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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.92 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.262 by root, Sun May 2 11:23:52 2010 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 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 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 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 }
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
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 696 return 1;
1016} 697}
1017 698
1018/** 699/**
1019 * Handle apply on containers. 700 * Handle apply on containers.
1020 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 702 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1022 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
1023 */ 704 */
1024int 705static int
1025apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
1026{ 707{
1027 if (op->type != PLAYER || !op->contr->ns) 708 if (op->type != PLAYER || !op->contr->ns)
1028 return 0; /* This might change */ 709 return 0; /* This might change */
1029 710
1035 716
1036 op->contr->last_used = 0; 717 op->contr->last_used = 0;
1037 718
1038 if (sack->env && sack->env != op) 719 if (sack->env && sack->env != op)
1039 { 720 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 721 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 722 return 1;
1042 } 723 }
1043 724
1044 // already applied == open on ground, or open in inv, or active in inv 725 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 726 if (sack->flag [FLAG_APPLIED])
1046 { 727 {
1047 if (op->container == sack) 728 if (op->container_ () == sack)
1048 { 729 {
1049 // open on ground or inv, so close 730 // open on ground or inv, so close
1050 op->close_container (); 731 op->close_container ();
1051 return 1; 732 return 1;
1052 } 733 }
1053 else if (!sack->env) 734 else if (!sack->env)
1054 { 735 {
1055 // active, but not ours: some other player has opened it 736 // 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)); 737 // normally this only happens to dms standing on the same space.
738 // but it doesn't hurt to handle it.
739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1057 return 1; 740 return 1;
1058 } 741 }
742 }
1059 743
1060 // fall through to opening it (active in inv) 744 // it's locked?
745 if (sack->slaying)
1061 } 746 {
1062 else if (sack->env) 747 if (object *tmp = find_key (op, op, sack))
748 {
749 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
750 }
751 else
752 {
753 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
754 esrv_update_item (UPD_FLAGS, op, sack);
755 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
756 return 1;
757 }
758 }
759
760 if (sack->env && !sack->flag [FLAG_APPLIED])
1063 { 761 {
1064 // it is in our env, so activate it, do not open yet 762 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 763 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 764 sack->flag [FLAG_APPLIED] = true;
1067 esrv_update_item (UPD_FLAGS, op, sack); 765 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 766 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1;
1070 }
1071
1072 // it's locked?
1073 if (sack->slaying)
1074 { 767 }
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 768 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); 769 op->open_container (sack);
1085 770
1086 return 1; 771 return 1;
1087} 772}
1088 773
1089/** 774/**
1095{ 780{
1096 /* Only players can make sacrifices on spell casting altars. */ 781 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER)) 782 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0; 783 return 0;
1099 784
1100 if (operate_altar (altar, &sacrifice)) 785 if (operate_altar (altar, &sacrifice, originator))
1101 { 786 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet 787 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * with an altar. We call it a Potion - altars are stationary - it 788 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 789 * is up to map designers to use them properly.
1105 */ 790 */
1106 if (altar->inv && altar->inv->type == SPELL) 791 if (altar->inv && altar->inv->type == SPELL)
1107 { 792 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 793 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 794 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 795 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 796 * old maps.
1112 */ 797 */
1113 798
1114/* push_button (altar);*/ 799/* push_button (altar);*/
1115 } 800 }
1116 else 801 else
1117 { 802 {
1118 altar->value = 1; /* works only once */ 803 altar->value = 1; /* works only once */
1119 push_button (altar); 804 push_button (altar, originator);
1120 } 805 }
1121 806
1122 return !sacrifice; 807 return !sacrifice;
1123 } 808 }
1124 else 809 else
1137{ 822{
1138 int rv = 0; 823 int rv = 0;
1139 double opinion; 824 double opinion;
1140 object *tmp, *next; 825 object *tmp, *next;
1141 826
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 827 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1143 828
1144 if (op->type != PLAYER) 829 bool has_unpaid = false;
830
831 // quite inefficient to do this here twice, but the api doesn't lend itself to
832 // a quick and small change :(
833 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
834 if (item->flag [FLAG_UNPAID])
835 {
836 has_unpaid = true;
837 break;
838 }
839
840 if (!op->is_player ())
1145 { 841 {
1146 /* Remove all the unpaid objects that may be carried here. 842 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 843 * This could be pets or monsters that are somehow in
1148 * the shop. 844 * the shop.
1149 */ 845 */
1150 for (tmp = op->inv; tmp; tmp = next) 846 for (tmp = op->inv; tmp; tmp = next)
1151 { 847 {
1152 next = tmp->below; 848 next = tmp->below;
1153 849
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 850 if (tmp->flag [FLAG_UNPAID])
1155 { 851 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 852 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 853
854 if (i >= 0)
1158 tmp->remove (); 855 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 } 856 }
1168 } 857 }
1169 858
1170 /* Don't teleport things like spell effects */ 859 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 860 if (op->flag [FLAG_NO_PICK])
1172 return 0; 861 return 0;
1173 862
1174 /* unpaid objects, or non living objects, can't transfer by 863 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 864 * shop mats. Instead, put it on a nearby space.
1176 */ 865 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 866 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1178 { 867 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 868 /* 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); 869 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 870
1183 if (i != -1) 871 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 872 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185 873
1186 return 0; 874 return 0;
1187 } 875 }
876
1188 /* Removed code that checked for multipart objects - it appears that 877 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 878 * the teleport function should be able to handle this just fine.
1190 */ 879 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 881 }
1193 else if (can_pay (op) && get_payment (op)) 882 else if (can_pay (op) && get_payment (op))
1194 { 883 {
1195 /* this is only used for players */ 884 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 885 rv = teleport (shop_mat, SHOP_MAT, op);
1197 886
887 if (has_unpaid)
888 op->contr->play_sound (sound_find ("shop_buy"));
889 else if (op->is_in_shop ())
890 op->contr->play_sound (sound_find ("shop_enter"));
891 else
892 op->contr->play_sound (sound_find ("shop_leave"));
893
1198 if (shop_mat->msg) 894 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 895 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 896 /* 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 897 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 898 * actually the shop floor.
1203 */ 899 */
1204 else if (!rv && !is_in_shop (op)) 900 else if (!rv && !op->is_in_shop ())
1205 { 901 {
1206 opinion = shopkeeper_approval (op->map, op); 902 opinion = shopkeeper_approval (op->map, op);
1207 903
1208 if (opinion > 0.9) 904 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 905 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 906 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 907 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 908 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 909 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 910 }
1217 } 911 }
1218 else 912 else
1219 { 913 {
1220 /* if we get here, a player tried to leave a shop but was not able 914 /* 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 915 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 916 * they are not on the mat anymore
1223 */ 917 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 918 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 919
1226 if (i == -1) 920 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 921 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 922 else
1231 { 923 {
1232 op->remove (); 924 op->remove ();
1233 op->x += freearr_x[i]; 925 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 926 op->y += freearr_y[i];
1235 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 927 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1236 } 928 }
1237 } 929 }
1238 930
1239 CLEAR_FLAG (op, FLAG_NO_APPLY); 931 op->clr_flag (FLAG_NO_APPLY);
1240 return rv; 932 return rv;
1241} 933}
1242 934
1243/** 935/**
1244 * Handles applying a sign. 936 * Handles applying a sign.
1245 */ 937 */
1246static void 938static void
1247apply_sign (object *op, object *sign, int autoapply) 939apply_sign (object *op, object *sign, int autoapply)
1248{ 940{
1249 readable_message_type *msgType; 941 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 942 return;
1251 943
1252 if (sign->msg == NULL) 944 if (sign->has_dialogue ())
1253 { 945 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 946 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 947 return;
1256 } 948 }
1257 949
950 if (!sign->msg)
951 {
952 op->contr->infobox (MSG_CHANNEL ("examine"),
953 format ("T<%s>\n\n Nothing %sis written on it.",
954 &sign->name,
955 sign->name == sign->arch->name ? "" : "else "));
956 return;
957 }
958
1258 if (sign->stats.food) 959 if (sign->stats.food)
1259 { 960 {
1260 if (sign->last_eat >= sign->stats.food) 961 if (sign->last_eat >= sign->stats.food)
1261 { 962 {
1262 if (!sign->move_on) 963 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 964 op->failmsg ("You cannot read it anymore.");
965
1264 return; 966 return;
1265 } 967 }
1266 968
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 969 if (!op->flag [FLAG_WIZPASS])
1268 sign->last_eat++; 970 sign->last_eat++;
1269 } 971 }
1270 972
1271 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 973 /* 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 974 * 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 975 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 976 * to us).
1275 */ 977 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 978 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1277 { 979 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 980 op->failmsg ("You are unable to read while blind!");
1279 return; 981 return;
1280 } 982 }
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 983
1286/** 984 if (op->contr)
1287 * 'victim' moves onto 'trap' 985 if (client *ns = op->contr->ns)
1288 * 'victim' leaves 'trap' 986 {
1289 * effect is determined by move_on/move_off of trap and move_type of victime. 987 if (sign->sound)
1290 * 988 ns->play_sound (sign->sound);
1291 * originator: Player, monster or other object that caused 'victim' to move 989 else if (autoapply)
1292 * onto 'trap'. Will receive messages caused by this action. May be NULL. 990 ns->play_sound (sound_find ("msg_voice"));
1293 * However, some types of traps require an originator to function. 991
1294 */ 992 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1295void 993 }
994}
995
996static void
1296move_apply (object *trap, object *victim, object *originator) 997move_apply_hole (object *trap, object *victim)
1297{ 998{
1298 static int recursion_depth = 0; 999 /* Hole not open? */
1299 1000 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; 1001 return;
1303 1002
1304 /* move_apply() is the most likely candidate for causing unwanted and 1003 /* Is this a multipart monster and not the head? If so, return.
1305 * possibly unlimited recursion. 1004 * Processing will happen if the head runs into the pit
1306 */ 1005 */
1307 /* The following was changed because it was causing perfeclty correct 1006 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; 1007 return;
1318 }
1319 recursion_depth++;
1320 if (trap->head)
1321 trap = trap->head;
1322 1008
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1009 // now find all possible locations and randomly pick one
1324 goto leave; 1010 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1011 trap->range >= 3 ? SIZEOFFREE3 + 1
1012 : trap->range >= 2 ? SIZEOFFREE2 + 1
1013 : trap->range >= 1 ? SIZEOFFREE1 + 1
1014 : SIZEOFFREE0 + 1);
1325 1015
1326 switch (trap->type) 1016 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 < -50.0)
1344 victim->speed_left = -50.0;
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; 1017 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 1018
1551 /* need a literacy skill to read stuff! */ 1019 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1020 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 1021
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1022 transfer_ob (victim,
1577 1023 EXIT_X (trap) + freearr_x[dir],
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1024 EXIT_Y (trap) + freearr_y[dir],
1579 msgType->message_type, msgType->message_subtype, 1025 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
1874 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp);
1876}
1877
1878/**
1879 * Applies a treasure object - by default, chest. op
1880 * is the person doing the applying, tmp is the treasure
1881 * chest.
1882 */
1883static void
1884apply_treasure (object *op, object *tmp)
1885{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure
1890 * for the chest is done when the chest is created, and put into the chest
1891 * inventory. So that when the chest burns up, the items still exist. Also
1892 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure
1894 */
1895
1896 treas = tmp->inv;
1897 if (treas == NULL)
1898 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp);
1901 return;
1902 }
1903 while (tmp->inv)
1904 {
1905 treas = tmp->inv;
1906
1907 treas->remove ();
1908 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1909
1910 treas->x = op->x;
1911 treas->y = op->y;
1912 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1913
1914 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1915 spring_trap (treas, op);
1916
1917 /* If either player or container was destroyed, no need to do
1918 * further processing. I think this should be enclused with
1919 * spring trap above, as I don't think there is otherwise
1920 * any way for the treasure chest or player to get killed
1921 */
1922 if (op->destroyed () || tmp->destroyed ())
1923 break;
1924 }
1925
1926 if (!tmp->destroyed () && tmp->inv == NULL)
1927 decrease_ob (tmp);
1928
1929}
1930
1931/**
1932 * op eats food.
1933 * If player, takes care of messages and dragon special food.
1934 */
1935static void
1936apply_food (object *op, object *tmp)
1937{
1938 int capacity_remaining;
1939
1940 if (op->type != PLAYER)
1941 op->stats.hp = op->stats.maxhp;
1942 else
1943 {
1944 /* check if this is a dragon (player), eating some flesh */
1945 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1946 ;
1947 else
1948 {
1949 /* usual case - no dragon meal: */
1950 if (op->stats.food + tmp->stats.food > 999)
1951 {
1952 if (tmp->type == FOOD || tmp->type == FLESH)
1953 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1954 else
1955 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1956 }
1957
1958 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 {
1960 char buf[MAX_BUF];
1961
1962 if (!is_dragon_pl (op))
1963 {
1964 /* eating message for normal players */
1965 if (tmp->type == DRINK)
1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1967 else
1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 }
1970 else
1971 {
1972 /* eating message for dragon players */
1973 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1974 }
1975
1976 new_draw_info (NDI_UNIQUE, 0, op, buf);
1977 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50;
1981 else
1982 op->stats.hp += tmp->stats.food / 50;
1983 if (op->stats.hp > op->stats.maxhp)
1984 op->stats.hp = op->stats.maxhp;
1985 if (op->stats.food > 999)
1986 op->stats.food = 999;
1987 }
1988
1989 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp);
1992 }
1993 }
1994 handle_apply_yield (tmp);
1995 decrease_ob (tmp);
1996}
1997
1998/**
1999 * A dragon is eating some flesh. If the flesh contains resistances,
2000 * there is a chance for the dragon's skin to get improved.
2001 *
2002 * attributes:
2003 * object *op the object (dragon player) eating the flesh
2004 * object *meal the flesh item, getting chewed in dragon's mouth
2005 * return:
2006 * int 1 if eating successful, 0 if it doesn't work
2007 */
2008int
2009dragon_eat_flesh (object *op, object *meal)
2010{
2011 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */
2014
2015 char buf[MAX_BUF]; /* tmp. string buffer */
2016 double chance; /* improvement-chance of one resistance type */
2017 double totalchance = 1; /* total chance of gaining one resistance */
2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2019 double mbonus = 0; /* monster bonus */
2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2021 int winners = 0; /* number of winners */
2022 int i; /* index */
2023
2024 /* let's make sure and doublecheck the parameters */
2025 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0;
2027
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2033 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force)
2036 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force)
2038 abil = tmp;
2039
2040 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL)
2043 return 0;
2044
2045 /* now start by filling stomache and health, according to food-value */
2046 if ((999 - op->stats.food) < meal->stats.food)
2047 op->stats.hp += (999 - op->stats.food) / 50;
2048 else
2049 op->stats.hp += meal->stats.food / 50;
2050 if (op->stats.hp > op->stats.maxhp)
2051 op->stats.hp = op->stats.maxhp;
2052
2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2054
2055 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2056
2057 /* on to the interesting part: chances for adding resistance */
2058 for (i = 0; i < NROFATTACKS; i++)
2059 {
2060 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2061 {
2062 /* got positive resistance, now calculate improvement chance (0-100) */
2063
2064 /* this bonus makes resistance increase easier at lower levels */
2065 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2066 if (i == abil->stats.exp)
2067 bonus += 5; /* additional bonus for resistance of ability-focus */
2068
2069 /* monster bonus increases with level, because high-level
2070 flesh is too rare */
2071 mbonus = op->level * 20. / ((double) settings.max_level);
2072
2073 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2074 ((double) settings.max_level)) - skin->resist[i];
2075
2076 if (chance >= 0.)
2077 chance += 1.;
2078 else
2079 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2080
2081 /* chance is proportional to amount of resistance (max. 50) */
2082 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2083
2084 /* doubled chance for resistance of ability-focus */
2085 if (i == abil->stats.exp)
2086 chance = MIN (100., chance * 2.);
2087
2088 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2089 if (rndm (10000) < (unsigned int) (chance * 100))
2090 {
2091 atnr_winner[winners] = i;
2092 winners++;
2093 }
2094
2095 if (chance >= 0.01)
2096 totalchance *= 1 - chance / 100;
2097
2098 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2099 }
2100 }
2101
2102 /* inverse totalchance as until now we have the failure-chance */
2103 totalchance = 100 - totalchance * 100;
2104 /* print message according to totalchance */
2105 if (totalchance > 50.)
2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2107 else if (totalchance > 10.)
2108 sprintf (buf, "The %s tasted very good.", &meal->name);
2109 else if (totalchance > 1.)
2110 sprintf (buf, "The %s tasted good.", &meal->name);
2111 else if (totalchance > 0.1)
2112 sprintf (buf, "The %s tasted bland.", &meal->name);
2113 else if (totalchance >= 0.01)
2114 sprintf (buf, "The %s had a boring taste.", &meal->name);
2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2116 sprintf (buf, "The %s tasted strange.", &meal->name);
2117 else
2118 sprintf (buf, "The %s had no taste.", &meal->name);
2119 new_draw_info (NDI_UNIQUE, 0, op, buf);
2120
2121 /* now choose a winner if we have any */
2122 i = -1;
2123 if (winners > 0)
2124 i = atnr_winner[RANDOM () % winners];
2125
2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 {
2128 /* resistance increased! */
2129 skin->resist[i]++;
2130 op->update_stats ();
2131
2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2133 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2134 }
2135
2136 /* if this flesh contains a new ability focus, we mark it
2137 into the ability_force and it will take effect on next level */
2138 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2139 {
2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2141
2142 if (meal->last_eat != abil->stats.exp)
2143 {
2144 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2146 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2147 new_draw_info (NDI_UNIQUE, 0, op, buf);
2148 }
2149 else
2150 {
2151 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2152 new_draw_info (NDI_UNIQUE, 0, op, buf);
2153 abil->last_eat = 0;
2154 }
2155 }
2156 return 1;
2157}
2158
2159/**
2160 * Handles applying an improve armor scroll.
2161 * Does some sanity checks, then calls improve_armour.
2162 */
2163static void
2164apply_armour_improver (object *op, object *tmp)
2165{
2166 object *armor;
2167
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2169 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2171 return;
2172 }
2173
2174 armor = find_marked_object (op);
2175
2176 if (!armor)
2177 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2179 return;
2180 }
2181
2182 if (armor->type != ARMOUR
2183 && armor->type != CLOAK
2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2185 {
2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2187 return;
2188 }
2189
2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2191 improve_armour (op, tmp, armor);
2192}
2193
2194extern void
2195apply_poison (object *op, object *tmp)
2196{
2197 if (op->type == PLAYER)
2198 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze");
2202 }
2203 if (tmp->stats.hp > 0)
2204 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2206 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2207 }
2208 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp);
2210 decrease_ob (tmp);
2211}
2212
2213/**
2214 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2215 * A valid 2 way exit means:
2216 * -You can come back (there is another exit at the other side)
2217 * -You are
2218 * ° the owner of the exit
2219 * ° or in the same party as the owner
2220 *
2221 * Note: a owner in a 2 way exit is saved as the owner's name
2222 * in the field exit->name cause the field exit->owner doesn't
2223 * survive in the swapping (in fact the whole exit doesn't survive).
2224 */
2225int
2226is_legal_2ways_exit (object *op, object *exit)
2227{
2228 if (exit->stats.exp != 1)
2229 return 1; /*This is not a 2 way, so it is legal */
2230
2231#if 0 //TODO
2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2233 return 0; /* This is a reset town portal */
2234#endif
2235
2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2237
2238 if (exitmap)
2239 {
2240 exitmap->load_sync ();
2241
2242 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2243
2244 if (!tmp)
2245 return 0;
2246
2247 for (; tmp; tmp = tmp->above)
2248 {
2249 if (tmp->type != EXIT)
2250 continue; /*Not an exit */
2251
2252 if (!EXIT_PATH (tmp))
2253 continue; /*Not a valid exit */
2254
2255 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2256 continue; /*Not in the same place */
2257
2258 if (exit->map->path != EXIT_PATH (tmp))
2259 continue; /*Not in the same map */
2260
2261 /* From here we have found the exit is valid. However we do
2262 * here the check of the exit owner. It is important for the
2263 * town portals to prevent strangers from visiting your appartments
2264 */
2265 if (!exit->race)
2266 return 1; /*No owner, free for all! */
2267
2268 object *exit_owner = 0;
2269
2270 for_all_players (pp)
2271 {
2272 if (!pp->ob)
2273 continue;
2274
2275 if (pp->ob->name != exit->race)
2276 continue;
2277
2278 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2279 break;
2280 }
2281
2282 if (!exit_owner)
2283 return 0; /* No more owner */
2284
2285 if (exit_owner->contr == op->contr)
2286 return 1; /*It is your exit */
2287
2288 if (exit_owner && /*There is a owner */
2289 (op->contr) && /*A player tries to pass */
2290 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2291 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2292 return 0;
2293
2294 return 1;
2295 }
2296 }
2297
2298 return 0;
2299}
2300
2301/**
2302 * Main apply handler.
2303 *
2304 * Checks for unpaid items before applying.
2305 *
2306 * Return value:
2307 * 0: player or monster can't apply objects of that type
2308 * 1: has been applied, or there was an error applying the object
2309 * 2: objects of that type can't be applied if not in inventory
2310 *
2311 * op is the object that is causing object to be applied, tmp is the object
2312 * being applied.
2313 *
2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2315 * them in this function - they are passed to apply_special
2316 */
2317int
2318manual_apply (object *op, object *tmp, int aflag)
2319{
2320 if (tmp->head)
2321 tmp = tmp->head;
2322
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 {
2325 if (op->type == PLAYER)
2326 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2328 return 1;
2329 }
2330 else
2331 return 0; /* monsters just skip unpaid items */
2332 }
2333
2334 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2335 return RESULT_INT (0);
2336
2337 switch (tmp->type)
2338 {
2339 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2342 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp);
2346 return 1;
2347
2348 case TRIGGER:
2349 if (check_trigger (tmp, op))
2350 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2353 }
2354 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2356
2357 return 1;
2358
2359 case EXIT:
2360 if (op->type != PLAYER)
2361 return 0;
2362
2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2365 else
2366 {
2367 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370
2371 op->enter_exit (tmp);
2372 }
2373
2374 return 1;
2375
2376 case SIGN:
2377 apply_sign (op, tmp, 0);
2378 return 1;
2379
2380 case BOOK:
2381 if (op->type == PLAYER)
2382 {
2383 apply_book (op, tmp);
2384 return 1;
2385 }
2386 else
2387 return 0;
2388
2389 case SKILLSCROLL:
2390 if (op->type == PLAYER)
2391 {
2392 apply_skillscroll (op, tmp);
2393 return 1;
2394 }
2395 else
2396 return 0;
2397
2398 case SPELLBOOK:
2399 if (op->type == PLAYER)
2400 {
2401 apply_spellbook (op, tmp);
2402 return 1;
2403 }
2404 else
2405 return 0;
2406
2407 case SCROLL:
2408 apply_scroll (op, tmp, 0);
2409 return 1;
2410
2411 case POTION:
2412 apply_potion (op, tmp);
2413 return 1;
2414
2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2417 case CLOSE_CON:
2418 apply_container (op, tmp->env);
2419 return 1;
2420
2421 case CONTAINER:
2422 apply_container (op, tmp);
2423 return 1;
2424
2425 case TREASURE:
2426 if (op->type == PLAYER)
2427 {
2428 apply_treasure (op, tmp);
2429 return 1;
2430 }
2431 else
2432 return 0;
2433
2434 case WEAPON:
2435 case ARMOUR:
2436 case BOOTS:
2437 case GLOVES:
2438 case AMULET:
2439 case GIRDLE:
2440 case BRACERS:
2441 case SHIELD:
2442 case HELMET:
2443 case RING:
2444 case CLOAK:
2445 case WAND:
2446 case ROD:
2447 case HORN:
2448 case SKILL:
2449 case BOW:
2450 case LAMP:
2451 case BUILDER:
2452 case SKILL_TOOL:
2453 if (tmp->env != op)
2454 return 2; /* not in inventory */
2455
2456 apply_special (op, tmp, aflag);
2457 return 1;
2458
2459 case DRINK:
2460 case FOOD:
2461 case FLESH:
2462 apply_food (op, tmp);
2463 return 1;
2464
2465 case POISON:
2466 apply_poison (op, tmp);
2467 return 1;
2468
2469 case SAVEBED:
2470 return 1;
2471
2472 case ARMOUR_IMPROVER:
2473 if (op->type == PLAYER)
2474 {
2475 apply_armour_improver (op, tmp);
2476 return 1;
2477 }
2478 else
2479 return 0;
2480
2481 case WEAPON_IMPROVER:
2482 check_improve_weapon (op, tmp);
2483 return 1;
2484
2485 case CLOCK:
2486 if (op->type == PLAYER)
2487 {
2488 char buf[MAX_BUF];
2489 timeofday_t tod;
2490
2491 get_tod (&tod);
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1;
2498 }
2499 else
2500 return 0;
2501
2502 case MENU:
2503 if (op->type == PLAYER)
2504 {
2505 shop_listing (tmp, op);
2506 return 1;
2507 }
2508 else
2509 return 0;
2510
2511 case POWER_CRYSTAL:
2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2513 return 1;
2514
2515 case LIGHTER: /* for lighting torches/lanterns/etc */
2516 if (op->type == PLAYER)
2517 {
2518 apply_lighter (op, tmp);
2519 return 1;
2520 }
2521 else
2522 return 0;
2523
2524 case ITEM_TRANSFORMER:
2525 apply_item_transformer (op, tmp);
2526 return 1;
2527
2528 default:
2529 return 0;
2530 }
2531}
2532
2533
2534/* quiet suppresses the "don't know how to apply" and "you must get it first"
2535 * messages as needed by player_apply_below(). But there can still be
2536 * "but you are floating high above the ground" messages.
2537 *
2538 * Same return value as apply() function.
2539 */
2540int
2541player_apply (object *pl, object *op, int aflag, int quiet)
2542{
2543 int tmp;
2544
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2546 {
2547 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2551 return 0;
2552 }
2553 }
2554
2555 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2556 * applied.
2557 */
2558 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2559 {
2560 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2561 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2562 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2563 op->destroy ();
2564 return 1;
2565 }
2566
2567 pl->contr->last_used = op;
2568
2569 tmp = manual_apply (pl, op, aflag);
2570 if (!quiet)
2571 {
2572 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2574 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2576 }
2577 return tmp;
2578}
2579
2580/**
2581 * player_apply_below attempts to apply the object 'below' the player.
2582 * If the player has an open container, we use that for below, otherwise
2583 * we use the ground.
2584 */
2585void
2586player_apply_below (object *pl)
2587{
2588 int floors = 0;
2589
2590 /* If using a container, set the starting item to be the top
2591 * item in the container. Otherwise, use the map.
2592 * This is perhaps more complicated. However, I want to make sure that
2593 * we don't use a corrupt pointer for the next object, so we get the
2594 * next object in the stack before applying. This is can only be a
2595 * problem if player_apply() has a bug in that it uses the object but does
2596 * not return a proper value.
2597 */
2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2599 {
2600 next = tmp->below;
2601
2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2603 floors++;
2604 else if (floors > 0)
2605 return; /* process only floor objects after first floor object */
2606
2607 /* If it is visible, player can apply it. If it is applied by
2608 * person moving on it, also activate. Added code to make it
2609 * so that at least one of players movement types be that which
2610 * the item needs.
2611 */
2612 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2613 {
2614 if (player_apply (pl, tmp, 0, 1) == 1)
2615 return;
2616 }
2617 if (floors >= 2)
2618 return; /* process at most two floor objects */
2619 }
2620} 1026}
2621 1027
2622/** 1028/**
2623 * Unapplies specified item. 1029 * Unapplies specified item.
2624 * No check done on cursed/damned. 1030 * No check done on cursed/damned.
2625 * Break this out of apply_special - this is just done 1031 * Break this out of apply_special - this is just done
2626 * to keep the size of apply_special to a more managable size. 1032 * to keep the size of apply_special to a more managable size.
2627 */ 1033 */
2628static int 1034static bool
2629unapply_special (object *who, object *op, int aflags) 1035unapply_special (object *who, object *op, int aflags)
2630{ 1036{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 1039 return RESULT_INT (0);
2634 1040
2635 object *tmp2; 1041 if (who->current_weapon == op)
1042 who->current_weapon = 0;
2636 1043
2637 CLEAR_FLAG (op, FLAG_APPLIED); 1044 op->flag [FLAG_APPLIED] = false;
2638 1045
2639 switch (op->type) 1046 switch (op->type)
2640 { 1047 {
1048 case SKILL:
1049 if (player *pl = who->contr)
1050 if (op->invisible)
1051 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1052 else
1053 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1054
1055 change_abil (who, op);
1056 who->flag [FLAG_READY_SKILL] = false;
1057 break;
1058
2641 case WEAPON: 1059 case WEAPON:
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1060 who->statusmsg (format ("You unwield %s.", query_name (op)));
2643
2644 change_abil (who, op); 1061 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1062 who->flag [FLAG_READY_WEAPON] = false;
2646 1063
1064 // unapplying a weapon or skill tool should also unapply the skill it governs
1065 // but this is hard, as it shouldn't do so when the skill can
1066 // be used for other reasons
2647 if (who->contr) 1067 if (who->chosen_skill)
1068 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1069 unapply_special (who, op, 0);
1070
1071 break;
1072
1073 case BOW:
1074 case WAND:
1075 case ROD:
1076 case HORN:
1077 case RANGED:
1078 if (player *pl = who->contr)
2648 { 1079 {
2649 if (who->contr->combat_ob == op) 1080 who->statusmsg (format ("You unready %s.", query_name (op)));
2650 who->contr->combat_ob = 0; 1081 change_abil (who, op);
2651
2652 if (who->current_weapon == op)
2653 who->current_weapon = 0;
2654 } 1082 }
2655 1083 else
2656 clear_skill (who);
2657 break;
2658
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL:
2661 if (op != who->chosen_skill)
2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr)
2665 { 1084 {
2666 if (!op->invisible) 1085 if (op->type == BOW)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 1086 op->flag [FLAG_READY_BOW ] = false;
2668 else 1087 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 1088 op->flag [FLAG_READY_RANGE] = false;
2670 } 1089 }
2671 1090
2672 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 1091 break;
2676 1092
2677 case ARMOUR: 1093 case ARMOUR:
2678 case HELMET: 1094 case HELMET:
2679 case SHIELD: 1095 case SHIELD:
2682 case GLOVES: 1098 case GLOVES:
2683 case AMULET: 1099 case AMULET:
2684 case GIRDLE: 1100 case GIRDLE:
2685 case BRACERS: 1101 case BRACERS:
2686 case CLOAK: 1102 case CLOAK:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1103 who->statusmsg (format ("You unwear %s.", query_name (op)));
2688 change_abil (who, op); 1104 change_abil (who, op);
2689 break; 1105 break;
2690 1106
2691 case LAMP: 1107 case SPELL:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x;
2695 tmp2->y = op->y;
2696 tmp2->map = op->map;
2697 tmp2->below = op->below;
2698 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704
2705 if (who->contr)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy ();
2709 insert_ob_in_ob (tmp2, who);
2710 who->update_stats ();
2711
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 {
2714 if (who->contr)
2715 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 }
2719 }
2720
2721 if (who->contr)
2722 esrv_send_item (who, tmp2);
2723
2724 return 1; /* otherwise, an attempt to drop causes problems */
2725
2726 case BOW: 1108 case BUILDER:
2727 case WAND: 1109 who->statusmsg (format ("You unready %s.", query_name (op)));
2728 case ROD:
2729 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr)
2733 {
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2735
2736 if (who->contr->ranged_ob == op)
2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2741 }
2742 else
2743 {
2744 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 }
2749
2750 break; 1110 break;
2751 1111
2752 case BUILDER: 1112 //case SKILL_TOOL://TODO
2753 if (who->contr) 1113 default:
2754 { 1114 who->statusmsg (format ("You unapply %s.", query_name (op)));
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2756
2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2760 break; 1115 break;
2761
2762 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2764 break;
2765 } 1116 }
1117
1118 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1119 if (object *pl = op->visible_to ())
1120 esrv_send_item (pl, op);
2766 1121
2767 who->update_stats (); 1122 who->update_stats ();
2768 1123
2769 if (!(aflags & AP_NO_MERGE))
2770 {
2771 object *tmp = merge_ob (op, 0);
2772
2773 if (who->contr)
2774 {
2775 if (tmp)
2776 { /* it was merged */
2777 esrv_del_item (who->contr, op->count);
2778 op = tmp;
2779 }
2780
2781 esrv_send_item (who, op);
2782 }
2783 }
2784
2785 return 0; 1124 return 1;
2786} 1125}
2787 1126
2788/** 1127/**
2789 * Returns the object that is using location 'loc'. 1128 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 1129 * Note that 'start' is the first object to start examing - we
2791 * then go through the below of this. In this way, you can do 1130 * then go through the below of this. In this way, you can do
2792 * something like: 1131 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 1132 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1133 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 1134 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 1135 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 1136 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 1137 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 1138 * invisible other objects that use
2800 * up body locations can be used as restrictions. 1139 * up body locations can be used as restrictions.
2801 */ 1140 */
2802static object * 1141static object *
2803get_item_from_body_location (int loc, object *start) 1142get_next_item_from_body_location (int loc, object *start)
2804{ 1143{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 1144 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 1145 if (tmp->flag [FLAG_APPLIED]
1146 && tmp->slot [loc].info
1147 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2808 return tmp; 1148 return tmp;
2809 1149
2810 return 0; 1150 return 0;
2811} 1151}
2812 1152
2813/** 1153/**
2819 * Returns 0 on success, returns 1 if there is some problem. 1159 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 1160 * if aflags is AP_PRINT, we instead print out waht to unapply
2821 * instead of doing it. This is a lot less code than having 1161 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 1162 * another function that does just that.
2823 */ 1163 */
2824int 1164
1165#define CANNOT_REMOVE_CURSED \
1166 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1167 "Praying over an altar, scrolls of remove curse/damnation, " \
1168 "priests or even other players might help.>"
1169
1170static bool
2825unapply_for_ob (object *who, object *op, int aflags) 1171unapply_for_ob (object *who, object *op, int aflags)
2826{ 1172{
2827 if (op->is_range ()) 1173 if (op->is_range ())
2828 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1174 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1175 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2830 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1176 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2831 { 1177 {
2832 if (aflags & AP_PRINT) 1178 if (aflags & AP_PRINT)
2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1179 who->failmsg (query_name (tmp));
2834 else 1180 else
2835 unapply_special (who, tmp, aflags); 1181 unapply_special (who, tmp, aflags);
2836 } 1182 }
2837 else 1183 else
2838 { 1184 {
2839 /* In this case, we want to try and remove a cursed item. 1185 /* In this case, we want to try and remove a cursed item.
2840 * While we know it won't work, we want unapply_special to 1186 * While we know it won't work, we want unapply_special to
2841 * at least generate the message. 1187 * at least generate the message.
2842 */ 1188 */
2843 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 1189 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2844 return 1; 1190 return 1;
2845 } 1191 }
2846 1192
2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1193 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2848 { 1194 {
2854 /* We do a while loop - may need to remove several items in order 1200 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 1201 * to free up enough slots.
2856 */ 1202 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 1203 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 1204 {
2859 object *tmp = get_item_from_body_location (i, last); 1205 object *tmp = get_next_item_from_body_location (i, last);
2860 1206
2861 if (!tmp) 1207 if (!tmp)
2862 { 1208 {
2863#if 0 1209#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 1210 /* Not a bug - we'll get this if the player has cursed items
2868#endif 1214#endif
2869 return 1; 1215 return 1;
2870 } 1216 }
2871 1217
2872 /* If we are just printing, we don't care about cursed status */ 1218 /* If we are just printing, we don't care about cursed status */
2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1219 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2874 { 1220 {
2875 if (aflags & AP_PRINT) 1221 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1222 who->failmsg (query_name (tmp));
2877 else 1223 else
2878 unapply_special (who, tmp, aflags); 1224 unapply_special (who, tmp, aflags);
2879 } 1225 }
2880 else 1226 else
2881 { 1227 {
2882 /* Cursed item that we can't unequip - tell the player. 1228 /* Cursed item that we can't unequip - tell the player.
2883 * Note this could be annoying if this is just one of a few, 1229 * Note this could be annoying if this is just one of a few,
2884 * so it may not be critical (eg, putting on a ring and you have 1230 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 1231 * one cursed ring.)
2886 */ 1232 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1233 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2888 } 1234 }
2889 1235
2890 last = tmp->below; 1236 last = tmp->below;
2891 } 1237 }
2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1238 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2902 * Checks to see if 'who' can apply object 'op'. 1248 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 1249 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 1250 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 1251 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1252 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2907 * is set, do we really are what the other flags may be?) 1253 * is set, do we really care what the other flags may be?)
2908 * 1254 *
2909 * See include/define.h for detailed description of the meaning of 1255 * See include/define.h for detailed description of the meaning of
2910 * these return values. 1256 * these return values.
2911 */ 1257 */
2912int 1258int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1267 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 1268 {
2923 if (op->slot[i].info) 1269 if (op->slot[i].info)
2924 { 1270 {
2925 /* Item uses more slots than we have */ 1271 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 1272 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 1273 {
2928 /* Could return now for efficiency - rest of info below isn't 1274 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 1275 * really needed.
2930 */ 1276 */
2931 retval |= CAN_APPLY_NEVER; 1277 retval |= CAN_APPLY_NEVER;
2932 } 1278 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 1279 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 1280 {
2935 /* in this case, equipping this would use more free spots than 1281 /* in this case, equipping this would use more free spots than
2936 * we have. 1282 * we have.
2937 */ 1283 */
2938 1284
2949 { 1295 {
2950 retval |= CAN_APPLY_UNAPPLY; 1296 retval |= CAN_APPLY_UNAPPLY;
2951 continue; 1297 continue;
2952 } 1298 }
2953 1299
2954 object *tmp1 = get_item_from_body_location (i, who->inv); 1300 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2955 if (!tmp1) 1301 if (!tmp1)
2956 {
2957#if 0
2958 /* This is sort of an error, but happens a lot when old players
2959 * join in with more stuff equipped than they are now allowed.
2960 */
2961 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2962#endif
2963 retval |= CAN_APPLY_NEVER; 1302 retval |= CAN_APPLY_NEVER;
2964 }
2965 else 1303 else
2966 { 1304 {
2967 /* need to unapply something. However, if this something 1305 /* need to unapply something. However, if this something
2968 * is different than we had found before, it means they need 1306 * is different than we had found before, it means they need
2969 * to apply multiple objects 1307 * to apply multiple objects
2970 */ 1308 */
2971 retval |= CAN_APPLY_UNAPPLY; 1309 retval |= CAN_APPLY_UNAPPLY;
1310
2972 if (!tmp) 1311 if (!tmp)
2973 tmp = tmp1; 1312 tmp = tmp1;
2974 else if (tmp != tmp1) 1313 else if (tmp != tmp1)
2975 retval |= CAN_APPLY_UNAPPLY_MULT; 1314 retval |= CAN_APPLY_UNAPPLY_MULT;
2976 1315
2997 * the weapon/shield checks, and the range checks for monsters, 1336 * the weapon/shield checks, and the range checks for monsters,
2998 * because you can't control those just by body location - bows, shields, 1337 * because you can't control those just by body location - bows, shields,
2999 * and weapons all use the same slot. Similar for horn/rod/wand - they 1338 * and weapons all use the same slot. Similar for horn/rod/wand - they
3000 * all use the same location. 1339 * all use the same location.
3001 */ 1340 */
3002 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1341 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3003 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3004 1343
3005 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1344 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3006 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3007 1346
3008 if (who->type != PLAYER) 1347 if (who->type != PLAYER)
3009 { 1348 {
3010 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1349 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3011 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
3012 1351
3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1352 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3014 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3015 1354
3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1355 if (op->type == RING && !who->flag [FLAG_USE_RING])
3017 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3018 1357
3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1358 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3020 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
3021 } 1360 }
3022 1361
3023 return retval; 1362 return retval;
3024} 1363}
3038 * AP_UNAPPLY=always unapply). 1377 * AP_UNAPPLY=always unapply).
3039 * 1378 *
3040 * Optional flags: 1379 * Optional flags:
3041 * AP_NO_MERGE: don't merge an unapplied object with other objects 1380 * AP_NO_MERGE: don't merge an unapplied object with other objects
3042 * AP_IGNORE_CURSE: unapply cursed items 1381 * AP_IGNORE_CURSE: unapply cursed items
1382 * AP_NO_READY: do not ready skills when applying skill tools
3043 * 1383 *
3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1384 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3045 * 1385 *
3046 * apply_special() doesn't check for unpaid items. 1386 * apply_special() doesn't check for unpaid items.
3047 */ 1387 */
3048int 1388
1389#define LACK_ITEM_POWER \
1390 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1391
1392static bool
3049apply_special (object *who, object *op, int aflags) 1393apply_special (object *who, object *op, int aflags)
3050{ 1394{
3051 int basic_flag = aflags & AP_BASIC_FLAGS; 1395 int basic_flag = aflags & AP_MODE;
3052 object *tmp, *tmp2, *skop = NULL; 1396 object *tmp, *tmp2, *skop = NULL;
3053 1397
3054 if (who == NULL) 1398 if (who == NULL)
3055 { 1399 {
3056 LOG (llevError, "apply_special() from object without environment.\n"); 1400 LOG (llevError, "apply_special() from object without environment.\n");
3057 return 1; 1401 return 1;
3058 } 1402 }
3059 1403
1404 //TODO: remove these when apply_special is no longer exposed
3060 if (op->env != who) 1405 if (op->env != who)
3061 return 1; /* op is not in inventory */ 1406 return 1; /* op is not in inventory */
3062 1407
3063 /* trying to unequip op */ 1408 /* trying to unequip op */
3064 if (QUERY_FLAG (op, FLAG_APPLIED)) 1409 if (op->flag [FLAG_APPLIED])
3065 { 1410 {
3066 /* always apply, so no reason to unapply */ 1411 /* always apply, so no reason to unapply */
3067 if (basic_flag == AP_APPLY) 1412 if (basic_flag == AP_APPLY)
3068 return 0; 1413 return 0;
3069 1414
3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1415 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3071 { 1416 {
3072 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 1417 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3073 return 1; 1418 return 1;
3074 } 1419 }
3075 1420
3076 return unapply_special (who, op, aflags); 1421 return unapply_special (who, op, aflags);
3077 } 1422 }
3078
3079 if (basic_flag == AP_UNAPPLY) 1423 else if (basic_flag == AP_UNAPPLY)
3080 return 0; 1424 return 0;
3081 1425
3082 // if the item is combat/ranged, wield the relevant slot first 1426 splay (op);
3083 // to resolve conflicts.
3084 if (player *pl = who->contr)
3085 switch (op->type)
3086 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob);
3089 break;
3090
3091 case BOW:
3092 case ROD:
3093 case WAND:
3094 case HORN:
3095 case SKILL_TOOL:
3096 who->change_weapon (pl->ranged_ob);
3097 break;
3098
3099 case SKILL:
3100 if (IS_COMBAT_SKILL (op->subtype))
3101 who->change_weapon (pl->combat_ob);
3102 else if (IS_RANGED_SKILL (op->subtype))
3103 who->change_weapon (pl->ranged_ob);
3104 break;
3105 }
3106 1427
3107 /* Can't just apply this object. Lets see what not and what to do */ 1428 /* Can't just apply this object. Lets see what not and what to do */
3108 if (int i = can_apply_object (who, op)) 1429 if (int i = can_apply_object (who, op))
3109 { 1430 {
3110 if (i & CAN_APPLY_NEVER) 1431 if (i & CAN_APPLY_NEVER)
3111 { 1432 {
3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1433 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3113 return 1; 1434 return 1;
3114 } 1435 }
3115 else if (i & CAN_APPLY_RESTRICTION) 1436 else if (i & CAN_APPLY_RESTRICTION)
3116 { 1437 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1438 who->failmsgf (
1439 "You have a prohibition against using a %s. "
1440 "H<Your belief, profession or class prevents you from applying this item.>",
1441 query_name (op)
1442 );
3118 return 1; 1443 return 1;
3119 } 1444 }
3120 1445
3121 if (who->type != PLAYER) 1446 if (who->type != PLAYER)
3122 { 1447 {
3126 } 1451 }
3127 else 1452 else
3128 { 1453 {
3129 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1454 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3130 { 1455 {
3131 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1456 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3132 unapply_for_ob (who, op, AP_PRINT); 1457 unapply_for_ob (who, op, AP_PRINT);
3133 return 1; 1458 return 1;
3134 } 1459 }
3135 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1460 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3136 if (unapply_for_ob (who, op, aflags)) 1461 if (unapply_for_ob (who, op, aflags))
3138 } 1463 }
3139 } 1464 }
3140 1465
3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1466 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3142 { 1467 {
1468 // try to ready attached skill first
3143 skop = find_skill_by_name (who, op->skill); 1469 skop = find_skill_by_name (who, op->skill);
3144 1470
3145 if (!skop) 1471 if (!skop)
3146 { 1472 {
3147 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1473 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3148 return 1; 1474 return 1;
3149 } 1475 }
3150 else 1476 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3151 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated
3153 */ 1477 {
3154 change_skill (who, skop, 0); 1478 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3155 } 1479 return 1;
3156 1480 }
3157 if (who->type == PLAYER
3158 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3160 { 1481 }
3161 new_draw_info (NDI_UNIQUE, 0, who, 1482
1483 if (!check_item_power (who, op->item_power))
1484 {
3162 "Equipping that combined with other items would consume your soul! " 1485 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3163 "[use the skills command to check your available item power]");
3164 return 1; 1486 return 1;
3165 } 1487 }
3166 1488
3167 /* Ok. We are now at the state where we can apply the new object. 1489 /* Ok. We are now at the state where we can apply the new object.
3168 * Note that we don't have the checks for can_use_... 1490 * Note that we don't have the checks for can_use_...
3169 * below - that is already taken care of by can_apply_object. 1491 * below - that is already taken care of by can_apply_object.
3170 */ 1492 */
3171 if (op->nrof > 1) 1493
3172 tmp = get_split_ob (op, op->nrof - 1); 1494 // split away all the other items from the stack, so only one item is left
3173 else 1495 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3174 tmp = 0;
3175 1496
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1497 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3177 return RESULT_INT (0); 1498 return RESULT_INT (0);
3178 1499
3179 switch (op->type) 1500 switch (op->type)
3180 { 1501 {
3181 case WEAPON: 1502 case WEAPON:
3182 if (!check_weapon_power (who, op->last_eat)) 1503 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3183 {
3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3185 "It would consume your soul!.");
3186
3187 if (tmp)
3188 insert_ob_in_ob (tmp, who);
3189
3190 return 1;
3191 }
3192
3193 //TODO: this obviously fails for players using a shorter prefix
3194 // i.e. "R" can use Ragnarok's sword.
3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3196 { 1504 {
3197 /* if the weapon does not have the name as the character, can't use it. */ 1505 /* if the weapon does not have the name as the character, can't use it. */
3198 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1506 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3199 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1507 who->failmsg ("The weapon does not recognize you as its owner. "
3200 1508 "H<Its name indicates that it belongs to somebody else.>");
3201 if (tmp) 1509 if (tmp) who->insert (tmp);
3202 insert_ob_in_ob (tmp, who);
3203
3204 return 1; 1510 return 1;
3205 } 1511 }
3206 1512
3207 if (!skop) 1513 op->flag [FLAG_APPLIED] = true;
1514
1515 if (player *pl = who->contr)
3208 { 1516 {
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1517 who->statusmsg (format ("You wield %s.", query_name (op)));
3210 return 1; 1518 change_abil (who, op);
3211 } 1519 }
3212 1520
3213 SET_FLAG (op, FLAG_APPLIED); 1521 op->flag [FLAG_READY_WEAPON] = true;
3214 change_skill (who, skop, 1);
3215
3216 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op);
3218
3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3220 SET_FLAG (who, FLAG_READY_WEAPON);
3221
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3223
3224 change_abil (who, op);
3225 break; 1522 break;
3226 1523
3227 case ARMOUR: 1524 case ARMOUR:
3228 case HELMET: 1525 case HELMET:
3229 case SHIELD: 1526 case SHIELD:
3232 case GIRDLE: 1529 case GIRDLE:
3233 case BRACERS: 1530 case BRACERS:
3234 case CLOAK: 1531 case CLOAK:
3235 case RING: 1532 case RING:
3236 case AMULET: 1533 case AMULET:
3237 SET_FLAG (op, FLAG_APPLIED); 1534 op->set_flag (FLAG_APPLIED);
3238 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1535 who->statusmsg (format ("You wear %s.", query_name (op)));
3239 change_abil (who, op); 1536 change_abil (who, op);
3240 break; 1537 break;
3241 1538
1539 case SKILL_TOOL:
1540 // applying a skill tool does not ready the skill
1541 // if something needs the skill, it has to ready it itself
1542 //TODO: unapplying should unapply the skill, though
1543 op->set_flag (FLAG_APPLIED);
1544 break;
1545
3242 case LAMP: 1546 case SKILL:
3243 if (op->stats.food < 1) 1547 if (!(aflags & AP_NO_SLOT))
3244 { 1548 {
3245 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 1549 // skill is used on it's own, as opposed to being a chosen_skill
1550
1551 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1552 {
1553 who->failmsgf (
1554 "You feel as if you wanted to do something funny, but you can't remember what. "
1555 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1556 "It cannot be used on its own.>",
1557 &op->skill
1558 );
1559 if (tmp) who->insert (tmp);
1560 return 1;
1561 }
1562
1563 if (skill_flags [op->subtype] & SF_AUTARK
1564 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1565 {
1566 if (skill_flags [op->subtype] & SF_USE)
1567 who->failmsgf (
1568 "You feel as if you wanted to do something funny, but you can't remember what. "
1569 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1570 &op->skill, &op->skill
1571 );
1572 else
1573 who->failmsgf (
1574 "You feel as if you wanted to do something funny, but you can't remember what. "
1575 "H<The %s skill cannot be readied or used, it is always active.>",
1576 &op->skill
1577 );
1578
1579 if (tmp) who->insert (tmp);
1580
1581 return 1;
1582 }
1583
1584 if (who->contr)
1585 if (op->invisible)
1586 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1587 else
1588 who->statusmsg (format ("You ready %s.", query_name (op)));
1589 }
1590
1591 who->set_flag (FLAG_READY_SKILL);
1592 op->set_flag (FLAG_APPLIED);
1593 change_abil (who, op);
1594 break;
1595
1596 case BOW:
1597 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1598 {
1599 who->failmsg ("The weapon does not recognize you as its owner. "
1600 "H<Its name indicates that it belongs to somebody else.>");
1601 if (tmp) who->insert (tmp);
3246 return 1; 1602 return 1;
3247 } 1603 }
3248 1604
3249 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3250 tmp2 = arch_to_object (op->other_arch);
3251 tmp2->stats.food = op->stats.food;
3252 SET_FLAG (tmp2, FLAG_APPLIED);
3253
3254 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3255 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3256
3257 insert_ob_in_ob (tmp2, who);
3258
3259 /* Remove the old lantern */
3260 if (who->type == PLAYER)
3261 esrv_del_item (who->contr, op->count);
3262
3263 op->destroy ();
3264
3265 /* insert the portion that was split off */
3266 if (tmp)
3267 {
3268 insert_ob_in_ob (tmp, who);
3269 if (who->type == PLAYER)
3270 esrv_send_item (who, tmp);
3271 }
3272
3273 who->update_stats ();
3274
3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3276 if (who->type == PLAYER)
3277 {
3278 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3280 }
3281
3282 if (who->type == PLAYER)
3283 esrv_send_item (who, tmp2);
3284
3285 return 0;
3286
3287 /* this part is needed for skill-tools */
3288 case SKILL:
3289 case SKILL_TOOL:
3290 if (who->chosen_skill)
3291 {
3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3293 return 1;
3294 }
3295
3296 if (player *pl = who->contr) 1605 if (player *pl = who->contr)
3297 { 1606 {
3298 if (IS_COMBAT_SKILL (op->subtype)) 1607 op->flag [FLAG_APPLIED] = true;
3299 { 1608 who->statusmsg (format ("You wield the %s.", query_name (op)));
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 1609 change_abil (who, op);
3301 {
3302 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 {
3305 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon;
3307 }
3308
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3310 return 1;
3311
3312 found_weapon:;
3313 }
3314 else
3315 who->change_weapon (pl->combat_ob = op);
3316 }
3317 else if (IS_RANGED_SKILL (op->subtype))
3318 {
3319 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 {
3321 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 {
3324 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow;
3326 }
3327
3328 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3329 return 1;
3330
3331 found_bow:;
3332 }
3333 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->flag [FLAG_APPLIED]
3337 && (item->type == WAND || item->type == ROD || item->type == HORN))
3338 {
3339 who->change_weapon (pl->ranged_ob = item);
3340 goto found_item;
3341 }
3342
3343 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3344 return 1;
3345
3346 found_item:;
3347 }
3348 else
3349 who->change_weapon (pl->ranged_ob = op);
3350 }
3351
3352 if (!op->invisible)
3353 {
3354 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3356 }
3357 else
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3359 } 1610 }
3360
3361 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op);
3363 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL);
3365 break; 1611 break;
3366 1612
3367 case BOW: 1613 case RANGED:
3368 if (!check_weapon_power (who, op->last_eat)) 1614 if (player *pl = who->contr)
3369 { 1615 {
3370 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 1616 op->flag [FLAG_APPLIED] = true;
3371 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 1617 who->statusmsg (format ("You applied the %s.", query_name (op)));
3372
3373 if (tmp)
3374 insert_ob_in_ob (tmp, who);
3375
3376 return 1;
3377 } 1618 }
1619 break;
3378 1620
3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 1621 case SPELL:
1622 if (player *pl = who->contr)
3380 { 1623 {
3381 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1624 op->flag [FLAG_APPLIED] = true;
3382 if (tmp) 1625 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3383 insert_ob_in_ob (tmp, who);
3384
3385 return 1;
3386 } 1626 }
1627 break;
3387 1628
3388 /*FALLTHROUGH*/ 1629 /*FALLTHROUGH*/
3389 case WAND: 1630 case WAND:
3390 case ROD: 1631 case ROD:
3391 case HORN: 1632 case HORN:
3392 /* check for skill, alter player status */ 1633 op->flag [FLAG_APPLIED] = true;
3393 1634
3394 if (!skop) 1635 if (player *pl = who->contr)
3395 { 1636 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1637 who->statusmsg (format ("You ready %s.", query_name (op)));
3397 return 1;
3398 }
3399
3400 SET_FLAG (op, FLAG_APPLIED);
3401 change_skill (who, skop, 0);
3402
3403 if (who->contr)
3404 {
3405 who->contr->ranged_ob = op;
3406
3407 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3408 1638
3409 if (op->type == BOW) 1639 if (op->type == BOW)
3410 { 1640 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3411 who->current_weapon = op; 1641
3412 change_abil (who, op); 1642 change_abil (who, op);
3413 new_draw_info_format (NDI_UNIQUE, 0, who,
3414 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3415 }
3416 } 1643 }
3417 else 1644 else
3418 { 1645 {
3419 if (op->type == BOW) 1646 if (op->type == BOW)
3420 SET_FLAG (who, FLAG_READY_BOW); 1647 op->flag [FLAG_READY_BOW ] = true;
3421 else 1648 else
3422 SET_FLAG (who, FLAG_READY_RANGE); 1649 op->flag [FLAG_READY_RANGE] = true;
3423 } 1650 }
3424 1651
3425 break; 1652 break;
3426 1653
3427 case BUILDER: 1654 case BUILDER:
3428 if (who->type == PLAYER) 1655 if (player *pl = who->contr)
3429 { 1656 {
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 1657 who->statusmsg (format ("You ready your %s.", query_name (op)));
3431 unapply_special (who, who->contr->ranged_ob, 0); 1658 //TODO: change_abil?
3432
3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3434
3435 who->contr->ranged_ob = op;
3436 } 1659 }
3437 break; 1660 break;
3438 1661
3439 default: 1662 default:
3440 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1663 who->statusmsg (format ("You apply %s.", query_name (op)));
3441 } /* end of switch op->type */ 1664 }
3442 1665
3443 SET_FLAG (op, FLAG_APPLIED); 1666 op->set_flag (FLAG_APPLIED);
3444 1667
3445 if (tmp) 1668 if (tmp) who->insert (tmp);
3446 tmp = insert_ob_in_ob (tmp, who);
3447 1669
3448 who->update_stats (); 1670 who->update_stats ();
3449 1671
3450 /* We exclude spell casting objects. The fire code will set the 1672 /* We exclude spell casting objects. The fire code will set the
3451 * been applied flag when they are used - until that point, 1673 * been applied flag when they are used - until that point,
3452 * you don't know anything about them. 1674 * you don't know anything about them.
3453 */ 1675 */
3454 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1676 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3455 SET_FLAG (op, FLAG_BEEN_APPLIED); 1677 op->set_flag (FLAG_BEEN_APPLIED);
3456 1678
3457 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1679 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3458 {
3459 if (who->type == PLAYER) 1680 if (who->type == PLAYER)
3460 { 1681 {
3461 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1682 who->failmsg (
3462 SET_FLAG (op, FLAG_KNOWN_CURSED); 1683 "Oops, it feels deadly cold! "
1684 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1685 );
1686 op->set_flag (FLAG_KNOWN_CURSED);
3463 } 1687 }
3464 }
3465 1688
3466 if (who->type == PLAYER) 1689 if (object *pl = op->visible_to ())
3467 {
3468 /* if multiple objects were applied, update both slots */
3469 if (tmp)
3470 esrv_send_item (who, tmp);
3471
3472 esrv_send_item (who, op); 1690 esrv_send_item (pl, op);
3473 }
3474 1691
3475 return 0; 1692 return 0;
3476} 1693}
3477 1694
1695/**
1696 * Check if op should abort moving victim because of it's race or slaying.
1697 * Returns 1 if it should abort, returns 0 if it should continue.
1698 */
3478int 1699int
3479monster_apply_special (object *who, object *op, int aflags) 1700should_director_abort (object *op, object *victim)
3480{ 1701{
3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1702 int arch_flag, name_flag, race_flag;
1703
1704 /* Get flags to determine what of arch, name, and race should be checked.
1705 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1706 * the next is the name flag, and the last is the race flag. Also note,
1707 * if subtype is set to zero, that also goes to defaults of all affecting
1708 * it. Examples:
1709 * subtype 1: only arch
1710 * subtype 3: arch or name
1711 * subtype 5: arch or race
1712 * subtype 7: all three
1713 */
1714 if (op->subtype)
1715 {
1716 arch_flag = op->subtype & 1;
1717 name_flag = op->subtype & 2;
1718 race_flag = op->subtype & 4;
1719 }
1720 else
1721 {
1722 arch_flag = 1;
1723 name_flag = 1;
1724 race_flag = 1;
1725 }
1726
1727 /* If the director has race set, only affect objects with a arch,
1728 * name or race that matches.
1729 */
1730 if ((op->race) &&
1731 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1732 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1733 ((!(victim->race && race_flag) || op->race != victim->race)))
3482 return 1; 1734 return 1;
1735
1736 /* If the director has slaying set, only affect objects where none
1737 * of arch, name, or race match.
1738 */
1739 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1740 ((victim->name && name_flag && op->slaying == victim->name)) ||
1741 ((victim->race && race_flag && op->slaying == victim->race)))
1742 return 1;
1743
1744 return 0;
1745}
1746
1747/**
1748 * This handles a player dropping money on an altar to identify stuff.
1749 * It'll identify marked item, if none all items up to dropped money.
1750 * Return value: 1 if money was destroyed, 0 if not.
1751 */
1752static int
1753apply_id_altar (object *money, object *altar, object *pl)
1754{
1755 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1756
1757 if (!pl || pl->type != PLAYER)
1758 return 0;
1759
1760 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1761 * identifying' from being printed out more than it needs to be.
1762 */
1763 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1764 return 0;
1765
1766 /* if the player has a marked item, identify that if it needs to be
1767 * identified. If it doesn't, then go through the player inventory.
1768 */
1769 if (object *marked = pl->mark ())
1770 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1771 {
1772 if (operate_altar (altar, &money, pl))
1773 {
1774 identify (marked);
1775
1776 buf.printf ("You have %s.\r", long_desc (marked, pl));
1777 if (marked->msg)
1778 buf << "The item has a story:\r" << marked->msg << "\n\n";
1779
1780 return !money;
1781 }
1782 }
1783
1784 for (object *id = pl->inv; id; id = id->below)
1785 {
1786 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1787 {
1788 if (operate_altar (altar, &money, pl))
1789 {
1790 identify (id);
1791
1792 buf.printf ("You have %s.\r", long_desc (id, pl));
1793 if (id->msg)
1794 buf << "The item has a story:\r" << id->msg << "\n\n";
1795
1796 /* If no more money, might as well quit now */
1797 if (!money || !check_altar_sacrifice (altar, money))
1798 break;
1799 }
1800 else
1801 {
1802 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1803 break;
1804 }
1805 }
1806 }
1807
1808 if (buf.empty ())
1809 pl->failmsg ("You have nothing that needs identifying");
1810 else
1811 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1812
1813 return !money;
1814}
1815
1816/**
1817 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1818 * matching item.
1819 **/
1820void
1821handle_apply_yield (object *tmp)
1822{
1823 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1824 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1825}
1826
1827/**
1828 * Handles applying a potion.
1829 */
1830int
1831apply_potion (object *op, object *tmp)
1832{
1833 int got_one = 0, i;
1834 object *force = 0;
1835
1836 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1837
1838 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1839 {
1840 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1841
1842 tmp->clr_flag (FLAG_APPLIED);
1843 return 0;
1844 }
1845
1846 if (op->type == PLAYER)
1847 if (!tmp->flag [FLAG_IDENTIFIED])
1848 identify (tmp);
1849
1850 handle_apply_yield (tmp);
1851
1852 /* Potion of restoration - only for players */
1853 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1854 {
1855 object *depl;
1856 archetype *at;
1857
1858 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1859 {
1860 op->drain_stat ();
1861 op->update_stats ();
1862 tmp->decrease ();
1863 return 1;
1864 }
1865
1866 if (!(at = archetype::find (shstr_depletion)))
1867 {
1868 LOG (llevError, "Could not find archetype depletion\n");
1869 return 0;
1870 }
1871
1872 depl = present_arch_in_ob (at, op);
1873
1874 if (depl)
1875 {
1876 for (i = 0; i < NUM_STATS; i++)
1877 if (depl->stats.stat (i))
1878 op->statusmsg (restore_msg[i]);
1879
1880 depl->destroy ();
1881 op->update_stats ();
1882 }
1883 else
1884 op->statusmsg ("Your potion had no effect.");
1885
1886 tmp->decrease ();
1887 return 1;
1888 }
1889
1890 /* improvement potion - only for players */
1891 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1892 {
1893 for (i = 1; i < min (11, op->level); i++)
1894 {
1895 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1896 {
1897 if (op->contr->levhp[i] != 1)
1898 {
1899 op->contr->levhp[i] = 1;
1900 break;
1901 }
1902
1903 if (op->contr->levsp[i] != 1)
1904 {
1905 op->contr->levsp[i] = 1;
1906 break;
1907 }
1908
1909 if (op->contr->levgrace[i] != 1)
1910 {
1911 op->contr->levgrace[i] = 1;
1912 break;
1913 }
1914 }
1915 else
1916 {
1917 if (op->contr->levhp[i] < 9)
1918 {
1919 op->contr->levhp[i] = 9;
1920 break;
1921 }
1922
1923 if (op->contr->levsp[i] < 6)
1924 {
1925 op->contr->levsp[i] = 6;
1926 break;
1927 }
1928
1929 if (op->contr->levgrace[i] < 3)
1930 {
1931 op->contr->levgrace[i] = 3;
1932 break;
1933 }
1934 }
1935 }
1936
1937 /* Just makes checking easier */
1938 if (i < min (11, op->level))
1939 got_one = 1;
1940
1941 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1942 {
1943 if (got_one)
1944 {
1945 op->update_stats ();
1946 op->statusmsg ("The Gods smile upon you and remake you "
1947 "a little more in their image. "
1948 "You feel a little more perfect.", NDI_GREEN);
1949 }
1950 else
1951 op->statusmsg ("The potion had no effect - you are already perfect.");
1952 }
1953 else
1954 { /* cursed potion */
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->failmsg ("The Gods are angry and punish you.");
1959 }
1960 else
1961 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1962 }
1963
1964 tmp->decrease ();
1965 return 1;
1966 }
1967
1968
1969 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1970 * and heroism all fit into this category. Given the spell object code,
1971 * there is no limit to the number of spells that potions can be cast,
1972 * but direction is problematic to try and imbue fireball potions for example.
1973 */
1974 if (tmp->inv)
1975 {
1976 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1977 {
1978 op->failmsg ("Yech! Your lungs are on fire!");
1979 create_exploding_ball_at (op, op->level);
1980 }
1981 else
1982 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1983
1984 tmp->decrease ();
1985
1986 /* if youre dead, no point in doing this... */
1987 if (!op->flag [FLAG_REMOVED])
1988 op->update_stats ();
1989
1990 return 1;
1991 }
1992
1993 /* Deal with protection potions */
1994 force = NULL;
1995 for (i = 0; i < NROFATTACKS; i++)
1996 {
1997 if (tmp->resist[i])
1998 {
1999 if (!force)
2000 force = get_archetype (FORCE_NAME);
2001
2002 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2003 force->type = POTION_EFFECT;
2004 break; /* Only need to find one protection since we copy entire batch */
2005 }
2006 }
2007
2008 /* This is a protection potion */
2009 if (force)
2010 {
2011 /* cursed items last longer */
2012 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2013 {
2014 force->stats.food *= 10;
2015 for (i = 0; i < NROFATTACKS; i++)
2016 if (force->resist[i] > 0)
2017 force->resist[i] = -force->resist[i]; /* prot => vuln */
2018 }
2019
2020 force->speed_left = -1;
2021 force = insert_ob_in_ob (force, op);
2022 tmp->clr_flag (FLAG_APPLIED);
2023 force->set_flag (FLAG_APPLIED);
2024 change_abil (op, force);
2025 tmp->decrease ();
2026 return 1;
2027 }
2028
2029 /* Only thing left are the stat potions */
2030 if (op->type == PLAYER)
2031 { /* only for players */
2032 if ((tmp->flag [FLAG_CURSED]
2033 || tmp->flag [FLAG_DAMNED])
2034 && tmp->value != 0)
2035 tmp->clr_flag (FLAG_APPLIED);
2036 else
2037 tmp->set_flag (FLAG_APPLIED);
2038
2039 if (!change_abil (op, tmp))
2040 op->statusmsg ("Nothing happened.");
2041 }
2042
2043 /* CLEAR_FLAG is so that if the character has other potions
2044 * that were grouped with the one consumed, his
2045 * stat will not be raised by them. fix_player just clears
2046 * up all the stats.
2047 */
2048 tmp->clr_flag (FLAG_APPLIED);
2049 op->update_stats ();
2050 tmp->decrease ();
2051 return 1;
2052}
2053
2054/**
2055 * 'victim' moves onto 'trap'
2056 * 'victim' leaves 'trap'
2057 * effect is determined by move_on/move_off of trap and move_type of victime.
2058 *
2059 * originator: Player, monster or other object that caused 'victim' to move
2060 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2061 * However, some types of traps require an originator to function.
2062 */
2063void
2064move_apply (object *trap, object *victim, object *originator)
2065{
2066 static int recursion_depth = 0;
2067
2068 trap = trap->head_ ();
2069
2070 /* Only exits affect DMs. */
2071 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2072 return;
2073
2074 /* move_apply() is the most likely candidate for causing unwanted and
2075 * possibly unlimited recursion.
2076 */
2077
2078 /* The following was changed because it was causing perfectly correct
2079 * maps to fail. 1) it's not an error to recurse:
2080 * rune detonates, summoning monster. monster lands on nearby rune.
2081 * nearby rune detonates. This sort of recursion is expected and
2082 * proper. This code was causing needless crashes.
2083 */
2084 if (recursion_depth >= 500)
2085 {
2086 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2087 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2088 return;
2089 }
2090
2091 recursion_depth++;
2092
2093 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2094 switch (trap->type)
2095 {
2096 case PLAYERMOVER:
2097 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2098 {
2099 if (!trap->stats.maxsp)
2100 trap->stats.maxsp = 2;
2101
2102 /* Is this correct? From the docs, it doesn't look like it
2103 * should be divided by trap->speed
2104 */
2105 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2106
2107 /* Just put in some sanity check. I think there is a bug in the
2108 * above with some objects have zero speed, and thus the player
2109 * getting permanently paralyzed.
2110 */
2111 victim->speed_left = max (-50.f, victim->speed_left);
2112 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2113 }
2114 break;
2115
2116 case SPINNER:
2117 if (victim->direction)
2118 {
2119 victim->direction = absdir (victim->direction - trap->stats.sp);
2120 update_turn_face (victim);
2121 }
2122 break;
2123
2124 case DIRECTOR:
2125 if (victim->direction && !should_director_abort (trap, victim))
2126 {
2127 victim->direction = trap->stats.sp;
2128 update_turn_face (victim);
2129 }
2130 break;
2131
2132 case BUTTON:
2133 case PEDESTAL:
2134 case T_MATCH:
2135 update_button (trap, originator);
2136 break;
2137
2138 case ALTAR:
2139 /* sacrifice victim on trap */
2140 apply_altar (trap, victim, originator);
2141 break;
2142
2143 case THROWN_OBJ:
2144 if (trap->inv == NULL)
2145 break;
2146 /* fallthrough */
2147
2148 case ARROW:
2149 /* bad bug: monster throw a object, make a step forwards, step on object ,
2150 * trigger this here and get hit by own missile - and will be own enemy.
2151 * Victim then is his own enemy and will start to kill herself (this is
2152 * removed) but we have not synced victim and his missile. To avoid senseless
2153 * action, we avoid hits here
2154 */
2155 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2156 && trap->owner != victim)
2157 hit_with_arrow (trap, victim);
2158 break;
2159
2160 case SPELL_EFFECT:
2161 apply_spell_effect (trap, victim);
2162 break;
2163
2164 case TRAPDOOR:
2165 {
2166 int max, sound_was_played;
2167 object *ab, *ab_next;
2168
2169 if (!trap->value)
2170 {
2171 int tot;
2172
2173 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2174 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2175 tot += ab->head_ ()->total_weight ();
2176
2177 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2178 break;
2179
2180 SET_ANIMATION (trap, trap->value);
2181 update_object (trap, UP_OBJ_FACE);
2182 }
2183
2184 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2185 {
2186 /* need to set this up, since if we do transfer the object,
2187 * ab->above would be bogus
2188 */
2189 ab_next = ab->above;
2190
2191 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2192 {
2193 if (!sound_was_played)
2194 {
2195 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2196 sound_was_played = 1;
2197 }
2198
2199 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2200 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2201 }
2202 }
2203 break;
2204 }
2205
2206 case CONVERTER:
2207 if (convert_item (victim, trap) < 0)
2208 {
2209 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2210 archetype::get (shstr_burnout)->insert_at (trap, trap);
2211 }
2212
2213 break;
2214
2215 case TRIGGER_BUTTON:
2216 case TRIGGER_PEDESTAL:
2217 case TRIGGER_ALTAR:
2218 check_trigger (trap, victim, originator);
2219 break;
2220
2221 case DEEP_SWAMP:
2222 walk_on_deep_swamp (trap, victim);
2223 break;
2224
2225 case CHECK_INV:
2226 check_inv (victim, trap);
2227 break;
2228
2229 case HOLE:
2230 move_apply_hole (trap, victim);
2231 break;
2232
2233 case EXIT:
2234 if (victim->type == PLAYER && EXIT_PATH (trap))
2235 {
2236 /* Basically, don't show exits leading to random maps the
2237 * players output.
2238 */
2239 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2240 victim->statusmsg (trap->msg, NDI_NAVY);
2241
2242 trap->play_sound (trap->sound);
2243 victim->enter_exit (trap);
2244 }
2245 break;
2246
2247 case ENCOUNTER:
2248 /* may be some leftovers on this */
2249 break;
2250
2251 case SHOP_MAT:
2252 apply_shop_mat (trap, victim);
2253 break;
2254
2255 /* Drop a certain amount of gold, and have one item identified */
2256 case IDENTIFY_ALTAR:
2257 apply_id_altar (victim, trap, originator);
2258 break;
2259
2260 case SIGN:
2261 if (victim->type != PLAYER && trap->stats.food > 0)
2262 break; /* monsters musn't apply magic_mouths with counters */
2263
2264 apply_sign (victim, trap, 1);
2265 break;
2266
2267 case CONTAINER:
2268 apply_container (victim, trap);
2269 break;
2270
2271 case RUNE:
2272 case TRAP:
2273 if (trap->level && victim->flag [FLAG_ALIVE])
2274 spring_trap (trap, victim);
2275 break;
2276
2277 default:
2278 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2279 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2280 break;
2281 }
2282
2283 recursion_depth--;
2284}
2285
2286/**
2287 * Handles reading a regular (ie not containing a spell) book.
2288 */
2289static void
2290apply_book (object *op, object *tmp)
2291{
2292 int lev_diff;
2293 object *skill_ob;
2294
2295 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2296 {
2297 op->failmsg ("You are unable to read while blind!");
2298 return;
2299 }
2300
2301 if (!tmp->msg)
2302 {
2303 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2304 return;
2305 }
2306
2307 /* need a literacy skill to read stuff! */
2308 skill_ob = find_skill_by_name (op, tmp->skill);
2309 if (!skill_ob)
2310 {
2311 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2312 return;
2313 }
2314
2315 lev_diff = tmp->level - (skill_ob->level + 5);
2316 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2317 {
2318 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2319 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2320 : lev_diff < 5 ? "This book is beyond your comprehension."
2321 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2322 : lev_diff < 15 ? "This book is way beyond your comprehension."
2323 : "This book is totally beyond your comprehension.");
2324 return;
2325 }
2326
2327 // we currently don't use the message types for anything.
2328 // readable_message_type *msgType = get_readable_message_type (tmp);
2329
2330 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2331
2332 if (player *pl = op->contr)
2333 if (client *ns = pl->ns)
2334 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2335
2336 /* gain xp from reading */
2337 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2338 { /* only if not read before */
2339 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2340
2341 if (!tmp->flag [FLAG_IDENTIFIED])
2342 {
2343 /*exp_gain *= 2; because they just identified it too */
2344 tmp->set_flag (FLAG_IDENTIFIED);
2345
2346 if (object *pl = tmp->visible_to ())
2347 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2348 }
2349
2350 change_exp (op, exp_gain, skill_ob->skill, 0);
2351 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2352 }
2353}
2354
2355/**
2356 * op made some mistake with a scroll, this takes care of punishment.
2357 * scroll_failure()- hacked directly from spell_failure
2358 */
2359static void
2360scroll_failure (object *op, int failure, int power)
2361{
2362 if (abs (failure / 4) > power)
2363 power = abs (failure / 4); /* set minimum effect */
2364
2365 if (failure <= -1 && failure > -15)
2366 { /* wonder */
2367 object *tmp;
2368
2369 op->failmsg ("Your spell warps!");
2370 tmp = get_archetype (SPELL_WONDER);
2371 cast_wonder (op, op, 0, tmp);
2372 tmp->destroy ();
2373 }
2374 else if (failure <= -15 && failure > -35)
2375 { /* drain mana */
2376 op->failmsg ("Your mana is drained!");
2377 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2378 if (op->stats.sp < 0)
2379 op->stats.sp = 0;
2380 }
2381 else if (settings.spell_failure_effects == TRUE)
2382 {
2383 if (failure <= -35 && failure > -60)
2384 { /* confusion */
2385 op->failmsg ("The magic recoils on you!");
2386 confuse_player (op, op, power);
2387 }
2388 else if (failure <= -60 && failure > -70)
2389 { /* paralysis */
2390 op->failmsg ("The magic recoils and paralyzes you!");
2391 paralyze_player (op, op, power);
2392 }
2393 else if (failure <= -70 && failure > -80)
2394 { /* blind */
2395 op->failmsg ("The magic recoils on you!");
2396 blind_player (op, op, power);
2397 }
2398 else if (failure <= -80)
2399 { /* blast the immediate area */
2400 object *tmp = get_archetype (LOOSE_MANA);
2401 cast_magic_storm (op, tmp, power);
2402 op->failmsg ("You unleash uncontrolled mana!");
2403 tmp->destroy ();
2404 }
2405 }
2406}
2407
2408/**
2409 * Handles the applying of a skill scroll, calling learn_skill straight.
2410 * op is the person learning the skill, tmp is the skill scroll object
2411 */
2412static void
2413apply_skillscroll (object *op, object *tmp)
2414{
2415 switch (learn_skill (op, tmp))
2416 {
2417 case 0:
2418 op->play_sound (sound_find ("generic_fail"));
2419 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2420 break;
2421
2422 case 1:
2423 tmp->decrease ();
2424 op->play_sound (sound_find ("skill_learn"));
2425 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2426 break;
2427
2428 default:
2429 tmp->decrease ();
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2432 break;
2433 }
2434}
2435
2436/**
2437 * Actually makes op learn spell.
2438 * Informs player of what happens.
2439 */
2440void
2441do_learn_spell (object *op, object *spell, int special_prayer)
2442{
2443 object *tmp;
2444
2445 if (op->type != PLAYER)
2446 {
2447 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2448 return;
2449 }
2450
2451 /* Upgrade special prayers to normal prayers */
2452 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2453 {
2454 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2455 {
2456 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2457 return;
2458 }
2459 return;
2460 }
2461
2462 op->contr->play_sound (sound_find ("learn_spell"));
2463
2464 tmp = spell->clone ();
2465 insert_ob_in_ob (tmp, op);
2466
2467 if (special_prayer)
2468 tmp->set_flag (FLAG_STARTEQUIP);
2469
2470 esrv_add_spells (op->contr, tmp);
2471}
2472
2473/**
2474 * Erases spell from player's inventory.
2475 */
2476void
2477do_forget_spell (object *op, const char *spell)
2478{
2479 object *spob;
2480
2481 if (op->type != PLAYER)
2482 {
2483 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2484 return;
2485 }
2486 if ((spob = check_spell_known (op, spell)) == NULL)
2487 {
2488 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2489 return;
2490 }
2491
2492 op->failmsgf ("You lose knowledge of %s.", spell);
2493 esrv_remove_spell (op->contr, spob);
2494 spob->destroy ();
2495}
2496
2497/**
2498 * Handles player applying a spellbook.
2499 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2500 * stuff like that. Random learning failure too.
2501 */
2502static void
2503apply_spellbook (object *op, object *tmp)
2504{
2505 object *skop, *spell, *spell_skill;
2506
2507 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2508 {
2509 op->failmsg ("You are unable to read while blind.");
2510 return;
2511 }
2512
2513 /* artifact_spellbooks have 'slaying' field point to a spell name,
2514 * instead of having their spell stored in stats.sp. These are
2515 * legacy spellbooks
2516 */
2517 if (tmp->slaying)
2518 {
2519 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2520
2521 if (!spell)
2522 {
2523 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2524 return;
2525 }
2526 else
2527 insert_ob_in_ob (spell, tmp);
2528
2529 tmp->slaying = 0;
2530 }
2531
2532 skop = find_skill_by_name (op, tmp->skill);
2533
2534 /* need a literacy skill to learn spells. Also, having a literacy level
2535 * lower than the spell will make learning the spell more difficult */
2536 if (!skop)
2537 {
2538 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2539 return;
2540 }
2541
2542 spell = tmp->inv;
2543
2544 if (!spell)
2545 {
2546 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2547 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2548 return;
2549 }
2550
2551 int learn_level = sqrtf (spell->level) * 1.5f;
2552 if (skop->level < learn_level)
2553 {
2554 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2555 &tmp->skill, learn_level);
2556 return;
2557 }
2558
2559 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2560
2561 if (!tmp->flag [FLAG_IDENTIFIED])
2562 identify (tmp);
2563
2564 /* I removed the check for special_prayer_mark here - it didn't make
2565 * a lot of sense - special prayers are not found in spellbooks, and
2566 * if the player doesn't know the spell, doesn't make a lot of sense that
2567 * they would have a special prayer mark.
2568 */
2569 if (check_spell_known (op, spell->name))
2570 {
2571 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2572 return;
2573 }
2574
2575 if (spell->skill)
2576 {
2577 spell_skill = find_skill_by_name (op, spell->skill);
2578
2579 if (!spell_skill)
2580 {
2581 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2582 return;
2583 }
2584
2585 if (spell_skill->level < spell->level)
2586 {
2587 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2588 return;
2589 }
2590 }
2591
2592 /* Logic as follows
2593 *
2594 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2595 *
2596 * 2- The learner's skill level in literacy adjusts the chance to learn
2597 * a spell.
2598 *
2599 * 3 -Automatically fail to learn if you read while confused
2600 *
2601 * Overall, chances are the same but a player will find having a high
2602 * literacy rate very useful! -b.t.
2603 */
2604 if (op->flag [FLAG_CONFUSED])
2605 {
2606 op->failmsg ("In your confused state you flub the wording of the text!");
2607 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2608 }
2609 else if (tmp->flag [FLAG_STARTEQUIP] ||
2610 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2611 {
2612 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2613 do_learn_spell (op, spell, 0);
2614
2615 /* xp gain to literacy for spell learning */
2616 if (!tmp->flag [FLAG_STARTEQUIP])
2617 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2618 }
2619 else
2620 {
2621 op->contr->play_sound (sound_find ("fumble_spell"));
2622 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2623 }
2624
2625 tmp->decrease ();
2626}
2627
2628/**
2629 * Handles applying a spell scroll.
2630 */
2631void
2632apply_scroll (object *op, object *tmp, int dir)
2633{
2634 object *skop;
2635
2636 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2637 {
2638 op->failmsg ("You are unable to read while blind.");
2639 return;
2640 }
2641
2642 if (!tmp->inv || tmp->inv->type != SPELL)
2643 {
2644 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2645 return;
2646 }
2647
2648 if (op->type == PLAYER)
2649 {
2650 /* players need a literacy skill to read stuff! */
2651 int exp_gain = 0;
2652
2653 /* hard code literacy - tmp->skill points to where the exp
2654 * should go for anything killed by the spell.
2655 */
2656 skop = find_skill_by_name (op, shstr_literacy);
2657
2658 if (!skop)
2659 {
2660 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2661 return;
2662 }
2663
2664 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2665 change_exp (op, exp_gain, skop->skill, 0);
2666 }
2667
2668 if (!tmp->flag [FLAG_IDENTIFIED])
2669 identify (tmp);
2670
2671 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2672
2673 cast_spell (op, tmp, dir, tmp->inv, NULL);
2674 tmp->decrease ();
2675}
2676
2677/**
2678 * Applies a treasure object - by default, chest. op
2679 * is the person doing the applying, tmp is the treasure
2680 * chest.
2681 */
2682static void
2683apply_treasure (object *op, object *tmp)
2684{
2685 /* Nice side effect of this treasure creation method is that the treasure
2686 * for the chest is done when the chest is created, and put into the chest
2687 * inventory. So that when the chest burns up, the items still exist. Also
2688 * prevents people from moving chests to more difficult maps to get better
2689 * treasure
2690 */
2691 object *treas = tmp->inv;
2692
2693 if (!treas)
2694 {
2695 op->statusmsg ("The chest was empty.");
2696 tmp->decrease ();
2697 return;
2698 }
2699
2700 while (tmp->inv)
2701 {
2702 treas = tmp->inv;
2703 treas->remove ();
2704
2705 treas->x = op->x;
2706 treas->y = op->y;
2707 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2708
2709 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2710 spring_trap (treas, op);
2711
2712 /* If either player or container was destroyed, no need to do
2713 * further processing. I think this should be enclused with
2714 * spring trap above, as I don't think there is otherwise
2715 * any way for the treasure chest or player to get killed.
2716 */
2717 if (op->destroyed () || tmp->destroyed ())
2718 break;
2719 }
2720
2721 if (!tmp->destroyed () && !tmp->inv)
2722 tmp->decrease (true);
2723}
2724
2725/**
2726 * A dragon is eating some flesh. If the flesh contains resistances,
2727 * there is a chance for the dragon's skin to get improved.
2728 *
2729 * attributes:
2730 * object *op the object (dragon player) eating the flesh
2731 * object *meal the flesh item, getting chewed in dragon's mouth
2732 * return:
2733 * int 1 if eating successful, 0 if it doesn't work
2734 */
2735static int
2736dragon_eat_flesh (object *op, object *meal)
2737{
2738 object *skin = NULL; /* pointer to dragon skin force */
2739 object *abil = NULL; /* pointer to dragon ability force */
2740 object *tmp = NULL; /* tmp. object */
2741
2742 double chance; /* improvement-chance of one resistance type */
2743 double totalchance = 1; /* total chance of gaining one resistance */
2744 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2745 double mbonus = 0; /* monster bonus */
2746 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2747 int winners = 0; /* number of winners */
2748 int i; /* index */
2749
2750 /* let's make sure and doublecheck the parameters */
2751 if (meal->type != FLESH || !op->is_dragon ())
2752 return 0;
2753
2754 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2755 from the player's inventory */
2756 for (tmp = op->inv; tmp; tmp = tmp->below)
2757 if (tmp->type == FORCE)
2758 if (tmp->arch->archname == shstr_dragon_skin_force)
2759 skin = tmp;
2760 else if (tmp->arch->archname == shstr_dragon_ability_force)
2761 abil = tmp;
2762
2763 /* if either skin or ability are missing, this is an old player
2764 which is not to be considered a dragon -> bail out */
2765 if (skin == NULL || abil == NULL)
2766 return 0;
2767
2768 /* now start by filling stomache and health, according to food-value */
2769 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2770 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2771 else
2772 op->stats.hp += meal->stats.food / 50;
2773
2774 min_it (op->stats.hp, op->stats.maxhp);
2775 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2776
2777 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2778
2779 /* on to the interesting part: chances for adding resistance */
2780 for (i = 0; i < NROFATTACKS; i++)
2781 {
2782 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2783 {
2784 /* got positive resistance, now calculate improvement chance (0-100) */
2785
2786 /* this bonus makes resistance increase easier at lower levels */
2787 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2788 if (i == abil->stats.exp)
2789 bonus += 5; /* additional bonus for resistance of ability-focus */
2790
2791 /* monster bonus increases with level, because high-level
2792 flesh is too rare */
2793 mbonus = op->level * 20. / ((double) settings.max_level);
2794
2795 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2796 ((double)settings.max_level)) - skin->resist[i];
2797
2798 if (chance >= 0.)
2799 chance += 1.;
2800 else
2801 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2802
2803 /* chance is proportional to amount of resistance (max. 50) */
2804 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2805
2806 /* doubled chance for resistance of ability-focus */
2807 if (i == abil->stats.exp)
2808 chance = min (100., chance * 2.);
2809
2810 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2811 if (rndm (10000) < (unsigned int)(chance * 100))
2812 {
2813 atnr_winner[winners] = i;
2814 winners++;
2815 }
2816
2817 if (chance >= 0.01)
2818 totalchance *= 1 - chance / 100;
2819
2820 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2821 }
2822 }
2823
2824 /* inverse totalchance as until now we have the failure-chance */
2825 totalchance = 100 - totalchance * 100;
2826
2827 /* print message according to totalchance */
2828 const char *buf;
2829 if (totalchance > 50.)
2830 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2831 else if (totalchance > 10.)
2832 buf = format ("The %s tasted very good.", &meal->name);
2833 else if (totalchance > 1.)
2834 buf = format ("The %s tasted good.", &meal->name);
2835 else if (totalchance > 0.1)
2836 buf = format ("The %s tasted bland.", &meal->name);
2837 else if (totalchance >= 0.01)
2838 buf = format ("The %s had a boring taste.", &meal->name);
2839 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2840 buf = format ("The %s tasted strange.", &meal->name);
2841 else
2842 buf = format ("The %s had no taste.", &meal->name);
2843
2844 op->statusmsg (buf);
2845
2846 /* now choose a winner if we have any */
2847 i = -1;
2848 if (winners > 0)
2849 i = atnr_winner [rndm (winners)];
2850
2851 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2852 {
2853 /* resistance increased! */
2854 skin->resist[i]++;
2855 op->update_stats ();
2856
2857 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2858 }
2859
2860 /* if this flesh contains a new ability focus, we mark it
2861 into the ability_force and it will take effect on next level */
2862 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2863 {
2864 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2865
2866 if (meal->last_eat != abil->stats.exp)
2867 op->statusmsg (format (
2868 "Your metabolism prepares to focus on %s!\n"
2869 "The change will happen at level %d.",
2870 change_resist_msg[meal->last_eat],
2871 abil->level + 1
2872 ));
2873 else
2874 {
2875 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2876 abil->last_eat = 0;
2877 }
2878 }
2879
2880 return 1;
2881}
2882
2883/**
2884 * op eats food.
2885 * If player, takes care of messages and dragon special food.
2886 */
2887static void
2888apply_food (object *op, object *tmp)
2889{
2890 int capacity_remaining;
2891
2892 if (op->type != PLAYER)
2893 op->stats.hp = op->stats.maxhp;
2894 else
2895 {
2896 /* check if this is a dragon (player), eating some flesh */
2897 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2898 ;
2899 else
2900 {
2901 /* usual case - no dragon meal: */
2902 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2903 {
2904 if (tmp->type == FOOD || tmp->type == FLESH)
2905 op->failmsg ("You feel full, but what a waste of food!");
2906 else
2907 op->statusmsg ("Most of the drink goes down your face not your throat!");
2908 }
2909
2910 tmp->play_sound (
2911 tmp->sound
2912 ? tmp->sound
2913 : tmp->type == DRINK
2914 ? sound_find ("eat_drink")
2915 : sound_find ("eat_food")
2916 );
2917
2918 if (!tmp->flag [FLAG_CURSED])
2919 {
2920 const char *buf;
2921
2922 if (!op->is_dragon ())
2923 {
2924 /* eating message for normal players */
2925 if (tmp->type == DRINK)
2926 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2927 else
2928 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2929 }
2930 else
2931 /* eating message for dragon players */
2932 buf = format ("The %s tasted terrible!", &tmp->name);
2933
2934 op->statusmsg (buf);
2935
2936 capacity_remaining = MAX_FOOD - op->stats.food;
2937 op->stats.food += tmp->stats.food;
2938 if (capacity_remaining < tmp->stats.food)
2939 op->stats.hp += capacity_remaining / 50;
2940 else
2941 op->stats.hp += tmp->stats.food / 50;
2942
2943 min_it (op->stats.hp, op->stats.maxhp);
2944 min_it (op->stats.food, MAX_FOOD);
2945 }
2946
2947 /* special food hack -b.t. */
2948 if (tmp->title || tmp->flag [FLAG_CURSED])
2949 eat_special_food (op, tmp);
2950 }
2951 }
2952
2953 handle_apply_yield (tmp);
2954 tmp->decrease ();
2955}
2956
2957/**
2958 * Handles applying an improve armor scroll.
2959 * Does some sanity checks, then calls improve_armour.
2960 */
2961static void
2962apply_armour_improver (object *op, object *tmp)
2963{
2964 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2965 {
2966 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2967 return;
2968 }
2969
2970 object *armor = op->mark ();
2971
2972 if (!armor)
2973 {
2974 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2975 return;
2976 }
2977
2978 if (armor->type != ARMOUR
2979 && armor->type != CLOAK
2980 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2981 {
2982 op->failmsg ("Your marked item is not armour!\n");
2983 return;
2984 }
2985
2986 if (!op->apply (armor, AP_UNAPPLY))
2987 {
2988 op->failmsg ("You are unable to take off your armour to improve it!");
2989 return;
2990 }
2991
2992 op->statusmsg ("Applying armour enchantment.");
2993 improve_armour (op, tmp, armor);
2994}
2995
2996void
2997apply_poison (object *op, object *tmp)
2998{
2999 // need to do it now when it is still on the map
3000 handle_apply_yield (tmp);
3001
3002 object *poison = tmp->split (1);
3003
3004 if (op->type == PLAYER)
3005 {
3006 op->contr->play_sound (sound_find ("drink_poison"));
3007 op->failmsg ("Yech! That tasted poisonous!");
3008 op->contr->killer = poison;
3009 }
3010
3011 if (poison->stats.hp > 0)
3012 {
3013 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3014 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3015 }
3016
3017 op->stats.food -= op->stats.food / 4;
3018 poison->destroy ();
3019}
3020
3021/**
3022 * This function will try to apply a lighter and in case no lighter
3023 * is specified it will try to find a lighter in the players inventory,
3024 * and inform him about this requirement.
3025 *
3026 * who - the player
3027 * op - the item we want to light
3028 * lighter - the lighter or 0 if a lighter has yet to be found
3029 */
3030static object *
3031auto_apply_lighter (object *who, object *op, object *lighter)
3032{
3033 if (lighter == 0)
3034 {
3035 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036 {
3037 if (tmp->type == LIGHTER)
3038 {
3039 lighter = tmp;
3040 break;
3041 }
3042 }
3043
3044 if (!lighter)
3045 {
3046 who->failmsgf (
3047 "You can't light up the %s with your bare hands! "
3048 "H<You need a lighter in your inventory, for example a flint and steel.>",
3049 &op->name
3050 );
3051 return 0;
3052 }
3053 }
3054
3055 // last_eat == 0 means the lighter is not being used up!
3056 if (lighter->last_eat && lighter->stats.food)
3057 {
3058 /* lighter gets used up */
3059 lighter = lighter->split ();
3060 lighter->stats.food--;
3061 who->insert (lighter);
3062 }
3063 else if (lighter->last_eat)
3064 {
3065 /* no charges left in lighter */
3066 who->failmsgf (
3067 "You attempt to light the %s with a used up %s.",
3068 &op->name, &lighter->name
3069 );
3070 return 0;
3071 }
3072
3073 return lighter;
3074}
3075
3076/**
3077 * Designed primarily to light torches/lanterns/etc.
3078 * Also burns up burnable material too. First object in the inventory is
3079 * the selected object to "burn". -b.t.
3080 */
3081static void
3082apply_lighter (object *who, object *lighter)
3083{
3084 int is_player_env = 0;
3085
3086 if (object *item = who->mark ())
3087 {
3088 if (!auto_apply_lighter (who, item, lighter))
3089 return;
3090
3091 /* Perhaps we should split what we are trying to light on fire?
3092 * I can't see many times when you would want to light multiple
3093 * objects at once.
3094 */
3095
3096 save_throw_object (item, AT_FIRE, who);
3097
3098 if (item->destroyed ()
3099 || ((item->type == LAMP || item->type == TORCH)
3100 && item->glow_radius > 0))
3101 who->statusmsg (format (
3102 "You light the %s with the %s.",
3103 &item->name, &lighter->name
3104 ));
3105 else
3106 who->failmsgf (
3107 "You attempt to light the %s with the %s and fail.",
3108 &item->name, &lighter->name
3109 );
3110 }
3111 else
3112 who->failmsg ("You need to mark a lightable object.");
3113}
3114
3115/**
3116 * This function generates a cursed effect for cursed lamps and torches.
3117 */
3118static void
3119player_apply_lamp_cursed_effect (object *who, object *op)
3120{
3121 if (op->level)
3122 {
3123 who->failmsgf (
3124 "The %s was cursed, it explodes in a big fireball!",
3125 &op->name
3126 );
3127 create_exploding_ball_at (who, op->level);
3128 }
3129 else
3130 {
3131 who->failmsgf (
3132 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3133 &op->name
3134 );
3135 }
3136
3137 op->destroy ();
3138}
3139
3140/**
3141 * Apply for players and lamps
3142 *
3143 * who - the player
3144 * op - the lamp
3145 */
3146static void
3147player_apply_lamp (object *who, object *op)
3148{
3149 bool switch_on = op->glow_radius ? false : true;
3150
3151 if (switch_on)
3152 {
3153 object *lighter = 0;
3154
3155 if (op->flag [FLAG_IS_LIGHTABLE]
3156 && !(lighter = auto_apply_lighter (who, op, 0)))
3157 return;
3158
3159 if (op->stats.food < 1)
3160 {
3161 if (op->type == LAMP)
3162 who->failmsgf (
3163 "The %s is out of fuel! "
3164 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3165 &op->name
3166 );
3167 else
3168 who->failmsgf (
3169 "The %s is burnt out! "
3170 "H<Torches and similar items burn out and become worthless.>",
3171 &op->name
3172 );
3173 return;
3174 }
3175
3176 if (op->flag [FLAG_CURSED])
3177 {
3178 player_apply_lamp_cursed_effect (who, op);
3179 return;
3180 }
3181
3182 if (lighter)
3183 who->statusmsg (format (
3184 "You light up the %s with the %s.", &op->name, &lighter->name));
3185 else
3186 who->statusmsg (format ("You light up the %s.", &op->name));
3187 }
3188 else
3189 {
3190 if (op->flag [FLAG_CURSED])
3191 {
3192 player_apply_lamp_cursed_effect (who, op);
3193 return;
3194 }
3195
3196 if (op->type == TORCH)
3197 {
3198 if (!op->flag [FLAG_IS_LIGHTABLE])
3199 {
3200 who->statusmsg (format (
3201 "You put out the %s. "
3202 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3203 &op->name, &op->name));
3204 }
3205 else
3206 who->statusmsg (format (
3207 "You put out the %s."
3208 "H<Torches wear out if you put them out.>",
3209 &op->name));
3210 }
3211 else
3212 who->statusmsg (format ("You turn off the %s.", &op->name));
3213 }
3214
3215 apply_lamp (op, switch_on);
3216}
3217
3218void get_animation_from_arch (object *op, arch_ptr a)
3219{
3220 op->animation_id = a->animation_id;
3221 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3222 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3223 op->anim_speed = a->anim_speed;
3224 op->last_anim = 0;
3225 op->state = 0;
3226 op->face = a->face;
3227
3228 if (NUM_ANIMATIONS(op) > 1)
3229 {
3230 SET_ANIMATION(op, 0);
3231 animate_object (op, op->direction);
3232 }
3233 else
3234 update_object (op, UP_OBJ_FACE);
3235}
3236
3237/**
3238 * Apply for LAMPs and TORCHes.
3239 *
3240 * op - the lamp
3241 * switch_on - a flag which says whether the lamp should be switched on or off
3242 */
3243void apply_lamp (object *op, bool switch_on)
3244{
3245 op->set_glow_radius (switch_on ? op->range : 0);
3246 op->set_speed (switch_on ? op->arch->speed : 0);
3247
3248 // torches wear out if you put them out
3249 if (op->type == TORCH && !switch_on)
3250 {
3251 if (op->flag [FLAG_IS_LIGHTABLE])
3252 {
3253 op->stats.food -= (double) op->arch->stats.food / 15;
3254 if (op->stats.food < 0)
3255 op->stats.food = 0;
3256 }
3257 else
3258 op->stats.food = 0;
3259 }
3260
3261 // lamps and torched get worthless when used up
3262 if (op->stats.food <= 0)
3263 op->value = 0;
3264
3265 // FIXME: This is a hack to make the more sane torches and lamps
3266 // still animated ;-/
3267 if (op->other_arch)
3268 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3269
3270 if (object *pl = op->visible_to ())
3271 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3272}
3273
3274/**
3275 * This handles items of type 'transformer'.
3276 * Basically those items, used with a marked item, transform both items into something
3277 * else.
3278 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3279 * Change information is contained in the 'slaying' field of the marked item.
3280 * The format is as follow: transformer:[number ]yield[;transformer:...].
3281 * This way an item can be transformed in many things, and/or many objects.
3282 * The 'slaying' field for transformer is used as verb for the action.
3283 */
3284static void
3285apply_item_transformer (object *pl, object *transformer)
3286{
3287 object *new_item;
3288 const char *find;
3289 char *separator;
3290 int yield;
3291 char got[MAX_BUF];
3292 int len;
3293
3294 if (!pl || !transformer)
3295 return;
3296
3297 object *marked = pl->mark ();
3298
3299 if (!marked)
3300 {
3301 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3302 return;
3303 }
3304
3305 if (!marked->slaying)
3306 {
3307 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3308 return;
3309 }
3310
3311 /* check whether they are compatible or not */
3312 find = strstr (&marked->slaying, transformer->arch->archname);
3313 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3314 {
3315 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3316 return;
3317 }
3318
3319 find += strlen (transformer->arch->archname) + 1;
3320 /* Item can be used, now find how many and what it yields */
3321 if (isdigit (*(find)))
3322 {
3323 yield = atoi (find);
3324 if (yield < 1)
3325 {
3326 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3327 yield = 1;
3328 }
3329 }
3330 else
3331 yield = 1;
3332
3333 while (isdigit (*find))
3334 find++;
3335
3336 while (*find == ' ')
3337 find++;
3338
3339 memset (got, 0, MAX_BUF);
3340
3341 if ((separator = (char *) strchr (find, ';')))
3342 len = separator - find;
3343 else
3344 len = strlen (find);
3345
3346 min_it (len, MAX_BUF - 1);
3347
3348 strcpy (got, find);
3349 got[len] = '\0';
3350
3351 /* Now create new item, remove used ones when required. */
3352 new_item = get_archetype (got);
3353 if (!new_item)
3354 {
3355 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3356 return;
3357 }
3358
3359 new_item->nrof = yield;
3360
3361 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3362
3363 pl->insert (new_item);
3364 /* Eat up one item */
3365 marked->decrease ();
3366
3367 /* Eat one transformer if needed */
3368 if (transformer->stats.food)
3369 if (--transformer->stats.food == 0)
3370 transformer->decrease ();
3371}
3372
3373/**
3374 * Main apply handler.
3375 *
3376 * Checks for unpaid items before applying.
3377 *
3378 * Return value is currently not used
3379 *
3380 * who is the object that is causing object to be applied, op is the object
3381 * being applied.
3382 *
3383 * aflag is special (always apply/unapply) flags. Nothing is done with
3384 * them in this function - they are passed to apply_special
3385 */
3386static bool
3387manual_apply (object *who, object *op, int aflag)
3388{
3389 op = op->head_ ();
3390
3391 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 {
3393 if (who->contr)
3394 {
3395 examine (who, op);
3396 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397 return 1;
3398 }
3399 else
3400 return 0; /* monsters just skip unpaid items */
3401 }
3402
3403 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404 return RESULT_INT (0);
3405 else if (apply_types_inv_only [op->type])
3406 {
3407 // special item, using slot system, needs to be in inv
3408 if (op->env == who)
3483 return apply_special (who, op, aflags); 3409 return apply_special (who, op, aflag);
3410
3411 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3412 }
3413 else if (!who->contr && apply_types_player_only [op->type])
3414 return 0; // monsters shouldn't try to apply player-only stuff
3415 else if (apply_types [op->type])
3416 {
3417 // ordinary stuff, may be on the floor
3418 switch (op->type)
3419 {
3420 case T_HANDLE:
3421 who->play_sound (sound_find ("turn_handle"));
3422 who->statusmsg ("You turn the handle.");
3423 op->value = op->value ? 0 : 1;
3424 SET_ANIMATION (op, op->value);
3425 update_object (op, UP_OBJ_FACE);
3426 push_button (op, who);
3427 break;
3428
3429 case TRIGGER:
3430 if (check_trigger (op, who, who))
3431 {
3432 who->statusmsg ("You turn the handle.");
3433 who->play_sound (sound_find ("turn_handle"));
3434 }
3435 else
3436 who->failmsg ("The handle doesn't move.");
3437
3438 break;
3439
3440 case EXIT:
3441 if (!EXIT_PATH (op))
3442 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3443 else
3444 {
3445 /* Don't display messages for random maps. */
3446 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447 who->statusmsg (op->msg, NDI_NAVY);
3448
3449 who->enter_exit (op);
3450 }
3451
3452 break;
3453
3454 case INSCRIBABLE:
3455 who->statusmsg (op->msg);
3456 // maybe show a spell menu to chose from or something like that
3457 break;
3458
3459 case SIGN:
3460 apply_sign (who, op, 0);
3461 break;
3462
3463 case BOOK:
3464 apply_book (who, op);
3465 break;
3466
3467 case SKILLSCROLL:
3468 apply_skillscroll (who, op);
3469 break;
3470
3471 case SPELLBOOK:
3472 apply_spellbook (who, op);
3473 break;
3474
3475 case SCROLL:
3476 apply_scroll (who, op, 0);
3477 break;
3478
3479 case POTION:
3480 apply_potion (who, op);
3481 break;
3482
3483 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484 //TODO: remove, as it is unsed?
3485 case CLOSE_CON:
3486 apply_container (who, op->env);
3487 break;
3488
3489 case CONTAINER:
3490 apply_container (who, op);
3491 break;
3492
3493 case TREASURE:
3494 apply_treasure (who, op);
3495 break;
3496
3497 case LAMP:
3498 case TORCH:
3499 player_apply_lamp (who, op);
3500 break;
3501
3502 case DRINK:
3503 case FOOD:
3504 case FLESH:
3505 apply_food (who, op);
3506 break;
3507
3508 case POISON:
3509 apply_poison (who, op);
3510 break;
3511
3512 case SAVEBED:
3513 break;
3514
3515 case ARMOUR_IMPROVER:
3516 apply_armour_improver (who, op);
3517 break;
3518
3519 case WEAPON_IMPROVER:
3520 check_improve_weapon (who, op);
3521 break;
3522
3523 case CLOCK:
3524 {
3525 timeofday_t tod;
3526
3527 get_tod (&tod);
3528 who->play_sound (sound_find ("sound_clock"));
3529 who->statusmsg (format (
3530 "It is %d minute%s past %d o'clock %s",
3531 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3532 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3533 ));
3534 }
3535 break;
3536
3537 case MENU:
3538 shop_listing (op, who);
3539 break;
3540
3541 case POWER_CRYSTAL:
3542 apply_power_crystal (who, op); /* see egoitem.c */
3543 break;
3544
3545 case LIGHTER: /* for lighting torches/lanterns/etc */
3546 apply_lighter (who, op);
3547 break;
3548
3549 case ITEM_TRANSFORMER:
3550 apply_item_transformer (who, op);
3551 break;
3552 }
3553
3554 return 1;
3555 }
3556 else
3557 {
3558 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3559 return 0;
3560 }
3561}
3562
3563/**
3564 * player_apply_below attempts to apply the object 'below' the player.
3565 * If the player has an open container, we use that for below, otherwise
3566 * we use the ground.
3567 */
3568void
3569player_apply_below (object *pl)
3570{
3571 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3572
3573 /* If using a container, set the starting item to be the top
3574 * item in the container. Otherwise, use the map.
3575 */
3576
3577 // first try to apply "applyables"
3578 for (object *tmp = top; tmp; tmp = tmp->below)
3579 if (!tmp->invisible && apply_types [tmp->type])
3580 {
3581 // If it is visible, player can apply it.
3582 pl->apply (tmp);
3583 return;
3584 }
3585
3586 while (top && top->invisible)
3587 top = top->below;
3588
3589 if (!top || top->flag [FLAG_IS_FLOOR])
3590 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3591 "H<There is nothing here that you can apply.>");
3592 else
3593 // next, try to explain the topmost object
3594 switch (top->type)
3595 {
3596 // TODO: all this should move to examine
3597 case ALTAR:
3598 case IDENTIFY_ALTAR:
3599 case TRIGGER_ALTAR:
3600 case CONVERTER:
3601 //case TRIGGER_PEDESTAL:
3602 pl->failmsgf (
3603 "You see no obvious mechanism on the %s."
3604 "H<You have to drop one or more specific items here.>",
3605 query_short_name (top)
3606 );
3607 break;
3608
3609 case BUTTON:
3610 case TRIGGER_BUTTON:
3611 pl->failmsgf (
3612 "The %s looks as if you could activate it with somehting heavy. "
3613 "H<You must put enough items here to activate it.>",
3614 query_short_name (top)
3615 );
3616 break;
3617
3618 default:
3619 examine (pl, top);
3620 break;
3621 }
3622}
3623
3624// saner interface, returns successful status
3625bool
3626object::apply (object *ob, int aflags)
3627{
3628 if (!ob) // simplifies a lot of callers
3629 return true;
3630
3631 if (contr)
3632 {
3633 if (!ob->env && (move_type & MOVE_FLYING))
3634 {
3635 /* player is flying and applying object not in inventory */
3636 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3637 {
3638 failmsg ("But you are floating high above the ground! "
3639 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3640 "or waiting till the levitation effect wears off.>");
3641 return 0;
3642 }
3643 }
3644
3645 contr->last_used = ob;
3646 }
3647
3648 bool want_apply =
3649 aflags & AP_APPLY ? true
3650 : aflags & AP_UNAPPLY ? false
3651 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3652
3653 object_ptr *slot = 0;
3654
3655 // detect the slot, if this is a player
3656 if (contr && !(aflags & AP_NO_SLOT))
3657 {
3658 object *oslot;
3659
3660 switch (ob->type)
3661 {
3662 case WEAPON:
3663 slot = &contr->combat_ob;
3664 oslot = contr->ranged_ob;
3665 break;
3666
3667 case BOW:
3668 case RANGED:
3669 case SPELL:
3670 case WAND:
3671 case ROD:
3672 case HORN:
3673 case BUILDER:
3674 slot = &contr->ranged_ob;
3675 oslot = contr->combat_ob;
3676 break;
3677
3678 // oh, the humanity
3679 case SKILL:
3680 if (aflags & AP_NO_SLOT)
3681 break;
3682
3683 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3684 break;
3685
3686 if (skill_flags [ob->subtype] & SF_COMBAT)
3687 {
3688 slot = &contr->combat_ob;
3689 oslot = contr->ranged_ob;
3690 }
3691 else if (skill_flags [ob->subtype] & SF_RANGED)
3692 {
3693 slot = &contr->ranged_ob;
3694 oslot = contr->combat_ob;
3695 }
3696
3697 break;
3698 }
3699
3700 // now handle slot exclusions
3701 if (slot)
3702 {
3703 // only one slot can be active
3704 if (want_apply)
3705 {
3706 // clear slot unless we are in it already
3707 if (*slot != ob)
3708 apply (*slot, AP_UNAPPLY);
3709
3710 // unapply other slot, because we want to become active
3711 apply (oslot, AP_UNAPPLY);
3712 }
3713
3714 // clear item from slot if applied
3715 if (!want_apply && current_weapon == ob)
3716 current_weapon = 0;
3717 }
3718 }
3719
3720 if (ob->flag [FLAG_APPLIED] != want_apply)
3721 manual_apply (this, ob, aflags);
3722
3723 if (ob->flag [FLAG_APPLIED] != want_apply)
3724 return false;
3725
3726 if (slot && want_apply)
3727 current_weapon = *slot = ob;
3728
3729 return true;
3484} 3730}
3485 3731
3486/** 3732/**
3487 * Map was just loaded, handle op's initialisation. 3733 * Map was just loaded, handle op's initialisation.
3488 * 3734 *
3491int 3737int
3492auto_apply (object *op) 3738auto_apply (object *op)
3493{ 3739{
3494 object *tmp = NULL, *tmp2; 3740 object *tmp = NULL, *tmp2;
3495 int i; 3741 int i;
3742
3743 op->clr_flag (FLAG_AUTO_APPLY);
3496 3744
3497 switch (op->type) 3745 switch (op->type)
3498 { 3746 {
3499 case SHOP_FLOOR: 3747 case SHOP_FLOOR:
3500 if (!op->has_random_items ()) 3748 if (!op->has_random_items ())
3502 3750
3503 do 3751 do
3504 { 3752 {
3505 i = 10; /* let's give it 10 tries */ 3753 i = 10; /* let's give it 10 tries */
3506 while ((tmp = generate_treasure (op->randomitems, 3754 while ((tmp = generate_treasure (op->randomitems,
3507 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3755 op->stats.exp
3756 ? (int) op->stats.exp
3757 : max (op->map->difficulty, 5)))
3758 == NULL && --i);
3759
3508 if (tmp == NULL) 3760 if (tmp == NULL)
3509 return 0; 3761 return 0;
3510 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3762
3763 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3511 { 3764 {
3512 tmp->destroy (); 3765 tmp->destroy ();
3513 tmp = NULL; 3766 tmp = NULL;
3514 } 3767 }
3515 } 3768 }
3516 while (!tmp); 3769 while (!tmp);
3517 3770
3518 tmp->x = op->x; 3771 tmp->x = op->x;
3519 tmp->y = op->y; 3772 tmp->y = op->y;
3520 SET_FLAG (tmp, FLAG_UNPAID); 3773 tmp->set_flag (FLAG_UNPAID);
3521 insert_ob_in_map (tmp, op->map, NULL, 0); 3774 insert_ob_in_map (tmp, op->map, NULL, 0);
3522 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3523 identify (tmp); 3775 identify (tmp);
3524 break; 3776 break;
3525 3777
3526 case TREASURE: 3778 case TREASURE:
3527 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3779 if (op->flag [FLAG_IS_A_TEMPLATE])
3528 return 0; 3780 return 0;
3529 3781
3530 while (op->stats.hp-- > 0) 3782 while (op->stats.hp-- > 0)
3531 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3783 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3532 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3784 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3534 /* If we generated an object and put it in this object inventory, 3786 /* If we generated an object and put it in this object inventory,
3535 * move it to the parent object as the current object is about 3787 * move it to the parent object as the current object is about
3536 * to disappear. An example of this item is the random_* stuff 3788 * to disappear. An example of this item is the random_* stuff
3537 * that is put inside other objects. 3789 * that is put inside other objects.
3538 */ 3790 */
3539 for (tmp = op->inv; tmp; tmp = tmp2)
3540 {
3541 tmp2 = tmp->below;
3542 tmp->remove ();
3543
3544 if (op->env) 3791 if (op->env)
3545 insert_ob_in_ob (tmp, op->env); 3792 while (op->inv)
3546 else 3793 op->env->insert (op->inv);
3547 tmp->destroy ();
3548 }
3549 3794
3550 op->destroy (); 3795 op->destroy ();
3551 break; 3796 break;
3552 } 3797 }
3553 return tmp ? 1 : 0; 3798
3799 return !!tmp;
3554} 3800}
3555 3801
3556/** 3802/**
3557 * fix_auto_apply goes through the entire map every time a map 3803 * fix_auto_apply goes through the entire map every time a map
3558 * is loaded or swapped in and performs special actions for 3804 * is loaded or swapped in and performs special actions for
3572 3818
3573 if (tmp->inv) 3819 if (tmp->inv)
3574 { 3820 {
3575 object *invtmp, *invnext; 3821 object *invtmp, *invnext;
3576 3822
3577 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3823 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3578 { 3824 {
3579 invnext = invtmp->below; 3825 invnext = invtmp->below;
3580 3826
3581 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3827 if (invtmp->flag [FLAG_AUTO_APPLY])
3582 auto_apply (invtmp); 3828 auto_apply (invtmp);
3583 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3829 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3584 { 3830 {
3585 while ((invtmp->stats.hp--) > 0) 3831 while (invtmp->stats.hp-- > 0)
3586 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3832 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3587 3833
3588 invtmp->randomitems = NULL; 3834 invtmp->randomitems = NULL;
3589 } 3835 }
3590 else if (invtmp && invtmp->arch 3836 else if (invtmp && invtmp->arch
3595 * treasure again for this object 3841 * treasure again for this object
3596 */ 3842 */
3597 invtmp->randomitems = NULL; 3843 invtmp->randomitems = NULL;
3598 } 3844 }
3599 } 3845 }
3846
3600 /* This is really temporary - the code at the bottom will 3847 /* This is really temporary - the code at the bottom will
3601 * also set randomitems to null. The problem is there are bunches 3848 * also set randomitems to null. The problem is there are bunches
3602 * of maps/players already out there with items that have spells 3849 * of maps/players already out there with items that have spells
3603 * which haven't had the randomitems set to null yet. 3850 * which haven't had the randomitems set to null yet.
3604 * MSW 2004-05-13 3851 * MSW 2004-05-13
3608 * Ryo 2004-08-16 3855 * Ryo 2004-08-16
3609 */ 3856 */
3610 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3857 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3611 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3858 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3612 tmp->randomitems = NULL; 3859 tmp->randomitems = NULL;
3613
3614 } 3860 }
3615 3861
3616 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3862 if (tmp->flag [FLAG_AUTO_APPLY])
3617 auto_apply (tmp); 3863 auto_apply (tmp);
3618 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3864 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3619 { 3865 {
3620 while ((tmp->stats.hp--) > 0) 3866 while ((tmp->stats.hp--) > 0)
3621 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3867 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3623 } 3869 }
3624 else if (tmp->type == TIMED_GATE) 3870 else if (tmp->type == TIMED_GATE)
3625 { 3871 {
3626 object *head = tmp->head != NULL ? tmp->head : tmp; 3872 object *head = tmp->head != NULL ? tmp->head : tmp;
3627 3873
3628 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3874 if (head->flag [FLAG_IS_LINKED])
3629 tmp->set_speed (0); 3875 tmp->set_speed (0);
3630 } 3876 }
3631 /* This function can be called everytime a map is loaded, even when 3877 /* This function can be called everytime a map is loaded, even when
3632 * swapping back in. As such, we don't want to create the treasure 3878 * swapping back in. As such, we don't want to create the treasure
3633 * over and ove again, so after we generate the treasure, blank out 3879 * over and ove again, so after we generate the treasure, blank out
3651 } 3897 }
3652 3898
3653 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3899 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3654 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3900 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3655 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3901 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3656 check_trigger (tmp, tmp->above); 3902 check_trigger (tmp, tmp->above, tmp->above);
3657} 3903}
3658 3904
3659/** 3905/**
3660 * Handles player eating food that temporarily changes status (resistances, stats). 3906 * Handles player eating food that temporarily changes status (resistances, stats).
3661 * This used to call cast_change_attr(), but 3907 * This used to call cast_change_attr(), but
3666eat_special_food (object *who, object *food) 3912eat_special_food (object *who, object *food)
3667{ 3913{
3668 object *force; 3914 object *force;
3669 int i, did_one = 0; 3915 int i, did_one = 0;
3670 3916
3671 force = get_archetype (FORCE_NAME); 3917 char buf[64];
3918 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3919 shstr key (buf);
3672 3920
3673 for (i = 0; i < NUM_STATS; i++)
3674 if (sint8 k = food->stats.stat (i))
3675 {
3676 force->stats.stat (i) = k;
3677 did_one = 1;
3678 }
3679
3680 /* check if we can protect the eater */
3681 for (i = 0; i < NROFATTACKS; i++)
3682 {
3683 if (food->resist[i] > 0)
3684 {
3685 force->resist[i] = food->resist[i] / 2;
3686 did_one = 1;
3687 }
3688 }
3689
3690 if (did_one)
3691 {
3692 force->set_speed (0.1);
3693 /* bigger morsel of food = longer effect time */ 3921 /* bigger morsel of food = longer effect time */
3694 force->duration = food->stats.food / 5; 3922 int duration = TIME2TICK (food->stats.food);
3695 SET_FLAG (force, FLAG_APPLIED); 3923
3696 change_abil (who, force); 3924 if (force = who->force_find (key))
3697 insert_ob_in_ob (force, who); 3925 {
3926 if (duration > fabs (force->speed_left / force->speed))
3927 {
3928 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));
3929 force->force_set_timer (duration);
3930 }
3931 else
3932 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3933
3934 return;
3698 } 3935 }
3699 else 3936 else
3937 {
3938 force = who->force_add (key, duration);
3939 force->name = key;
3940
3941 /* check if the food affects a stat */
3942 for (i = 0; i < NUM_STATS; i++)
3943 if (sint8 k = food->stats.stat (i))
3944 {
3945 force->stats.stat (i) = k;
3946 did_one = 1;
3947 }
3948
3949 /* check if we can protect the eater */
3950 for (i = 0; i < NROFATTACKS; i++)
3951 {
3952 if (food->resist[i] > 0)
3953 {
3954 force->resist[i] = food->resist[i];
3955 did_one = 1;
3956 }
3957 }
3958
3959 if (did_one)
3960 {
3961 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));
3962
3963 /* make the force take effect and report effects to user */
3964 change_abil (who, force);
3965 }
3966 else
3700 force->destroy (); 3967 force->destroy ();
3968 }
3701 3969
3702 /* check for hp, sp change */ 3970 /* check for hp, sp change */
3703 if (food->stats.hp != 0) 3971 if (food->stats.hp != 0)
3704 { 3972 {
3705 if (QUERY_FLAG (food, FLAG_CURSED)) 3973 if (food->flag [FLAG_CURSED])
3706 { 3974 {
3707 assign (who->contr->killer, food->name); 3975 who->contr->killer = food;
3708 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3976 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3709 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3977 who->failmsg ("Eck!...that was poisonous!");
3710 } 3978 }
3711 else 3979 else
3712 { 3980 {
3713 if (food->stats.hp > 0) 3981 if (food->stats.hp > 0)
3714 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3982 who->statusmsg ("You begin to feel better.");
3715 else 3983 else
3716 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3984 who->failmsg ("Eck!...that was poisonous!");
3985
3717 who->stats.hp += food->stats.hp; 3986 who->stats.hp += food->stats.hp;
3718 } 3987 }
3719 } 3988 }
3989
3720 if (food->stats.sp != 0) 3990 if (food->stats.sp != 0)
3721 { 3991 {
3722 if (QUERY_FLAG (food, FLAG_CURSED)) 3992 if (food->flag [FLAG_CURSED])
3723 { 3993 {
3724 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3994 who->failmsg ("You are drained of mana!");
3725 who->stats.sp -= food->stats.sp; 3995 who->stats.sp -= food->stats.sp;
3726 if (who->stats.sp < 0) 3996 if (who->stats.sp < 0)
3727 who->stats.sp = 0; 3997 who->stats.sp = 0;
3728 } 3998 }
3729 else 3999 else
3730 { 4000 {
3731 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4001 who->statusmsg ("You feel a rush of magical energy!");
3732 who->stats.sp += food->stats.sp; 4002 who->stats.sp += food->stats.sp;
3733 /* place limit on max sp from food? */ 4003 /* place limit on max sp from food? */
3734 } 4004 }
3735 } 4005 }
4006
3736 who->update_stats (); 4007 who->update_stats ();
3737}
3738
3739/**
3740 * Designed primarily to light torches/lanterns/etc.
3741 * Also burns up burnable material too. First object in the inventory is
3742 * the selected object to "burn". -b.t.
3743 */
3744void
3745apply_lighter (object *who, object *lighter)
3746{
3747 object *item;
3748 int is_player_env = 0;
3749
3750 item = find_marked_object (who);
3751 if (item)
3752 {
3753 if (lighter->last_eat && lighter->stats.food)
3754 { /* lighter gets used up */
3755 /* Split multiple lighters if they're being used up. Otherwise *
3756 * one charge from each would be used up. --DAMN */
3757 if (lighter->nrof > 1)
3758 {
3759 object *oneLighter = lighter->clone ();
3760
3761 lighter->nrof -= 1;
3762 oneLighter->nrof = 1;
3763 oneLighter->stats.food--;
3764 esrv_send_item (who, lighter);
3765 oneLighter = insert_ob_in_ob (oneLighter, who);
3766 esrv_send_item (who, oneLighter);
3767 }
3768 else
3769 lighter->stats.food--;
3770 }
3771 else if (lighter->last_eat)
3772 { /* no charges left in lighter */
3773 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3774 return;
3775 }
3776
3777 /* Perhaps we should split what we are trying to light on fire?
3778 * I can't see many times when you would want to light multiple
3779 * objects at once.
3780 */
3781
3782 if (who == item->in_player ())
3783 is_player_env = 1;
3784
3785 save_throw_object (item, AT_FIRE, who);
3786
3787 if (item->destroyed ())
3788 {
3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3790 /* Need to update the player so that the players glow radius
3791 * gets changed.
3792 */
3793 if (is_player_env)
3794 who->update_stats ();
3795 }
3796 else
3797 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3798 }
3799 else /* nothing to light */
3800 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3801
3802}
3803
3804/**
3805 * op made some mistake with a scroll, this takes care of punishment.
3806 * scroll_failure()- hacked directly from spell_failure
3807 */
3808void
3809scroll_failure (object *op, int failure, int power)
3810{
3811 if (abs (failure / 4) > power)
3812 power = abs (failure / 4); /* set minimum effect */
3813
3814 if (failure <= -1 && failure > -15)
3815 { /* wonder */
3816 object *tmp;
3817
3818 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3819 tmp = get_archetype (SPELL_WONDER);
3820 cast_wonder (op, op, 0, tmp);
3821 tmp->destroy ();
3822 }
3823 else if (failure <= -15 && failure > -35)
3824 { /* drain mana */
3825 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3826 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3827 if (op->stats.sp < 0)
3828 op->stats.sp = 0;
3829 }
3830 else if (settings.spell_failure_effects == TRUE)
3831 {
3832 if (failure <= -35 && failure > -60)
3833 { /* confusion */
3834 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3835 confuse_player (op, op, power);
3836 }
3837 else if (failure <= -60 && failure > -70)
3838 { /* paralysis */
3839 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3840 paralyze_player (op, op, power);
3841 }
3842 else if (failure <= -70 && failure > -80)
3843 { /* blind */
3844 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3845 blind_player (op, op, power);
3846 }
3847 else if (failure <= -80)
3848 { /* blast the immediate area */
3849 object *tmp = get_archetype (LOOSE_MANA);
3850 cast_magic_storm (op, tmp, power);
3851 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3852 tmp->destroy ();
3853 }
3854 }
3855} 4008}
3856 4009
3857void 4010void
3858apply_changes_to_player (object *pl, object *change) 4011apply_changes_to_player (object *pl, object *change)
3859{ 4012{
3876 */ 4029 */
3877 int i, j; 4030 int i, j;
3878 4031
3879 for (i = 0; i < NUM_STATS; i++) 4032 for (i = 0; i < NUM_STATS; i++)
3880 { 4033 {
3881 int race_bonus = pl->arch->clone.stats.stat (i); 4034 int race_bonus = pl->arch->stats.stat (i);
3882 sint8 stat = stats->stat (i) + ns->stat (i); 4035 sint8 stat = stats->stat (i) + ns->stat (i);
3883 4036
3884 if (stat > 20 + race_bonus) 4037 if (stat > 20 + race_bonus)
3885 { 4038 {
3886 excess_stat++; 4039 excess_stat++;
3896 4049
3897 if (i == CHA) 4050 if (i == CHA)
3898 continue; /* exclude cha from this */ 4051 continue; /* exclude cha from this */
3899 4052
3900 int stat = stats->stat (i); 4053 int stat = stats->stat (i);
3901 int race_bonus = pl->arch->clone.stats.stat (i); 4054 int race_bonus = pl->arch->stats.stat (i);
3902 if (stat < 20 + race_bonus) 4055 if (stat < 20 + race_bonus)
3903 { 4056 {
3904 change_attr_value (stats, i, 1); 4057 change_attr_value (stats, i, 1);
3905 excess_stat--; 4058 excess_stat--;
3906 } 4059 }
3907 } 4060 }
3908 4061
3909 /* insert the randomitems from the change's treasurelist into 4062 /* insert the randomitems from the change's treasurelist into
3910 * the player ref: player.c 4063 * the player ref: player.c
3911 */ 4064 */
3912 if (change->randomitems != NULL) 4065 if (change->randomitems)
3913 give_initial_items (pl, change->randomitems); 4066 give_initial_items (pl, change->randomitems);
3914 4067
3915 /* set up the face, for some races. */ 4068 /* set up the face, for some races. */
3916 4069
3917 /* first, look for the force object banning 4070 /* first, look for the force object banning
3918 * changing the face. Certain races never change face with class. 4071 * changing the face. Certain races never change face with class.
3919 */ 4072 */
3920 for (walk = pl->inv; walk != NULL; walk = walk->below) 4073 for (walk = pl->inv; walk; walk = walk->below)
3921 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4074 if (walk->name == shstr_NOCLASSFACECHANGE)
3922 flag_change_face = 0; 4075 flag_change_face = 0;
3923 4076
3924 if (flag_change_face) 4077 if (flag_change_face)
3925 { 4078 {
3926 pl->animation_id = GET_ANIM_ID (change);
3927 pl->face = change->face; 4079 pl->face = change->face;
3928 4080 pl->animation_id = change->animation_id;
3929 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4081 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3930 SET_FLAG (pl, FLAG_ANIMATE);
3931 else
3932 CLEAR_FLAG (pl, FLAG_ANIMATE);
3933 } 4082 }
3934 4083
3935 /* check the special case of can't use weapons */ 4084 /* check the special case of can't use weapons */
3936 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4085 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3937 if (!strcmp (change->name, "monk")) 4086 if (change->name == shstr_monk)
3938 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4087 pl->clr_flag (FLAG_USE_WEAPON);
3939 4088
3940 break; 4089 break;
3941 } 4090 }
3942 } 4091 }
3943} 4092}
3944 4093
3945/**
3946 * This handles items of type 'transformer'.
3947 * Basically those items, used with a marked item, transform both items into something
3948 * else.
3949 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3950 * Change information is contained in the 'slaying' field of the marked item.
3951 * The format is as follow: transformer:[number ]yield[;transformer:...].
3952 * This way an item can be transformed in many things, and/or many objects.
3953 * The 'slaying' field for transformer is used as verb for the action.
3954 */
3955void
3956apply_item_transformer (object *pl, object *transformer)
3957{
3958 object *marked;
3959 object *new_item;
3960 char *find;
3961 char *separator;
3962 int yield;
3963 char got[MAX_BUF];
3964 int len;
3965
3966 if (!pl || !transformer)
3967 return;
3968 marked = find_marked_object (pl);
3969 if (!marked)
3970 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3972 return;
3973 }
3974 if (!marked->slaying)
3975 {
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3977 return;
3978 }
3979 /* check whether they are compatible or not */
3980 find = strstr (marked->slaying, transformer->arch->name);
3981 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3982 {
3983 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3984 return;
3985 }
3986 find += strlen (transformer->arch->name) + 1;
3987 /* Item can be used, now find how many and what it yields */
3988 if (isdigit (*(find)))
3989 {
3990 yield = atoi (find);
3991 if (yield < 1)
3992 {
3993 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3994 yield = 1;
3995 }
3996 }
3997 else
3998 yield = 1;
3999
4000 while (isdigit (*find))
4001 find++;
4002 while (*find == ' ')
4003 find++;
4004 memset (got, 0, MAX_BUF);
4005 if ((separator = strchr (find, ';')) != NULL)
4006 {
4007 len = separator - find;
4008 }
4009 else
4010 {
4011 len = strlen (find);
4012 }
4013 if (len > MAX_BUF - 1)
4014 len = MAX_BUF - 1;
4015 strcpy (got, find);
4016 got[len] = '\0';
4017
4018 /* Now create new item, remove used ones when required. */
4019 new_item = get_archetype (got);
4020 if (!new_item)
4021 {
4022 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4023 return;
4024 }
4025
4026 new_item->nrof = yield;
4027 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4028 insert_ob_in_ob (new_item, pl);
4029 esrv_send_inventory (pl, pl);
4030 /* Eat up one item */
4031 decrease_ob_nr (marked, 1);
4032 /* Eat one transformer if needed */
4033 if (transformer->stats.food)
4034 if (--transformer->stats.food == 0)
4035 decrease_ob_nr (transformer, 1);
4036}

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