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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.249 by root, Tue Apr 6 21:11:49 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 (EXIT);
66 name_flag = 1; 71 set (BOOK);
67 race_flag = 1; 72 set (SKILLSCROLL);
73 set (SPELLBOOK);
74 set (TREASURE);
75 set (SAVEBED);
76 set (ARMOUR_IMPROVER);
77 set (WEAPON_IMPROVER);
78 set (CLOCK);
79 set (MENU);
80 set (LIGHTER); /* for lighting torches/lanterns/etc */
81 set (INSCRIBABLE);
82 set (SIGN);
83 set (BOOK);
68 } 84 }
85} apply_types_player_only;
69 86
70 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
71 * name or race that matches. 88// 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 89
79 /* If the director has slaying set, only affect objects where none 90static 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{ 91{
98 object *id, *marked; 92 apply_types ()
99 int success = 0; 93 : 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 { 94 {
116 if (operate_altar (altar, &money)) 95 set (T_HANDLE);
117 { 96 set (TRIGGER);
118 identify (marked); 97 set (SCROLL);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 98 set (POTION);
120 if (marked->msg) 99 set (CLOSE_CON);
121 { 100 set (CONTAINER);
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 101 set (LAMP);
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 102 set (TORCH);
124 } 103 set (DRINK);
125 return money == NULL; 104 set (FOOD);
126 } 105 set (FLESH);
106 set (POISON);
107 set (POWER_CRYSTAL);
108 set (ITEM_TRANSFORMER);
127 } 109 }
128 110} 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}
410 111
411/**************************************************************************** 112/****************************************************************************
412 * Weapon improvement code follows 113 * Weapon improvement code follows
413 ****************************************************************************/ 114 ****************************************************************************/
414 115
415/** 116/**
117 * This function just checks whether who can handle equipping an item
118 * with item_power.
119 */
120static bool
121check_item_power (object *who, int item_power)
122{
123 if (who->type == PLAYER
124 && item_power
125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126 return false;
127 else
128 return true;
129}
130
131/**
416 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
417 */ 133 */
418static int 134static int
419check_item (object *op, const char *item) 135check_item (object *op, shstr_cmp item)
420{ 136{
421 int count = 0; 137 int count = 0;
422 138
423 139 if (!item)
424 if (item == NULL)
425 return 0; 140 return 0;
426 141
427 op = op->below; 142 for (op = op->below; op; op = op->below)
428 while (op != NULL) 143 if (op->arch->archname == item)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 144 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 146 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 147
445 return count; 148 return count;
446} 149}
447 150
448/** 151/**
450 * op is typically the player, which is only 153 * op is typically the player, which is only
451 * really used to determine what space to look at. 154 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
453 */ 156 */
454static void 157static void
455eat_item (object *op, const char *item, uint32 nrof) 158eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 159{
457 object *prev; 160 object *prev;
458 161
459 prev = op; 162 prev = op;
460 op = op->below; 163 op = op->below;
461 164
462 while (op != NULL) 165 while (op)
463 { 166 {
464 if (strcmp (op->arch->name, item) == 0) 167 if (op->arch->archname == item)
465 { 168 {
466 if (op->nrof >= nrof) 169 if (op->nrof >= nrof)
467 { 170 {
468 decrease_ob_nr (op, nrof); 171 op->decrease (nrof);
469 return; 172 return;
470 } 173 }
471 else 174 else
472 { 175 {
473 decrease_ob_nr (op, op->nrof); 176 op->decrease (nrof);
474 nrof -= op->nrof; 177 nrof -= op->nrof;
475 } 178 }
179
476 op = prev; 180 op = prev;
477 } 181 }
182
478 prev = op; 183 prev = op;
479 op = op->below; 184 op = op->below;
480 } 185 }
481} 186}
482 187
483/** 188/**
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. 189 * 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. 190 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 191 */
539static int 192static int
540check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
541{ 194{
542 int count = 0; 195 int count = 0;
543 196
544 if (improver->slaying != NULL) 197 if (improver->slaying)
545 { 198 {
546 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
547 if (count < 1) 200 if (count < 1)
548 { 201 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 202 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 203 return 0;
554 } 204 }
555 } 205 }
556 else 206 else
557 count = 1; 207 count = 1;
560} 210}
561 211
562/** 212/**
563 * Actually improves the weapon, and tells user. 213 * Actually improves the weapon, and tells user.
564 */ 214 */
565int 215static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 216improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 217{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 218 stat += sacrifice_count;
571 weapon->last_eat++; 219 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 220 improver->decrease ();
573 decrease_ob (improver);
574 221
575 /* So it updates the players stats and the window */ 222 /* So it updates the players stats and the window */
576 op->update_stats (); 223 op->update_stats ();
224
225 op->statusmsg (format (
226 "Your sacrifice was accepted.\n"
227 "Weapon's bonus to %s improved by %d.",
228 statname, sacrifice_count
229 ));
230
577 return 1; 231 return 1;
578} 232}
579 233
580/* Types of improvements, hidden in the sp field. */ 234/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 235#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 236#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 237#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 238#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 239#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 240#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 241#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 242#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 243#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 244#define IMPROVE_INT 10
591#define IMPROVE_POW 11 245#define IMPROVE_POW 11
592
593 246
594/** 247/**
595 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
597 */ 250 */
598 251static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
601{ 253{
602 int sacrifice_count, i; 254 int sacrifice_count, i;
603 char buf[MAX_BUF]; 255 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 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 295 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 297 slot at once! */
638 decrease_ob (improver); 298 improver->decrease ();
639 weapon->last_eat = 0; 299 weapon->last_eat = 0;
640 return 1; 300 return 1;
641} 301}
642
643 302
644/** 303/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 304 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 305 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 306 * Returns 0 if it was not able to work for some reason.
650 * 309 *
651 * We are hiding extra information about the weapon in the level and 310 * 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 ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
654 */ 313 */
655int 314static int
656improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
657{ 316{
658 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
659 318
660 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
663 } 321
664 if (weapon->level == 0) 322 if (weapon->level == 0)
665 { 323 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 327 return 0;
668 } 328 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 329
330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 332 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 334 return 0;
673 } 335 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 336
337 if (QUERY_FLAG (weapon, FLAG_APPLIED)
338 && !check_item_power (op, weapon->item_power + 1))
675 { 339 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 340 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"); 341 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 342 "really want to improve it.");
679 return 0; 343 return 0;
680 } 344 }
345
681 /* This just increases damage by 5 points, no matter what. No sacrifice 346 /* 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, 347 * 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 348 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 349 * weapon can be improved.
685 */ 350 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 352 {
688 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 354 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); 355 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 356 weapon->last_eat++;
692 357
693 weapon->item_power++; 358 weapon->item_power++;
694 decrease_ob (improver); 359 improver->decrease ();
695 return 1; 360 return 1;
696 } 361 }
362
697 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 364 {
699 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 366 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 367 if (weapon->weight < 1)
702 weapon->weight = 1; 368 weapon->weight = 1;
369
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 371 weapon->last_eat++;
705 weapon->item_power++; 372 weapon->item_power++;
706 decrease_ob (improver); 373 improver->decrease ();
707 return 1; 374 return 1;
708 } 375 }
376
709 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 378 {
711 weapon->magic++; 379 weapon->magic++;
712 weapon->last_eat++; 380 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 382 improver->decrease ();
715 weapon->item_power++; 383 weapon->item_power++;
716 return 1; 384 return 1;
717 } 385 }
718 386
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
725 393
726 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
728 { 396 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 397 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 398 return 0;
731 } 399 }
400
732 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 402 weapon->item_power++;
734 403
735 switch (improver->stats.sp) 404 switch (improver->stats.sp)
736 { 405 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 406 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"); 407 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"); 408 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"); 409 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"); 410 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"); 411 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"); 412 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 413 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
753 } 415 }
416
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 418 return 0;
756} 419}
757 420
758/** 421/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
762 */ 425 */
763int 426static int
764check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
765{ 428{
766 object *otmp; 429 object *otmp;
767 430
768 if (op->type != PLAYER) 431 if (op->type != PLAYER)
769 return 0; 432 return 0;
770 433
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 434 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 435 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 436 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 437 return 0;
775 } 438 }
776 439
777 otmp = find_marked_object (op); 440 otmp = find_marked_object (op);
441
778 if (!otmp) 442 if (!otmp)
779 { 443 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 444 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; 445 return 0;
782 } 446 }
783 447
784 if (otmp->type != WEAPON && otmp->type != BOW) 448 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 449 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 450 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 451 return 0;
788 } 452 }
789 453
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 454 op->statusmsg ("Applied weapon builder.");
455
791 improve_weapon (op, tmp, otmp); 456 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 457 esrv_send_item (op, otmp);
793 return 1; 458 return 1;
794} 459}
795 460
813 * the armour value of the piece of equipment exceed either 478 * the armour value of the piece of equipment exceed either
814 * the users level or 90) 479 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support 480 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now. 481 * changing of physical area right now.
817 */ 482 */
818int 483static int
819improve_armour (object *op, object *improver, object *armour) 484improve_armour (object *op, object *improver, object *armour)
820{ 485{
821 object *tmp; 486 object *tmp;
822 487
823 if (armour->magic >= settings.armor_max_enchant) 488 if (armour->magic >= settings.armor_max_enchant)
824 { 489 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 490 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 491 return 0;
827 } 492 }
493
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 494 /* 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. 495 * 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 496 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 497 * of gnarg and what not?)
832 */ 498 */
833 if (armour->title) 499 if (armour->title)
834 { 500 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 501 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 502 return 0;
837 } 503 }
838 504
839 /* Split objects if needed. Can't insert tmp until the 505 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 506 * end of this function - otherwise it will just re-merge.
841 */ 507 */
842 if (armour->nrof > 1) 508 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 509
847 armour->magic++; 510 armour->magic++;
848 511
849 if (!settings.armor_speed_linear) 512 if (!settings.armor_speed_linear)
850 { 513 {
855 { 518 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 519 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 520 pow++;
858 } 521 }
859 522
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 523 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 524 }
862 else 525 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 526 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 527
865 if (!settings.armor_weight_linear) 528 if (!settings.armor_weight_linear)
866 { 529 {
867 int base = 100; 530 int base = 100;
868 int pow = 0; 531 int pow = 0;
871 { 534 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 535 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 536 pow++;
874 } 537 }
875 538
876 armour->weight = (armour->arch->clone.weight * base) / 100; 539 armour->weight = (armour->arch->weight * base) / 100;
877 } 540 }
878 else 541 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 542 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 543
881 if (armour->weight <= 0) 544 if (armour->weight <= 0)
882 { 545 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 546 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 547 armour->weight = 1;
885 } 548 }
886 549
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 550 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 551
889 if (op->type == PLAYER) 552 if (op->type == PLAYER)
890 { 553 {
891 esrv_send_item (op, armour); 554 esrv_send_item (op, armour);
555
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 557 op->update_stats ();
894 } 558 }
895 decrease_ob (improver); 559
560 improver->decrease ();
561
896 if (tmp) 562 if (tmp)
897 { 563 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 564
899 esrv_send_item (op, tmp);
900 }
901 return 1; 565 return 1;
902} 566}
903
904 567
905/* 568/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 569 * 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. 570 * what the converter wants, -1 if the converter is broken.
908 */ 571 *
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. 572 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 573 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 574 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 575 * what the converter wants, this will not do anything.
918 */ 576 */
919int 577int
920convert_item (object *item, object *converter) 578convert_item (object *item, object *converter)
921{ 579{
922 int nr = 0; 580 sint64 nr = 0, price_in;
923 uint32 price_in; 581
582 if (item->flag [FLAG_UNPAID])
583 return 0;
584
585 shstr conv_from = converter->slaying;
586 archetype *conv_to = converter->other_arch;
587 sint64 need = converter->stats.food;
588 sint64 give = converter->stats.sp;
924 589
925 /* We make some assumptions - we assume if it takes money as it type, 590 /* 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 591 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 592 * 3 gp and player drops a platinum, tough luck)
928 */ 593 */
929 if (!strcmp (CONV_FROM (converter), "money")) 594 if (conv_from == shstr_money)
930 { 595 {
931 int cost;
932
933 if (item->type != MONEY) 596 if (item->type != MONEY)
934 return 0; 597 return 0;
935 598
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 599 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 600 if (!nr)
938 return 0; 601 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 602
940 /* take into account rounding errors */ 603 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 604
942 cost++; 605 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 606
607 item->decrease (cost);
944 608
945 price_in = cost * item->value; 609 price_in = cost * item->value;
946 } 610 }
947 else 611 else
948 { 612 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 613 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 614 || conv_from != item->arch->archname
615 || (need && need > (uint16) item->nrof))
951 return 0; 616 return 0;
952 617
953 if (CONV_NEED (converter)) 618 converter->play_sound (sound_find ("convert_item"));
619
620 if (need)
954 { 621 {
955 nr = item->nrof / CONV_NEED (converter); 622 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 623 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 624 price_in = nr * need * item->value;
958 } 625 }
959 else 626 else
960 { 627 {
961 price_in = item->value; 628 price_in = item->value;
962 item->destroy (); 629 item->destroy ();
963 } 630 }
964 } 631 }
965 632
966 if (converter->inv != NULL) 633 if (converter->inv)
967 { 634 {
968 object *ob; 635 object *ob;
969 int i; 636 int i;
970 object *ob_to_copy; 637 object *ob_to_copy;
971 638
972 /* select random object from inventory to copy */ 639 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 640 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 641 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 642 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 643 ob_to_copy = ob;
979 } 644
980 } 645 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 646 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 647 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 648 }
985 else 649 else
986 { 650 {
987 if (converter->other_arch == NULL) 651 if (!conv_to)
988 { 652 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 653 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); 654 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 655 return -1;
992 } 656 }
993 657
994 item = object_create_arch (converter->other_arch); 658 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 659 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 660 }
997 661
998 if (CONV_NR (converter)) 662 if (give)
999 item->nrof = CONV_NR (converter); 663 item->nrof = give;
664
1000 if (nr) 665 if (nr)
1001 item->nrof *= nr; 666 item->nrof *= nr;
1002 if (is_in_shop (converter)) 667
668 if (converter->flag [FLAG_PRECIOUS])
1003 SET_FLAG (item, FLAG_UNPAID); 669 SET_FLAG (item, FLAG_UNPAID);
670
671 if (converter->is_in_shop ())
672 {
673 // converters on shop floors don't work anymore, bug lets check for it
674 // and report in case someone still does it.
675 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
676 converter->debug_desc ());
677 SET_FLAG (item, FLAG_UNPAID);
678 }
1004 else if (price_in < item->nrof * item->value) 679 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 680 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 681 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); 682 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 683 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 684 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 685 * hopefully had something in mind when doing this.
1012 */ 686 */
1013 } 687 }
688
689 // elmex: only identify if we need to, for example so that generated money doesn't
690 // get an 'identified' flag so easily.
691 if (need_identify (item))
692 identify (item);
693
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 694 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 695 return 1;
1016} 696}
1017 697
1018/** 698/**
1019 * Handle apply on containers. 699 * Handle apply on containers.
1020 * By Eneq(@csd.uu.se). 700 * By Eneq(@csd.uu.se).
1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 701 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1022 * added the alchemical cauldron to the code -b.t. 702 * added the alchemical cauldron to the code -b.t.
1023 */ 703 */
1024int 704static int
1025apply_container (object *op, object *sack) 705apply_container (object *op, object *sack)
1026{ 706{
1027 if (op->type != PLAYER || !op->contr->ns) 707 if (op->type != PLAYER || !op->contr->ns)
1028 return 0; /* This might change */ 708 return 0; /* This might change */
1029 709
1035 715
1036 op->contr->last_used = 0; 716 op->contr->last_used = 0;
1037 717
1038 if (sack->env && sack->env != op) 718 if (sack->env && sack->env != op)
1039 { 719 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 720 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 721 return 1;
1042 } 722 }
1043 723
1044 // already applied == open on ground, or open in inv, or active in inv 724 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 725 if (sack->flag [FLAG_APPLIED])
1046 { 726 {
1047 if (op->container == sack) 727 if (op->container_ () == sack)
1048 { 728 {
1049 // open on ground or inv, so close 729 // open on ground or inv, so close
1050 op->close_container (); 730 op->close_container ();
1051 return 1; 731 return 1;
1052 } 732 }
1053 else if (!sack->env) 733 else if (!sack->env)
1054 { 734 {
1055 // active, but not ours: some other player has opened it 735 // active, 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)); 736 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 737 return 1;
1058 } 738 }
1059 739
1060 // fall through to opening it (active in inv) 740 // fall through to opening it (active in inv)
1061 } 741 }
1063 { 743 {
1064 // it is in our env, so activate it, do not open yet 744 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 745 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 746 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 747 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 748 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 749 return 1;
1070 } 750 }
1071 751
1072 // it's locked? 752 // it's locked?
1073 if (sack->slaying) 753 if (sack->slaying)
1074 { 754 {
1075 if (object *tmp = find_key (op, op, sack)) 755 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)); 756 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 757 else
1078 { 758 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 759 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 760 return 1;
1081 } 761 }
1082 } 762 }
1083 763
1084 op->open_container (sack); 764 op->open_container (sack);
1095{ 775{
1096 /* Only players can make sacrifices on spell casting altars. */ 776 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER)) 777 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0; 778 return 0;
1099 779
1100 if (operate_altar (altar, &sacrifice)) 780 if (operate_altar (altar, &sacrifice, originator))
1101 { 781 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet 782 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * with an altar. We call it a Potion - altars are stationary - it 783 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 784 * is up to map designers to use them properly.
1105 */ 785 */
1106 if (altar->inv && altar->inv->type == SPELL) 786 if (altar->inv && altar->inv->type == SPELL)
1107 { 787 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 788 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 789 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 790 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 791 * old maps.
1112 */ 792 */
1113 793
1114/* push_button (altar);*/ 794/* push_button (altar);*/
1115 } 795 }
1116 else 796 else
1117 { 797 {
1118 altar->value = 1; /* works only once */ 798 altar->value = 1; /* works only once */
1119 push_button (altar); 799 push_button (altar, originator);
1120 } 800 }
1121 801
1122 return !sacrifice; 802 return !sacrifice;
1123 } 803 }
1124 else 804 else
1139 double opinion; 819 double opinion;
1140 object *tmp, *next; 820 object *tmp, *next;
1141 821
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 822 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 823
1144 if (op->type != PLAYER) 824 bool has_unpaid = false;
825
826 // quite inefficient to do this here twice, but the api doesn't lend itself to
827 // a quick and small change :(
828 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
829 if (item->flag [FLAG_UNPAID])
830 {
831 has_unpaid = true;
832 break;
833 }
834
835 if (!op->is_player ())
1145 { 836 {
1146 /* Remove all the unpaid objects that may be carried here. 837 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 838 * This could be pets or monsters that are somehow in
1148 * the shop. 839 * the shop.
1149 */ 840 */
1153 844
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 845 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 { 846 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 847 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 848
849 if (i >= 0)
1158 tmp->remove (); 850 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 } 851 }
1168 } 852 }
1169 853
1170 /* Don't teleport things like spell effects */ 854 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 855 if (QUERY_FLAG (op, FLAG_NO_PICK))
1174 /* unpaid objects, or non living objects, can't transfer by 858 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 859 * shop mats. Instead, put it on a nearby space.
1176 */ 860 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 861 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 862 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 863 /* 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); 864 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 865
1183 if (i != -1) 866 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 867 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185 868
1186 return 0; 869 return 0;
1187 } 870 }
871
1188 /* Removed code that checked for multipart objects - it appears that 872 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 873 * the teleport function should be able to handle this just fine.
1190 */ 874 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 875 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 876 }
1193 else if (can_pay (op) && get_payment (op)) 877 else if (can_pay (op) && get_payment (op))
1194 { 878 {
1195 /* this is only used for players */ 879 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1197 881
882 if (has_unpaid)
883 op->contr->play_sound (sound_find ("shop_buy"));
884 else if (op->is_in_shop ())
885 op->contr->play_sound (sound_find ("shop_enter"));
886 else
887 op->contr->play_sound (sound_find ("shop_leave"));
888
1198 if (shop_mat->msg) 889 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 890 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 891 /* 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 892 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 893 * actually the shop floor.
1203 */ 894 */
1204 else if (!rv && !is_in_shop (op)) 895 else if (!rv && !op->is_in_shop ())
1205 { 896 {
1206 opinion = shopkeeper_approval (op->map, op); 897 opinion = shopkeeper_approval (op->map, op);
1207 898
1208 if (opinion > 0.9) 899 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 900 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 901 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 902 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 903 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 904 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 905 }
1217 } 906 }
1218 else 907 else
1219 { 908 {
1220 /* if we get here, a player tried to leave a shop but was not able 909 /* 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 910 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 911 * they are not on the mat anymore
1223 */ 912 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 913 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 914
1226 if (i == -1) 915 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 916 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 917 else
1231 { 918 {
1232 op->remove (); 919 op->remove ();
1233 op->x += freearr_x[i]; 920 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 921 op->y += freearr_y[i];
1244 * Handles applying a sign. 931 * Handles applying a sign.
1245 */ 932 */
1246static void 933static void
1247apply_sign (object *op, object *sign, int autoapply) 934apply_sign (object *op, object *sign, int autoapply)
1248{ 935{
1249 readable_message_type *msgType; 936 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 937 return;
1251 938
1252 if (sign->msg == NULL) 939 if (sign->has_dialogue ())
1253 { 940 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 941 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 942 return;
1256 } 943 }
1257 944
945 if (!sign->msg)
946 {
947 op->contr->infobox (MSG_CHANNEL ("examine"),
948 format ("T<%s>\n\n Nothing %sis written on it.",
949 &sign->name,
950 sign->name == sign->arch->name ? "" : "else "));
951 return;
952 }
953
1258 if (sign->stats.food) 954 if (sign->stats.food)
1259 { 955 {
1260 if (sign->last_eat >= sign->stats.food) 956 if (sign->last_eat >= sign->stats.food)
1261 { 957 {
1262 if (!sign->move_on) 958 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 959 op->failmsg ("You cannot read it anymore.");
960
1264 return; 961 return;
1265 } 962 }
1266 963
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 964 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 965 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 970 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 971 * to us).
1275 */ 972 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 973 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 974 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 975 op->failmsg ("You are unable to read while blind!");
1279 return; 976 return;
1280 } 977 }
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 978
1286/** 979 if (op->contr)
1287 * 'victim' moves onto 'trap' 980 if (client *ns = op->contr->ns)
1288 * 'victim' leaves 'trap' 981 {
1289 * effect is determined by move_on/move_off of trap and move_type of victime. 982 if (sign->sound)
1290 * 983 ns->play_sound (sign->sound);
1291 * originator: Player, monster or other object that caused 'victim' to move 984 else if (autoapply)
1292 * onto 'trap'. Will receive messages caused by this action. May be NULL. 985 ns->play_sound (sound_find ("msg_voice"));
1293 * However, some types of traps require an originator to function. 986
1294 */ 987 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1295void 988 }
989}
990
991static void
1296move_apply (object *trap, object *victim, object *originator) 992move_apply_hole (object *trap, object *victim)
1297{ 993{
1298 static int recursion_depth = 0; 994 /* Hole not open? */
1299 995 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; 996 return;
1303 997
1304 /* move_apply() is the most likely candidate for causing unwanted and 998 /* Is this a multipart monster and not the head? If so, return.
1305 * possibly unlimited recursion. 999 * Processing will happen if the head runs into the pit
1306 */ 1000 */
1307 /* The following was changed because it was causing perfeclty correct 1001 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; 1002 return;
1318 }
1319 recursion_depth++;
1320 if (trap->head)
1321 trap = trap->head;
1322 1003
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1004 // now find all possible locations and randomly pick one
1324 goto leave; 1005 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1006 trap->range >= 3 ? SIZEOFFREE3 + 1
1007 : trap->range >= 2 ? SIZEOFFREE2 + 1
1008 : trap->range >= 1 ? SIZEOFFREE1 + 1
1009 : SIZEOFFREE0 + 1);
1325 1010
1326 switch (trap->type) 1011 if (dir < 0)
1327 {
1328 case PLAYERMOVER:
1329 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1330 {
1331 if (!trap->stats.maxsp)
1332 trap->stats.maxsp = 2;
1333
1334 /* Is this correct? From the docs, it doesn't look like it
1335 * should be divided by trap->speed
1336 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1338
1339 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed.
1342 */
1343 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 }
1347 goto leave;
1348
1349 case SPINNER:
1350 if (victim->direction)
1351 {
1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1353 update_turn_face (victim);
1354 }
1355 goto leave;
1356
1357 case DIRECTOR:
1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1401 {
1402 int tot;
1403
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1407
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1413 }
1414
1415 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1416 {
1417 /* need to set this up, since if we do transfer the object,
1418 * ab->above would be bogus
1419 */
1420 ab_next = ab->above;
1421
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 {
1424 if (!sound_was_played)
1425 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1427 sound_was_played = 1;
1428 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 }
1432 }
1433 goto leave;
1434 }
1435
1436
1437 case CONVERTER:
1438 if (convert_item (victim, trap) < 0)
1439 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1443
1444 goto leave;
1445
1446 case TRIGGER_BUTTON:
1447 case TRIGGER_PEDESTAL:
1448 case TRIGGER_ALTAR:
1449 check_trigger (trap, victim);
1450 goto leave;
1451
1452 case DEEP_SWAMP:
1453 walk_on_deep_swamp (trap, victim);
1454 goto leave;
1455
1456 case CHECK_INV:
1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
1462 if (trap->stats.wc > 0)
1463 goto leave;
1464
1465 /* Is this a multipart monster and not the head? If so, return.
1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave;
1475
1476 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1479 /* Basically, don't show exits leading to random maps the
1480 * players output.
1481 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1485 victim->enter_exit (trap);
1486 }
1487 goto leave;
1488
1489 case ENCOUNTER:
1490 /* may be some leftovers on this */
1491 goto leave;
1492
1493 case SHOP_MAT:
1494 apply_shop_mat (trap, victim);
1495 goto leave;
1496
1497 /* Drop a certain amount of gold, and have one item identified */
1498 case IDENTIFY_ALTAR:
1499 apply_id_altar (victim, trap, originator);
1500 goto leave;
1501
1502 case SIGN:
1503 if (victim->type != PLAYER && trap->stats.food > 0)
1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1505
1506 apply_sign (victim, trap, 1);
1507 goto leave;
1508
1509 case CONTAINER:
1510 apply_container (victim, trap);
1511 goto leave;
1512
1513 case RUNE:
1514 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim);
1518 }
1519 goto leave;
1520
1521 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1524 goto leave;
1525 }
1526
1527leave:
1528 recursion_depth--;
1529}
1530
1531/**
1532 * Handles reading a regular (ie not containing a spell) book.
1533 */
1534static void
1535apply_book (object *op, object *tmp)
1536{
1537 int lev_diff;
1538 object *skill_ob;
1539
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543 return; 1012 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 1013
1551 /* need a literacy skill to read stuff! */ 1014 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1015 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 1016
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1017 transfer_ob (victim,
1577 1018 EXIT_X (trap) + freearr_x[dir],
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1019 EXIT_Y (trap) + freearr_y[dir],
1579 msgType->message_type, msgType->message_subtype, 1020 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} 1021}
2621 1022
2622/** 1023/**
2623 * Unapplies specified item. 1024 * Unapplies specified item.
2624 * No check done on cursed/damned. 1025 * No check done on cursed/damned.
2625 * Break this out of apply_special - this is just done 1026 * Break this out of apply_special - this is just done
2626 * to keep the size of apply_special to a more managable size. 1027 * to keep the size of apply_special to a more managable size.
2627 */ 1028 */
2628static int 1029static bool
2629unapply_special (object *who, object *op, int aflags) 1030unapply_special (object *who, object *op, int aflags)
2630{ 1031{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1032 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1033 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 1034 return RESULT_INT (0);
2634 1035
2635 object *tmp2; 1036 if (who->current_weapon == op)
1037 who->current_weapon = 0;
2636 1038
2637 CLEAR_FLAG (op, FLAG_APPLIED); 1039 op->flag [FLAG_APPLIED] = false;
2638
2639 if (player *pl = who->contr)
2640 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2643 }
2644 1040
2645 switch (op->type) 1041 switch (op->type)
2646 { 1042 {
2647 case SKILL_TOOL: 1043 case SKILL:
1044 if (player *pl = who->contr)
1045 if (op->invisible)
1046 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1047 else
1048 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1049
1050 change_abil (who, op);
1051 who->flag [FLAG_READY_SKILL] = false;
1052 break;
1053
1054 case WEAPON:
1055 who->statusmsg (format ("You unwield %s.", query_name (op)));
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_WEAPON] = false;
1058
2648 // unapplying a skill tool should also unapply the skill it governs 1059 // unapplying a weapon or skill tool should also unapply the skill it governs
2649 // but this is hard, as it shouldn't do so when the skill can 1060 // but this is hard, as it shouldn't do so when the skill can
2650 // be used for other reasons 1061 // be used for other reasons
2651 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1062 if (who->chosen_skill)
2652 if (tmp->skill == op->skill 1063 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2653 && tmp->type == SKILL
2654 && tmp->flag [FLAG_APPLIED]
2655 && !tmp->flag [FLAG_CAN_USE_SKILL])
2656 unapply_special (who, tmp, 0); 1064 unapply_special (who, op, 0);
2657 1065
2658 change_abil (who, op);
2659 break; 1066 break;
2660 1067
1068 case BOW:
2661 case WEAPON: 1069 case WAND:
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2663
2664 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break;
2668
2669 case SKILL: 1070 case ROD:
2670 if (op != who->chosen_skill) 1071 case HORN:
2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1072 case RANGED:
2672
2673 if (who->contr) 1073 if (player *pl = who->contr)
2674 { 1074 {
2675 if (!op->invisible) 1075 who->statusmsg (format ("You unready %s.", query_name (op)));
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 1076 change_abil (who, op);
1077 }
1078 else
1079 {
1080 who->change_skill (0);
1081
1082 if (op->type == BOW)
1083 op->flag [FLAG_READY_BOW ] = false;
2677 else 1084 else
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 1085 op->flag [FLAG_READY_RANGE] = false;
2679 } 1086 }
2680 1087
2681 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break; 1088 break;
2685 1089
2686 case ARMOUR: 1090 case ARMOUR:
2687 case HELMET: 1091 case HELMET:
2688 case SHIELD: 1092 case SHIELD:
2691 case GLOVES: 1095 case GLOVES:
2692 case AMULET: 1096 case AMULET:
2693 case GIRDLE: 1097 case GIRDLE:
2694 case BRACERS: 1098 case BRACERS:
2695 case CLOAK: 1099 case CLOAK:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2697 change_abil (who, op); 1101 change_abil (who, op);
2698 break; 1102 break;
2699 1103
2700 case LAMP: 1104 case SPELL:
2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2702 tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x;
2704 tmp2->y = op->y;
2705 tmp2->map = op->map;
2706 tmp2->below = op->below;
2707 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713
2714 if (who->contr)
2715 esrv_del_item (who->contr, op->count);
2716
2717 op->destroy ();
2718 insert_ob_in_ob (tmp2, who);
2719 who->update_stats ();
2720
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 {
2723 if (who->contr)
2724 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 }
2728 }
2729
2730 if (who->contr)
2731 esrv_send_item (who, tmp2);
2732
2733 return 1; /* otherwise, an attempt to drop causes problems */
2734
2735 case BOW: 1105 case BUILDER:
2736 case WAND: 1106 who->statusmsg (format ("You unready %s.", query_name (op)));
2737 case ROD:
2738 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr)
2742 {
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2744
2745 if (who->contr->ranged_ob == op)
2746 who->contr->ranged_ob = 0;
2747
2748 if (who->current_weapon == op)
2749 who->current_weapon = 0;
2750 }
2751 else
2752 {
2753 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 }
2758
2759 break; 1107 break;
2760 1108
2761 case BUILDER: 1109 //case SKILL_TOOL://TODO
2762 if (who->contr) 1110 default:
2763 { 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2765
2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2769 break; 1112 break;
2770
2771 default:
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2773 break;
2774 } 1113 }
1114
1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116 if (object *pl = op->visible_to ())
1117 esrv_send_item (pl, op);
2775 1118
2776 who->update_stats (); 1119 who->update_stats ();
2777 1120
2778 if (!(aflags & AP_NO_MERGE))
2779 {
2780 object *tmp = merge_ob (op, 0);
2781
2782 if (who->contr)
2783 {
2784 if (tmp)
2785 { /* it was merged */
2786 esrv_del_item (who->contr, op->count);
2787 op = tmp;
2788 }
2789
2790 esrv_send_item (who, op);
2791 }
2792 }
2793
2794 return 0; 1121 return 1;
2795} 1122}
2796 1123
2797/** 1124/**
2798 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2799 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2811static object * 1138static object *
2812get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
2813{ 1140{
2814 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
2815 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
2816 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
2817 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2818 return tmp; 1145 return tmp;
2819 1146
2820 return 0; 1147 return 0;
2821} 1148}
2822 1149
2829 * Returns 0 on success, returns 1 if there is some problem. 1156 * Returns 0 on success, returns 1 if there is some problem.
2830 * if aflags is AP_PRINT, we instead print out waht to unapply 1157 * if aflags is AP_PRINT, we instead print out waht to unapply
2831 * instead of doing it. This is a lot less code than having 1158 * instead of doing it. This is a lot less code than having
2832 * another function that does just that. 1159 * another function that does just that.
2833 */ 1160 */
2834int 1161
1162#define CANNOT_REMOVE_CURSED \
1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1164 "Praying over an altar, scrolls of remove curse/damnation, " \
1165 "priests or even other players might help.>"
1166
1167static bool
2835unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
2836{ 1169{
2837 if (op->is_range ()) 1170 if (op->is_range ())
2838 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2840 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1173 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2841 { 1174 {
2842 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1176 who->failmsg (query_name (tmp));
2844 else 1177 else
2845 unapply_special (who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
2846 } 1179 }
2847 else 1180 else
2848 { 1181 {
2849 /* In this case, we want to try and remove a cursed item. 1182 /* In this case, we want to try and remove a cursed item.
2850 * While we know it won't work, we want unapply_special to 1183 * While we know it won't work, we want unapply_special to
2851 * at least generate the message. 1184 * at least generate the message.
2852 */ 1185 */
2853 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 1186 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2854 return 1; 1187 return 1;
2855 } 1188 }
2856 1189
2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2858 { 1191 {
2881 1214
2882 /* If we are just printing, we don't care about cursed status */ 1215 /* If we are just printing, we don't care about cursed status */
2883 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1216 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2884 { 1217 {
2885 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1219 who->failmsg (query_name (tmp));
2887 else 1220 else
2888 unapply_special (who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
2889 } 1222 }
2890 else 1223 else
2891 { 1224 {
2892 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
2893 * Note this could be annoying if this is just one of a few, 1226 * Note this could be annoying if this is just one of a few,
2894 * so it may not be critical (eg, putting on a ring and you have 1227 * so it may not be critical (eg, putting on a ring and you have
2895 * one cursed ring.) 1228 * one cursed ring.)
2896 */ 1229 */
2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1230 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2898 } 1231 }
2899 1232
2900 last = tmp->below; 1233 last = tmp->below;
2901 } 1234 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1235 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2961 continue; 1294 continue;
2962 } 1295 }
2963 1296
2964 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2965 if (!tmp1) 1298 if (!tmp1)
2966 {
2967#if 0
2968 /* This is sort of an error, but happens a lot when old players
2969 * join in with more stuff equipped than they are now allowed.
2970 */
2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2972#endif
2973 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2974 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2975 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
2976 }
2977 else 1300 else
2978 { 1301 {
2979 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
2980 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
2981 * to apply multiple objects 1304 * to apply multiple objects
3051 * AP_UNAPPLY=always unapply). 1374 * AP_UNAPPLY=always unapply).
3052 * 1375 *
3053 * Optional flags: 1376 * Optional flags:
3054 * AP_NO_MERGE: don't merge an unapplied object with other objects 1377 * AP_NO_MERGE: don't merge an unapplied object with other objects
3055 * AP_IGNORE_CURSE: unapply cursed items 1378 * AP_IGNORE_CURSE: unapply cursed items
1379 * AP_NO_READY: do not ready skills when applying skill tools
3056 * 1380 *
3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1381 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3058 * 1382 *
3059 * apply_special() doesn't check for unpaid items. 1383 * apply_special() doesn't check for unpaid items.
3060 */ 1384 */
3061int 1385
1386#define LACK_ITEM_POWER \
1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1388
1389static bool
3062apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3063{ 1391{
3064 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3065 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3066 1394
3067 if (who == NULL) 1395 if (who == NULL)
3068 { 1396 {
3069 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3070 return 1; 1398 return 1;
3071 } 1399 }
3072 1400
1401 //TODO: remove these when apply_special is no longer exposed
3073 if (op->env != who) 1402 if (op->env != who)
3074 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3075 1404
3076 /* trying to unequip op */ 1405 /* trying to unequip op */
3077 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (QUERY_FLAG (op, FLAG_APPLIED))
3080 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3081 return 0; 1410 return 0;
3082 1411
3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1412 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3084 { 1413 {
3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 1414 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3086 return 1; 1415 return 1;
3087 } 1416 }
3088 1417
3089 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3090 } 1419 }
3091
3092 if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3093 return 0; 1421 return 0;
3094 1422
3095 // if the item is combat/ranged, wield the relevant slot first 1423 splay (op);
3096 // to resolve conflicts.
3097 if (player *pl = who->contr)
3098 switch (op->slottype ())
3099 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 }
3103 1424
3104 /* Can't just apply this object. Lets see what not and what to do */ 1425 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3106 { 1427 {
3107 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3108 { 1429 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1430 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3110 return 1; 1431 return 1;
3111 } 1432 }
3112 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3113 { 1434 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1435 who->failmsg (format (
1436 "You have a prohibition against using a %s. "
1437 "H<Your belief, profession or class prevents you from applying this item.>",
1438 query_name (op)
1439 ));
3115 return 1; 1440 return 1;
3116 } 1441 }
3117 1442
3118 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3119 { 1444 {
3123 } 1448 }
3124 else 1449 else
3125 { 1450 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1451 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 1452 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1453 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 1454 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 1455 return 1;
3131 } 1456 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1457 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 1458 if (unapply_for_ob (who, op, aflags))
3135 } 1460 }
3136 } 1461 }
3137 1462
3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3139 { 1464 {
1465 // try to ready attached skill first
3140 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3141 1467
3142 if (!skop) 1468 if (!skop)
3143 { 1469 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1470 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 1471 return 1;
3146 } 1472 }
3147 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3148 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated
3150 */ 1474 {
3151 change_skill (who, skop, 0); 1475 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3152 } 1476 return 1;
3153 1477 }
3154 if (who->type == PLAYER
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 1478 }
3158 new_draw_info (NDI_UNIQUE, 0, who, 1479
1480 if (!check_item_power (who, op->item_power))
1481 {
3159 "Equipping that combined with other items would consume your soul! " 1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 1483 return 1;
3162 } 1484 }
3163 1485
3164 /* Ok. We are now at the state where we can apply the new object. 1486 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3167 */ 1489 */
3168 if (op->nrof > 1) 1490
3169 tmp = get_split_ob (op, op->nrof - 1); 1491 // split away all the other items from the stack, so only one item is left
3170 else 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3171 tmp = 0;
3172 1493
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 1495 return RESULT_INT (0);
3175 1496
3176 switch (op->type) 1497 switch (op->type)
3177 { 1498 {
3178 case WEAPON: 1499 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3180 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3182 "It would consume your soul!.");
3183
3184 if (tmp)
3185 insert_ob_in_ob (tmp, who);
3186
3187 return 1;
3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 1501 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 1502 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1503 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3197 1505 "H<Its name indicates that it belongs to somebody else.>");
3198 if (tmp) 1506 if (tmp) who->insert (tmp);
3199 insert_ob_in_ob (tmp, who);
3200
3201 return 1; 1507 return 1;
3202 } 1508 }
3203 1509
3204 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3205 { 1513 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1514 who->statusmsg (format ("You wield %s.", query_name (op)));
3207 return 1; 1515 change_abil (who, op);
3208 } 1516 }
3209 1517 else
3210 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1); 1518 who->change_skill (skop);
3212 1519
3213 if (who->contr) 1520 op->flag [FLAG_READY_WEAPON] = true;
3214 who->change_weapon (who->contr->combat_ob = op);
3215
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3217 SET_FLAG (who, FLAG_READY_WEAPON);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220
3221 change_abil (who, op);
3222 break; 1521 break;
3223 1522
3224 case ARMOUR: 1523 case ARMOUR:
3225 case HELMET: 1524 case HELMET:
3226 case SHIELD: 1525 case SHIELD:
3230 case BRACERS: 1529 case BRACERS:
3231 case CLOAK: 1530 case CLOAK:
3232 case RING: 1531 case RING:
3233 case AMULET: 1532 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 1533 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1534 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 1535 change_abil (who, op);
3237 break; 1536 break;
3238 1537
1538 case SKILL_TOOL:
1539 // applying a skill tool does not ready the skill
1540 // if something needs the skill, it has to ready it itself
1541 //TODO: unapplying should unapply the skill, though
1542 SET_FLAG (op, FLAG_APPLIED);
1543 break;
1544
3239 case LAMP: 1545 case SKILL:
3240 if (op->stats.food < 1) 1546 if (!(aflags & AP_NO_SLOT))
3241 { 1547 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 1548 // skill is used on it's own, as opposed to being a chosen_skill
1549
1550 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1551 {
1552 who->failmsg (format (
1553 "You feel as if you wanted to do something funny, but you can't remember what. "
1554 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1555 "It cannot be used on its own.>",
1556 &op->skill
1557 ));
1558 if (tmp) who->insert (tmp);
1559 return 1;
1560 }
1561
1562 if (skill_flags [op->subtype] & SF_AUTARK
1563 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1564 {
1565 if (skill_flags [op->subtype] & SF_USE)
1566 who->failmsg (format (
1567 "You feel as if you wanted to do something funny, but you can't remember what. "
1568 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1569 &op->skill, &op->skill
1570 ));
1571 else
1572 who->failmsg (format (
1573 "You feel as if you wanted to do something funny, but you can't remember what. "
1574 "H<The %s skill cannot be readied or used, it is always active.>",
1575 &op->skill
1576 ));
1577
1578 if (tmp) who->insert (tmp);
1579
1580 return 1;
1581 }
1582
1583 if (who->contr)
1584 if (op->invisible)
1585 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1586 else
1587 who->statusmsg (format ("You ready %s.", query_name (op)));
1588 }
1589
1590 SET_FLAG (who, FLAG_READY_SKILL);
1591 SET_FLAG (op, FLAG_APPLIED);
1592 change_abil (who, op);
1593 break;
1594
1595 case BOW:
1596 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1597 {
1598 who->failmsg ("The weapon does not recognize you as its owner. "
1599 "H<Its name indicates that it belongs to somebody else.>");
1600 if (tmp) who->insert (tmp);
3243 return 1; 1601 return 1;
3244 } 1602 }
3245 1603
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3254 insert_ob_in_ob (tmp2, who);
3255
3256 /* Remove the old lantern */
3257 if (who->type == PLAYER)
3258 esrv_del_item (who->contr, op->count);
3259
3260 op->destroy ();
3261
3262 /* insert the portion that was split off */
3263 if (tmp)
3264 {
3265 insert_ob_in_ob (tmp, who);
3266 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp);
3268 }
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER)
3274 {
3275 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 }
3278
3279 if (who->type == PLAYER)
3280 esrv_send_item (who, tmp2);
3281
3282 return 0;
3283
3284 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED);
3287 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY);
3290 break;
3291
3292 case SKILL:
3293 if (who->chosen_skill)
3294 {
3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3296 return 1;
3297 }
3298
3299 if (player *pl = who->contr) 1604 if (player *pl = who->contr)
3300 { 1605 {
3301 if (IS_COMBAT_SKILL (op->subtype)) 1606 op->flag [FLAG_APPLIED] = true;
3302 { 1607 who->statusmsg (format ("You wield the %s.", query_name (op)));
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 1608 change_abil (who, op);
3304 {
3305 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 {
3308 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon;
3310 }
3311
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3313 return 1;
3314
3315 found_weapon:;
3316 }
3317 else
3318 who->change_weapon (pl->combat_ob = op);
3319 }
3320 else if (IS_RANGED_SKILL (op->subtype))
3321 {
3322 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 {
3324 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 {
3327 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1;
3333
3334 found_bow:;
3335 }
3336 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3337 {
3338 for (object *item = who->inv; item; item = item->below)
3339 if (item->flag [FLAG_APPLIED]
3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3341 {
3342 who->change_weapon (pl->ranged_ob = item);
3343 goto found_item;
3344 }
3345
3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3347 return 1;
3348
3349 found_item:;
3350 }
3351 else
3352 who->change_weapon (pl->ranged_ob = op);
3353 }
3354
3355 if (!op->invisible)
3356 {
3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3359 }
3360 else
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3362 } 1609 }
3363
3364 SET_FLAG (op, FLAG_APPLIED);
3365 change_abil (who, op);
3366 who->chosen_skill = op;
3367 SET_FLAG (who, FLAG_READY_SKILL);
3368 break; 1610 break;
3369 1611
3370 case BOW: 1612 case RANGED:
3371 if (!check_weapon_power (who, op->last_eat)) 1613 if (player *pl = who->contr)
3372 { 1614 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 1615 op->flag [FLAG_APPLIED] = true;
3374 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 1616 who->statusmsg (format ("You applied the %s.", query_name (op)));
3375
3376 if (tmp)
3377 insert_ob_in_ob (tmp, who);
3378
3379 return 1;
3380 } 1617 }
1618 break;
3381 1619
3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 1620 case SPELL:
1621 if (player *pl = who->contr)
3383 { 1622 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1623 op->flag [FLAG_APPLIED] = true;
3385 if (tmp) 1624 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3386 insert_ob_in_ob (tmp, who);
3387
3388 return 1;
3389 } 1625 }
1626 break;
3390 1627
3391 /*FALLTHROUGH*/ 1628 /*FALLTHROUGH*/
3392 case WAND: 1629 case WAND:
3393 case ROD: 1630 case ROD:
3394 case HORN: 1631 case HORN:
3395 /* check for skill, alter player status */ 1632 /* check for skill, alter player status */
3396 1633
3397 if (!skop) 1634 if (!skop)
3398 { 1635 {
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1636 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1637 if (tmp) who->insert (tmp);
3400 return 1; 1638 return 1;
3401 } 1639 }
3402 1640
3403 SET_FLAG (op, FLAG_APPLIED); 1641 op->flag [FLAG_APPLIED] = true;
3404 change_skill (who, skop, 0);
3405 1642
3406 if (who->contr) 1643 if (player *pl = who->contr)
3407 { 1644 {
3408 who->contr->ranged_ob = op; 1645 who->statusmsg (format ("You ready %s.", query_name (op)));
3409
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3411 1646
3412 if (op->type == BOW) 1647 if (op->type == BOW)
3413 { 1648 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3414 who->current_weapon = op; 1649
3415 change_abil (who, op); 1650 change_abil (who, op);
3416 new_draw_info_format (NDI_UNIQUE, 0, who,
3417 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3418 }
3419 } 1651 }
3420 else 1652 else
3421 { 1653 {
1654 who->change_skill (skop);
1655
3422 if (op->type == BOW) 1656 if (op->type == BOW)
3423 SET_FLAG (who, FLAG_READY_BOW); 1657 op->flag [FLAG_READY_BOW ] = true;
3424 else 1658 else
3425 SET_FLAG (who, FLAG_READY_RANGE); 1659 op->flag [FLAG_READY_RANGE] = true;
3426 } 1660 }
3427 1661
3428 break; 1662 break;
3429 1663
3430 case BUILDER: 1664 case BUILDER:
3431 if (who->type == PLAYER) 1665 if (player *pl = who->contr)
3432 { 1666 {
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 1667 who->statusmsg (format ("You ready your %s.", query_name (op)));
3434 unapply_special (who, who->contr->ranged_ob, 0); 1668 //TODO: change_abil?
3435
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3437
3438 who->contr->ranged_ob = op;
3439 } 1669 }
3440 break; 1670 break;
3441 1671
3442 default: 1672 default:
3443 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1673 who->statusmsg (format ("You apply %s.", query_name (op)));
3444 } /* end of switch op->type */ 1674 }
3445 1675
3446 SET_FLAG (op, FLAG_APPLIED); 1676 SET_FLAG (op, FLAG_APPLIED);
3447 1677
3448 if (tmp) 1678 if (tmp) who->insert (tmp);
3449 tmp = insert_ob_in_ob (tmp, who);
3450 1679
3451 who->update_stats (); 1680 who->update_stats ();
3452 1681
3453 /* We exclude spell casting objects. The fire code will set the 1682 /* We exclude spell casting objects. The fire code will set the
3454 * been applied flag when they are used - until that point, 1683 * been applied flag when they are used - until that point,
3456 */ 1685 */
3457 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1686 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3458 SET_FLAG (op, FLAG_BEEN_APPLIED); 1687 SET_FLAG (op, FLAG_BEEN_APPLIED);
3459 1688
3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1689 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 {
3462 if (who->type == PLAYER) 1690 if (who->type == PLAYER)
3463 { 1691 {
3464 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1692 who->failmsg (
1693 "Oops, it feels deadly cold! "
1694 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1695 );
3465 SET_FLAG (op, FLAG_KNOWN_CURSED); 1696 SET_FLAG (op, FLAG_KNOWN_CURSED);
3466 } 1697 }
3467 }
3468 1698
3469 if (who->type == PLAYER) 1699 if (object *pl = op->visible_to ())
3470 {
3471 /* if multiple objects were applied, update both slots */
3472 if (tmp)
3473 esrv_send_item (who, tmp);
3474
3475 esrv_send_item (who, op); 1700 esrv_send_item (pl, op);
3476 }
3477 1701
3478 return 0; 1702 return 0;
3479} 1703}
3480 1704
1705/**
1706 * Check if op should abort moving victim because of it's race or slaying.
1707 * Returns 1 if it should abort, returns 0 if it should continue.
1708 */
3481int 1709int
3482monster_apply_special (object *who, object *op, int aflags) 1710should_director_abort (object *op, object *victim)
3483{ 1711{
3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1712 int arch_flag, name_flag, race_flag;
1713
1714 /* Get flags to determine what of arch, name, and race should be checked.
1715 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1716 * the next is the name flag, and the last is the race flag. Also note,
1717 * if subtype is set to zero, that also goes to defaults of all affecting
1718 * it. Examples:
1719 * subtype 1: only arch
1720 * subtype 3: arch or name
1721 * subtype 5: arch or race
1722 * subtype 7: all three
1723 */
1724 if (op->subtype)
1725 {
1726 arch_flag = op->subtype & 1;
1727 name_flag = op->subtype & 2;
1728 race_flag = op->subtype & 4;
1729 }
1730 else
1731 {
1732 arch_flag = 1;
1733 name_flag = 1;
1734 race_flag = 1;
1735 }
1736
1737 /* If the director has race set, only affect objects with a arch,
1738 * name or race that matches.
1739 */
1740 if ((op->race) &&
1741 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1742 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1743 ((!(victim->race && race_flag) || op->race != victim->race)))
3485 return 1; 1744 return 1;
1745
1746 /* If the director has slaying set, only affect objects where none
1747 * of arch, name, or race match.
1748 */
1749 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1750 ((victim->name && name_flag && op->slaying == victim->name)) ||
1751 ((victim->race && race_flag && op->slaying == victim->race)))
1752 return 1;
1753
1754 return 0;
1755}
1756
1757/**
1758 * This handles a player dropping money on an altar to identify stuff.
1759 * It'll identify marked item, if none all items up to dropped money.
1760 * Return value: 1 if money was destroyed, 0 if not.
1761 */
1762static int
1763apply_id_altar (object *money, object *altar, object *pl)
1764{
1765 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1766
1767 if (!pl || pl->type != PLAYER)
1768 return 0;
1769
1770 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1771 * identifying' from being printed out more than it needs to be.
1772 */
1773 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1774 return 0;
1775
1776 /* if the player has a marked item, identify that if it needs to be
1777 * identified. If it doesn't, then go through the player inventory.
1778 */
1779 if (object *marked = find_marked_object (pl))
1780 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1781 {
1782 if (operate_altar (altar, &money, pl))
1783 {
1784 identify (marked);
1785
1786 buf.printf ("You have %s.\r", long_desc (marked, pl));
1787 if (marked->msg)
1788 buf << "The item has a story:\r" << marked->msg << "\n\n";
1789
1790 return !money;
1791 }
1792 }
1793
1794 for (object *id = pl->inv; id; id = id->below)
1795 {
1796 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1797 {
1798 if (operate_altar (altar, &money, pl))
1799 {
1800 identify (id);
1801
1802 buf.printf ("You have %s.\r", long_desc (id, pl));
1803 if (id->msg)
1804 buf << "The item has a story:\r" << id->msg << "\n\n";
1805
1806 /* If no more money, might as well quit now */
1807 if (!money || !check_altar_sacrifice (altar, money))
1808 break;
1809 }
1810 else
1811 {
1812 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1813 break;
1814 }
1815 }
1816 }
1817
1818 if (buf.empty ())
1819 pl->failmsg ("You have nothing that needs identifying");
1820 else
1821 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1822
1823 return !money;
1824}
1825
1826/**
1827 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1828 * matching item.
1829 **/
1830void
1831handle_apply_yield (object *tmp)
1832{
1833 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1834 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1835}
1836
1837/**
1838 * Handles applying a potion.
1839 */
1840int
1841apply_potion (object *op, object *tmp)
1842{
1843 int got_one = 0, i;
1844 object *force = 0;
1845
1846 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1847
1848 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1849 {
1850 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1851
1852 CLEAR_FLAG (tmp, FLAG_APPLIED);
1853 return 0;
1854 }
1855
1856 if (op->type == PLAYER)
1857 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1858 identify (tmp);
1859
1860 handle_apply_yield (tmp);
1861
1862 /* Potion of restoration - only for players */
1863 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1864 {
1865 object *depl;
1866 archetype *at;
1867
1868 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1869 {
1870 op->drain_stat ();
1871 op->update_stats ();
1872 tmp->decrease ();
1873 return 1;
1874 }
1875
1876 if (!(at = archetype::find (shstr_depletion)))
1877 {
1878 LOG (llevError, "Could not find archetype depletion\n");
1879 return 0;
1880 }
1881
1882 depl = present_arch_in_ob (at, op);
1883
1884 if (depl)
1885 {
1886 for (i = 0; i < NUM_STATS; i++)
1887 if (depl->stats.stat (i))
1888 op->statusmsg (restore_msg[i]);
1889
1890 depl->destroy ();
1891 op->update_stats ();
1892 }
1893 else
1894 op->statusmsg ("Your potion had no effect.");
1895
1896 tmp->decrease ();
1897 return 1;
1898 }
1899
1900 /* improvement potion - only for players */
1901 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1902 {
1903 for (i = 1; i < min (11, op->level); i++)
1904 {
1905 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1906 {
1907 if (op->contr->levhp[i] != 1)
1908 {
1909 op->contr->levhp[i] = 1;
1910 break;
1911 }
1912
1913 if (op->contr->levsp[i] != 1)
1914 {
1915 op->contr->levsp[i] = 1;
1916 break;
1917 }
1918
1919 if (op->contr->levgrace[i] != 1)
1920 {
1921 op->contr->levgrace[i] = 1;
1922 break;
1923 }
1924 }
1925 else
1926 {
1927 if (op->contr->levhp[i] < 9)
1928 {
1929 op->contr->levhp[i] = 9;
1930 break;
1931 }
1932
1933 if (op->contr->levsp[i] < 6)
1934 {
1935 op->contr->levsp[i] = 6;
1936 break;
1937 }
1938
1939 if (op->contr->levgrace[i] < 3)
1940 {
1941 op->contr->levgrace[i] = 3;
1942 break;
1943 }
1944 }
1945 }
1946
1947 /* Just makes checking easier */
1948 if (i < min (11, op->level))
1949 got_one = 1;
1950
1951 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1952 {
1953 if (got_one)
1954 {
1955 op->update_stats ();
1956 op->statusmsg ("The Gods smile upon you and remake you "
1957 "a little more in their image. "
1958 "You feel a little more perfect.", NDI_GREEN);
1959 }
1960 else
1961 op->statusmsg ("The potion had no effect - you are already perfect.");
1962 }
1963 else
1964 { /* cursed potion */
1965 if (got_one)
1966 {
1967 op->update_stats ();
1968 op->failmsg ("The Gods are angry and punish you.");
1969 }
1970 else
1971 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1972 }
1973
1974 tmp->decrease ();
1975 return 1;
1976 }
1977
1978
1979 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1980 * and heroism all fit into this category. Given the spell object code,
1981 * there is no limit to the number of spells that potions can be cast,
1982 * but direction is problematic to try and imbue fireball potions for example.
1983 */
1984 if (tmp->inv)
1985 {
1986 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1987 {
1988 op->failmsg ("Yech! Your lungs are on fire!");
1989 create_exploding_ball_at (op, op->level);
1990 }
1991 else
1992 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1993
1994 tmp->decrease ();
1995
1996 /* if youre dead, no point in doing this... */
1997 if (!QUERY_FLAG (op, FLAG_REMOVED))
1998 op->update_stats ();
1999
2000 return 1;
2001 }
2002
2003 /* Deal with protection potions */
2004 force = NULL;
2005 for (i = 0; i < NROFATTACKS; i++)
2006 {
2007 if (tmp->resist[i])
2008 {
2009 if (!force)
2010 force = get_archetype (FORCE_NAME);
2011
2012 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2013 force->type = POTION_EFFECT;
2014 break; /* Only need to find one protection since we copy entire batch */
2015 }
2016 }
2017
2018 /* This is a protection potion */
2019 if (force)
2020 {
2021 /* cursed items last longer */
2022 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2023 {
2024 force->stats.food *= 10;
2025 for (i = 0; i < NROFATTACKS; i++)
2026 if (force->resist[i] > 0)
2027 force->resist[i] = -force->resist[i]; /* prot => vuln */
2028 }
2029
2030 force->speed_left = -1;
2031 force = insert_ob_in_ob (force, op);
2032 CLEAR_FLAG (tmp, FLAG_APPLIED);
2033 SET_FLAG (force, FLAG_APPLIED);
2034 change_abil (op, force);
2035 tmp->decrease ();
2036 return 1;
2037 }
2038
2039 /* Only thing left are the stat potions */
2040 if (op->type == PLAYER)
2041 { /* only for players */
2042 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2043 || QUERY_FLAG (tmp, FLAG_DAMNED))
2044 && tmp->value != 0)
2045 CLEAR_FLAG (tmp, FLAG_APPLIED);
2046 else
2047 SET_FLAG (tmp, FLAG_APPLIED);
2048
2049 if (!change_abil (op, tmp))
2050 op->statusmsg ("Nothing happened.");
2051 }
2052
2053 /* CLEAR_FLAG is so that if the character has other potions
2054 * that were grouped with the one consumed, his
2055 * stat will not be raised by them. fix_player just clears
2056 * up all the stats.
2057 */
2058 CLEAR_FLAG (tmp, FLAG_APPLIED);
2059 op->update_stats ();
2060 tmp->decrease ();
2061 return 1;
2062}
2063
2064/**
2065 * 'victim' moves onto 'trap'
2066 * 'victim' leaves 'trap'
2067 * effect is determined by move_on/move_off of trap and move_type of victime.
2068 *
2069 * originator: Player, monster or other object that caused 'victim' to move
2070 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2071 * However, some types of traps require an originator to function.
2072 */
2073void
2074move_apply (object *trap, object *victim, object *originator)
2075{
2076 static int recursion_depth = 0;
2077
2078 /* Only exits affect DMs. */
2079 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2080 return;
2081
2082 /* move_apply() is the most likely candidate for causing unwanted and
2083 * possibly unlimited recursion.
2084 */
2085 /* The following was changed because it was causing perfectly correct
2086 * maps to fail. 1) it's not an error to recurse:
2087 * rune detonates, summoning monster. monster lands on nearby rune.
2088 * nearby rune detonates. This sort of recursion is expected and
2089 * proper. This code was causing needless crashes.
2090 */
2091 if (recursion_depth >= 500)
2092 {
2093 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2094 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2095 return;
2096 }
2097
2098 recursion_depth++;
2099 if (trap->head)
2100 trap = trap->head;
2101
2102 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2103 switch (trap->type)
2104 {
2105 case PLAYERMOVER:
2106 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2107 {
2108 if (!trap->stats.maxsp)
2109 trap->stats.maxsp = 2;
2110
2111 /* Is this correct? From the docs, it doesn't look like it
2112 * should be divided by trap->speed
2113 */
2114 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2115
2116 /* Just put in some sanity check. I think there is a bug in the
2117 * above with some objects have zero speed, and thus the player
2118 * getting permanently paralyzed.
2119 */
2120 if (victim->speed_left < -50.f)
2121 victim->speed_left = -50.f;
2122 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2123 }
2124 break;
2125
2126 case SPINNER:
2127 if (victim->direction)
2128 {
2129 victim->direction = absdir (victim->direction - trap->stats.sp);
2130 update_turn_face (victim);
2131 }
2132 break;
2133
2134 case DIRECTOR:
2135 if (victim->direction && !should_director_abort (trap, victim))
2136 {
2137 victim->direction = trap->stats.sp;
2138 update_turn_face (victim);
2139 }
2140 break;
2141
2142 case BUTTON:
2143 case PEDESTAL:
2144 case T_MATCH:
2145 update_button (trap, originator);
2146 break;
2147
2148 case ALTAR:
2149 /* sacrifice victim on trap */
2150 apply_altar (trap, victim, originator);
2151 break;
2152
2153 case THROWN_OBJ:
2154 if (trap->inv == NULL)
2155 break;
2156 /* fallthrough */
2157
2158 case ARROW:
2159 /* bad bug: monster throw a object, make a step forwards, step on object ,
2160 * trigger this here and get hit by own missile - and will be own enemy.
2161 * Victim then is his own enemy and will start to kill herself (this is
2162 * removed) but we have not synced victim and his missile. To avoid senseless
2163 * action, we avoid hits here
2164 */
2165 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2166 && trap->owner != victim)
2167 hit_with_arrow (trap, victim);
2168 break;
2169
2170 case SPELL_EFFECT:
2171 apply_spell_effect (trap, victim);
2172 break;
2173
2174 case TRAPDOOR:
2175 {
2176 int max, sound_was_played;
2177 object *ab, *ab_next;
2178
2179 if (!trap->value)
2180 {
2181 int tot;
2182
2183 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2184 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2185 tot += ab->head_ ()->total_weight ();
2186
2187 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2188 break;
2189
2190 SET_ANIMATION (trap, trap->value);
2191 update_object (trap, UP_OBJ_FACE);
2192 }
2193
2194 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2195 {
2196 /* need to set this up, since if we do transfer the object,
2197 * ab->above would be bogus
2198 */
2199 ab_next = ab->above;
2200
2201 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2202 {
2203 if (!sound_was_played)
2204 {
2205 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2206 sound_was_played = 1;
2207 }
2208
2209 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2210 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2211 }
2212 }
2213 break;
2214 }
2215
2216 case CONVERTER:
2217 if (convert_item (victim, trap) < 0)
2218 {
2219 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2220 archetype::get (shstr_burnout)->insert_at (trap, trap);
2221 }
2222
2223 break;
2224
2225 case TRIGGER_BUTTON:
2226 case TRIGGER_PEDESTAL:
2227 case TRIGGER_ALTAR:
2228 check_trigger (trap, victim, originator);
2229 break;
2230
2231 case DEEP_SWAMP:
2232 walk_on_deep_swamp (trap, victim);
2233 break;
2234
2235 case CHECK_INV:
2236 check_inv (victim, trap);
2237 break;
2238
2239 case HOLE:
2240 move_apply_hole (trap, victim);
2241 break;
2242
2243 case EXIT:
2244 if (victim->type == PLAYER && EXIT_PATH (trap))
2245 {
2246 /* Basically, don't show exits leading to random maps the
2247 * players output.
2248 */
2249 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2250 victim->statusmsg (trap->msg, NDI_NAVY);
2251
2252 trap->play_sound (trap->sound);
2253 victim->enter_exit (trap);
2254 }
2255 break;
2256
2257 case ENCOUNTER:
2258 /* may be some leftovers on this */
2259 break;
2260
2261 case SHOP_MAT:
2262 apply_shop_mat (trap, victim);
2263 break;
2264
2265 /* Drop a certain amount of gold, and have one item identified */
2266 case IDENTIFY_ALTAR:
2267 apply_id_altar (victim, trap, originator);
2268 break;
2269
2270 case SIGN:
2271 if (victim->type != PLAYER && trap->stats.food > 0)
2272 break; /* monsters musn't apply magic_mouths with counters */
2273
2274 apply_sign (victim, trap, 1);
2275 break;
2276
2277 case CONTAINER:
2278 apply_container (victim, trap);
2279 break;
2280
2281 case RUNE:
2282 case TRAP:
2283 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2284 spring_trap (trap, victim);
2285 break;
2286
2287 default:
2288 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2289 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2290 break;
2291 }
2292
2293 recursion_depth--;
2294}
2295
2296/**
2297 * Handles reading a regular (ie not containing a spell) book.
2298 */
2299static void
2300apply_book (object *op, object *tmp)
2301{
2302 int lev_diff;
2303 object *skill_ob;
2304
2305 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2306 {
2307 op->failmsg ("You are unable to read while blind!");
2308 return;
2309 }
2310
2311 if (!tmp->msg)
2312 {
2313 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2314 return;
2315 }
2316
2317 /* need a literacy skill to read stuff! */
2318 skill_ob = find_skill_by_name (op, tmp->skill);
2319 if (!skill_ob)
2320 {
2321 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2322 return;
2323 }
2324
2325 lev_diff = tmp->level - (skill_ob->level + 5);
2326 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2327 {
2328 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2329 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2330 : lev_diff < 5 ? "This book is beyond your comprehension."
2331 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2332 : lev_diff < 15 ? "This book is way beyond your comprehension."
2333 : "This book is totally beyond your comprehension.");
2334 return;
2335 }
2336
2337 // we currently don't use the message types for anything.
2338 // readable_message_type *msgType = get_readable_message_type (tmp);
2339
2340 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2341
2342 if (player *pl = op->contr)
2343 if (client *ns = pl->ns)
2344 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2345
2346 /* gain xp from reading */
2347 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2348 { /* only if not read before */
2349 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2350
2351 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2352 {
2353 /*exp_gain *= 2; because they just identified it too */
2354 SET_FLAG (tmp, FLAG_IDENTIFIED);
2355
2356 if (object *pl = tmp->visible_to ())
2357 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2358 }
2359
2360 change_exp (op, exp_gain, skill_ob->skill, 0);
2361 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2362 }
2363}
2364
2365/**
2366 * op made some mistake with a scroll, this takes care of punishment.
2367 * scroll_failure()- hacked directly from spell_failure
2368 */
2369static void
2370scroll_failure (object *op, int failure, int power)
2371{
2372 if (abs (failure / 4) > power)
2373 power = abs (failure / 4); /* set minimum effect */
2374
2375 if (failure <= -1 && failure > -15)
2376 { /* wonder */
2377 object *tmp;
2378
2379 op->failmsg ("Your spell warps!");
2380 tmp = get_archetype (SPELL_WONDER);
2381 cast_wonder (op, op, 0, tmp);
2382 tmp->destroy ();
2383 }
2384 else if (failure <= -15 && failure > -35)
2385 { /* drain mana */
2386 op->failmsg ("Your mana is drained!");
2387 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2388 if (op->stats.sp < 0)
2389 op->stats.sp = 0;
2390 }
2391 else if (settings.spell_failure_effects == TRUE)
2392 {
2393 if (failure <= -35 && failure > -60)
2394 { /* confusion */
2395 op->failmsg ("The magic recoils on you!");
2396 confuse_player (op, op, power);
2397 }
2398 else if (failure <= -60 && failure > -70)
2399 { /* paralysis */
2400 op->failmsg ("The magic recoils and paralyzes you!");
2401 paralyze_player (op, op, power);
2402 }
2403 else if (failure <= -70 && failure > -80)
2404 { /* blind */
2405 op->failmsg ("The magic recoils on you!");
2406 blind_player (op, op, power);
2407 }
2408 else if (failure <= -80)
2409 { /* blast the immediate area */
2410 object *tmp = get_archetype (LOOSE_MANA);
2411 cast_magic_storm (op, tmp, power);
2412 op->failmsg ("You unleash uncontrolled mana!");
2413 tmp->destroy ();
2414 }
2415 }
2416}
2417
2418/**
2419 * Handles the applying of a skill scroll, calling learn_skill straight.
2420 * op is the person learning the skill, tmp is the skill scroll object
2421 */
2422static void
2423apply_skillscroll (object *op, object *tmp)
2424{
2425 switch (learn_skill (op, tmp))
2426 {
2427 case 0:
2428 op->play_sound (sound_find ("generic_fail"));
2429 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2430 break;
2431
2432 case 1:
2433 tmp->decrease ();
2434 op->play_sound (sound_find ("skill_learn"));
2435 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2436 break;
2437
2438 default:
2439 tmp->decrease ();
2440 op->play_sound (sound_find ("generic_fail"));
2441 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2442 break;
2443 }
2444}
2445
2446/**
2447 * Actually makes op learn spell.
2448 * Informs player of what happens.
2449 */
2450void
2451do_learn_spell (object *op, object *spell, int special_prayer)
2452{
2453 object *tmp;
2454
2455 if (op->type != PLAYER)
2456 {
2457 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2458 return;
2459 }
2460
2461 /* Upgrade special prayers to normal prayers */
2462 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2463 {
2464 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2465 {
2466 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2467 return;
2468 }
2469 return;
2470 }
2471
2472 op->contr->play_sound (sound_find ("learn_spell"));
2473
2474 tmp = spell->clone ();
2475 insert_ob_in_ob (tmp, op);
2476
2477 if (special_prayer)
2478 SET_FLAG (tmp, FLAG_STARTEQUIP);
2479
2480 esrv_add_spells (op->contr, tmp);
2481}
2482
2483/**
2484 * Erases spell from player's inventory.
2485 */
2486void
2487do_forget_spell (object *op, const char *spell)
2488{
2489 object *spob;
2490
2491 if (op->type != PLAYER)
2492 {
2493 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2494 return;
2495 }
2496 if ((spob = check_spell_known (op, spell)) == NULL)
2497 {
2498 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2499 return;
2500 }
2501
2502 op->failmsg (format ("You lose knowledge of %s.", spell));
2503 esrv_remove_spell (op->contr, spob);
2504 spob->destroy ();
2505}
2506
2507/**
2508 * Handles player applying a spellbook.
2509 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2510 * stuff like that. Random learning failure too.
2511 */
2512static void
2513apply_spellbook (object *op, object *tmp)
2514{
2515 object *skop, *spell, *spell_skill;
2516
2517 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2518 {
2519 op->failmsg ("You are unable to read while blind.");
2520 return;
2521 }
2522
2523 /* artifact_spellbooks have 'slaying' field point to a spell name,
2524 * instead of having their spell stored in stats.sp. These are
2525 * legacy spellbooks
2526 */
2527 if (tmp->slaying)
2528 {
2529 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2530
2531 if (!spell)
2532 {
2533 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2534 return;
2535 }
2536 else
2537 insert_ob_in_ob (spell, tmp);
2538
2539 tmp->slaying = 0;
2540 }
2541
2542 skop = find_skill_by_name (op, tmp->skill);
2543
2544 /* need a literacy skill to learn spells. Also, having a literacy level
2545 * lower than the spell will make learning the spell more difficult */
2546 if (!skop)
2547 {
2548 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2549 return;
2550 }
2551
2552 spell = tmp->inv;
2553
2554 if (!spell)
2555 {
2556 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2557 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2558 return;
2559 }
2560
2561 int learn_level = sqrtf (spell->level) * 1.5f;
2562 if (skop->level < learn_level)
2563 {
2564 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2565 &tmp->skill, learn_level));
2566 return;
2567 }
2568
2569 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2570
2571 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2572 identify (tmp);
2573
2574 /* I removed the check for special_prayer_mark here - it didn't make
2575 * a lot of sense - special prayers are not found in spellbooks, and
2576 * if the player doesn't know the spell, doesn't make a lot of sense that
2577 * they would have a special prayer mark.
2578 */
2579 if (check_spell_known (op, spell->name))
2580 {
2581 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2582 return;
2583 }
2584
2585 if (spell->skill)
2586 {
2587 spell_skill = find_skill_by_name (op, spell->skill);
2588
2589 if (!spell_skill)
2590 {
2591 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2592 return;
2593 }
2594
2595 if (spell_skill->level < spell->level)
2596 {
2597 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2598 return;
2599 }
2600 }
2601
2602 /* Logic as follows
2603 *
2604 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2605 *
2606 * 2- The learner's skill level in literacy adjusts the chance to learn
2607 * a spell.
2608 *
2609 * 3 -Automatically fail to learn if you read while confused
2610 *
2611 * Overall, chances are the same but a player will find having a high
2612 * literacy rate very useful! -b.t.
2613 */
2614 if (QUERY_FLAG (op, FLAG_CONFUSED))
2615 {
2616 op->failmsg ("In your confused state you flub the wording of the text!");
2617 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2618 }
2619 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2620 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2621 {
2622 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2623 do_learn_spell (op, spell, 0);
2624
2625 /* xp gain to literacy for spell learning */
2626 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2627 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2628 }
2629 else
2630 {
2631 op->contr->play_sound (sound_find ("fumble_spell"));
2632 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2633 }
2634
2635 tmp->decrease ();
2636}
2637
2638/**
2639 * Handles applying a spell scroll.
2640 */
2641void
2642apply_scroll (object *op, object *tmp, int dir)
2643{
2644 object *skop;
2645
2646 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2647 {
2648 op->failmsg ("You are unable to read while blind.");
2649 return;
2650 }
2651
2652 if (!tmp->inv || tmp->inv->type != SPELL)
2653 {
2654 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2655 return;
2656 }
2657
2658 if (op->type == PLAYER)
2659 {
2660 /* players need a literacy skill to read stuff! */
2661 int exp_gain = 0;
2662
2663 /* hard code literacy - tmp->skill points to where the exp
2664 * should go for anything killed by the spell.
2665 */
2666 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2667
2668 if (!skop)
2669 {
2670 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2671 return;
2672 }
2673
2674 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2675 change_exp (op, exp_gain, skop->skill, 0);
2676 }
2677
2678 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2679 identify (tmp);
2680
2681 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2682
2683 cast_spell (op, tmp, dir, tmp->inv, NULL);
2684 tmp->decrease ();
2685}
2686
2687/**
2688 * Applies a treasure object - by default, chest. op
2689 * is the person doing the applying, tmp is the treasure
2690 * chest.
2691 */
2692static void
2693apply_treasure (object *op, object *tmp)
2694{
2695 /* Nice side effect of this treasure creation method is that the treasure
2696 * for the chest is done when the chest is created, and put into the chest
2697 * inventory. So that when the chest burns up, the items still exist. Also
2698 * prevents people from moving chests to more difficult maps to get better
2699 * treasure
2700 */
2701 object *treas = tmp->inv;
2702
2703 if (!treas)
2704 {
2705 op->statusmsg ("The chest was empty.");
2706 tmp->decrease ();
2707 return;
2708 }
2709
2710 while (tmp->inv)
2711 {
2712 treas = tmp->inv;
2713 treas->remove ();
2714
2715 treas->x = op->x;
2716 treas->y = op->y;
2717 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2718
2719 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2720 spring_trap (treas, op);
2721
2722 /* If either player or container was destroyed, no need to do
2723 * further processing. I think this should be enclused with
2724 * spring trap above, as I don't think there is otherwise
2725 * any way for the treasure chest or player to get killed.
2726 */
2727 if (op->destroyed () || tmp->destroyed ())
2728 break;
2729 }
2730
2731 if (!tmp->destroyed () && !tmp->inv)
2732 tmp->decrease (true);
2733}
2734
2735/**
2736 * A dragon is eating some flesh. If the flesh contains resistances,
2737 * there is a chance for the dragon's skin to get improved.
2738 *
2739 * attributes:
2740 * object *op the object (dragon player) eating the flesh
2741 * object *meal the flesh item, getting chewed in dragon's mouth
2742 * return:
2743 * int 1 if eating successful, 0 if it doesn't work
2744 */
2745static int
2746dragon_eat_flesh (object *op, object *meal)
2747{
2748 object *skin = NULL; /* pointer to dragon skin force */
2749 object *abil = NULL; /* pointer to dragon ability force */
2750 object *tmp = NULL; /* tmp. object */
2751
2752 double chance; /* improvement-chance of one resistance type */
2753 double totalchance = 1; /* total chance of gaining one resistance */
2754 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2755 double mbonus = 0; /* monster bonus */
2756 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2757 int winners = 0; /* number of winners */
2758 int i; /* index */
2759
2760 /* let's make sure and doublecheck the parameters */
2761 if (meal->type != FLESH || !op->is_dragon ())
2762 return 0;
2763
2764 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2765 from the player's inventory */
2766 for (tmp = op->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == FORCE)
2768 if (tmp->arch->archname == shstr_dragon_skin_force)
2769 skin = tmp;
2770 else if (tmp->arch->archname == shstr_dragon_ability_force)
2771 abil = tmp;
2772
2773 /* if either skin or ability are missing, this is an old player
2774 which is not to be considered a dragon -> bail out */
2775 if (skin == NULL || abil == NULL)
2776 return 0;
2777
2778 /* now start by filling stomache and health, according to food-value */
2779 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2780 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2781 else
2782 op->stats.hp += meal->stats.food / 50;
2783
2784 min_it (op->stats.hp, op->stats.maxhp);
2785 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2786
2787 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2788
2789 /* on to the interesting part: chances for adding resistance */
2790 for (i = 0; i < NROFATTACKS; i++)
2791 {
2792 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2793 {
2794 /* got positive resistance, now calculate improvement chance (0-100) */
2795
2796 /* this bonus makes resistance increase easier at lower levels */
2797 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2798 if (i == abil->stats.exp)
2799 bonus += 5; /* additional bonus for resistance of ability-focus */
2800
2801 /* monster bonus increases with level, because high-level
2802 flesh is too rare */
2803 mbonus = op->level * 20. / ((double) settings.max_level);
2804
2805 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2806 ((double)settings.max_level)) - skin->resist[i];
2807
2808 if (chance >= 0.)
2809 chance += 1.;
2810 else
2811 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2812
2813 /* chance is proportional to amount of resistance (max. 50) */
2814 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2815
2816 /* doubled chance for resistance of ability-focus */
2817 if (i == abil->stats.exp)
2818 chance = min (100., chance * 2.);
2819
2820 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2821 if (rndm (10000) < (unsigned int)(chance * 100))
2822 {
2823 atnr_winner[winners] = i;
2824 winners++;
2825 }
2826
2827 if (chance >= 0.01)
2828 totalchance *= 1 - chance / 100;
2829
2830 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2831 }
2832 }
2833
2834 /* inverse totalchance as until now we have the failure-chance */
2835 totalchance = 100 - totalchance * 100;
2836
2837 /* print message according to totalchance */
2838 const char *buf;
2839 if (totalchance > 50.)
2840 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2841 else if (totalchance > 10.)
2842 buf = format ("The %s tasted very good.", &meal->name);
2843 else if (totalchance > 1.)
2844 buf = format ("The %s tasted good.", &meal->name);
2845 else if (totalchance > 0.1)
2846 buf = format ("The %s tasted bland.", &meal->name);
2847 else if (totalchance >= 0.01)
2848 buf = format ("The %s had a boring taste.", &meal->name);
2849 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2850 buf = format ("The %s tasted strange.", &meal->name);
2851 else
2852 buf = format ("The %s had no taste.", &meal->name);
2853
2854 op->statusmsg (buf);
2855
2856 /* now choose a winner if we have any */
2857 i = -1;
2858 if (winners > 0)
2859 i = atnr_winner [rndm (winners)];
2860
2861 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2862 {
2863 /* resistance increased! */
2864 skin->resist[i]++;
2865 op->update_stats ();
2866
2867 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2868 }
2869
2870 /* if this flesh contains a new ability focus, we mark it
2871 into the ability_force and it will take effect on next level */
2872 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2873 {
2874 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2875
2876 if (meal->last_eat != abil->stats.exp)
2877 op->statusmsg (format (
2878 "Your metabolism prepares to focus on %s!\n"
2879 "The change will happen at level %d.",
2880 change_resist_msg[meal->last_eat],
2881 abil->level + 1
2882 ));
2883 else
2884 {
2885 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2886 abil->last_eat = 0;
2887 }
2888 }
2889
2890 return 1;
2891}
2892
2893/**
2894 * op eats food.
2895 * If player, takes care of messages and dragon special food.
2896 */
2897static void
2898apply_food (object *op, object *tmp)
2899{
2900 int capacity_remaining;
2901
2902 if (op->type != PLAYER)
2903 op->stats.hp = op->stats.maxhp;
2904 else
2905 {
2906 /* check if this is a dragon (player), eating some flesh */
2907 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2908 ;
2909 else
2910 {
2911 /* usual case - no dragon meal: */
2912 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2913 {
2914 if (tmp->type == FOOD || tmp->type == FLESH)
2915 op->failmsg ("You feel full, but what a waste of food!");
2916 else
2917 op->statusmsg ("Most of the drink goes down your face not your throat!");
2918 }
2919
2920 tmp->play_sound (
2921 tmp->sound
2922 ? tmp->sound
2923 : tmp->type == DRINK
2924 ? sound_find ("eat_drink")
2925 : sound_find ("eat_food")
2926 );
2927
2928 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2929 {
2930 const char *buf;
2931
2932 if (!op->is_dragon ())
2933 {
2934 /* eating message for normal players */
2935 if (tmp->type == DRINK)
2936 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2937 else
2938 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2939 }
2940 else
2941 /* eating message for dragon players */
2942 buf = format ("The %s tasted terrible!", &tmp->name);
2943
2944 op->statusmsg (buf);
2945
2946 capacity_remaining = MAX_FOOD - op->stats.food;
2947 op->stats.food += tmp->stats.food;
2948 if (capacity_remaining < tmp->stats.food)
2949 op->stats.hp += capacity_remaining / 50;
2950 else
2951 op->stats.hp += tmp->stats.food / 50;
2952
2953 min_it (op->stats.hp, op->stats.maxhp);
2954 min_it (op->stats.food, MAX_FOOD);
2955 }
2956
2957 /* special food hack -b.t. */
2958 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2959 eat_special_food (op, tmp);
2960 }
2961 }
2962
2963 handle_apply_yield (tmp);
2964 tmp->decrease ();
2965}
2966
2967/**
2968 * Handles applying an improve armor scroll.
2969 * Does some sanity checks, then calls improve_armour.
2970 */
2971static void
2972apply_armour_improver (object *op, object *tmp)
2973{
2974 object *armor;
2975
2976 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2977 {
2978 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2979 return;
2980 }
2981
2982 armor = find_marked_object (op);
2983
2984 if (!armor)
2985 {
2986 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2987 return;
2988 }
2989
2990 if (armor->type != ARMOUR
2991 && armor->type != CLOAK
2992 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2993 {
2994 op->failmsg ("Your marked item is not armour!\n");
2995 return;
2996 }
2997
2998 op->statusmsg ("Applying armour enchantment.");
2999 improve_armour (op, tmp, armor);
3000}
3001
3002void
3003apply_poison (object *op, object *tmp)
3004{
3005 // need to do it now when it is still on the map
3006 handle_apply_yield (tmp);
3007
3008 object *poison = tmp->split (1);
3009
3010 if (op->type == PLAYER)
3011 {
3012 op->contr->play_sound (sound_find ("drink_poison"));
3013 op->failmsg ("Yech! That tasted poisonous!");
3014 op->contr->killer = poison;
3015 }
3016
3017 if (poison->stats.hp > 0)
3018 {
3019 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3020 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3021 }
3022
3023 op->stats.food -= op->stats.food / 4;
3024 poison->destroy ();
3025}
3026
3027/**
3028 * This function will try to apply a lighter and in case no lighter
3029 * is specified it will try to find a lighter in the players inventory,
3030 * and inform him about this requirement.
3031 *
3032 * who - the player
3033 * op - the item we want to light
3034 * lighter - the lighter or 0 if a lighter has yet to be found
3035 */
3036static object *
3037auto_apply_lighter (object *who, object *op, object *lighter)
3038{
3039 if (lighter == 0)
3040 {
3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3042 {
3043 if (tmp->type == LIGHTER)
3044 {
3045 lighter = tmp;
3046 break;
3047 }
3048 }
3049
3050 if (!lighter)
3051 {
3052 who->failmsg (format (
3053 "You can't light up the %s with your bare hands! "
3054 "H<You need a lighter in your inventory, for example a flint and steel.>",
3055 &op->name));
3056 return 0;
3057 }
3058 }
3059
3060 // last_eat == 0 means the lighter is not being used up!
3061 if (lighter->last_eat && lighter->stats.food)
3062 {
3063 /* lighter gets used up */
3064 lighter = lighter->split ();
3065 lighter->stats.food--;
3066 who->insert (lighter);
3067 }
3068 else if (lighter->last_eat)
3069 {
3070 /* no charges left in lighter */
3071 who->failmsg (format (
3072 "You attempt to light the %s with a used up %s.",
3073 &op->name, &lighter->name));
3074 return 0;
3075 }
3076
3077 return lighter;
3078}
3079
3080/**
3081 * Designed primarily to light torches/lanterns/etc.
3082 * Also burns up burnable material too. First object in the inventory is
3083 * the selected object to "burn". -b.t.
3084 */
3085static void
3086apply_lighter (object *who, object *lighter)
3087{
3088 object *item;
3089 int is_player_env = 0;
3090
3091 item = find_marked_object (who);
3092 if (item)
3093 {
3094 if (!auto_apply_lighter (who, item, lighter))
3095 return;
3096
3097 /* Perhaps we should split what we are trying to light on fire?
3098 * I can't see many times when you would want to light multiple
3099 * objects at once.
3100 */
3101
3102 save_throw_object (item, AT_FIRE, who);
3103
3104 if (item->destroyed ()
3105 || ((item->type == LAMP || item->type == TORCH)
3106 && item->glow_radius > 0))
3107 who->statusmsg (format (
3108 "You light the %s with the %s.",
3109 &item->name, &lighter->name));
3110 else
3111 who->failmsg (format (
3112 "You attempt to light the %s with the %s and fail.",
3113 &item->name, &lighter->name));
3114 }
3115 else
3116 who->failmsg ("You need to mark a lightable object.");
3117}
3118
3119/**
3120 * This function generates a cursed effect for cursed lamps and torches.
3121 */
3122static void
3123player_apply_lamp_cursed_effect (object *who, object *op)
3124{
3125 if (op->level)
3126 {
3127 who->failmsg (format (
3128 "The %s was cursed, it explodes in a big fireball!",
3129 &op->name));
3130 create_exploding_ball_at (who, op->level);
3131 }
3132 else
3133 {
3134 who->failmsg (format (
3135 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3136 &op->name));
3137 }
3138
3139 op->destroy ();
3140}
3141
3142/**
3143 * Apply for players and lamps
3144 *
3145 * who - the player
3146 * op - the lamp
3147 */
3148static void
3149player_apply_lamp (object *who, object *op)
3150{
3151 bool switch_on = op->glow_radius ? false : true;
3152
3153 if (switch_on)
3154 {
3155 object *lighter = 0;
3156
3157 if (op->flag [FLAG_IS_LIGHTABLE]
3158 && !(lighter = auto_apply_lighter (who, op, 0)))
3159 return;
3160
3161 if (op->stats.food < 1)
3162 {
3163 if (op->type == LAMP)
3164 who->failmsg (format (
3165 "The %s is out of fuel! "
3166 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3167 &op->name));
3168 else
3169 who->failmsg (format (
3170 "The %s is burnt out! "
3171 "H<Torches and similar items burn out and become worthless.>",
3172 &op->name));
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 *marked;
3288 object *new_item;
3289 const char *find;
3290 char *separator;
3291 int yield;
3292 char got[MAX_BUF];
3293 int len;
3294
3295 if (!pl || !transformer)
3296 return;
3297
3298 marked = find_marked_object (pl);
3299
3300 if (!marked)
3301 {
3302 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3303 return;
3304 }
3305
3306 if (!marked->slaying)
3307 {
3308 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3309 return;
3310 }
3311
3312 /* check whether they are compatible or not */
3313 find = strstr (&marked->slaying, transformer->arch->archname);
3314 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3315 {
3316 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3317 return;
3318 }
3319
3320 find += strlen (transformer->arch->archname) + 1;
3321 /* Item can be used, now find how many and what it yields */
3322 if (isdigit (*(find)))
3323 {
3324 yield = atoi (find);
3325 if (yield < 1)
3326 {
3327 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3328 yield = 1;
3329 }
3330 }
3331 else
3332 yield = 1;
3333
3334 while (isdigit (*find))
3335 find++;
3336
3337 while (*find == ' ')
3338 find++;
3339
3340 memset (got, 0, MAX_BUF);
3341
3342 if ((separator = (char *) strchr (find, ';')))
3343 len = separator - find;
3344 else
3345 len = strlen (find);
3346
3347 min_it (len, MAX_BUF - 1);
3348
3349 strcpy (got, find);
3350 got[len] = '\0';
3351
3352 /* Now create new item, remove used ones when required. */
3353 new_item = get_archetype (got);
3354 if (!new_item)
3355 {
3356 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3357 return;
3358 }
3359
3360 new_item->nrof = yield;
3361
3362 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3363
3364 pl->insert (new_item);
3365 /* Eat up one item */
3366 marked->decrease ();
3367
3368 /* Eat one transformer if needed */
3369 if (transformer->stats.food)
3370 if (--transformer->stats.food == 0)
3371 transformer->decrease ();
3372}
3373
3374/**
3375 * Main apply handler.
3376 *
3377 * Checks for unpaid items before applying.
3378 *
3379 * Return value is currently not used
3380 *
3381 * who is the object that is causing object to be applied, op is the object
3382 * being applied.
3383 *
3384 * aflag is special (always apply/unapply) flags. Nothing is done with
3385 * them in this function - they are passed to apply_special
3386 */
3387static bool
3388manual_apply (object *who, object *op, int aflag)
3389{
3390 op = op->head_ ();
3391
3392 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3393 {
3394 if (who->contr)
3395 {
3396 examine (who, op);
3397 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3398 return 1;
3399 }
3400 else
3401 return 0; /* monsters just skip unpaid items */
3402 }
3403
3404 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3405 return RESULT_INT (0);
3406 else if (apply_types_inv_only [op->type])
3407 {
3408 // special item, using slot system, needs to be in inv
3409 if (op->env == who)
3486 return apply_special (who, op, aflags); 3410 return apply_special (who, op, aflag);
3411
3412 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
3413 }
3414 else if (!who->contr && apply_types_player_only [op->type])
3415 return 0; // monsters shouldn't try to apply player-only stuff
3416 else if (apply_types [op->type])
3417 {
3418 // ordinary stuff, may be on the floor
3419 switch (op->type)
3420 {
3421 case T_HANDLE:
3422 who->play_sound (sound_find ("turn_handle"));
3423 who->statusmsg ("You turn the handle.");
3424 op->value = op->value ? 0 : 1;
3425 SET_ANIMATION (op, op->value);
3426 update_object (op, UP_OBJ_FACE);
3427 push_button (op, who);
3428 break;
3429
3430 case TRIGGER:
3431 if (check_trigger (op, who, who))
3432 {
3433 who->statusmsg ("You turn the handle.");
3434 who->play_sound (sound_find ("turn_handle"));
3435 }
3436 else
3437 who->failmsg ("The handle doesn't move.");
3438
3439 break;
3440
3441 case EXIT:
3442 if (!EXIT_PATH (op))
3443 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
3444 else
3445 {
3446 /* Don't display messages for random maps. */
3447 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3448 who->statusmsg (op->msg, NDI_NAVY);
3449
3450 who->enter_exit (op);
3451 }
3452
3453 break;
3454
3455 case INSCRIBABLE:
3456 who->statusmsg (op->msg);
3457 // maybe show a spell menu to chose from or something like that
3458 break;
3459
3460 case SIGN:
3461 apply_sign (who, op, 0);
3462 break;
3463
3464 case BOOK:
3465 apply_book (who, op);
3466 break;
3467
3468 case SKILLSCROLL:
3469 apply_skillscroll (who, op);
3470 break;
3471
3472 case SPELLBOOK:
3473 apply_spellbook (who, op);
3474 break;
3475
3476 case SCROLL:
3477 apply_scroll (who, op, 0);
3478 break;
3479
3480 case POTION:
3481 apply_potion (who, op);
3482 break;
3483
3484 /* Eneq(@csd.uu.se): Handle apply on containers. */
3485 //TODO: remove, as it is unsed?
3486 case CLOSE_CON:
3487 apply_container (who, op->env);
3488 break;
3489
3490 case CONTAINER:
3491 apply_container (who, op);
3492 break;
3493
3494 case TREASURE:
3495 apply_treasure (who, op);
3496 break;
3497
3498 case LAMP:
3499 case TORCH:
3500 player_apply_lamp (who, op);
3501 break;
3502
3503 case DRINK:
3504 case FOOD:
3505 case FLESH:
3506 apply_food (who, op);
3507 break;
3508
3509 case POISON:
3510 apply_poison (who, op);
3511 break;
3512
3513 case SAVEBED:
3514 break;
3515
3516 case ARMOUR_IMPROVER:
3517 apply_armour_improver (who, op);
3518 break;
3519
3520 case WEAPON_IMPROVER:
3521 check_improve_weapon (who, op);
3522 break;
3523
3524 case CLOCK:
3525 {
3526 char buf[MAX_BUF];
3527 timeofday_t tod;
3528
3529 get_tod (&tod);
3530 who->play_sound (sound_find ("sound_clock"));
3531 who->statusmsg (format (
3532 "It is %d minute%s past %d o'clock %s",
3533 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3534 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3535 ));
3536 }
3537 break;
3538
3539 case MENU:
3540 shop_listing (op, who);
3541 break;
3542
3543 case POWER_CRYSTAL:
3544 apply_power_crystal (who, op); /* see egoitem.c */
3545 break;
3546
3547 case LIGHTER: /* for lighting torches/lanterns/etc */
3548 apply_lighter (who, op);
3549 break;
3550
3551 case ITEM_TRANSFORMER:
3552 apply_item_transformer (who, op);
3553 break;
3554 }
3555
3556 return 1;
3557 }
3558 else
3559 {
3560 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3561 return 0;
3562 }
3563}
3564
3565/**
3566 * player_apply_below attempts to apply the object 'below' the player.
3567 * If the player has an open container, we use that for below, otherwise
3568 * we use the ground.
3569 */
3570void
3571player_apply_below (object *pl)
3572{
3573 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3574
3575 /* If using a container, set the starting item to be the top
3576 * item in the container. Otherwise, use the map.
3577 */
3578
3579 // first try to apply "applyables"
3580 for (object *tmp = top; tmp; tmp = tmp->below)
3581 // the tmp->cb is a hack to allow user-extendable types...
3582 if (!tmp->invisible && (apply_types [tmp->type] || tmp->cb))
3583 {
3584 // If it is visible, player can apply it.
3585 pl->apply (tmp);
3586 return;
3587 }
3588
3589 while (top && top->invisible)
3590 top = top->below;
3591
3592 if (!top || top->flag [FLAG_IS_FLOOR])
3593 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3594 "H<There is nothing here that you can apply.>");
3595 else
3596 // next, try to explain the topmost object
3597 switch (top->type)
3598 {
3599 // TODO: all this should move to examine
3600 case ALTAR:
3601 case IDENTIFY_ALTAR:
3602 case TRIGGER_ALTAR:
3603 case CONVERTER:
3604 //case TRIGGER_PEDESTAL:
3605 pl->failmsg (format (
3606 "You see no obvious mechanism on the %s."
3607 "H<You have to drop one or more specific items here.>",
3608 query_short_name (top)
3609 ));
3610 break;
3611
3612 case BUTTON:
3613 case TRIGGER_BUTTON:
3614 pl->failmsg (format (
3615 "The %s looks as if you could activate it with somehting heavy. "
3616 "H<You must put enough items here to activate it.>",
3617 query_short_name (top)
3618 ));
3619 break;
3620
3621 default:
3622 examine (pl, top);
3623 break;
3624 }
3625}
3626
3627// saner interface, returns successful status
3628bool
3629object::apply (object *ob, int aflags)
3630{
3631 if (!ob) // simplifies a lot of callers
3632 return true;
3633
3634 if (contr)
3635 {
3636 if (!ob->env && (move_type & MOVE_FLYING))
3637 {
3638 /* player is flying and applying object not in inventory */
3639 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3640 {
3641 failmsg ("But you are floating high above the ground! "
3642 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3643 "or waiting till the levitation effect wears off.>");
3644 return 0;
3645 }
3646 }
3647
3648 contr->last_used = ob;
3649 }
3650
3651 bool want_apply =
3652 aflags & AP_APPLY ? true
3653 : aflags & AP_UNAPPLY ? false
3654 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3655
3656 object_ptr *slot = 0;
3657
3658 // detect the slot, if this is a player
3659 if (contr && !(aflags & AP_NO_SLOT))
3660 {
3661 object *oslot;
3662
3663 switch (ob->type)
3664 {
3665 case WEAPON:
3666 slot = &contr->combat_ob;
3667 oslot = contr->ranged_ob;
3668 break;
3669
3670 case BOW:
3671 case RANGED:
3672 case SPELL:
3673 case WAND:
3674 case ROD:
3675 case HORN:
3676 case BUILDER:
3677 slot = &contr->ranged_ob;
3678 oslot = contr->combat_ob;
3679 break;
3680
3681 // oh, the humanity
3682 case SKILL:
3683 if (aflags & AP_NO_SLOT)
3684 break;
3685
3686 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3687 break;
3688
3689 if (skill_flags [ob->subtype] & SF_COMBAT)
3690 {
3691 slot = &contr->combat_ob;
3692 oslot = contr->ranged_ob;
3693 }
3694 else if (skill_flags [ob->subtype] & SF_RANGED)
3695 {
3696 slot = &contr->ranged_ob;
3697 oslot = contr->combat_ob;
3698 }
3699
3700 break;
3701 }
3702
3703 // now handle slot exclusions
3704 if (slot)
3705 {
3706 // only one slot can be active
3707 if (want_apply)
3708 {
3709 // clear slot unless we are in it already
3710 if (*slot != ob)
3711 apply (*slot, AP_UNAPPLY);
3712
3713 // unapply other slot, because we want to become active
3714 apply (oslot, AP_UNAPPLY);
3715 }
3716
3717 // clear item from slot if applied
3718 if (!want_apply && current_weapon == ob)
3719 current_weapon = 0;
3720 }
3721 }
3722
3723 if (ob->flag [FLAG_APPLIED] != want_apply)
3724 manual_apply (this, ob, aflags);
3725
3726 if (ob->flag [FLAG_APPLIED] != want_apply)
3727 return false;
3728
3729 if (slot && want_apply)
3730 current_weapon = *slot = ob;
3731
3732 return true;
3487} 3733}
3488 3734
3489/** 3735/**
3490 * Map was just loaded, handle op's initialisation. 3736 * Map was just loaded, handle op's initialisation.
3491 * 3737 *
3494int 3740int
3495auto_apply (object *op) 3741auto_apply (object *op)
3496{ 3742{
3497 object *tmp = NULL, *tmp2; 3743 object *tmp = NULL, *tmp2;
3498 int i; 3744 int i;
3745
3746 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3499 3747
3500 switch (op->type) 3748 switch (op->type)
3501 { 3749 {
3502 case SHOP_FLOOR: 3750 case SHOP_FLOOR:
3503 if (!op->has_random_items ()) 3751 if (!op->has_random_items ())
3505 3753
3506 do 3754 do
3507 { 3755 {
3508 i = 10; /* let's give it 10 tries */ 3756 i = 10; /* let's give it 10 tries */
3509 while ((tmp = generate_treasure (op->randomitems, 3757 while ((tmp = generate_treasure (op->randomitems,
3510 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3758 op->stats.exp
3759 ? (int) op->stats.exp
3760 : max (op->map->difficulty, 5)))
3761 == NULL && --i);
3762
3511 if (tmp == NULL) 3763 if (tmp == NULL)
3512 return 0; 3764 return 0;
3765
3513 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3766 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3514 { 3767 {
3515 tmp->destroy (); 3768 tmp->destroy ();
3516 tmp = NULL; 3769 tmp = NULL;
3517 } 3770 }
3520 3773
3521 tmp->x = op->x; 3774 tmp->x = op->x;
3522 tmp->y = op->y; 3775 tmp->y = op->y;
3523 SET_FLAG (tmp, FLAG_UNPAID); 3776 SET_FLAG (tmp, FLAG_UNPAID);
3524 insert_ob_in_map (tmp, op->map, NULL, 0); 3777 insert_ob_in_map (tmp, op->map, NULL, 0);
3525 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3526 identify (tmp); 3778 identify (tmp);
3527 break; 3779 break;
3528 3780
3529 case TREASURE: 3781 case TREASURE:
3530 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3782 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3537 /* If we generated an object and put it in this object inventory, 3789 /* If we generated an object and put it in this object inventory,
3538 * move it to the parent object as the current object is about 3790 * move it to the parent object as the current object is about
3539 * to disappear. An example of this item is the random_* stuff 3791 * to disappear. An example of this item is the random_* stuff
3540 * that is put inside other objects. 3792 * that is put inside other objects.
3541 */ 3793 */
3542 for (tmp = op->inv; tmp; tmp = tmp2)
3543 {
3544 tmp2 = tmp->below;
3545 tmp->remove ();
3546
3547 if (op->env) 3794 if (op->env)
3548 insert_ob_in_ob (tmp, op->env); 3795 while (op->inv)
3549 else 3796 op->env->insert (op->inv);
3550 tmp->destroy ();
3551 }
3552 3797
3553 op->destroy (); 3798 op->destroy ();
3554 break; 3799 break;
3555 } 3800 }
3556 return tmp ? 1 : 0; 3801
3802 return !!tmp;
3557} 3803}
3558 3804
3559/** 3805/**
3560 * fix_auto_apply goes through the entire map every time a map 3806 * fix_auto_apply goes through the entire map every time a map
3561 * is loaded or swapped in and performs special actions for 3807 * is loaded or swapped in and performs special actions for
3575 3821
3576 if (tmp->inv) 3822 if (tmp->inv)
3577 { 3823 {
3578 object *invtmp, *invnext; 3824 object *invtmp, *invnext;
3579 3825
3580 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3826 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3581 { 3827 {
3582 invnext = invtmp->below; 3828 invnext = invtmp->below;
3583 3829
3584 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3830 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3585 auto_apply (invtmp); 3831 auto_apply (invtmp);
3586 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3832 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3587 { 3833 {
3588 while ((invtmp->stats.hp--) > 0) 3834 while (invtmp->stats.hp-- > 0)
3589 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3835 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3590 3836
3591 invtmp->randomitems = NULL; 3837 invtmp->randomitems = NULL;
3592 } 3838 }
3593 else if (invtmp && invtmp->arch 3839 else if (invtmp && invtmp->arch
3598 * treasure again for this object 3844 * treasure again for this object
3599 */ 3845 */
3600 invtmp->randomitems = NULL; 3846 invtmp->randomitems = NULL;
3601 } 3847 }
3602 } 3848 }
3849
3603 /* This is really temporary - the code at the bottom will 3850 /* This is really temporary - the code at the bottom will
3604 * also set randomitems to null. The problem is there are bunches 3851 * also set randomitems to null. The problem is there are bunches
3605 * of maps/players already out there with items that have spells 3852 * of maps/players already out there with items that have spells
3606 * which haven't had the randomitems set to null yet. 3853 * which haven't had the randomitems set to null yet.
3607 * MSW 2004-05-13 3854 * MSW 2004-05-13
3611 * Ryo 2004-08-16 3858 * Ryo 2004-08-16
3612 */ 3859 */
3613 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3860 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3614 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3861 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3615 tmp->randomitems = NULL; 3862 tmp->randomitems = NULL;
3616
3617 } 3863 }
3618 3864
3619 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3620 auto_apply (tmp); 3866 auto_apply (tmp);
3621 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3867 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3654 } 3900 }
3655 3901
3656 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3902 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3657 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3903 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3658 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3904 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3659 check_trigger (tmp, tmp->above); 3905 check_trigger (tmp, tmp->above, tmp->above);
3660} 3906}
3661 3907
3662/** 3908/**
3663 * Handles player eating food that temporarily changes status (resistances, stats). 3909 * Handles player eating food that temporarily changes status (resistances, stats).
3664 * This used to call cast_change_attr(), but 3910 * This used to call cast_change_attr(), but
3669eat_special_food (object *who, object *food) 3915eat_special_food (object *who, object *food)
3670{ 3916{
3671 object *force; 3917 object *force;
3672 int i, did_one = 0; 3918 int i, did_one = 0;
3673 3919
3674 force = get_archetype (FORCE_NAME); 3920 char buf[64];
3921 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3922 shstr key (buf);
3675 3923
3676 for (i = 0; i < NUM_STATS; i++)
3677 if (sint8 k = food->stats.stat (i))
3678 {
3679 force->stats.stat (i) = k;
3680 did_one = 1;
3681 }
3682
3683 /* check if we can protect the eater */
3684 for (i = 0; i < NROFATTACKS; i++)
3685 {
3686 if (food->resist[i] > 0)
3687 {
3688 force->resist[i] = food->resist[i] / 2;
3689 did_one = 1;
3690 }
3691 }
3692
3693 if (did_one)
3694 {
3695 force->set_speed (0.1);
3696 /* bigger morsel of food = longer effect time */ 3924 /* bigger morsel of food = longer effect time */
3697 force->duration = food->stats.food / 5; 3925 int duration = TIME2TICK (food->stats.food);
3698 SET_FLAG (force, FLAG_APPLIED); 3926
3699 change_abil (who, force); 3927 if (force = who->force_find (key))
3700 insert_ob_in_ob (force, who); 3928 {
3929 if (duration > fabs (force->speed_left / force->speed))
3930 {
3931 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));
3932 force->force_set_timer (duration);
3933 }
3934 else
3935 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3936
3937 return;
3701 } 3938 }
3702 else 3939 else
3940 {
3941 force = who->force_add (key, duration);
3942 force->name = key;
3943
3944 /* check if the food affects a stat */
3945 for (i = 0; i < NUM_STATS; i++)
3946 if (sint8 k = food->stats.stat (i))
3947 {
3948 force->stats.stat (i) = k;
3949 did_one = 1;
3950 }
3951
3952 /* check if we can protect the eater */
3953 for (i = 0; i < NROFATTACKS; i++)
3954 {
3955 if (food->resist[i] > 0)
3956 {
3957 force->resist[i] = food->resist[i];
3958 did_one = 1;
3959 }
3960 }
3961
3962 if (did_one)
3963 {
3964 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));
3965
3966 /* make the force take effect and report effects to user */
3967 change_abil (who, force);
3968 }
3969 else
3703 force->destroy (); 3970 force->destroy ();
3971 }
3704 3972
3705 /* check for hp, sp change */ 3973 /* check for hp, sp change */
3706 if (food->stats.hp != 0) 3974 if (food->stats.hp != 0)
3707 { 3975 {
3708 if (QUERY_FLAG (food, FLAG_CURSED)) 3976 if (QUERY_FLAG (food, FLAG_CURSED))
3709 { 3977 {
3710 assign (who->contr->killer, food->name); 3978 who->contr->killer = food;
3711 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3979 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3980 who->failmsg ("Eck!...that was poisonous!");
3713 } 3981 }
3714 else 3982 else
3715 { 3983 {
3716 if (food->stats.hp > 0) 3984 if (food->stats.hp > 0)
3717 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3985 who->statusmsg ("You begin to feel better.");
3718 else 3986 else
3719 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3987 who->failmsg ("Eck!...that was poisonous!");
3988
3720 who->stats.hp += food->stats.hp; 3989 who->stats.hp += food->stats.hp;
3721 } 3990 }
3722 } 3991 }
3992
3723 if (food->stats.sp != 0) 3993 if (food->stats.sp != 0)
3724 { 3994 {
3725 if (QUERY_FLAG (food, FLAG_CURSED)) 3995 if (QUERY_FLAG (food, FLAG_CURSED))
3726 { 3996 {
3727 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3997 who->failmsg ("You are drained of mana!");
3728 who->stats.sp -= food->stats.sp; 3998 who->stats.sp -= food->stats.sp;
3729 if (who->stats.sp < 0) 3999 if (who->stats.sp < 0)
3730 who->stats.sp = 0; 4000 who->stats.sp = 0;
3731 } 4001 }
3732 else 4002 else
3733 { 4003 {
3734 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4004 who->statusmsg ("You feel a rush of magical energy!");
3735 who->stats.sp += food->stats.sp; 4005 who->stats.sp += food->stats.sp;
3736 /* place limit on max sp from food? */ 4006 /* place limit on max sp from food? */
3737 } 4007 }
3738 } 4008 }
4009
3739 who->update_stats (); 4010 who->update_stats ();
3740}
3741
3742/**
3743 * Designed primarily to light torches/lanterns/etc.
3744 * Also burns up burnable material too. First object in the inventory is
3745 * the selected object to "burn". -b.t.
3746 */
3747void
3748apply_lighter (object *who, object *lighter)
3749{
3750 object *item;
3751 int is_player_env = 0;
3752
3753 item = find_marked_object (who);
3754 if (item)
3755 {
3756 if (lighter->last_eat && lighter->stats.food)
3757 { /* lighter gets used up */
3758 /* Split multiple lighters if they're being used up. Otherwise *
3759 * one charge from each would be used up. --DAMN */
3760 if (lighter->nrof > 1)
3761 {
3762 object *oneLighter = lighter->clone ();
3763
3764 lighter->nrof -= 1;
3765 oneLighter->nrof = 1;
3766 oneLighter->stats.food--;
3767 esrv_send_item (who, lighter);
3768 oneLighter = insert_ob_in_ob (oneLighter, who);
3769 esrv_send_item (who, oneLighter);
3770 }
3771 else
3772 lighter->stats.food--;
3773 }
3774 else if (lighter->last_eat)
3775 { /* no charges left in lighter */
3776 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3777 return;
3778 }
3779
3780 /* Perhaps we should split what we are trying to light on fire?
3781 * I can't see many times when you would want to light multiple
3782 * objects at once.
3783 */
3784
3785 if (who == item->in_player ())
3786 is_player_env = 1;
3787
3788 save_throw_object (item, AT_FIRE, who);
3789
3790 if (item->destroyed ())
3791 {
3792 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3793 /* Need to update the player so that the players glow radius
3794 * gets changed.
3795 */
3796 if (is_player_env)
3797 who->update_stats ();
3798 }
3799 else
3800 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3801 }
3802 else /* nothing to light */
3803 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3804
3805}
3806
3807/**
3808 * op made some mistake with a scroll, this takes care of punishment.
3809 * scroll_failure()- hacked directly from spell_failure
3810 */
3811void
3812scroll_failure (object *op, int failure, int power)
3813{
3814 if (abs (failure / 4) > power)
3815 power = abs (failure / 4); /* set minimum effect */
3816
3817 if (failure <= -1 && failure > -15)
3818 { /* wonder */
3819 object *tmp;
3820
3821 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3822 tmp = get_archetype (SPELL_WONDER);
3823 cast_wonder (op, op, 0, tmp);
3824 tmp->destroy ();
3825 }
3826 else if (failure <= -15 && failure > -35)
3827 { /* drain mana */
3828 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3829 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3830 if (op->stats.sp < 0)
3831 op->stats.sp = 0;
3832 }
3833 else if (settings.spell_failure_effects == TRUE)
3834 {
3835 if (failure <= -35 && failure > -60)
3836 { /* confusion */
3837 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3838 confuse_player (op, op, power);
3839 }
3840 else if (failure <= -60 && failure > -70)
3841 { /* paralysis */
3842 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3843 paralyze_player (op, op, power);
3844 }
3845 else if (failure <= -70 && failure > -80)
3846 { /* blind */
3847 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3848 blind_player (op, op, power);
3849 }
3850 else if (failure <= -80)
3851 { /* blast the immediate area */
3852 object *tmp = get_archetype (LOOSE_MANA);
3853 cast_magic_storm (op, tmp, power);
3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3855 tmp->destroy ();
3856 }
3857 }
3858} 4011}
3859 4012
3860void 4013void
3861apply_changes_to_player (object *pl, object *change) 4014apply_changes_to_player (object *pl, object *change)
3862{ 4015{
3879 */ 4032 */
3880 int i, j; 4033 int i, j;
3881 4034
3882 for (i = 0; i < NUM_STATS; i++) 4035 for (i = 0; i < NUM_STATS; i++)
3883 { 4036 {
3884 int race_bonus = pl->arch->clone.stats.stat (i); 4037 int race_bonus = pl->arch->stats.stat (i);
3885 sint8 stat = stats->stat (i) + ns->stat (i); 4038 sint8 stat = stats->stat (i) + ns->stat (i);
3886 4039
3887 if (stat > 20 + race_bonus) 4040 if (stat > 20 + race_bonus)
3888 { 4041 {
3889 excess_stat++; 4042 excess_stat++;
3899 4052
3900 if (i == CHA) 4053 if (i == CHA)
3901 continue; /* exclude cha from this */ 4054 continue; /* exclude cha from this */
3902 4055
3903 int stat = stats->stat (i); 4056 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i); 4057 int race_bonus = pl->arch->stats.stat (i);
3905 if (stat < 20 + race_bonus) 4058 if (stat < 20 + race_bonus)
3906 { 4059 {
3907 change_attr_value (stats, i, 1); 4060 change_attr_value (stats, i, 1);
3908 excess_stat--; 4061 excess_stat--;
3909 } 4062 }
3910 } 4063 }
3911 4064
3912 /* insert the randomitems from the change's treasurelist into 4065 /* insert the randomitems from the change's treasurelist into
3913 * the player ref: player.c 4066 * the player ref: player.c
3914 */ 4067 */
3915 if (change->randomitems != NULL) 4068 if (change->randomitems)
3916 give_initial_items (pl, change->randomitems); 4069 give_initial_items (pl, change->randomitems);
3917 4070
3918 /* set up the face, for some races. */ 4071 /* set up the face, for some races. */
3919 4072
3920 /* first, look for the force object banning 4073 /* first, look for the force object banning
3921 * changing the face. Certain races never change face with class. 4074 * changing the face. Certain races never change face with class.
3922 */ 4075 */
3923 for (walk = pl->inv; walk != NULL; walk = walk->below) 4076 for (walk = pl->inv; walk; walk = walk->below)
3924 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4077 if (walk->name == shstr_NOCLASSFACECHANGE)
3925 flag_change_face = 0; 4078 flag_change_face = 0;
3926 4079
3927 if (flag_change_face) 4080 if (flag_change_face)
3928 { 4081 {
3929 pl->animation_id = GET_ANIM_ID (change);
3930 pl->face = change->face; 4082 pl->face = change->face;
3931 4083 pl->animation_id = change->animation_id;
3932 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4084 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3933 SET_FLAG (pl, FLAG_ANIMATE);
3934 else
3935 CLEAR_FLAG (pl, FLAG_ANIMATE);
3936 } 4085 }
3937 4086
3938 /* check the special case of can't use weapons */ 4087 /* check the special case of can't use weapons */
3939 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4088 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3940 if (!strcmp (change->name, "monk")) 4089 if (change->name == shstr_monk)
3941 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4090 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3942 4091
3943 break; 4092 break;
3944 } 4093 }
3945 } 4094 }
3946} 4095}
3947 4096
3948/**
3949 * This handles items of type 'transformer'.
3950 * Basically those items, used with a marked item, transform both items into something
3951 * else.
3952 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3953 * Change information is contained in the 'slaying' field of the marked item.
3954 * The format is as follow: transformer:[number ]yield[;transformer:...].
3955 * This way an item can be transformed in many things, and/or many objects.
3956 * The 'slaying' field for transformer is used as verb for the action.
3957 */
3958void
3959apply_item_transformer (object *pl, object *transformer)
3960{
3961 object *marked;
3962 object *new_item;
3963 char *find;
3964 char *separator;
3965 int yield;
3966 char got[MAX_BUF];
3967 int len;
3968
3969 if (!pl || !transformer)
3970 return;
3971 marked = find_marked_object (pl);
3972 if (!marked)
3973 {
3974 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3975 return;
3976 }
3977 if (!marked->slaying)
3978 {
3979 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3980 return;
3981 }
3982 /* check whether they are compatible or not */
3983 find = strstr (marked->slaying, transformer->arch->name);
3984 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3985 {
3986 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3987 return;
3988 }
3989 find += strlen (transformer->arch->name) + 1;
3990 /* Item can be used, now find how many and what it yields */
3991 if (isdigit (*(find)))
3992 {
3993 yield = atoi (find);
3994 if (yield < 1)
3995 {
3996 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3997 yield = 1;
3998 }
3999 }
4000 else
4001 yield = 1;
4002
4003 while (isdigit (*find))
4004 find++;
4005 while (*find == ' ')
4006 find++;
4007 memset (got, 0, MAX_BUF);
4008 if ((separator = strchr (find, ';')) != NULL)
4009 {
4010 len = separator - find;
4011 }
4012 else
4013 {
4014 len = strlen (find);
4015 }
4016 if (len > MAX_BUF - 1)
4017 len = MAX_BUF - 1;
4018 strcpy (got, find);
4019 got[len] = '\0';
4020
4021 /* Now create new item, remove used ones when required. */
4022 new_item = get_archetype (got);
4023 if (!new_item)
4024 {
4025 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4026 return;
4027 }
4028
4029 new_item->nrof = yield;
4030 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4031 insert_ob_in_ob (new_item, pl);
4032 esrv_send_inventory (pl, pl);
4033 /* Eat up one item */
4034 decrease_ob_nr (marked, 1);
4035 /* Eat one transformer if needed */
4036 if (transformer->stats.food)
4037 if (--transformer->stats.food == 0)
4038 decrease_ob_nr (transformer, 1);
4039}

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