 0; 862 return 0;
1173 863
1174 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1176 */ 866 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1178 { 868 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 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);
1182 871
1183 if (i != -1) 872 if (i != -1)
1184 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);
1185 874
1186 return 0; 875 return 0;
1187 } 876 }
877
1188 /* Removed code that checked for multipart objects - it appears that 878 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 879 * the teleport function should be able to handle this just fine.
1190 */ 880 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 882 }
1193 else if (can_pay (op) && get_payment (op)) 883 else if (can_pay (op) && get_payment (op))
1194 { 884 {
1195 /* this is only used for players */ 885 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1197 887
888 if (has_unpaid)
889 op->contr->play_sound (sound_find ("shop_buy"));
890 else if (op->is_in_shop ())
891 op->contr->play_sound (sound_find ("shop_enter"));
892 else
893 op->contr->play_sound (sound_find ("shop_leave"));
894
1198 if (shop_mat->msg) 895 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1200 /* 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,
1201 * 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
1202 * actually the shop floor. 899 * actually the shop floor.
1203 */ 900 */
1204 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1205 { 902 {
1206 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1207 904
1208 if (opinion > 0.9) 905 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 907 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 908 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 909 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 910 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 911 }
1217 } 912 }
1218 else 913 else
1219 { 914 {
1220 /* if we get here, a player tried to leave a shop but was not able 915 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 916 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 917 * they are not on the mat anymore
1223 */ 918 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 919 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 920
1226 if (i == -1) 921 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 922 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 923 else
1231 { 924 {
1232 op->remove (); 925 op->remove ();
1233 op->x += freearr_x[i]; 926 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1235 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;
1236 } 929 }
1237 } 930 }
1238 931
1239 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1240 return rv; 933 return rv;
1241} 934}
1242 935
1243/** 936/**
1244 * Handles applying a sign. 937 * Handles applying a sign.
1245 */ 938 */
1246static void 939static void
1247apply_sign (object *op, object *sign, int autoapply) 940apply_sign (object *op, object *sign, int autoapply)
1248{ 941{
1249 readable_message_type *msgType; 942 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 943 return;
1251 944
1252 if (sign->msg == NULL) 945 if (sign->has_dialogue ())
1253 { 946 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 947 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 948 return;
1256 } 949 }
1257 950
951 if (!sign->msg)
952 {
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 "));
957 return;
958 }
959
1258 if (sign->stats.food) 960 if (sign->stats.food)
1259 { 961 {
1260 if (sign->last_eat >= sign->stats.food) 962 if (sign->last_eat >= sign->stats.food)
1261 { 963 {
1262 if (!sign->move_on) 964 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
966
1264 return; 967 return;
1265 } 968 }
1266 969
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1268 sign->last_eat++; 971 sign->last_eat++;
1269 } 972 }
1270 973
1271 /* 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?
1272 * 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
1273 * 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
1274 * to us). 977 * to us).
1275 */ 978 */
1276 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)
1277 { 980 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 981 op->failmsg ("You are unable to read while blind!");
1279 return; 982 return;
1280 } 983 }
1281 msgType = get_readable_message_type (sign);
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1284}
1285 984
1286/** 985 if (op->contr)
1287 * 'victim' moves onto 'trap' 986 if (client *ns = op->contr->ns)
1288 * 'victim' leaves 'trap' 987 {
1289 * effect is determined by move_on/move_off of trap and move_type of victime. 988 if (sign->sound)
1290 * 989 ns->play_sound (sign->sound);
1291 * originator: Player, monster or other object that caused 'victim' to move 990 else if (autoapply)
1292 * onto 'trap'. Will receive messages caused by this action. May be NULL. 991 ns->play_sound (sound_find ("msg_voice"));
1293 * However, some types of traps require an originator to function. 992
1294 */ 993 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1295void 994 }
995}
996
997static void
1296move_apply (object *trap, object *victim, object *originator) 998move_apply_hole (object *trap, object *victim)
1297{ 999{
1298 static int recursion_depth = 0; 1000 /* Hole not open? */
1299 1001 if (trap->stats.wc > 0)
1300 /* Only exits affect DMs. */
1301 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1302 return; 1002 return;
1303 1003
1304 /* move_apply() is the most likely candidate for causing unwanted and 1004 /* Is this a multipart monster and not the head? If so, return.
1305 * possibly unlimited recursion. 1005 * Processing will happen if the head runs into the pit
1306 */ 1006 */
1307 /* The following was changed because it was causing perfeclty correct 1007 if (victim->head)
1308 * maps to fail. 1) it's not an error to recurse:
1309 * rune detonates, summoning monster. monster lands on nearby rune.
1310 * nearby rune detonates. This sort of recursion is expected and
1311 * proper. This code was causing needless crashes.
1312 */
1313 if (recursion_depth >= 500)
1314 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1317 return; 1008 return;
1318 }
1319 recursion_depth++;
1320 if (trap->head)
1321 trap = trap->head;
1322 1009
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1010 // now find all possible locations and randomly pick one
1324 goto leave; 1011 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1012 trap->range >= 3 ? SIZEOFFREE3 + 1
1013 : trap->range >= 2 ? SIZEOFFREE2 + 1
1014 : trap->range >= 1 ? SIZEOFFREE1 + 1
1015 : SIZEOFFREE0 + 1);
1325 1016
1326 switch (trap->type) 1017 if (dir < 0)
1327 {
1328 case PLAYERMOVER:
1329 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1330 {
1331 if (!trap->stats.maxsp)
1332 trap->stats.maxsp = 2;
1333
1334 /* Is this correct? From the docs, it doesn't look like it
1335 * should be divided by trap->speed
1336 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1338
1339 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed.
1342 */
1343 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 }
1347 goto leave;
1348
1349 case SPINNER:
1350 if (victim->direction)
1351 {
1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1353 update_turn_face (victim);
1354 }
1355 goto leave;
1356
1357 case DIRECTOR:
1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1401 {
1402 int tot;
1403
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1407
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1413 }
1414
1415 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1416 {
1417 /* need to set this up, since if we do transfer the object,
1418 * ab->above would be bogus
1419 */
1420 ab_next = ab->above;
1421
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 {
1424 if (!sound_was_played)
1425 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1427 sound_was_played = 1;
1428 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 }
1432 }
1433 goto leave;
1434 }
1435
1436
1437 case CONVERTER:
1438 if (convert_item (victim, trap) < 0)
1439 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1443
1444 goto leave;
1445
1446 case TRIGGER_BUTTON:
1447 case TRIGGER_PEDESTAL:
1448 case TRIGGER_ALTAR:
1449 check_trigger (trap, victim);
1450 goto leave;
1451
1452 case DEEP_SWAMP:
1453 walk_on_deep_swamp (trap, victim);
1454 goto leave;
1455
1456 case CHECK_INV:
1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
1462 if (trap->stats.wc > 0)
1463 goto leave;
1464
1465 /* Is this a multipart monster and not the head? If so, return.
1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave;
1475
1476 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1479 /* Basically, don't show exits leading to random maps the
1480 * players output.
1481 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1485 victim->enter_exit (trap);
1486 }
1487 goto leave;
1488
1489 case ENCOUNTER:
1490 /* may be some leftovers on this */
1491 goto leave;
1492
1493 case SHOP_MAT:
1494 apply_shop_mat (trap, victim);
1495 goto leave;
1496
1497 /* Drop a certain amount of gold, and have one item identified */
1498 case IDENTIFY_ALTAR:
1499 apply_id_altar (victim, trap, originator);
1500 goto leave;
1501
1502 case SIGN:
1503 if (victim->type != PLAYER && trap->stats.food > 0)
1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1505
1506 apply_sign (victim, trap, 1);
1507 goto leave;
1508
1509 case CONTAINER:
1510 apply_container (victim, trap);
1511 goto leave;
1512
1513 case RUNE:
1514 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim);
1518 }
1519 goto leave;
1520
1521 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1524 goto leave;
1525 }
1526
1527leave:
1528 recursion_depth--;
1529}
1530
1531/**
1532 * Handles reading a regular (ie not containing a spell) book.
1533 */
1534static void
1535apply_book (object *op, object *tmp)
1536{
1537 int lev_diff;
1538 object *skill_ob;
1539
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543 return; 1018 return;
1544 }
1545 if (tmp->msg == NULL)
1546 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1548 return;
1549 }
1550 1019
1551 /* need a literacy skill to read stuff! */ 1020 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1021 victim->statusmsg ("You fall through the hole!", NDI_RED);
1553 if (!skill_ob)
1554 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1556 return;
1557 }
1558 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 {
1561 if (lev_diff < 2)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1563 else if (lev_diff < 3)
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1565 else if (lev_diff < 5)
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1567 else if (lev_diff < 8)
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1569 else if (lev_diff < 15)
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1571 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return;
1574 }
1575 1022
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1023 transfer_ob (victim,
1577 1024 EXIT_X (trap) + freearr_x[dir],
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1025 EXIT_Y (trap) + freearr_y[dir],
1579 msgType->message_type, msgType->message_subtype, 1026 0, victim);
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1582
1583 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 {
1590 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1593 /* If in a container, update how it looks */
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 }
1599
1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 }
1603}
1604
1605/**
1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1607 * op is the person learning the skill, tmp is the skill scroll object
1608 */
1609static void
1610apply_skillscroll (object *op, object *tmp)
1611{
1612 switch ((int) learn_skill (op, tmp))
1613 {
1614 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1617 return;
1618
1619 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp);
1622 return;
1623
1624 default:
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1626 decrease_ob (tmp);
1627 return;
1628 }
1629}
1630
1631/**
1632 * Actually makes op learn spell.
1633 * Informs player of what happens.
1634 */
1635void
1636do_learn_spell (object *op, object *spell, int special_prayer)
1637{
1638 object *tmp;
1639
1640 if (op->type != PLAYER)
1641 {
1642 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1643 return;
1644 }
1645
1646 /* Upgrade special prayers to normal prayers */
1647 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1648 {
1649 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1650 {
1651 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1652 return;
1653 }
1654 return;
1655 }
1656
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1658 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op);
1660
1661 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1663
1664 esrv_add_spells (op->contr, tmp);
1665}
1666
1667/**
1668 * Erases spell from player's inventory.
1669 */
1670void
1671do_forget_spell (object *op, const char *spell)
1672{
1673 object *spob;
1674
1675 if (op->type != PLAYER)
1676 {
1677 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1678 return;
1679 }
1680 if ((spob = check_spell_known (op, spell)) == NULL)
1681 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return;
1684 }
1685
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1687 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob);
1689 spob->destroy ();
1690}
1691
1692/**
1693 * Handles player applying a spellbook.
1694 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1695 * stuff like that. Random learning failure too.
1696 */
1697static void
1698apply_spellbook (object *op, object *tmp)
1699{
1700 object *skop, *spell, *spell_skill;
1701
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1705 return;
1706 }
1707
1708 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks
1711 */
1712
1713 if (tmp->slaying != NULL)
1714 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell)
1717 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1719 return;
1720 }
1721 else
1722 insert_ob_in_ob (spell, tmp);
1723 tmp->slaying = NULL;
1724 }
1725
1726 skop = find_skill_by_name (op, tmp->skill);
1727
1728 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */
1730 if (!skop)
1731 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1733 return;
1734 }
1735
1736 spell = tmp->inv;
1737
1738 if (!spell)
1739 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1742 return;
1743 }
1744
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1748 return;
1749 }
1750
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp);
1756
1757 if (tmp->env)
1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1759 else
1760 op->contr->ns->floorbox_update ();
1761 }
1762
1763 /* I removed the check for special_prayer_mark here - it didn't make
1764 * a lot of sense - special prayers are not found in spellbooks, and
1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark.
1767 */
1768 if (check_spell_known (op, spell->name))
1769 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1771 return;
1772 }
1773
1774 if (spell->skill)
1775 {
1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
1778 if (!spell_skill)
1779 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1781 return;
1782 }
1783
1784 if (spell_skill->level < spell->level)
1785 {
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1787 return;
1788 }
1789 }
1790
1791 /* Logic as follows
1792 *
1793 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1794 *
1795 * 2- The learner's skill level in literacy adjusts the chance to learn
1796 * a spell.
1797 *
1798 * 3 -Automatically fail to learn if you read while confused
1799 *
1800 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t.
1802 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 {
1811
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0);
1814
1815 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 }
1819 else
1820 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1823 }
1824
1825 decrease_ob (tmp);
1826}
1827
1828/**
1829 * Handles applying a spell scroll.
1830 */
1831void
1832apply_scroll (object *op, object *tmp, int dir)
1833{
1834 object *skop;
1835
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1839 return;
1840 }
1841
1842 if (!tmp->inv || tmp->inv->type != SPELL)
1843 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1845 return;
1846 }
1847
1848 if (op->type == PLAYER)
1849 {
1850 /* players need a literacy skill to read stuff! */
1851 int exp_gain = 0;
1852
1853 /* hard code literacy - tmp->skill points to where the exp
1854 * should go for anything killed by the spell.
1855 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857
1858 if (!skop)
1859 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1861 return;
1862 }
1863
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0);
1866 }
1867
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp);
1870
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872
1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp);
1875}
1876
1877/**
1878 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure
1880 * chest.
1881 */
1882static void
1883apply_treasure (object *op, object *tmp)
1884{
1885 object *treas;
1886
1887 /* Nice side effect of new treasure creation method is that the treasure
1888 * for the chest is done when the chest is created, and put into the chest
1889 * inventory. So that when the chest burns up, the items still exist. Also
1890 * prevents people fromt moving chests to more difficult maps to get better
1891 * treasure
1892 */
1893
1894 treas = tmp->inv;
1895 if (treas == NULL)
1896 {
1897 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1898 decrease_ob (tmp);
1899 return;
1900 }
1901 while (tmp->inv)
1902 {
1903 treas = tmp->inv;
1904
1905 treas->remove ();
1906 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1907
1908 treas->x = op->x;
1909 treas->y = op->y;
1910 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1911
1912 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1913 spring_trap (treas, op);
1914
1915 /* If either player or container was destroyed, no need to do
1916 * further processing. I think this should be enclused with
1917 * spring trap above, as I don't think there is otherwise
1918 * any way for the treasure chest or player to get killed
1919 */
1920 if (op->destroyed () || tmp->destroyed ())
1921 break;
1922 }
1923
1924 if (!tmp->destroyed () && tmp->inv == NULL)
1925 decrease_ob (tmp);
1926
1927}
1928
1929/**
1930 * op eats food.
1931 * If player, takes care of messages and dragon special food.
1932 */
1933static void
1934apply_food (object *op, object *tmp)
1935{
1936 int capacity_remaining;
1937
1938 if (op->type != PLAYER)
1939 op->stats.hp = op->stats.maxhp;
1940 else
1941 {
1942 /* check if this is a dragon (player), eating some flesh */
1943 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1944 ;
1945 else
1946 {
1947 /* usual case - no dragon meal: */
1948 if (op->stats.food + tmp->stats.food > 999)
1949 {
1950 if (tmp->type == FOOD || tmp->type == FLESH)
1951 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1952 else
1953 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1954 }
1955
1956 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1957 {
1958 char buf[MAX_BUF];
1959
1960 if (!is_dragon_pl (op))
1961 {
1962 /* eating message for normal players */
1963 if (tmp->type == DRINK)
1964 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1965 else
1966 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1967 }
1968 else
1969 {
1970 /* eating message for dragon players */
1971 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1972 }
1973
1974 new_draw_info (NDI_UNIQUE, 0, op, buf);
1975 capacity_remaining = 999 - op->stats.food;
1976 op->stats.food += tmp->stats.food;
1977 if (capacity_remaining < tmp->stats.food)
1978 op->stats.hp += capacity_remaining / 50;
1979 else
1980 op->stats.hp += tmp->stats.food / 50;
1981 if (op->stats.hp > op->stats.maxhp)
1982 op->stats.hp = op->stats.maxhp;
1983 if (op->stats.food > 999)
1984 op->stats.food = 999;
1985 }
1986
1987 /* special food hack -b.t. */
1988 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1989 eat_special_food (op, tmp);
1990 }
1991 }
1992 handle_apply_yield (tmp);
1993 decrease_ob (tmp);
1994}
1995
1996/**
1997 * A dragon is eating some flesh. If the flesh contains resistances,
1998 * there is a chance for the dragon's skin to get improved.
1999 *
2000 * attributes:
2001 * object *op the object (dragon player) eating the flesh
2002 * object *meal the flesh item, getting chewed in dragon's mouth
2003 * return:
2004 * int 1 if eating successful, 0 if it doesn't work
2005 */
2006int
2007dragon_eat_flesh (object *op, object *meal)
2008{
2009 object *skin = NULL; /* pointer to dragon skin force */
2010 object *abil = NULL; /* pointer to dragon ability force */
2011 object *tmp = NULL; /* tmp. object */
2012
2013 char buf[MAX_BUF]; /* tmp. string buffer */
2014 double chance; /* improvement-chance of one resistance type */
2015 double totalchance = 1; /* total chance of gaining one resistance */
2016 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2017 double mbonus = 0; /* monster bonus */
2018 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2019 int winners = 0; /* number of winners */
2020 int i; /* index */
2021
2022 /* let's make sure and doublecheck the parameters */
2023 if (meal->type != FLESH || !is_dragon_pl (op))
2024 return 0;
2025
2026 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2027 from the player's inventory */
2028 shstr_cmp dragon_ability_force ("dragon_ability_force");
2029 shstr_cmp dragon_skin_force ("dragon_skin_force");
2030
2031 for (tmp = op->inv; tmp; tmp = tmp->below)
2032 if (tmp->type == FORCE)
2033 if (tmp->arch->name == dragon_skin_force)
2034 skin = tmp;
2035 else if (tmp->arch->name == dragon_ability_force)
2036 abil = tmp;
2037
2038 /* if either skin or ability are missing, this is an old player
2039 which is not to be considered a dragon -> bail out */
2040 if (skin == NULL || abil == NULL)
2041 return 0;
2042
2043 /* now start by filling stomache and health, according to food-value */
2044 if ((999 - op->stats.food) < meal->stats.food)
2045 op->stats.hp += (999 - op->stats.food) / 50;
2046 else
2047 op->stats.hp += meal->stats.food / 50;
2048 if (op->stats.hp > op->stats.maxhp)
2049 op->stats.hp = op->stats.maxhp;
2050
2051 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2052
2053 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2054
2055 /* on to the interesting part: chances for adding resistance */
2056 for (i = 0; i < NROFATTACKS; i++)
2057 {
2058 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2059 {
2060 /* got positive resistance, now calculate improvement chance (0-100) */
2061
2062 /* this bonus makes resistance increase easier at lower levels */
2063 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2064 if (i == abil->stats.exp)
2065 bonus += 5; /* additional bonus for resistance of ability-focus */
2066
2067 /* monster bonus increases with level, because high-level
2068 flesh is too rare */
2069 mbonus = op->level * 20. / ((double) settings.max_level);
2070
2071 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2072 ((double) settings.max_level)) - skin->resist[i];
2073
2074 if (chance >= 0.)
2075 chance += 1.;
2076 else
2077 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2078
2079 /* chance is proportional to amount of resistance (max. 50) */
2080 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2081
2082 /* doubled chance for resistance of ability-focus */
2083 if (i == abil->stats.exp)
2084 chance = MIN (100., chance * 2.);
2085
2086 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2087 if (rndm (10000) < (unsigned int) (chance * 100))
2088 {
2089 atnr_winner[winners] = i;
2090 winners++;
2091 }
2092
2093 if (chance >= 0.01)
2094 totalchance *= 1 - chance / 100;
2095
2096 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2097 }
2098 }
2099
2100 /* inverse totalchance as until now we have the failure-chance */
2101 totalchance = 100 - totalchance * 100;
2102 /* print message according to totalchance */
2103 if (totalchance > 50.)
2104 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2105 else if (totalchance > 10.)
2106 sprintf (buf, "The %s tasted very good.", &meal->name);
2107 else if (totalchance > 1.)
2108 sprintf (buf, "The %s tasted good.", &meal->name);
2109 else if (totalchance > 0.1)
2110 sprintf (buf, "The %s tasted bland.", &meal->name);
2111 else if (totalchance >= 0.01)
2112 sprintf (buf, "The %s had a boring taste.", &meal->name);
2113 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2114 sprintf (buf, "The %s tasted strange.", &meal->name);
2115 else
2116 sprintf (buf, "The %s had no taste.", &meal->name);
2117 new_draw_info (NDI_UNIQUE, 0, op, buf);
2118
2119 /* now choose a winner if we have any */
2120 i = -1;
2121 if (winners > 0)
2122 i = atnr_winner[RANDOM () % winners];
2123
2124 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2125 {
2126 /* resistance increased! */
2127 skin->resist[i]++;
2128 op->update_stats ();
2129
2130 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2131 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2132 }
2133
2134 /* if this flesh contains a new ability focus, we mark it
2135 into the ability_force and it will take effect on next level */
2136 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2137 {
2138 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2139
2140 if (meal->last_eat != abil->stats.exp)
2141 {
2142 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2143 new_draw_info (NDI_UNIQUE, 0, op, buf);
2144 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2146 }
2147 else
2148 {
2149 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2150 new_draw_info (NDI_UNIQUE, 0, op, buf);
2151 abil->last_eat = 0;
2152 }
2153 }
2154 return 1;
2155}
2156
2157/**
2158 * Handles applying an improve armor scroll.
2159 * Does some sanity checks, then calls improve_armour.
2160 */
2161static void
2162apply_armour_improver (object *op, object *tmp)
2163{
2164 object *armor;
2165
2166 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2167 {
2168 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2169 return;
2170 }
2171
2172 armor = find_marked_object (op);
2173
2174 if (!armor)
2175 {
2176 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2177 return;
2178 }
2179
2180 if (armor->type != ARMOUR
2181 && armor->type != CLOAK
2182 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2183 {
2184 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2185 return;
2186 }
2187
2188 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2189 improve_armour (op, tmp, armor);
2190}
2191
2192extern void
2193apply_poison (object *op, object *tmp)
2194{
2195 if (op->type == PLAYER)
2196 {
2197 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2199 strcpy (op->contr->killer, "poisonous booze");
2200 }
2201 if (tmp->stats.hp > 0)
2202 {
2203 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2204 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2205 }
2206 op->stats.food -= op->stats.food / 4;
2207 handle_apply_yield (tmp);
2208 decrease_ob (tmp);
2209}
2210
2211/**
2212 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2213 * A valid 2 way exit means:
2214 * -You can come back (there is another exit at the other side)
2215 * -You are
2216 * ° the owner of the exit
2217 * ° or in the same party as the owner
2218 *
2219 * Note: a owner in a 2 way exit is saved as the owner's name
2220 * in the field exit->name cause the field exit->owner doesn't
2221 * survive in the swapping (in fact the whole exit doesn't survive).
2222 */
2223int
2224is_legal_2ways_exit (object *op, object *exit)
2225{
2226 if (exit->stats.exp != 1)
2227 return 1; /*This is not a 2 way, so it is legal */
2228
2229#if 0 //TODO
2230 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2231 return 0; /* This is a reset town portal */
2232#endif
2233
2234 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2235
2236 if (exitmap)
2237 {
2238 exitmap->load_sync ();
2239
2240 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2241
2242 if (!tmp)
2243 return 0;
2244
2245 for (; tmp; tmp = tmp->above)
2246 {
2247 if (tmp->type != EXIT)
2248 continue; /*Not an exit */
2249
2250 if (!EXIT_PATH (tmp))
2251 continue; /*Not a valid exit */
2252
2253 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2254 continue; /*Not in the same place */
2255
2256 if (exit->map->path != EXIT_PATH (tmp))
2257 continue; /*Not in the same map */
2258
2259 /* From here we have found the exit is valid. However we do
2260 * here the check of the exit owner. It is important for the
2261 * town portals to prevent strangers from visiting your appartments
2262 */
2263 if (!exit->race)
2264 return 1; /*No owner, free for all! */
2265
2266 object *exit_owner = 0;
2267
2268 for_all_players (pp)
2269 {
2270 if (!pp->ob)
2271 continue;
2272
2273 if (pp->ob->name != exit->race)
2274 continue;
2275
2276 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2277 break;
2278 }
2279
2280 if (!exit_owner)
2281 return 0; /* No more owner */
2282
2283 if (exit_owner->contr == op->contr)
2284 return 1; /*It is your exit */
2285
2286 if (exit_owner && /*There is a owner */
2287 (op->contr) && /*A player tries to pass */
2288 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2289 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2290 return 0;
2291
2292 return 1;
2293 }
2294 }
2295
2296 return 0;
2297}
2298
2299/**
2300 * Main apply handler.
2301 *
2302 * Checks for unpaid items before applying.
2303 *
2304 * Return value:
2305 * 0: player or monster can't apply objects of that type
2306 * 1: has been applied, or there was an error applying the object
2307 * 2: objects of that type can't be applied if not in inventory
2308 *
2309 * op is the object that is causing object to be applied, tmp is the object
2310 * being applied.
2311 *
2312 * aflag is special (always apply/unapply) flags. Nothing is done with
2313 * them in this function - they are passed to apply_special
2314 */
2315int
2316manual_apply (object *op, object *tmp, int aflag)
2317{
2318 if (tmp->head)
2319 tmp = tmp->head;
2320
2321 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2322 {
2323 if (op->type == PLAYER)
2324 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2326 return 1;
2327 }
2328 else
2329 return 0; /* monsters just skip unpaid items */
2330 }
2331
2332 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2333 return RESULT_INT (0);
2334
2335 switch (tmp->type)
2336 {
2337 case CF_HANDLE:
2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2340 tmp->value = tmp->value ? 0 : 1;
2341 SET_ANIMATION (tmp, tmp->value);
2342 update_object (tmp, UP_OBJ_FACE);
2343 push_button (tmp);
2344 return 1;
2345
2346 case TRIGGER:
2347 if (check_trigger (tmp, op))
2348 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2351 }
2352 else
2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2354
2355 return 1;
2356
2357 case EXIT:
2358 if (op->type != PLAYER)
2359 return 0;
2360
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2362 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2363 else
2364 {
2365 /* Don't display messages for random maps. */
2366 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2367 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2368
2369 op->enter_exit (tmp);
2370 }
2371
2372 return 1;
2373
2374 case SIGN:
2375 apply_sign (op, tmp, 0);
2376 return 1;
2377
2378 case BOOK:
2379 if (op->type == PLAYER)
2380 {
2381 apply_book (op, tmp);
2382 return 1;
2383 }
2384 else
2385 return 0;
2386
2387 case SKILLSCROLL:
2388 if (op->type == PLAYER)
2389 {
2390 apply_skillscroll (op, tmp);
2391 return 1;
2392 }
2393 else
2394 return 0;
2395
2396 case SPELLBOOK:
2397 if (op->type == PLAYER)
2398 {
2399 apply_spellbook (op, tmp);
2400 return 1;
2401 }
2402 else
2403 return 0;
2404
2405 case SCROLL:
2406 apply_scroll (op, tmp, 0);
2407 return 1;
2408
2409 case POTION:
2410 apply_potion (op, tmp);
2411 return 1;
2412
2413 /* Eneq(@csd.uu.se): Handle apply on containers. */
2414 //TODO: remove, as it is unsed?
2415 case CLOSE_CON:
2416 apply_container (op, tmp->env);
2417 return 1;
2418
2419 case CONTAINER:
2420 apply_container (op, tmp);
2421 return 1;
2422
2423 case TREASURE:
2424 if (op->type == PLAYER)
2425 {
2426 apply_treasure (op, tmp);
2427 return 1;
2428 }
2429 else
2430 return 0;
2431
2432 case WEAPON:
2433 case ARMOUR:
2434 case BOOTS:
2435 case GLOVES:
2436 case AMULET:
2437 case GIRDLE:
2438 case BRACERS:
2439 case SHIELD:
2440 case HELMET:
2441 case RING:
2442 case CLOAK:
2443 case WAND:
2444 case ROD:
2445 case HORN:
2446 case SKILL:
2447 case BOW:
2448 case LAMP:
2449 case BUILDER:
2450 case SKILL_TOOL:
2451 if (tmp->env != op)
2452 return 2; /* not in inventory */
2453
2454 apply_special (op, tmp, aflag);
2455 return 1;
2456
2457 case DRINK:
2458 case FOOD:
2459 case FLESH:
2460 apply_food (op, tmp);
2461 return 1;
2462
2463 case POISON:
2464 apply_poison (op, tmp);
2465 return 1;
2466
2467 case SAVEBED:
2468 return 1;
2469
2470 case ARMOUR_IMPROVER:
2471 if (op->type == PLAYER)
2472 {
2473 apply_armour_improver (op, tmp);
2474 return 1;
2475 }
2476 else
2477 return 0;
2478
2479 case WEAPON_IMPROVER:
2480 check_improve_weapon (op, tmp);
2481 return 1;
2482
2483 case CLOCK:
2484 if (op->type == PLAYER)
2485 {
2486 char buf[MAX_BUF];
2487 timeofday_t tod;
2488
2489 get_tod (&tod);
2490 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2491 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2492 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2494 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1;
2496 }
2497 else
2498 return 0;
2499
2500 case MENU:
2501 if (op->type == PLAYER)
2502 {
2503 shop_listing (tmp, op);
2504 return 1;
2505 }
2506 else
2507 return 0;
2508
2509 case POWER_CRYSTAL:
2510 apply_power_crystal (op, tmp); /* see egoitem.c */
2511 return 1;
2512
2513 case LIGHTER: /* for lighting torches/lanterns/etc */
2514 if (op->type == PLAYER)
2515 {
2516 apply_lighter (op, tmp);
2517 return 1;
2518 }
2519 else
2520 return 0;
2521
2522 case ITEM_TRANSFORMER:
2523 apply_item_transformer (op, tmp);
2524 return 1;
2525
2526 default:
2527 return 0;
2528 }
2529}
2530
2531
2532/* quiet suppresses the "don't know how to apply" and "you must get it first"
2533 * messages as needed by player_apply_below(). But there can still be
2534 * "but you are floating high above the ground" messages.
2535 *
2536 * Same return value as apply() function.
2537 */
2538int
2539player_apply (object *pl, object *op, int aflag, int quiet)
2540{
2541 int tmp;
2542
2543 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2544 {
2545 /* player is flying and applying object not in inventory */
2546 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2547 {
2548 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2549 return 0;
2550 }
2551 }
2552
2553 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2554 * applied.
2555 */
2556 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2557 {
2558 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2559 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2560 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2561 op->destroy ();
2562 return 1;
2563 }
2564
2565 pl->contr->last_used = op;
2566
2567 tmp = manual_apply (pl, op, aflag);
2568 if (!quiet)
2569 {
2570 if (tmp == 0)
2571 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2572 else if (tmp == 2)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2574 }
2575 return tmp;
2576}
2577
2578/**
2579 * player_apply_below attempts to apply the object 'below' the player.
2580 * If the player has an open container, we use that for below, otherwise
2581 * we use the ground.
2582 */
2583void
2584player_apply_below (object *pl)
2585{
2586 int floors = 0;
2587
2588 /* If using a container, set the starting item to be the top
2589 * item in the container. Otherwise, use the map.
2590 * This is perhaps more complicated. However, I want to make sure that
2591 * we don't use a corrupt pointer for the next object, so we get the
2592 * next object in the stack before applying. This is can only be a
2593 * problem if player_apply() has a bug in that it uses the object but does
2594 * not return a proper value.
2595 */
2596 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2597 {
2598 next = tmp->below;
2599
2600 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2601 floors++;
2602 else if (floors > 0)
2603 return; /* process only floor objects after first floor object */
2604
2605 /* If it is visible, player can apply it. If it is applied by
2606 * person moving on it, also activate. Added code to make it
2607 * so that at least one of players movement types be that which
2608 * the item needs.
2609 */
2610 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2611 {
2612 if (player_apply (pl, tmp, 0, 1) == 1)
2613 return;
2614 }
2615 if (floors >= 2)
2616 return; /* process at most two floor objects */
2617 }
2618} 1027}
2619 1028
2620/** 1029/**
2621 * Unapplies specified item. 1030 * Unapplies specified item.
2622 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2623 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2624 * 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.
2625 */ 1034 */
2626static int 1035static bool
2627unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2628{ 1037{
2629 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))
2630 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2631 return RESULT_INT (0); 1040 return RESULT_INT (0);
2632 1041
2633 object *tmp2; 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
2634 1044
2635 CLEAR_FLAG (op, FLAG_APPLIED); 1045 op->flag [FLAG_APPLIED] = false;
2636
2637 if (player *pl = who->contr)
2638 {
2639 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2640 if (op == pl->combat_ob) pl->combat_ob = 0;
2641 }
2642 1046
2643 switch (op->type) 1047 switch (op->type)
2644 { 1048 {
2645 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
2646 // 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
2647 // 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
2648 // be used for other reasons 1067 // be used for other reasons
2649 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1068 //TODO: really?
2650 if (tmp->skill == op->skill 1069 if (who->chosen_skill)
2651 && tmp->type == SKILL 1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2652 && tmp->flag [FLAG_APPLIED]
2653 && !tmp->flag [FLAG_CAN_USE_SKILL])
2654 unapply_special (who, tmp, 0); 1071 unapply_special (who, who->chosen_skill, 0);
2655 1072
2656 change_abil (who, op);
2657 break; 1073 break;
2658 1074
1075 case RANGED:
1076 case BOW:
2659 case WEAPON: 1077 case WAND:
2660 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2661
2662 change_abil (who, op);
2663 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2664 clear_skill (who);
2665 break;
2666
2667 case SKILL: 1078 case ROD:
2668 if (op != who->chosen_skill) 1079 case HORN:
2669 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2670
2671 if (who->contr) 1080 if (player *pl = who->contr)
2672 { 1081 {
2673 if (!op->invisible) 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
2674 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 1083 change_abil (who, op);
1084 }
1085 else
1086 {
1087 if (op->type == BOW)
1088 op->flag [FLAG_READY_BOW ] = false;
2675 else 1089 else
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 1090 op->flag [FLAG_READY_RANGE] = false;
2677 } 1091 }
2678 1092
2679 change_abil (who, op);
2680 who->chosen_skill = 0;
2681 CLEAR_FLAG (who, FLAG_READY_SKILL);
2682 break; 1093 break;
2683 1094
2684 case ARMOUR: 1095 case ARMOUR:
2685 case HELMET: 1096 case HELMET:
2686 case SHIELD: 1097 case SHIELD:
2689 case GLOVES: 1100 case GLOVES:
2690 case AMULET: 1101 case AMULET:
2691 case GIRDLE: 1102 case GIRDLE:
2692 case BRACERS: 1103 case BRACERS:
2693 case CLOAK: 1104 case CLOAK:
2694 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
2695 change_abil (who, op); 1106 change_abil (who, op);
2696 break; 1107 break;
2697 1108
2698 case LAMP: 1109 case SPELL:
2699 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2700 tmp2 = arch_to_object (op->other_arch);
2701 tmp2->x = op->x;
2702 tmp2->y = op->y;
2703 tmp2->map = op->map;
2704 tmp2->below = op->below;
2705 tmp2->above = op->above;
2706 tmp2->stats.food = op->stats.food;
2707 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2708
2709 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2710 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2711
2712 if (who->contr)
2713 esrv_del_item (who->contr, op->count);
2714
2715 op->destroy ();
2716 insert_ob_in_ob (tmp2, who);
2717 who->update_stats ();
2718
2719 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2720 {
2721 if (who->contr)
2722 {
2723 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2724 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2725 }
2726 }
2727
2728 if (who->contr)
2729 esrv_send_item (who, tmp2);
2730
2731 return 1; /* otherwise, an attempt to drop causes problems */
2732
2733 case BOW: 1110 case BUILDER:
2734 case WAND: 1111 who->statusmsg (format ("You unready %s.", query_name (op)));
2735 case ROD:
2736 case HORN:
2737 clear_skill (who);
2738
2739 if (who->contr)
2740 {
2741 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2742
2743 if (who->contr->ranged_ob == op)
2744 who->contr->ranged_ob = 0;
2745
2746 if (who->current_weapon == op)
2747 who->current_weapon = 0;
2748 }
2749 else
2750 {
2751 if (op->type == BOW)
2752 CLEAR_FLAG (who, FLAG_READY_BOW);
2753 else
2754 CLEAR_FLAG (who, FLAG_READY_RANGE);
2755 }
2756
2757 break; 1112 break;
2758 1113
2759 case BUILDER: 1114 //case SKILL_TOOL://TODO
2760 if (who->contr) 1115 default:
2761 { 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
2762 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2763
2764 if (who->contr->ranged_ob == op)
2765 who->contr->ranged_ob = 0;
2766 }
2767 break; 1117 break;
2768
2769 default:
2770 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2771 break;
2772 } 1118 }
1119
1120 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1121 if (object *pl = op->visible_to ())
1122 esrv_send_item (pl, op);
2773 1123
2774 who->update_stats (); 1124 who->update_stats ();
2775 1125
2776 if (!(aflags & AP_NO_MERGE))
2777 {
2778 object *tmp = merge_ob (op, 0);
2779
2780 if (who->contr)
2781 {
2782 if (tmp)
2783 { /* it was merged */
2784 esrv_del_item (who->contr, op->count);
2785 op = tmp;
2786 }
2787
2788 esrv_send_item (who, op);
2789 }
2790 }
2791
2792 return 0; 1126 return 1;
2793} 1127}
2794 1128
2795/** 1129/**
2796 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
2797 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
2809static object * 1143static object *
2810get_next_item_from_body_location (int loc, object *start) 1144get_next_item_from_body_location (int loc, object *start)
2811{ 1145{
2812 for (object *tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
2813 if (tmp->flag [FLAG_APPLIED] 1147 if (tmp->flag [FLAG_APPLIED]
2814 && tmp->slot[loc].info 1148 && tmp->slot [loc].info
2815 && (!tmp->invisible || tmp->type == SKILL)) 1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2816 return tmp; 1150 return tmp;
2817 1151
2818 return 0; 1152 return 0;
2819} 1153}
2820 1154
2827 * Returns 0 on success, returns 1 if there is some problem. 1161 * Returns 0 on success, returns 1 if there is some problem.
2828 * if aflags is AP_PRINT, we instead print out waht to unapply 1162 * if aflags is AP_PRINT, we instead print out waht to unapply
2829 * instead of doing it. This is a lot less code than having 1163 * instead of doing it. This is a lot less code than having
2830 * another function that does just that. 1164 * another function that does just that.
2831 */ 1165 */
2832int 1166
1167#define CANNOT_REMOVE_CURSED \
1168 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1169 "Praying over an altar, scrolls of remove curse/damnation, " \
1170 "priests or even other players might help.>"
1171
1172static bool
2833unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
2834{ 1174{
2835 if (op->is_range ()) 1175 if (op->is_range ())
2836 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2838 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]))
2839 { 1179 {
2840 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
2841 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1181 who->failmsg (query_name (tmp));
2842 else 1182 else
2843 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
2844 } 1184 }
2845 else 1185 else
2846 { 1186 {
2847 /* 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.
2848 * 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
2849 * at least generate the message. 1189 * at least generate the message.
2850 */ 1190 */
2851 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", 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));
2852 return 1; 1192 return 1;
2853 } 1193 }
2854 1194
2855 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2856 { 1196 {
2876#endif 1216#endif
2877 return 1; 1217 return 1;
2878 } 1218 }
2879 1219
2880 /* 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 */
2881 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])))
2882 { 1222 {
2883 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
2884 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1224 who->failmsg (query_name (tmp));
2885 else 1225 else
2886 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
2887 } 1227 }
2888 else 1228 else
2889 { 1229 {
2890 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
2891 * 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,
2892 * 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
2893 * one cursed ring.) 1233 * one cursed ring.)
2894 */ 1234 */
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2896 } 1236 }
2897 1237
2898 last = tmp->below; 1238 last = tmp->below;
2899 } 1239 }
2900 /* 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
2959 continue; 1299 continue;
2960 } 1300 }
2961 1301
2962 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2963 if (!tmp1) 1303 if (!tmp1)
2964 {
2965#if 0
2966 /* This is sort of an error, but happens a lot when old players
2967 * join in with more stuff equipped than they are now allowed.
2968 */
2969 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2970#endif
2971 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2972 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2973 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
2974 }
2975 else 1305 else
2976 { 1306 {
2977 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
2978 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
2979 * to apply multiple objects 1309 * to apply multiple objects
3008 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3009 * 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,
3010 * 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
3011 * all use the same location. 1341 * all use the same location.
3012 */ 1342 */
3013 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3014 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3015 1345
3016 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3017 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3018 1348
3019 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3020 { 1350 {
3021 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])
3022 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3023 1353
3024 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3025 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3026 1356
3027 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3028 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3029 1359
3030 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3031 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3032 } 1362 }
3033 1363
3034 return retval; 1364 return retval;
3035} 1365}
3049 * AP_UNAPPLY=always unapply). 1379 * AP_UNAPPLY=always unapply).
3050 * 1380 *
3051 * Optional flags: 1381 * Optional flags:
3052 * AP_NO_MERGE: don't merge an unapplied object with other objects 1382 * AP_NO_MERGE: don't merge an unapplied object with other objects
3053 * AP_IGNORE_CURSE: unapply cursed items 1383 * AP_IGNORE_CURSE: unapply cursed items
1384 * AP_NO_READY: do not ready skills when applying skill tools
3054 * 1385 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1386 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 1387 *
3057 * apply_special() doesn't check for unpaid items. 1388 * apply_special() doesn't check for unpaid items.
3058 */ 1389 */
3059int 1390
1391#define LACK_ITEM_POWER \
1392 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1393
1394static bool
3060apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3061{ 1396{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3063 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *skop = NULL;
3064
3065 if (who == NULL)
3066 {
3067 LOG (llevError, "apply_special() from object without environment.\n");
3068 return 1;
3069 }
3070
3071 if (op->env != who)
3072 return 1; /* op is not in inventory */
3073 1399
3074 /* trying to unequip op */ 1400 /* trying to unequip op */
3075 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
3076 { 1402 {
3077 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3078 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
3079 return 0; 1405 return 0;
3080 1406
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3084 return 1;
3085 }
3086
3087 return unapply_special (who, op, aflags); 1407 return unapply_special (who, op, aflags);
3088 } 1408 }
3089
3090 if (basic_flag == AP_UNAPPLY) 1409 else if (basic_flag == AP_UNAPPLY)
3091 return 0; 1410 return 0;
3092 1411
3093 // if the item is combat/ranged, wield the relevant slot first 1412 splay (op);
3094 // to resolve conflicts.
3095 if (player *pl = who->contr)
3096 switch (op->slottype ())
3097 {
3098 case slot_combat: who->change_weapon (pl->combat_ob); break;
3099 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3100 }
3101 1413
3102 /* 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 */
3103 if (int i = can_apply_object (who, op)) 1415 if (int i = can_apply_object (who, op))
3104 { 1416 {
3105 if (i & CAN_APPLY_NEVER) 1417 if (i & CAN_APPLY_NEVER)
3106 { 1418 {
3107 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", 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));
3108 return 1; 1420 return 1;
3109 } 1421 }
3110 else if (i & CAN_APPLY_RESTRICTION) 1422 else if (i & CAN_APPLY_RESTRICTION)
3111 { 1423 {
3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1424 who->failmsgf (
1425 "You have a prohibition against using a %s. "
1426 "H<Your belief, profession or class prevents you from applying this item.>",
1427 query_name (op)
1428 );
3113 return 1; 1429 return 1;
3114 } 1430 }
3115 1431
3116 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
3117 { 1433 {
3121 } 1437 }
3122 else 1438 else
3123 { 1439 {
3124 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1440 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3125 { 1441 {
3126 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1442 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3127 unapply_for_ob (who, op, AP_PRINT); 1443 unapply_for_ob (who, op, AP_PRINT);
3128 return 1; 1444 return 1;
3129 } 1445 }
3130 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1446 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3131 if (unapply_for_ob (who, op, aflags)) 1447 if (unapply_for_ob (who, op, aflags))
3133 } 1449 }
3134 } 1450 }
3135 1451
3136 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1452 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3137 { 1453 {
1454 // try to ready attached skill first
3138 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
3139 1456
3140 if (!skop) 1457 if (!skop)
3141 { 1458 {
3142 new_draw_info_format (NDI_UNIQUE, 0, who, "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);
3143 return 1; 1460 return 1;
3144 } 1461 }
3145 else 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3146 /* While experience will be credited properly, we want to change the
3147 * skill so that the dam and wc get updated
3148 */ 1463 {
3149 change_skill (who, skop, 0); 1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3150 } 1465 return 1;
3151 1466 }
3152 if (who->type == PLAYER
3153 && op->item_power
3154 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3155 { 1467 }
3156 new_draw_info (NDI_UNIQUE, 0, who, 1468
1469 if (!check_item_power (who, op->item_power))
1470 {
3157 "Equipping that combined with other items would consume your soul! " 1471 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3158 "[use the skills command to check your available item power]");
3159 return 1; 1472 return 1;
3160 } 1473 }
3161 1474
3162 /* 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.
3163 * Note that we don't have the checks for can_use_... 1476 * Note that we don't have the checks for can_use_...
3164 * below - that is already taken care of by can_apply_object. 1477 * below - that is already taken care of by can_apply_object.
3165 */ 1478 */
3166 if (op->nrof > 1) 1479
3167 tmp = get_split_ob (op, op->nrof - 1); 1480 // split away all the other items from the stack, so only one item is left
3168 else 1481 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3169 tmp = 0;
3170 1482
3171 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)))
3172 return RESULT_INT (0); 1484 return RESULT_INT (0);
3173 1485
3174 switch (op->type) 1486 switch (op->type)
3175 { 1487 {
3176 case WEAPON: 1488 case WEAPON:
3177 if (!check_weapon_power (who, op->last_eat)) 1489 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3178 {
3179 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3180 "It would consume your soul!.");
3181
3182 if (tmp)
3183 insert_ob_in_ob (tmp, who);
3184
3185 return 1;
3186 }
3187
3188 //TODO: this obviously fails for players using a shorter prefix
3189 // i.e. "R" can use Ragnarok's sword.
3190 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3191 { 1490 {
3192 /* 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. */
3193 /* (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) */
3194 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1493 who->failmsg ("The weapon does not recognize you as its owner. "
3195 1494 "H<Its name indicates that it belongs to somebody else.>");
3196 if (tmp) 1495 if (tmp) who->insert (tmp);
3197 insert_ob_in_ob (tmp, who);
3198
3199 return 1; 1496 return 1;
3200 } 1497 }
3201 1498
3202 if (!skop) 1499 op->flag [FLAG_APPLIED] = true;
1500
1501 if (player *pl = who->contr)
3203 { 1502 {
3204 new_draw_info_format (NDI_UNIQUE, 0, who, "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)));
3205 return 1; 1504 change_abil (who, op);
3206 } 1505 }
3207 1506
3208 SET_FLAG (op, FLAG_APPLIED); 1507 op->flag [FLAG_READY_WEAPON] = true;
3209 change_skill (who, skop, 1);
3210
3211 if (who->contr)
3212 who->change_weapon (who->contr->combat_ob = op);
3213
3214 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3215 SET_FLAG (who, FLAG_READY_WEAPON);
3216
3217 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3218
3219 change_abil (who, op);
3220 break; 1508 break;
3221 1509
3222 case ARMOUR: 1510 case ARMOUR:
3223 case HELMET: 1511 case HELMET:
3224 case SHIELD: 1512 case SHIELD:
3227 case GIRDLE: 1515 case GIRDLE:
3228 case BRACERS: 1516 case BRACERS:
3229 case CLOAK: 1517 case CLOAK:
3230 case RING: 1518 case RING:
3231 case AMULET: 1519 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
3234 change_abil (who, op); 1522 change_abil (who, op);
3235 break; 1523 break;
3236 1524
1525 case SKILL_TOOL:
1526 // applying a skill tool does not ready the skill
1527 // if something needs the skill, it has to ready it itself
1528 //TODO: unapplying should unapply the skill, though
1529 op->set_flag (FLAG_APPLIED);
1530 break;
1531
3237 case LAMP: 1532 case SKILL:
3238 if (op->stats.food < 1) 1533 if (who->contr)
1534 if (op->invisible)
1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1536 else
1537 who->statusmsg (format ("You ready %s.", query_name (op)));
1538
1539 who->set_flag (FLAG_READY_SKILL);
1540 op->set_flag (FLAG_APPLIED);
1541 change_abil (who, op);
1542 break;
1543
1544 case BOW:
1545 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3239 { 1546 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 1547 who->failmsg ("The weapon does not recognize you as its owner. "
1548 "H<Its name indicates that it belongs to somebody else.>");
1549 if (tmp) who->insert (tmp);
3241 return 1; 1550 return 1;
3242 } 1551 }
3243 1552
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3245 tmp2 = arch_to_object (op->other_arch);
3246 tmp2->stats.food = op->stats.food;
3247 SET_FLAG (tmp2, FLAG_APPLIED);
3248
3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3250 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251
3252 insert_ob_in_ob (tmp2, who);
3253
3254 /* Remove the old lantern */
3255 if (who->type == PLAYER)
3256 esrv_del_item (who->contr, op->count);
3257
3258 op->destroy ();
3259
3260 /* insert the portion that was split off */
3261 if (tmp)
3262 {
3263 insert_ob_in_ob (tmp, who);
3264 if (who->type == PLAYER)
3265 esrv_send_item (who, tmp);
3266 }
3267
3268 who->update_stats ();
3269
3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 if (who->type == PLAYER)
3272 {
3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3275 }
3276
3277 if (who->type == PLAYER)
3278 esrv_send_item (who, tmp2);
3279
3280 return 0;
3281
3282 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED);
3285 skop = find_skill_by_name (who, op->skill);
3286 if (!skop->flag [FLAG_APPLIED])
3287 apply_special (who, skop, AP_APPLY);
3288 break;
3289
3290 case SKILL:
3291 if (who->chosen_skill)
3292 {
3293 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3294 return 1;
3295 }
3296
3297 if (player *pl = who->contr) 1553 if (player *pl = who->contr)
3298 { 1554 {
3299 if (IS_COMBAT_SKILL (op->subtype)) 1555 op->flag [FLAG_APPLIED] = true;
3300 { 1556 who->statusmsg (format ("You wield the %s.", query_name (op)));
3301 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 1557 change_abil (who, op);
3302 {
3303 for (object *item = who->inv; item; item = item->below)
3304 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3305 {
3306 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon;
3308 }
3309
3310 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3311 return 1;
3312
3313 found_weapon:;
3314 }
3315 else
3316 who->change_weapon (pl->combat_ob = op);
3317 }
3318 else if (IS_RANGED_SKILL (op->subtype))
3319 {
3320 if (skill_flags [op->subtype] & SF_NEED_BOW)
3321 {
3322 for (object *item = who->inv; item; item = item->below)
3323 if (item->type == BOW && item->flag [FLAG_APPLIED])
3324 {
3325 who->change_weapon (pl->ranged_ob = item);
3326 goto found_bow;
3327 }
3328
3329 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3330 return 1;
3331
3332 found_bow:;
3333 }
3334 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3335 {
3336 for (object *item = who->inv; item; item = item->below)
3337 if (item->flag [FLAG_APPLIED]
3338 && (item->type == WAND || item->type == ROD || item->type == HORN))
3339 {
3340 who->change_weapon (pl->ranged_ob = item);
3341 goto found_item;
3342 }
3343
3344 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3345 return 1;
3346
3347 found_item:;
3348 }
3349 else
3350 who->change_weapon (pl->ranged_ob = op);
3351 }
3352
3353 if (!op->invisible)
3354 {
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3356 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3357 }
3358 else
3359 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3360 } 1558 }
3361
3362 SET_FLAG (op, FLAG_APPLIED);
3363 change_abil (who, op);
3364 who->chosen_skill = op;
3365 SET_FLAG (who, FLAG_READY_SKILL);
3366 break; 1559 break;
3367 1560
3368 case BOW: 1561 case RANGED:
3369 if (!check_weapon_power (who, op->last_eat)) 1562 if (player *pl = who->contr)
3370 { 1563 {
3371 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 1564 op->flag [FLAG_APPLIED] = true;
3372 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 1565 who->statusmsg (format ("You applied the %s.", query_name (op)));
3373
3374 if (tmp)
3375 insert_ob_in_ob (tmp, who);
3376
3377 return 1;
3378 } 1566 }
1567 break;
3379 1568
3380 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 1569 case SPELL:
1570 if (player *pl = who->contr)
3381 { 1571 {
3382 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1572 op->flag [FLAG_APPLIED] = true;
3383 if (tmp) 1573 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3384 insert_ob_in_ob (tmp, who);
3385
3386 return 1;
3387 } 1574 }
1575 break;
3388 1576
3389 /*FALLTHROUGH*/ 1577 /*FALLTHROUGH*/
3390 case WAND: 1578 case WAND:
3391 case ROD: 1579 case ROD:
3392 case HORN: 1580 case HORN:
3393 /* check for skill, alter player status */ 1581 op->flag [FLAG_APPLIED] = true;
3394 1582
3395 if (!skop) 1583 if (player *pl = who->contr)
3396 { 1584 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1585 who->statusmsg (format ("You ready %s.", query_name (op)));
3398 return 1;
3399 }
3400
3401 SET_FLAG (op, FLAG_APPLIED);
3402 change_skill (who, skop, 0);
3403
3404 if (who->contr)
3405 {
3406 who->contr->ranged_ob = op;
3407
3408 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3409 1586
3410 if (op->type == BOW) 1587 if (op->type == BOW)
3411 { 1588 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3412 who->current_weapon = op; 1589
3413 change_abil (who, op); 1590 change_abil (who, op);
3414 new_draw_info_format (NDI_UNIQUE, 0, who,
3415 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3416 }
3417 } 1591 }
3418 else 1592 else
3419 { 1593 {
3420 if (op->type == BOW) 1594 if (op->type == BOW)
3421 SET_FLAG (who, FLAG_READY_BOW); 1595 op->flag [FLAG_READY_BOW ] = true;
3422 else 1596 else
3423 SET_FLAG (who, FLAG_READY_RANGE); 1597 op->flag [FLAG_READY_RANGE] = true;
3424 } 1598 }
3425 1599
3426 break; 1600 break;
3427 1601
3428 case BUILDER: 1602 case BUILDER:
3429 if (who->type == PLAYER) 1603 if (player *pl = who->contr)
3430 { 1604 {
3431 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 1605 who->statusmsg (format ("You ready your %s.", query_name (op)));
3432 unapply_special (who, who->contr->ranged_ob, 0); 1606 //TODO: change_abil?
3433
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3435
3436 who->contr->ranged_ob = op;
3437 } 1607 }
3438 break; 1608 break;
3439 1609
3440 default: 1610 default:
3441 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
3442 } /* end of switch op->type */ 1612 }
3443 1613
3444 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
3445 1615
3446 if (tmp) 1616 if (tmp) who->insert (tmp);
3447 tmp = insert_ob_in_ob (tmp, who);
3448 1617
3449 who->update_stats (); 1618 who->update_stats ();
3450 1619
3451 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
3452 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
3453 * you don't know anything about them. 1622 * you don't know anything about them.
3454 */ 1623 */
3455 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)
3456 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
3457 1626
3458 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3459 {
3460 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
3461 { 1629 {
3462 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1630 who->failmsg (
3463 SET_FLAG (op, FLAG_KNOWN_CURSED); 1631 "Oops, it feels deadly cold! "
1632 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1633 );
1634 op->set_flag (FLAG_KNOWN_CURSED);
3464 } 1635 }
3465 }
3466 1636
3467 if (who->type == PLAYER) 1637 if (object *pl = op->visible_to ())
3468 {
3469 /* if multiple objects were applied, update both slots */
3470 if (tmp)
3471 esrv_send_item (who, tmp);
3472
3473 esrv_send_item (who, op); 1638 esrv_send_item (pl, op);
3474 }
3475 1639
3476 return 0; 1640 return 0;
3477} 1641}
3478 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 */
3479int 1647int
3480monster_apply_special (object *who, object *op, int aflags) 1648should_director_abort (object *op, object *victim)
3481{ 1649{
3482 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)))
3483 return 1; 1682 return 1;
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)
3484 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;
3485} 3715}
3486 3716
3487/** 3717/**
3488 * Map was just loaded, handle op's initialisation. 3718 * Map was just loaded, handle op's initialisation.
3489 * 3719 *
3490 * Generates shop floor's item, and treasures. 3720 * Generates shop floor's item, and treasures.
3491 */ 3721 */
3492int 3722int
3493auto_apply (object *op) 3723auto_apply (object *op)
3494{ 3724{
3495 object *tmp = NULL, *tmp2; 3725 object *tmp = NULL;
3496 int i; 3726 int i;
3727
3728 op->clr_flag (FLAG_AUTO_APPLY);
3497 3729
3498 switch (op->type) 3730 switch (op->type)
3499 { 3731 {
3500 case SHOP_FLOOR: 3732 case SHOP_FLOOR:
3501 if (!op->has_random_items ()) 3733 if (!op->has_random_items ())
3503 3735
3504 do 3736 do
3505 { 3737 {
3506 i = 10; /* let's give it 10 tries */ 3738 i = 10; /* let's give it 10 tries */
3507 while ((tmp = generate_treasure (op->randomitems, 3739 while ((tmp = generate_treasure (op->randomitems,
3508 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
3509 if (tmp == NULL) 3745 if (tmp == NULL)
3510 return 0; 3746 return 0;
3511 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3747
3748 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3512 { 3749 {
3513 tmp->destroy (); 3750 tmp->destroy ();
3514 tmp = NULL; 3751 tmp = NULL;
3515 } 3752 }
3516 } 3753 }
3517 while (!tmp); 3754 while (!tmp);
3518 3755
3519 tmp->x = op->x; 3756 tmp->x = op->x;
3520 tmp->y = op->y; 3757 tmp->y = op->y;
3521 SET_FLAG (tmp, FLAG_UNPAID); 3758 tmp->set_flag (FLAG_UNPAID);
3522 insert_ob_in_map (tmp, op->map, NULL, 0); 3759 insert_ob_in_map (tmp, op->map, NULL, 0);
3523 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3524 identify (tmp); 3760 identify (tmp);
3525 break; 3761 break;
3526 3762
3527 case TREASURE: 3763 case TREASURE:
3528 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3764 if (op->flag [FLAG_IS_A_TEMPLATE])
3529 return 0; 3765 return 0;
3530 3766
3531 while (op->stats.hp-- > 0) 3767 while (op->stats.hp-- > 0)
3532 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3768 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3533 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);
3535 /* 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,
3536 * 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
3537 * to disappear. An example of this item is the random_* stuff 3773 * to disappear. An example of this item is the random_* stuff
3538 * that is put inside other objects. 3774 * that is put inside other objects.
3539 */ 3775 */
3540 for (tmp = op->inv; tmp; tmp = tmp2)
3541 {
3542 tmp2 = tmp->below;
3543 tmp->remove ();
3544
3545 if (op->env) 3776 if (op->env)
3546 insert_ob_in_ob (tmp, op->env); 3777 while (op->inv)
3547 else 3778 op->env->insert (op->inv);
3548 tmp->destroy ();
3549 }
3550 3779
3551 op->destroy (); 3780 op->destroy ();
3552 break; 3781 break;
3553 } 3782 }
3554 return tmp ? 1 : 0; 3783
3784 return !!tmp;
3555} 3785}
3556 3786
3557/** 3787/**
3558 * 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
3559 * is loaded or swapped in and performs special actions for 3789 * is loaded or swapped in and performs special actions for
3573 3803
3574 if (tmp->inv) 3804 if (tmp->inv)
3575 { 3805 {
3576 object *invtmp, *invnext; 3806 object *invtmp, *invnext;
3577 3807
3578 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3808 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3579 { 3809 {
3580 invnext = invtmp->below; 3810 invnext = invtmp->below;
3581 3811
3582 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3812 if (invtmp->flag [FLAG_AUTO_APPLY])
3583 auto_apply (invtmp); 3813 auto_apply (invtmp);
3584 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3814 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3585 { 3815 {
3586 while ((invtmp->stats.hp--) > 0) 3816 while (invtmp->stats.hp-- > 0)
3587 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3817 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3588 3818
3589 invtmp->randomitems = NULL; 3819 invtmp->randomitems = NULL;
3590 } 3820 }
3591 else if (invtmp && invtmp->arch 3821 else if (invtmp->arch
3592 && 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 ())
3593 { 3824 {
3594 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3595 /* Need to clear this so that we never try to create 3826 /* Need to clear this so that we never try to create
3596 * treasure again for this object 3827 * treasure again for this object
3597 */ 3828 */
3598 invtmp->randomitems = NULL; 3829 invtmp->randomitems = NULL;
3599 } 3830 }
3600 } 3831 }
3832
3601 /* This is really temporary - the code at the bottom will 3833 /* This is really temporary - the code at the bottom will
3602 * also set randomitems to null. The problem is there are bunches 3834 * also set randomitems to null. The problem is there are bunches
3603 * of maps/players already out there with items that have spells 3835 * of maps/players already out there with items that have spells
3604 * which haven't had the randomitems set to null yet. 3836 * which haven't had the randomitems set to null yet.
3605 * MSW 2004-05-13 3837 * MSW 2004-05-13
3609 * Ryo 2004-08-16 3841 * Ryo 2004-08-16
3610 */ 3842 */
3611 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3843 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3612 || 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)
3613 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3614
3615 } 3846 }
3616 3847
3617 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3848 if (tmp->flag [FLAG_AUTO_APPLY])
3618 auto_apply (tmp); 3849 auto_apply (tmp);
3619 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 ())
3620 { 3851 {
3621 while ((tmp->stats.hp--) > 0) 3852 while ((tmp->stats.hp--) > 0)
3622 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3853 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3624 } 3855 }
3625 else if (tmp->type == TIMED_GATE) 3856 else if (tmp->type == TIMED_GATE)
3626 { 3857 {
3627 object *head = tmp->head != NULL ? tmp->head : tmp; 3858 object *head = tmp->head != NULL ? tmp->head : tmp;
3628 3859
3629 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3860 if (head->flag [FLAG_IS_LINKED])
3630 tmp->set_speed (0); 3861 tmp->set_speed (0);
3631 } 3862 }
3632 /* 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
3633 * 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
3634 * 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
3652 } 3883 }
3653 3884
3654 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3655 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3886 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3656 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3887 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3657 check_trigger (tmp, tmp->above); 3888 check_trigger (tmp, tmp->above, tmp->above);
3658} 3889}
3659 3890
3660/** 3891/**
3661 * Handles player eating food that temporarily changes status (resistances, stats). 3892 * Handles player eating food that temporarily changes status (resistances, stats).
3662 * This used to call cast_change_attr(), but 3893 * This used to call cast_change_attr(), but
3667eat_special_food (object *who, object *food) 3898eat_special_food (object *who, object *food)
3668{ 3899{
3669 object *force; 3900 object *force;
3670 int i, did_one = 0; 3901 int i, did_one = 0;
3671 3902
3672 force = get_archetype (FORCE_NAME); 3903 char buf[64];
3904 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3905 shstr key (buf);
3673 3906
3674 for (i = 0; i < NUM_STATS; i++)
3675 if (sint8 k = food->stats.stat (i))
3676 {
3677 force->stats.stat (i) = k;
3678 did_one = 1;
3679 }
3680
3681 /* check if we can protect the eater */
3682 for (i = 0; i < NROFATTACKS; i++)
3683 {
3684 if (food->resist[i] > 0)
3685 {
3686 force->resist[i] = food->resist[i] / 2;
3687 did_one = 1;
3688 }
3689 }
3690
3691 if (did_one)
3692 {
3693 force->set_speed (0.1);
3694 /* bigger morsel of food = longer effect time */ 3907 /* bigger morsel of food = longer effect time */
3695 force->duration = food->stats.food / 5; 3908 int duration = TIME2TICK (food->stats.food);
3696 SET_FLAG (force, FLAG_APPLIED); 3909
3697 change_abil (who, force); 3910 if (force = who->force_find (key))
3698 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;
3699 } 3921 }
3700 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
3701 force->destroy (); 3953 force->destroy ();
3954 }
3702 3955
3703 /* check for hp, sp change */ 3956 /* check for hp, sp change */
3704 if (food->stats.hp != 0) 3957 if (food->stats.hp != 0)
3705 { 3958 {
3706 if (QUERY_FLAG (food, FLAG_CURSED)) 3959 if (food->flag [FLAG_CURSED])
3707 { 3960 {
3708 assign (who->contr->killer, food->name); 3961 who->contr->killer = food;
3709 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3962 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3710 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3963 who->failmsg ("Eck!...that was poisonous!");
3711 } 3964 }
3712 else 3965 else
3713 { 3966 {
3714 if (food->stats.hp > 0) 3967 if (food->stats.hp > 0)
3715 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3968 who->statusmsg ("You begin to feel better.");
3716 else 3969 else
3717 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3970 who->failmsg ("Eck!...that was poisonous!");
3971
3718 who->stats.hp += food->stats.hp; 3972 who->stats.hp += food->stats.hp;
3719 } 3973 }
3720 } 3974 }
3975
3721 if (food->stats.sp != 0) 3976 if (food->stats.sp != 0)
3722 { 3977 {
3723 if (QUERY_FLAG (food, FLAG_CURSED)) 3978 if (food->flag [FLAG_CURSED])
3724 { 3979 {
3725 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3980 who->failmsg ("You are drained of mana!");
3726 who->stats.sp -= food->stats.sp; 3981 who->stats.sp -= food->stats.sp;
3727 if (who->stats.sp < 0) 3982 if (who->stats.sp < 0)
3728 who->stats.sp = 0; 3983 who->stats.sp = 0;
3729 } 3984 }
3730 else 3985 else
3731 { 3986 {
3732 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3987 who->statusmsg ("You feel a rush of magical energy!");
3733 who->stats.sp += food->stats.sp; 3988 who->stats.sp += food->stats.sp;
3734 /* place limit on max sp from food? */ 3989 /* place limit on max sp from food? */
3735 } 3990 }
3736 } 3991 }
3992
3737 who->update_stats (); 3993 who->update_stats ();
3738}
3739
3740/**
3741 * Designed primarily to light torches/lanterns/etc.
3742 * Also burns up burnable material too. First object in the inventory is
3743 * the selected object to "burn". -b.t.
3744 */
3745void
3746apply_lighter (object *who, object *lighter)
3747{
3748 object *item;
3749 int is_player_env = 0;
3750
3751 item = find_marked_object (who);
3752 if (item)
3753 {
3754 if (lighter->last_eat && lighter->stats.food)
3755 { /* lighter gets used up */
3756 /* Split multiple lighters if they're being used up. Otherwise *
3757 * one charge from each would be used up. --DAMN */
3758 if (lighter->nrof > 1)
3759 {
3760 object *oneLighter = lighter->clone ();
3761
3762 lighter->nrof -= 1;
3763 oneLighter->nrof = 1;
3764 oneLighter->stats.food--;
3765 esrv_send_item (who, lighter);
3766 oneLighter = insert_ob_in_ob (oneLighter, who);
3767 esrv_send_item (who, oneLighter);
3768 }
3769 else
3770 lighter->stats.food--;
3771 }
3772 else if (lighter->last_eat)
3773 { /* no charges left in lighter */
3774 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3775 return;
3776 }
3777
3778 /* Perhaps we should split what we are trying to light on fire?
3779 * I can't see many times when you would want to light multiple
3780 * objects at once.
3781 */
3782
3783 if (who == item->in_player ())
3784 is_player_env = 1;
3785
3786 save_throw_object (item, AT_FIRE, who);
3787
3788 if (item->destroyed ())
3789 {
3790 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3791 /* Need to update the player so that the players glow radius
3792 * gets changed.
3793 */
3794 if (is_player_env)
3795 who->update_stats ();
3796 }
3797 else
3798 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3799 }
3800 else /* nothing to light */
3801 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3802
3803}
3804
3805/**
3806 * op made some mistake with a scroll, this takes care of punishment.
3807 * scroll_failure()- hacked directly from spell_failure
3808 */
3809void
3810scroll_failure (object *op, int failure, int power)
3811{
3812 if (abs (failure / 4) > power)
3813 power = abs (failure / 4); /* set minimum effect */
3814
3815 if (failure <= -1 && failure > -15)
3816 { /* wonder */
3817 object *tmp;
3818
3819 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3820 tmp = get_archetype (SPELL_WONDER);
3821 cast_wonder (op, op, 0, tmp);
3822 tmp->destroy ();
3823 }
3824 else if (failure <= -15 && failure > -35)
3825 { /* drain mana */
3826 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3827 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3828 if (op->stats.sp < 0)
3829 op->stats.sp = 0;
3830 }
3831 else if (settings.spell_failure_effects == TRUE)
3832 {
3833 if (failure <= -35 && failure > -60)
3834 { /* confusion */
3835 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3836 confuse_player (op, op, power);
3837 }
3838 else if (failure <= -60 && failure > -70)
3839 { /* paralysis */
3840 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3841 paralyze_player (op, op, power);
3842 }
3843 else if (failure <= -70 && failure > -80)
3844 { /* blind */
3845 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3846 blind_player (op, op, power);
3847 }
3848 else if (failure <= -80)
3849 { /* blast the immediate area */
3850 object *tmp = get_archetype (LOOSE_MANA);
3851 cast_magic_storm (op, tmp, power);
3852 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3853 tmp->destroy ();
3854 }
3855 }
3856} 3994}
3857 3995
3858void 3996void
3859apply_changes_to_player (object *pl, object *change) 3997apply_changes_to_player (object *pl, object *change)
3860{ 3998{
3877 */ 4015 */
3878 int i, j; 4016 int i, j;
3879 4017
3880 for (i = 0; i < NUM_STATS; i++) 4018 for (i = 0; i < NUM_STATS; i++)
3881 { 4019 {
3882 int race_bonus = pl->arch->clone.stats.stat (i); 4020 int race_bonus = pl->arch->stats.stat (i);
3883 sint8 stat = stats->stat (i) + ns->stat (i); 4021 sint8 stat = stats->stat (i) + ns->stat (i);
3884 4022
3885 if (stat > 20 + race_bonus) 4023 if (stat > 20 + race_bonus)
3886 { 4024 {
3887 excess_stat++; 4025 excess_stat++;
3897 4035
3898 if (i == CHA) 4036 if (i == CHA)
3899 continue; /* exclude cha from this */ 4037 continue; /* exclude cha from this */
3900 4038
3901 int stat = stats->stat (i); 4039 int stat = stats->stat (i);
3902 int race_bonus = pl->arch->clone.stats.stat (i); 4040 int race_bonus = pl->arch->stats.stat (i);
3903 if (stat < 20 + race_bonus) 4041 if (stat < 20 + race_bonus)
3904 { 4042 {
3905 change_attr_value (stats, i, 1); 4043 change_attr_value (stats, i, 1);
3906 excess_stat--; 4044 excess_stat--;
3907 } 4045 }
3908 } 4046 }
3909 4047
3910 /* insert the randomitems from the change's treasurelist into 4048 /* insert the randomitems from the change's treasurelist into
3911 * the player ref: player.c 4049 * the player ref: player.c
3912 */ 4050 */
3913 if (change->randomitems != NULL) 4051 if (change->randomitems)
3914 give_initial_items (pl, change->randomitems); 4052 give_initial_items (pl, change->randomitems);
3915 4053
3916 /* set up the face, for some races. */ 4054 /* set up the face, for some races. */
3917 4055
3918 /* first, look for the force object banning 4056 /* first, look for the force object banning
3919 * changing the face. Certain races never change face with class. 4057 * changing the face. Certain races never change face with class.
3920 */ 4058 */
3921 for (walk = pl->inv; walk != NULL; walk = walk->below) 4059 for (walk = pl->inv; walk; walk = walk->below)
3922 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4060 if (walk->name == shstr_NOCLASSFACECHANGE)
3923 flag_change_face = 0; 4061 flag_change_face = 0;
3924 4062
3925 if (flag_change_face) 4063 if (flag_change_face)
3926 { 4064 {
3927 pl->animation_id = GET_ANIM_ID (change);
3928 pl->face = change->face; 4065 pl->face = change->face;
3929 4066 pl->animation_id = change->animation_id;
3930 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4067 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3931 SET_FLAG (pl, FLAG_ANIMATE);
3932 else
3933 CLEAR_FLAG (pl, FLAG_ANIMATE);
3934 } 4068 }
3935 4069
3936 /* check the special case of can't use weapons */ 4070 /* check the special case of can't use weapons */
3937 /*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); */
3938 if (!strcmp (change->name, "monk")) 4072 if (change->name == shstr_monk)
3939 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4073 pl->clr_flag (FLAG_USE_WEAPON);
3940 4074
3941 break; 4075 break;
3942 } 4076 }
3943 } 4077 }
3944} 4078}
3945 4079
3946/**
3947 * This handles items of type 'transformer'.
3948 * Basically those items, used with a marked item, transform both items into something
3949 * else.
3950 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3951 * Change information is contained in the 'slaying' field of the marked item.
3952 * The format is as follow: transformer:[number ]yield[;transformer:...].
3953 * This way an item can be transformed in many things, and/or many objects.
3954 * The 'slaying' field for transformer is used as verb for the action.
3955 */
3956void
3957apply_item_transformer (object *pl, object *transformer)
3958{
3959 object *marked;
3960 object *new_item;
3961 char *find;
3962 char *separator;
3963 int yield;
3964 char got[MAX_BUF];
3965 int len;
3966
3967 if (!pl || !transformer)
3968 return;
3969 marked = find_marked_object (pl);
3970 if (!marked)
3971 {
3972 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3973 return;
3974 }
3975 if (!marked->slaying)
3976 {
3977 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3978 return;
3979 }
3980 /* check whether they are compatible or not */
3981 find = strstr (marked->slaying, transformer->arch->name);
3982 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3983 {
3984 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3985 return;
3986 }
3987 find += strlen (transformer->arch->name) + 1;
3988 /* Item can be used, now find how many and what it yields */
3989 if (isdigit (*(find)))
3990 {
3991 yield = atoi (find);
3992 if (yield < 1)
3993 {
3994 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3995 yield = 1;
3996 }
3997 }
3998 else
3999 yield = 1;
4000
4001 while (isdigit (*find))
4002 find++;
4003 while (*find == ' ')
4004 find++;
4005 memset (got, 0, MAX_BUF);
4006 if ((separator = strchr (find, ';')) != NULL)
4007 {
4008 len = separator - find;
4009 }
4010 else
4011 {
4012 len = strlen (find);
4013 }
4014 if (len > MAX_BUF - 1)
4015 len = MAX_BUF - 1;
4016 strcpy (got, find);
4017 got[len] = '\0';
4018
4019 /* Now create new item, remove used ones when required. */
4020 new_item = get_archetype (got);
4021 if (!new_item)
4022 {
4023 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4024 return;
4025 }
4026
4027 new_item->nrof = yield;
4028 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4029 insert_ob_in_ob (new_item, pl);
4030 esrv_send_inventory (pl, pl);
4031 /* Eat up one item */
4032 decrease_ob_nr (marked, 1);
4033 /* Eat one transformer if needed */
4034 if (transformer->stats.food)
4035 if (--transformer->stats.food == 0)
4036 decrease_ob_nr (transformer, 1);
4037}

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