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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.127 by root, Fri Aug 17 21:18:01 2007 UTC vs.
Revision 1.250 by root, Tue Apr 6 23:36:49 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/** 37static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 38{
44 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 40 {
58 arch_flag = (op->subtype & 1); 41 set (WEAPON);
59 name_flag = (op->subtype & 2); 42 set (ARMOUR);
60 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
61 } 61 }
62 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
63 { 69 {
64 arch_flag = 1; 70 set (EXIT);
65 name_flag = 1; 71 set (BOOK);
66 race_flag = 1; 72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 84 }
85} apply_types_player_only;
68 86
69 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
70 * name or race that matches. 88// be applied at all. used by e.g. apply below.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77 89
78 /* If the director has slaying set, only affect objects where none 90static const struct apply_types : typeset
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87}
88
89/**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94static int
95apply_id_altar (object *money, object *altar, object *pl)
96{ 91{
97 dynbuf_text buf; 92 apply_types ()
98 93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n" << marked->msg;
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 { 94 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 95 set (T_HANDLE);
129 { 96 set (TRIGGER);
130 if (operate_altar (altar, &money)) 97 set (SCROLL);
131 { 98 set (POTION);
132 identify (id); 99 set (CLOSE_CON);
133 100 set (CONTAINER);
134 buf.printf ("You have %s.", long_desc (id, pl)); 101 set (LAMP);
135 if (id->msg) 102 set (TORCH);
136 buf << "The item has a story:\n" << id->msg; 103 set (DRINK);
137 104 set (FOOD);
138 /* If no more money, might as well quit now */ 105 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 106 set (POISON);
140 break; 107 set (POWER_CRYSTAL);
141 } 108 set (ITEM_TRANSFORMER);
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 } 109 }
149 110} apply_types;
150 if (buf.empty ())
151 buf << ("You have nothing that needs identifying");
152
153 pl->contr->infobox ("Identify", buf);
154
155 return !money;
156}
157
158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162void
163handle_apply_yield (object *tmp)
164{
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185}
186
187/**
188 * Handles applying a potion.
189 */
190int
191apply_potion (object *op, object *tmp)
192{
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 op->statusmsg (restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 op->statusmsg ("Your potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 op->update_stats ();
305 op->statusmsg ("The Gods smile upon you and remake you "
306 "a little more in their image. "
307 "You feel a little more perfect.", NDI_GREEN);
308 }
309 else
310 op->statusmsg ("The potion had no effect - you are already perfect.");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 op->update_stats ();
317 op->failmsg ("The Gods are angry and punish you.");
318 }
319 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!");
340
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353
354 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats ();
357
358 return 1;
359 }
360
361 /* Deal with protection potions */
362 force = NULL;
363 for (i = 0; i < NROFATTACKS; i++)
364 {
365 if (tmp->resist[i])
366 {
367 if (!force)
368 force = get_archetype (FORCE_NAME);
369
370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
371 force->type = POTION_EFFECT;
372 break; /* Only need to find one protection since we copy entire batch */
373 }
374 }
375
376 /* This is a protection potion */
377 if (force)
378 {
379 /* cursed items last longer */
380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381 {
382 force->stats.food *= 10;
383 for (i = 0; i < NROFATTACKS; i++)
384 if (force->resist[i] > 0)
385 force->resist[i] = -force->resist[i]; /* prot => vuln */
386 }
387
388 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force);
393 decrease_ob (tmp);
394 return 1;
395 }
396
397 /* Only thing left are the stat potions */
398 if (op->type == PLAYER)
399 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else
403 SET_FLAG (tmp, FLAG_APPLIED);
404
405 if (!change_abil (op, tmp))
406 op->statusmsg ("Nothing happened.");
407 }
408
409 /* CLEAR_FLAG is so that if the character has other potions
410 * that were grouped with the one consumed, his
411 * stat will not be raised by them. fix_player just clears
412 * up all the stats.
413 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats ();
416 decrease_ob (tmp);
417 return 1;
418}
419 111
420/**************************************************************************** 112/****************************************************************************
421 * Weapon improvement code follows 113 * Weapon improvement code follows
422 ****************************************************************************/ 114 ****************************************************************************/
423 115
424/** 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/**
425 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
426 */ 133 */
427static int 134static int
428check_item (object *op, const char *item) 135check_item (object *op, shstr_cmp item)
429{ 136{
430 int count = 0; 137 int count = 0;
431 138
432 if (!item) 139 if (!item)
433 return 0; 140 return 0;
434 141
435 for (op = op->below; op; op = op->below) 142 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 143 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 144 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 146 count += op->number_of ();
446 }
447 }
448 }
449 147
450 return count; 148 return count;
451} 149}
452 150
453/** 151/**
455 * op is typically the player, which is only 153 * op is typically the player, which is only
456 * really used to determine what space to look at. 154 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
458 */ 156 */
459static void 157static void
460eat_item (object *op, const char *item, uint32 nrof) 158eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 159{
462 object *prev; 160 object *prev;
463 161
464 prev = op; 162 prev = op;
465 op = op->below; 163 op = op->below;
466 164
467 while (op) 165 while (op)
468 { 166 {
469 if (strcmp (op->arch->archname, item) == 0) 167 if (op->arch->archname == item)
470 { 168 {
471 if (op->nrof >= nrof) 169 if (op->nrof >= nrof)
472 { 170 {
473 decrease_ob_nr (op, nrof); 171 op->decrease (nrof);
474 return; 172 return;
475 } 173 }
476 else 174 else
477 { 175 {
478 decrease_ob_nr (op, op->nrof); 176 op->decrease (nrof);
479 nrof -= op->nrof; 177 nrof -= op->nrof;
480 } 178 }
481 179
482 op = prev; 180 op = prev;
483 } 181 }
486 op = op->below; 184 op = op->below;
487 } 185 }
488} 186}
489 187
490/** 188/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * 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.
543 * 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.
544 */ 191 */
545static int 192static int
546check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
568static int 215static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 216improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 217{
571 stat += sacrifice_count; 218 stat += sacrifice_count;
572 weapon->last_eat++; 219 weapon->last_eat++;
573 decrease_ob (improver); 220 improver->decrease ();
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 ();
577 224
578 op->statusmsg (format ( 225 op->statusmsg (format (
599 246
600/** 247/**
601 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
603 */ 250 */
604int 251static int
605prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
606{ 253{
607 int sacrifice_count, i; 254 int sacrifice_count, i;
608 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
609 256
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
627 { 274 {
628 op->failmsg ("You 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.>");
629 return 0; 278 return 0;
630 } 279 }
631 280
632 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
644 293
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf; 295 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 297 slot at once! */
649 decrease_ob (improver); 298 improver->decrease ();
650 weapon->last_eat = 0; 299 weapon->last_eat = 0;
651 return 1; 300 return 1;
652} 301}
653
654 302
655/** 303/**
656 * 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.
657 * This is the new improve weapon code. 305 * This is the new improve weapon code.
658 * 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.
661 * 309 *
662 * 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
663 * 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 ??
664 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
665 */ 313 */
666int 314static int
667improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
668{ 316{
669 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
670 318
671 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
673 321
674 if (weapon->level == 0) 322 if (weapon->level == 0)
675 { 323 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
677 return 0; 327 return 0;
678 } 328 }
679 329
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
681 { 332 {
682 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
683 return 0; 334 return 0;
684 } 335 }
685 336
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 337 if (QUERY_FLAG (weapon, FLAG_APPLIED)
338 && !check_item_power (op, weapon->item_power + 1))
687 { 339 {
688 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
690 "really want to improve it."); 342 "really want to improve it.");
691 return 0; 343 return 0;
702 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("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));
704 weapon->last_eat++; 356 weapon->last_eat++;
705 357
706 weapon->item_power++; 358 weapon->item_power++;
707 decrease_ob (improver); 359 improver->decrease ();
708 return 1; 360 return 1;
709 } 361 }
710 362
711 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 364 {
716 weapon->weight = 1; 368 weapon->weight = 1;
717 369
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++; 371 weapon->last_eat++;
720 weapon->item_power++; 372 weapon->item_power++;
721 decrease_ob (improver); 373 improver->decrease ();
722 return 1; 374 return 1;
723 } 375 }
376
724 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 378 {
726 weapon->magic++; 379 weapon->magic++;
727 weapon->last_eat++; 380 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 382 improver->decrease ();
730 weapon->item_power++; 383 weapon->item_power++;
731 return 1; 384 return 1;
732 } 385 }
733 386
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
768/** 421/**
769 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
770 * 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, ...),
771 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
772 */ 425 */
773int 426static int
774check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
775{ 428{
776 object *otmp; 429 object *otmp;
777 430
778 if (op->type != PLAYER) 431 if (op->type != PLAYER)
783 op->failmsg ("Something blocks the magic of the scroll!"); 436 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 437 return 0;
785 } 438 }
786 439
787 otmp = find_marked_object (op); 440 otmp = find_marked_object (op);
441
788 if (!otmp) 442 if (!otmp)
789 { 443 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 444 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
791 return 0; 445 return 0;
792 } 446 }
824 * the armour value of the piece of equipment exceed either 478 * the armour value of the piece of equipment exceed either
825 * the users level or 90) 479 * the users level or 90)
826 * Modified by MSW for partial resistance. Only support 480 * Modified by MSW for partial resistance. Only support
827 * changing of physical area right now. 481 * changing of physical area right now.
828 */ 482 */
829int 483static int
830improve_armour (object *op, object *improver, object *armour) 484improve_armour (object *op, object *improver, object *armour)
831{ 485{
832 object *tmp; 486 object *tmp;
833 487
834 if (armour->magic >= settings.armor_max_enchant) 488 if (armour->magic >= settings.armor_max_enchant)
835 { 489 {
836 op->failmsg ("This armour can not be enchanted any further!"); 490 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 491 return 0;
838 } 492 }
493
839 /* 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,
840 * 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.
841 * 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
842 * of gnarg and what not?) 497 * of gnarg and what not?)
843 */ 498 */
845 { 500 {
846 op->failmsg ("This armour will not accept further enchantment."); 501 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 502 return 0;
848 } 503 }
849 504
850 /* Split objects if needed. Can't insert tmp until the 505 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 506 * end of this function - otherwise it will just re-merge.
852 */ 507 */
853 if (armour->nrof > 1) 508 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857 509
858 armour->magic++; 510 armour->magic++;
859 511
860 if (!settings.armor_speed_linear) 512 if (!settings.armor_speed_linear)
861 { 513 {
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 550 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 551
900 if (op->type == PLAYER) 552 if (op->type == PLAYER)
901 { 553 {
902 esrv_send_item (op, armour); 554 esrv_send_item (op, armour);
555
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats (); 557 op->update_stats ();
905 } 558 }
906 559
907 decrease_ob (improver); 560 improver->decrease ();
908 561
909 if (tmp) 562 if (tmp)
910 { 563 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 564
915 return 1; 565 return 1;
916} 566}
917 567
918/* 568/*
919 * 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
920 * what the converter wants, -1 if the converter is broken. 570 * what the converter wants, -1 if the converter is broken.
921 */ 571 *
922#define CONV_FROM(xyz) xyz->slaying
923#define CONV_TO(xyz) xyz->other_arch
924#define CONV_NR(xyz) xyz->stats.sp
925#define CONV_NEED(xyz) xyz->stats.food
926
927/* Takes one items and makes another. 572 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 573 * converter is the object that is doing the conversion.
929 * 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
930 * what the converter wants, this will not do anything. 575 * what the converter wants, this will not do anything.
931 */ 576 */
932int 577int
933convert_item (object *item, object *converter) 578convert_item (object *item, object *converter)
934{ 579{
935 int nr = 0; 580 sint64 nr = 0, price_in;
936 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;
937 589
938 /* 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,
939 * 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
940 * 3 gp and player drops a platinum, tough luck) 592 * 3 gp and player drops a platinum, tough luck)
941 */ 593 */
942 if (CONV_FROM (converter) == shstr_money) 594 if (conv_from == shstr_money)
943 { 595 {
944 if (item->type != MONEY) 596 if (item->type != MONEY)
945 return 0; 597 return 0;
946 598
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 599 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 600 if (!nr)
949 return 0; 601 return 0;
950 602
951 converter->play_sound (sound_find ("shop_buy")); 603 converter->play_sound (sound_find ("shop_buy"));
952 604
953 int cost = nr * CONV_NEED (converter) / item->value; 605 sint64 cost = (nr * need + item->value - 1) / item->value;
954 /* take into account rounding errors */
955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957 606
958 decrease_ob_nr (item, cost); 607 item->decrease (cost);
959 608
960 price_in = cost * item->value; 609 price_in = cost * item->value;
961 } 610 }
962 else 611 else
963 { 612 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 613 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 614 || conv_from != item->arch->archname
615 || (need && need > (uint16) item->nrof))
966 return 0; 616 return 0;
967 617
968 converter->play_sound (sound_find ("convert_item")); 618 converter->play_sound (sound_find ("convert_item"));
969 619
970 if (CONV_NEED (converter)) 620 if (need)
971 { 621 {
972 nr = item->nrof / CONV_NEED (converter); 622 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 623 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 624 price_in = nr * need * item->value;
975 } 625 }
976 else 626 else
977 { 627 {
978 price_in = item->value; 628 price_in = item->value;
979 item->destroy (); 629 item->destroy ();
990 ob_to_copy = converter->inv; 640 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 641 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 642 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 643 ob_to_copy = ob;
994 644
995 item = object_create_clone (ob_to_copy); 645 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 646 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 647 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 648 }
999 else 649 else
1000 { 650 {
1001 if (converter->other_arch == NULL) 651 if (!conv_to)
1002 { 652 {
1003 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",
1004 &converter->name, &converter->map->path, converter->x, converter->y); 654 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 655 return -1;
1006 } 656 }
1007 657
1008 item = object_create_arch (converter->other_arch); 658 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 659 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 660 }
1011 661
1012 if (CONV_NR (converter)) 662 if (give)
1013 item->nrof = CONV_NR (converter); 663 item->nrof = give;
1014 664
1015 if (nr) 665 if (nr)
1016 item->nrof *= nr; 666 item->nrof *= nr;
1017 667
1018 if (is_in_shop (converter)) 668 if (converter->flag [FLAG_PRECIOUS])
1019 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 }
1020 else if (price_in < item->nrof * item->value) 679 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 680 {
1022 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",
1023 &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);
1024 /** 683 /**
1025 * 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
1026 * hopefully had something in mind when doing this. 685 * hopefully had something in mind when doing this.
1027 */ 686 */
1028 } 687 }
1029 688
1030 SET_FLAG (item, FLAG_IDENTIFIED); 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
1031 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);
1032 return 1; 695 return 1;
1033} 696}
1034 697
1035/** 698/**
1036 * Handle apply on containers. 699 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se). 700 * By Eneq(@csd.uu.se).
1038 * 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]
1039 * added the alchemical cauldron to the code -b.t. 702 * added the alchemical cauldron to the code -b.t.
1040 */ 703 */
1041int 704static int
1042apply_container (object *op, object *sack) 705apply_container (object *op, object *sack)
1043{ 706{
1044 if (op->type != PLAYER || !op->contr->ns) 707 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */ 708 return 0; /* This might change */
1046 709
1059 } 722 }
1060 723
1061 // 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
1062 if (sack->flag [FLAG_APPLIED]) 725 if (sack->flag [FLAG_APPLIED])
1063 { 726 {
1064 if (op->container == sack) 727 if (op->container_ () == sack)
1065 { 728 {
1066 // open on ground or inv, so close 729 // open on ground or inv, so close
1067 op->close_container (); 730 op->close_container ();
1068 return 1; 731 return 1;
1069 } 732 }
1112{ 775{
1113 /* Only players can make sacrifices on spell casting altars. */ 776 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER)) 777 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0; 778 return 0;
1116 779
1117 if (operate_altar (altar, &sacrifice)) 780 if (operate_altar (altar, &sacrifice, originator))
1118 { 781 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet 782 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * 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
1121 * is up to map designers to use them properly. 784 * is up to map designers to use them properly.
1122 */ 785 */
1131/* push_button (altar);*/ 794/* push_button (altar);*/
1132 } 795 }
1133 else 796 else
1134 { 797 {
1135 altar->value = 1; /* works only once */ 798 altar->value = 1; /* works only once */
1136 push_button (altar); 799 push_button (altar, originator);
1137 } 800 }
1138 801
1139 return !sacrifice; 802 return !sacrifice;
1140 } 803 }
1141 else 804 else
1158 821
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 822 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160 823
1161 bool has_unpaid = false; 824 bool has_unpaid = false;
1162 825
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to 826 // quite inefficient to do this here twice, but the api doesn't lend itself to
1164 // a quick and small change :( 827 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 828 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 829 if (item->flag [FLAG_UNPAID])
1167 { 830 {
1168 has_unpaid = true; 831 has_unpaid = true;
1169 break; 832 break;
1170 } 833 }
1171 834
1172 if (op->type != PLAYER) 835 if (!op->is_player ())
1173 { 836 {
1174 /* Remove all the unpaid objects that may be carried here. 837 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 838 * This could be pets or monsters that are somehow in
1176 * the shop. 839 * the shop.
1177 */ 840 */
1181 844
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 845 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 { 846 {
1184 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);
1185 848
849 if (i >= 0)
1186 tmp->remove (); 850 tmp->move (i);
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 } 851 }
1196 } 852 }
1197 853
1198 /* Don't teleport things like spell effects */ 854 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 855 if (QUERY_FLAG (op, FLAG_NO_PICK))
1210 if (i != -1) 866 if (i != -1)
1211 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);
1212 868
1213 return 0; 869 return 0;
1214 } 870 }
871
1215 /* Removed code that checked for multipart objects - it appears that 872 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 873 * the teleport function should be able to handle this just fine.
1217 */ 874 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 875 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 876 }
1222 /* this is only used for players */ 879 /* this is only used for players */
1223 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1224 881
1225 if (has_unpaid) 882 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy")); 883 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op)) 884 else if (op->is_in_shop ())
1228 op->contr->play_sound (sound_find ("shop_enter")); 885 op->contr->play_sound (sound_find ("shop_enter"));
1229 else 886 else
1230 op->contr->play_sound (sound_find ("shop_leave")); 887 op->contr->play_sound (sound_find ("shop_leave"));
1231 888
1232 if (shop_mat->msg) 889 if (shop_mat->msg)
1233 op->statusmsg (shop_mat->msg); 890 op->statusmsg (shop_mat->msg);
1234 /* 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,
1235 * 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
1236 * actually the shop floor. 893 * actually the shop floor.
1237 */ 894 */
1238 else if (!rv && !is_in_shop (op)) 895 else if (!rv && !op->is_in_shop ())
1239 { 896 {
1240 opinion = shopkeeper_approval (op->map, op); 897 opinion = shopkeeper_approval (op->map, op);
1241 898
1242 op->statusmsg ( 899 op->statusmsg (
1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 900 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1274 * Handles applying a sign. 931 * Handles applying a sign.
1275 */ 932 */
1276static void 933static void
1277apply_sign (object *op, object *sign, int autoapply) 934apply_sign (object *op, object *sign, int autoapply)
1278{ 935{
1279 readable_message_type *msgType; 936 if (!op->is_player())
937 return;
938
939 if (sign->has_dialogue ())
940 {
941 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
942 return;
943 }
1280 944
1281 if (!sign->msg) 945 if (!sign->msg)
1282 { 946 {
1283 op->statusmsg ("Nothing is written on it."); 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 "));
1284 return; 951 return;
1285 } 952 }
1286 953
1287 if (sign->stats.food) 954 if (sign->stats.food)
1288 { 955 {
1289 if (sign->last_eat >= sign->stats.food) 956 if (sign->last_eat >= sign->stats.food)
1290 { 957 {
1291 if (!sign->move_on) 958 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 959 op->failmsg ("You cannot read it anymore.");
1293 960
1294 return; 961 return;
1295 } 962 }
1296 963
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 964 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1310 } 977 }
1311 978
1312 if (op->contr) 979 if (op->contr)
1313 if (client *ns = op->contr->ns) 980 if (client *ns = op->contr->ns)
1314 { 981 {
982 if (sign->sound)
1315 ns->play_sound (sign->sound); 983 ns->play_sound (sign->sound);
1316 msgType = get_readable_message_type (sign); 984 else if (autoapply)
985 ns->play_sound (sound_find ("msg_voice"));
1317 986
1318 if (ns->can_msg) 987 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320 else
1321 {
1322 char newbuf[HUGE_BUF];
1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 } 988 }
1327} 989}
1328 990
1329/** 991static void
1330 * 'victim' moves onto 'trap'
1331 * 'victim' leaves 'trap'
1332 * effect is determined by move_on/move_off of trap and move_type of victime.
1333 *
1334 * originator: Player, monster or other object that caused 'victim' to move
1335 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1336 * However, some types of traps require an originator to function.
1337 */
1338void
1339move_apply (object *trap, object *victim, object *originator) 992move_apply_hole (object *trap, object *victim)
1340{ 993{
1341 static int recursion_depth = 0; 994 /* Hole not open? */
1342 995 if (trap->stats.wc > 0)
1343 /* Only exits affect DMs. */
1344 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1345 return; 996 return;
1346 997
1347 /* move_apply() is the most likely candidate for causing unwanted and 998 /* Is this a multipart monster and not the head? If so, return.
1348 * possibly unlimited recursion. 999 * Processing will happen if the head runs into the pit
1349 */ 1000 */
1350 /* The following was changed because it was causing perfeclty correct 1001 if (victim->head)
1351 * maps to fail. 1) it's not an error to recurse:
1352 * rune detonates, summoning monster. monster lands on nearby rune.
1353 * nearby rune detonates. This sort of recursion is expected and
1354 * proper. This code was causing needless crashes.
1355 */
1356 if (recursion_depth >= 500)
1357 {
1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1359 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1360 return; 1002 return;
1361 }
1362 1003
1363 recursion_depth++; 1004 // now find all possible locations and randomly pick one
1364 if (trap->head) 1005 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1365 trap = trap->head; 1006 trap->range >= 3 ? SIZEOFFREE3 + 1
1007 : trap->range >= 2 ? SIZEOFFREE2 + 1
1008 : trap->range >= 1 ? SIZEOFFREE1 + 1
1009 : SIZEOFFREE0 + 1);
1366 1010
1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1011 if (dir < 0)
1368 goto leave; 1012 return;
1369 1013
1370 switch (trap->type)
1371 {
1372 case PLAYERMOVER:
1373 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1374 {
1375 if (!trap->stats.maxsp)
1376 trap->stats.maxsp = 2;
1377
1378 /* Is this correct? From the docs, it doesn't look like it
1379 * should be divided by trap->speed
1380 */
1381 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1382
1383 /* Just put in some sanity check. I think there is a bug in the
1384 * above with some objects have zero speed, and thus the player
1385 * getting permanently paralyzed.
1386 */
1387 if (victim->speed_left < -50.f)
1388 victim->speed_left = -50.f;
1389 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1390 }
1391 goto leave;
1392
1393 case SPINNER:
1394 if (victim->direction)
1395 {
1396 victim->direction = absdir (victim->direction - trap->stats.sp);
1397 update_turn_face (victim);
1398 }
1399 goto leave;
1400
1401 case DIRECTOR:
1402 if (victim->direction && !should_director_abort (trap, victim))
1403 {
1404 victim->direction = trap->stats.sp;
1405 update_turn_face (victim);
1406 }
1407 goto leave;
1408
1409 case BUTTON:
1410 case PEDESTAL:
1411 update_button (trap);
1412 goto leave;
1413
1414 case ALTAR:
1415 /* sacrifice victim on trap */
1416 apply_altar (trap, victim, originator);
1417 goto leave;
1418
1419 case THROWN_OBJ:
1420 if (trap->inv == NULL)
1421 goto leave;
1422 /* fallthrough */
1423
1424 case ARROW:
1425 /* bad bug: monster throw a object, make a step forwards, step on object ,
1426 * trigger this here and get hit by own missile - and will be own enemy.
1427 * Victim then is his own enemy and will start to kill herself (this is
1428 * removed) but we have not synced victim and his missile. To avoid senseless
1429 * action, we avoid hits here
1430 */
1431 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1432 hit_with_arrow (trap, victim);
1433 goto leave;
1434
1435 case SPELL_EFFECT:
1436 apply_spell_effect (trap, victim);
1437 goto leave;
1438
1439 case TRAPDOOR:
1440 {
1441 int max, sound_was_played;
1442 object *ab, *ab_next;
1443
1444 if (!trap->value)
1445 {
1446 int tot;
1447
1448 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1449 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1450 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1451
1452 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1453 goto leave;
1454
1455 SET_ANIMATION (trap, trap->value);
1456 update_object (trap, UP_OBJ_FACE);
1457 }
1458
1459 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1460 {
1461 /* need to set this up, since if we do transfer the object,
1462 * ab->above would be bogus
1463 */
1464 ab_next = ab->above;
1465
1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 {
1468 if (!sound_was_played)
1469 {
1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1471 sound_was_played = 1;
1472 }
1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1475 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1476 }
1477 }
1478 goto leave;
1479 }
1480
1481 case CONVERTER:
1482 if (convert_item (victim, trap) < 0)
1483 {
1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1485 get_archetype ("burnout")->insert_at (trap, trap);
1486 }
1487
1488 goto leave;
1489
1490 case TRIGGER_BUTTON:
1491 case TRIGGER_PEDESTAL:
1492 case TRIGGER_ALTAR:
1493 check_trigger (trap, victim);
1494 goto leave;
1495
1496 case DEEP_SWAMP:
1497 walk_on_deep_swamp (trap, victim);
1498 goto leave;
1499
1500 case CHECK_INV:
1501 check_inv (victim, trap);
1502 goto leave;
1503
1504 case HOLE:
1505 /* Hole not open? */
1506 if (trap->stats.wc > 0)
1507 goto leave;
1508
1509 /* Is this a multipart monster and not the head? If so, return.
1510 * Processing will happen if the head runs into the pit
1511 */
1512 if (victim->head)
1513 goto leave;
1514
1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1014 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1516 victim->statusmsg ("You fall through the hole!", NDI_RED); 1015 victim->statusmsg ("You fall through the hole!", NDI_RED);
1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1518 goto leave;
1519 1016
1520 case EXIT: 1017 transfer_ob (victim,
1521 if (victim->type == PLAYER && EXIT_PATH (trap)) 1018 EXIT_X (trap) + freearr_x[dir],
1522 { 1019 EXIT_Y (trap) + freearr_y[dir],
1523 /* Basically, don't show exits leading to random maps the 1020 0, victim);
1524 * players output.
1525 */
1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1527 victim->statusmsg (trap->msg, NDI_NAVY);
1528
1529 victim->enter_exit (trap);
1530 }
1531 goto leave;
1532
1533 case ENCOUNTER:
1534 /* may be some leftovers on this */
1535 goto leave;
1536
1537 case SHOP_MAT:
1538 apply_shop_mat (trap, victim);
1539 goto leave;
1540
1541 /* Drop a certain amount of gold, and have one item identified */
1542 case IDENTIFY_ALTAR:
1543 apply_id_altar (victim, trap, originator);
1544 goto leave;
1545
1546 case SIGN:
1547 if (victim->type != PLAYER && trap->stats.food > 0)
1548 goto leave; /* monsters musn't apply magic_mouths with counters */
1549
1550 apply_sign (victim, trap, 1);
1551 goto leave;
1552
1553 case CONTAINER:
1554 apply_container (victim, trap);
1555 goto leave;
1556
1557 case RUNE:
1558 case TRAP:
1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1560 spring_trap (trap, victim);
1561 goto leave;
1562
1563 default:
1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1566 goto leave;
1567 }
1568
1569leave:
1570 recursion_depth--;
1571}
1572
1573/**
1574 * Handles reading a regular (ie not containing a spell) book.
1575 */
1576static void
1577apply_book (object *op, object *tmp)
1578{
1579 int lev_diff;
1580 object *skill_ob;
1581
1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1583 {
1584 op->failmsg ("You are unable to read while blind!");
1585 return;
1586 }
1587
1588 if (!tmp->msg)
1589 {
1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1591 return;
1592 }
1593
1594 /* need a literacy skill to read stuff! */
1595 skill_ob = find_skill_by_name (op, tmp->skill);
1596 if (!skill_ob)
1597 {
1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1599 return;
1600 }
1601
1602 lev_diff = tmp->level - (skill_ob->level + 5);
1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1604 {
1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1610 : "This book is totally beyond your comprehension.");
1611 return;
1612 }
1613
1614 readable_message_type *msgType = get_readable_message_type (tmp);
1615
1616 if (player *pl = op->contr)
1617 if (client *ns = pl->ns)
1618 if (ns->can_msg)
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1627 else
1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1629 msgType->message_type, msgType->message_subtype,
1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631 long_desc (tmp, op), &tmp->msg);
1632
1633 /* gain xp from reading */
1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */
1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637
1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 {
1640 /*exp_gain *= 2; because they just identified it too */
1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1643 /* If in a container, update how it looks */
1644 if (tmp->env)
1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1646 else
1647 op->contr->ns->floorbox_update ();
1648 }
1649
1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1651 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1652 }
1653}
1654
1655/**
1656 * Handles the applying of a skill scroll, calling learn_skill straight.
1657 * op is the person learning the skill, tmp is the skill scroll object
1658 */
1659static void
1660apply_skillscroll (object *op, object *tmp)
1661{
1662 switch (learn_skill (op, tmp))
1663 {
1664 case 0:
1665 op->play_sound (sound_find ("generic_fail"));
1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break;
1668
1669 case 1:
1670 decrease_ob (tmp);
1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break;
1674
1675 default:
1676 decrease_ob (tmp);
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 break;
1680 }
1681}
1682
1683/**
1684 * Actually makes op learn spell.
1685 * Informs player of what happens.
1686 */
1687void
1688do_learn_spell (object *op, object *spell, int special_prayer)
1689{
1690 object *tmp;
1691
1692 if (op->type != PLAYER)
1693 {
1694 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1695 return;
1696 }
1697
1698 /* Upgrade special prayers to normal prayers */
1699 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1700 {
1701 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1702 {
1703 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1704 return;
1705 }
1706 return;
1707 }
1708
1709 op->contr->play_sound (sound_find ("learn_spell"));
1710
1711 tmp = spell->clone ();
1712 insert_ob_in_ob (tmp, op);
1713
1714 if (special_prayer)
1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1716
1717 esrv_add_spells (op->contr, tmp);
1718}
1719
1720/**
1721 * Erases spell from player's inventory.
1722 */
1723void
1724do_forget_spell (object *op, const char *spell)
1725{
1726 object *spob;
1727
1728 if (op->type != PLAYER)
1729 {
1730 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1731 return;
1732 }
1733 if ((spob = check_spell_known (op, spell)) == NULL)
1734 {
1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1736 return;
1737 }
1738
1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1740 player_unready_range_ob (op->contr, spob);
1741 esrv_remove_spell (op->contr, spob);
1742 spob->destroy ();
1743}
1744
1745/**
1746 * Handles player applying a spellbook.
1747 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1748 * stuff like that. Random learning failure too.
1749 */
1750static void
1751apply_spellbook (object *op, object *tmp)
1752{
1753 object *skop, *spell, *spell_skill;
1754
1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1756 {
1757 op->failmsg ("You are unable to read while blind.");
1758 return;
1759 }
1760
1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1762 * instead of having their spell stored in stats.sp. These are
1763 * legacy spellbooks
1764 */
1765 if (tmp->slaying)
1766 {
1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1768 if (!spell)
1769 {
1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1771 return;
1772 }
1773 else
1774 insert_ob_in_ob (spell, tmp);
1775
1776 tmp->slaying = 0;
1777 }
1778
1779 skop = find_skill_by_name (op, tmp->skill);
1780
1781 /* need a literacy skill to learn spells. Also, having a literacy level
1782 * lower than the spell will make learning the spell more difficult */
1783 if (!skop)
1784 {
1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1786 return;
1787 }
1788
1789 spell = tmp->inv;
1790
1791 if (!spell)
1792 {
1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1795 return;
1796 }
1797
1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1799 {
1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1801 return;
1802 }
1803
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp);
1809
1810 if (tmp->env)
1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1812 else
1813 op->contr->ns->floorbox_update ();
1814 }
1815
1816 /* I removed the check for special_prayer_mark here - it didn't make
1817 * a lot of sense - special prayers are not found in spellbooks, and
1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark.
1820 */
1821 if (check_spell_known (op, spell->name))
1822 {
1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1824 return;
1825 }
1826
1827 if (spell->skill)
1828 {
1829 spell_skill = find_skill_by_name (op, spell->skill);
1830
1831 if (!spell_skill)
1832 {
1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1834 return;
1835 }
1836
1837 if (spell_skill->level < spell->level)
1838 {
1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1840 return;
1841 }
1842 }
1843
1844 /* Logic as follows
1845 *
1846 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1847 *
1848 * 2- The learner's skill level in literacy adjusts the chance to learn
1849 * a spell.
1850 *
1851 * 3 -Automatically fail to learn if you read while confused
1852 *
1853 * Overall, chances are the same but a player will find having a high
1854 * literacy rate very useful! -b.t.
1855 */
1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1857 {
1858 op->failmsg ("In your confused state you flub the wording of the text!");
1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1860 }
1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1863 {
1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1865 do_learn_spell (op, spell, 0);
1866
1867 /* xp gain to literacy for spell learning */
1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1870 }
1871 else
1872 {
1873 op->contr->play_sound (sound_find ("fumble_spell"));
1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1875 }
1876
1877 decrease_ob (tmp);
1878}
1879
1880/**
1881 * Handles applying a spell scroll.
1882 */
1883void
1884apply_scroll (object *op, object *tmp, int dir)
1885{
1886 object *skop;
1887
1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1889 {
1890 op->failmsg ("You are unable to read while blind.");
1891 return;
1892 }
1893
1894 if (!tmp->inv || tmp->inv->type != SPELL)
1895 {
1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1897 return;
1898 }
1899
1900 if (op->type == PLAYER)
1901 {
1902 /* players need a literacy skill to read stuff! */
1903 int exp_gain = 0;
1904
1905 /* hard code literacy - tmp->skill points to where the exp
1906 * should go for anything killed by the spell.
1907 */
1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1909
1910 if (!skop)
1911 {
1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1913 return;
1914 }
1915
1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1917 change_exp (op, exp_gain, skop->skill, 0);
1918 }
1919
1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1921 identify (tmp);
1922
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924
1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp);
1927}
1928
1929/**
1930 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure
1932 * chest.
1933 */
1934static void
1935apply_treasure (object *op, object *tmp)
1936{
1937 /* Nice side effect of this treasure creation method is that the treasure
1938 * for the chest is done when the chest is created, and put into the chest
1939 * inventory. So that when the chest burns up, the items still exist. Also
1940 * prevents people from moving chests to more difficult maps to get better
1941 * treasure
1942 */
1943 object *treas = tmp->inv;
1944
1945 if (!treas)
1946 {
1947 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp);
1949 return;
1950 }
1951
1952 while (tmp->inv)
1953 {
1954 treas = tmp->inv;
1955 treas->remove ();
1956
1957 treas->x = op->x;
1958 treas->y = op->y;
1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1960
1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1962 spring_trap (treas, op);
1963
1964 /* If either player or container was destroyed, no need to do
1965 * further processing. I think this should be enclused with
1966 * spring trap above, as I don't think there is otherwise
1967 * any way for the treasure chest or player to get killed.
1968 */
1969 if (op->destroyed () || tmp->destroyed ())
1970 break;
1971 }
1972
1973 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp);
1975}
1976
1977/**
1978 * op eats food.
1979 * If player, takes care of messages and dragon special food.
1980 */
1981static void
1982apply_food (object *op, object *tmp)
1983{
1984 int capacity_remaining;
1985
1986 if (op->type != PLAYER)
1987 op->stats.hp = op->stats.maxhp;
1988 else
1989 {
1990 /* check if this is a dragon (player), eating some flesh */
1991 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1992 ;
1993 else
1994 {
1995 /* usual case - no dragon meal: */
1996 if (op->stats.food + tmp->stats.food > 999)
1997 {
1998 if (tmp->type == FOOD || tmp->type == FLESH)
1999 op->failmsg ("You feel full, but what a waste of food!");
2000 else
2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
2002 }
2003
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 {
2006 const char *buf;
2007
2008 if (!is_dragon_pl (op))
2009 {
2010 /* eating message for normal players */
2011 if (tmp->type == DRINK)
2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2013 else
2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2015 }
2016 else
2017 /* eating message for dragon players */
2018 buf = format ("The %s tasted terrible!", &tmp->name);
2019
2020 op->statusmsg (buf);
2021
2022 capacity_remaining = 999 - op->stats.food;
2023 op->stats.food += tmp->stats.food;
2024 if (capacity_remaining < tmp->stats.food)
2025 op->stats.hp += capacity_remaining / 50;
2026 else
2027 op->stats.hp += tmp->stats.food / 50;
2028
2029 if (op->stats.hp > op->stats.maxhp)
2030 op->stats.hp = op->stats.maxhp;
2031 if (op->stats.food > 999)
2032 op->stats.food = 999;
2033 }
2034
2035 /* special food hack -b.t. */
2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2037 eat_special_food (op, tmp);
2038 }
2039 }
2040
2041 handle_apply_yield (tmp);
2042 decrease_ob (tmp);
2043}
2044
2045/**
2046 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * there is a chance for the dragon's skin to get improved.
2048 *
2049 * attributes:
2050 * object *op the object (dragon player) eating the flesh
2051 * object *meal the flesh item, getting chewed in dragon's mouth
2052 * return:
2053 * int 1 if eating successful, 0 if it doesn't work
2054 */
2055int
2056dragon_eat_flesh (object *op, object *meal)
2057{
2058 object *skin = NULL; /* pointer to dragon skin force */
2059 object *abil = NULL; /* pointer to dragon ability force */
2060 object *tmp = NULL; /* tmp. object */
2061
2062 double chance; /* improvement-chance of one resistance type */
2063 double totalchance = 1; /* total chance of gaining one resistance */
2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2065 double mbonus = 0; /* monster bonus */
2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2067 int winners = 0; /* number of winners */
2068 int i; /* index */
2069
2070 /* let's make sure and doublecheck the parameters */
2071 if (meal->type != FLESH || !is_dragon_pl (op))
2072 return 0;
2073
2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2075 from the player's inventory */
2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2077 if (tmp->type == FORCE)
2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2079 skin = tmp;
2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2081 abil = tmp;
2082
2083 /* if either skin or ability are missing, this is an old player
2084 which is not to be considered a dragon -> bail out */
2085 if (skin == NULL || abil == NULL)
2086 return 0;
2087
2088 /* now start by filling stomache and health, according to food-value */
2089 if ((999 - op->stats.food) < meal->stats.food)
2090 op->stats.hp += (999 - op->stats.food) / 50;
2091 else
2092 op->stats.hp += meal->stats.food / 50;
2093
2094 if (op->stats.hp > op->stats.maxhp)
2095 op->stats.hp = op->stats.maxhp;
2096
2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2098
2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2100
2101 /* on to the interesting part: chances for adding resistance */
2102 for (i = 0; i < NROFATTACKS; i++)
2103 {
2104 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2105 {
2106 /* got positive resistance, now calculate improvement chance (0-100) */
2107
2108 /* this bonus makes resistance increase easier at lower levels */
2109 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2110 if (i == abil->stats.exp)
2111 bonus += 5; /* additional bonus for resistance of ability-focus */
2112
2113 /* monster bonus increases with level, because high-level
2114 flesh is too rare */
2115 mbonus = op->level * 20. / ((double) settings.max_level);
2116
2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2118 ((double) settings.max_level)) - skin->resist[i];
2119
2120 if (chance >= 0.)
2121 chance += 1.;
2122 else
2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2124
2125 /* chance is proportional to amount of resistance (max. 50) */
2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2127
2128 /* doubled chance for resistance of ability-focus */
2129 if (i == abil->stats.exp)
2130 chance = MIN (100., chance * 2.);
2131
2132 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2133 if (rndm (10000) < (unsigned int) (chance * 100))
2134 {
2135 atnr_winner[winners] = i;
2136 winners++;
2137 }
2138
2139 if (chance >= 0.01)
2140 totalchance *= 1 - chance / 100;
2141
2142 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2143 }
2144 }
2145
2146 /* inverse totalchance as until now we have the failure-chance */
2147 totalchance = 100 - totalchance * 100;
2148
2149 /* print message according to totalchance */
2150 const char *buf;
2151 if (totalchance > 50.)
2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2153 else if (totalchance > 10.)
2154 buf = format ("The %s tasted very good.", &meal->name);
2155 else if (totalchance > 1.)
2156 buf = format ("The %s tasted good.", &meal->name);
2157 else if (totalchance > 0.1)
2158 buf = format ("The %s tasted bland.", &meal->name);
2159 else if (totalchance >= 0.01)
2160 buf = format ("The %s had a boring taste.", &meal->name);
2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2162 buf = format ("The %s tasted strange.", &meal->name);
2163 else
2164 buf = format ("The %s had no taste.", &meal->name);
2165
2166 op->statusmsg (buf);
2167
2168 /* now choose a winner if we have any */
2169 i = -1;
2170 if (winners > 0)
2171 i = atnr_winner[RANDOM () % winners];
2172
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 {
2175 /* resistance increased! */
2176 skin->resist[i]++;
2177 op->update_stats ();
2178
2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2180 }
2181
2182 /* if this flesh contains a new ability focus, we mark it
2183 into the ability_force and it will take effect on next level */
2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2185 {
2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2187
2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2194 ));
2195 else
2196 {
2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2198 abil->last_eat = 0;
2199 }
2200 }
2201
2202 return 1;
2203}
2204
2205/**
2206 * Handles applying an improve armor scroll.
2207 * Does some sanity checks, then calls improve_armour.
2208 */
2209static void
2210apply_armour_improver (object *op, object *tmp)
2211{
2212 object *armor;
2213
2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2215 {
2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2217 return;
2218 }
2219
2220 armor = find_marked_object (op);
2221
2222 if (!armor)
2223 {
2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2225 return;
2226 }
2227
2228 if (armor->type != ARMOUR
2229 && armor->type != CLOAK
2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2231 {
2232 op->failmsg ("Your marked item is not armour!\n");
2233 return;
2234 }
2235
2236 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor);
2238}
2239
2240extern void
2241apply_poison (object *op, object *tmp)
2242{
2243 if (op->type == PLAYER)
2244 {
2245 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!");
2247 strcpy (op->contr->killer, "poisonous booze");
2248 }
2249
2250 if (tmp->stats.hp > 0)
2251 {
2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2254 }
2255
2256 op->stats.food -= op->stats.food / 4;
2257 handle_apply_yield (tmp);
2258 decrease_ob (tmp);
2259}
2260
2261/**
2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2263 * A valid 2 way exit means:
2264 * -You can come back (there is another exit at the other side)
2265 * -You are
2266 * ° the owner of the exit
2267 * ° or in the same party as the owner
2268 *
2269 * Note: a owner in a 2 way exit is saved as the owner's name
2270 * in the field exit->name cause the field exit->owner doesn't
2271 * survive in the swapping (in fact the whole exit doesn't survive).
2272 */
2273int
2274is_legal_2ways_exit (object *op, object *exit)
2275{
2276 if (exit->stats.exp != 1)
2277 return 1; /*This is not a 2 way, so it is legal */
2278
2279#if 0 //TODO
2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2281 return 0; /* This is a reset town portal */
2282#endif
2283
2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2285
2286 if (exitmap)
2287 {
2288 exitmap->load_sync ();
2289
2290 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2291
2292 if (!tmp)
2293 return 0;
2294
2295 for (; tmp; tmp = tmp->above)
2296 {
2297 if (tmp->type != EXIT)
2298 continue; /*Not an exit */
2299
2300 if (!EXIT_PATH (tmp))
2301 continue; /*Not a valid exit */
2302
2303 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2304 continue; /*Not in the same place */
2305
2306 if (exit->map->path != EXIT_PATH (tmp))
2307 continue; /*Not in the same map */
2308
2309 /* From here we have found the exit is valid. However we do
2310 * here the check of the exit owner. It is important for the
2311 * town portals to prevent strangers from visiting your appartments
2312 */
2313 if (!exit->race)
2314 return 1; /*No owner, free for all! */
2315
2316 object *exit_owner = 0;
2317
2318 for_all_players (pp)
2319 {
2320 if (!pp->ob)
2321 continue;
2322
2323 if (pp->ob->name != exit->race)
2324 continue;
2325
2326 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2327 break;
2328 }
2329
2330 if (!exit_owner)
2331 return 0; /* No more owner */
2332
2333 if (exit_owner->contr == op->contr)
2334 return 1; /*It is your exit */
2335
2336 if (exit_owner && /*There is a owner */
2337 (op->contr) && /*A player tries to pass */
2338 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2339 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2340 return 0;
2341
2342 return 1;
2343 }
2344 }
2345
2346 return 0;
2347}
2348
2349/**
2350 * Main apply handler.
2351 *
2352 * Checks for unpaid items before applying.
2353 *
2354 * Return value:
2355 * 0: player or monster can't apply objects of that type
2356 * 1: has been applied, or there was an error applying the object
2357 * 2: objects of that type can't be applied if not in inventory
2358 *
2359 * op is the object that is causing object to be applied, tmp is the object
2360 * being applied.
2361 *
2362 * aflag is special (always apply/unapply) flags. Nothing is done with
2363 * them in this function - they are passed to apply_special
2364 */
2365int
2366manual_apply (object *op, object *tmp, int aflag)
2367{
2368 if (tmp->head)
2369 tmp = tmp->head;
2370
2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2372 {
2373 if (op->type == PLAYER)
2374 {
2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2376 return 1;
2377 }
2378 else
2379 return 0; /* monsters just skip unpaid items */
2380 }
2381
2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2383 return RESULT_INT (0);
2384
2385 switch (tmp->type)
2386 {
2387 case CF_HANDLE:
2388 op->play_sound (sound_find ("turn_handle"));
2389 op->statusmsg ("You turn the handle.");
2390 tmp->value = tmp->value ? 0 : 1;
2391 SET_ANIMATION (tmp, tmp->value);
2392 update_object (tmp, UP_OBJ_FACE);
2393 push_button (tmp);
2394 return 1;
2395
2396 case TRIGGER:
2397 if (check_trigger (tmp, op))
2398 {
2399 op->statusmsg ("You turn the handle.");
2400 op->play_sound (sound_find ("turn_handle"));
2401 }
2402 else
2403 op->failmsg ("The handle doesn't move.");
2404
2405 return 1;
2406
2407 case EXIT:
2408 if (op->type != PLAYER)
2409 return 0;
2410
2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2413 else
2414 {
2415 /* Don't display messages for random maps. */
2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2417 op->statusmsg (tmp->msg, NDI_NAVY);
2418
2419 op->enter_exit (tmp);
2420 }
2421
2422 return 1;
2423
2424 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg);
2426 // maybe show a spell menu to chose from or something like that
2427 return 1;
2428
2429 case SIGN:
2430 apply_sign (op, tmp, 0);
2431 return 1;
2432
2433 case BOOK:
2434 if (op->type == PLAYER)
2435 {
2436 apply_book (op, tmp);
2437 return 1;
2438 }
2439 else
2440 return 0;
2441
2442 case SKILLSCROLL:
2443 if (op->type == PLAYER)
2444 {
2445 apply_skillscroll (op, tmp);
2446 return 1;
2447 }
2448 else
2449 return 0;
2450
2451 case SPELLBOOK:
2452 if (op->type == PLAYER)
2453 {
2454 apply_spellbook (op, tmp);
2455 return 1;
2456 }
2457 else
2458 return 0;
2459
2460 case SCROLL:
2461 apply_scroll (op, tmp, 0);
2462 return 1;
2463
2464 case POTION:
2465 apply_potion (op, tmp);
2466 return 1;
2467
2468 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed?
2470 case CLOSE_CON:
2471 apply_container (op, tmp->env);
2472 return 1;
2473
2474 case CONTAINER:
2475 apply_container (op, tmp);
2476 return 1;
2477
2478 case TREASURE:
2479 if (op->type == PLAYER)
2480 {
2481 apply_treasure (op, tmp);
2482 return 1;
2483 }
2484 else
2485 return 0;
2486
2487 case WEAPON:
2488 case ARMOUR:
2489 case BOOTS:
2490 case GLOVES:
2491 case AMULET:
2492 case GIRDLE:
2493 case BRACERS:
2494 case SHIELD:
2495 case HELMET:
2496 case RING:
2497 case CLOAK:
2498 case WAND:
2499 case ROD:
2500 case HORN:
2501 case SKILL:
2502 case BOW:
2503 case LAMP:
2504 case BUILDER:
2505 case SKILL_TOOL:
2506 if (tmp->env != op)
2507 return 2; /* not in inventory */
2508
2509 apply_special (op, tmp, aflag);
2510 return 1;
2511
2512 case DRINK:
2513 case FOOD:
2514 case FLESH:
2515 apply_food (op, tmp);
2516 return 1;
2517
2518 case POISON:
2519 apply_poison (op, tmp);
2520 return 1;
2521
2522 case SAVEBED:
2523 return 1;
2524
2525 case ARMOUR_IMPROVER:
2526 if (op->type == PLAYER)
2527 {
2528 apply_armour_improver (op, tmp);
2529 return 1;
2530 }
2531 else
2532 return 0;
2533
2534 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp);
2536 return 1;
2537
2538 case CLOCK:
2539 if (op->type == PLAYER)
2540 {
2541 char buf[MAX_BUF];
2542 timeofday_t tod;
2543
2544 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format (
2547 "It is %d minute%s past %d o'clock %s",
2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 ));
2551 return 1;
2552 }
2553 else
2554 return 0;
2555
2556 case MENU:
2557 if (op->type == PLAYER)
2558 {
2559 shop_listing (tmp, op);
2560 return 1;
2561 }
2562 else
2563 return 0;
2564
2565 case POWER_CRYSTAL:
2566 apply_power_crystal (op, tmp); /* see egoitem.c */
2567 return 1;
2568
2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER)
2571 {
2572 apply_lighter (op, tmp);
2573 return 1;
2574 }
2575 else
2576 return 0;
2577
2578 case ITEM_TRANSFORMER:
2579 apply_item_transformer (op, tmp);
2580 return 1;
2581
2582 default:
2583 return 0;
2584 }
2585}
2586
2587
2588/* quiet suppresses the "don't know how to apply" and "you must get it first"
2589 * messages as needed by player_apply_below(). But there can still be
2590 * "but you are floating high above the ground" messages.
2591 *
2592 * Same return value as apply() function.
2593 */
2594int
2595player_apply (object *pl, object *op, int aflag, int quiet)
2596{
2597 int tmp;
2598
2599 if (op->env && (pl->move_type & MOVE_FLYING))
2600 {
2601 /* player is flying and applying object not in inventory */
2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2603 {
2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2605 return 0;
2606 }
2607 }
2608
2609 pl->contr->last_used = op;
2610
2611 tmp = manual_apply (pl, op, aflag);
2612 if (!quiet)
2613 {
2614 if (tmp == 0)
2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2616 else if (tmp == 2)
2617 op->failmsg ("You must get it first!\n");
2618 }
2619
2620 return tmp;
2621}
2622
2623/**
2624 * player_apply_below attempts to apply the object 'below' the player.
2625 * If the player has an open container, we use that for below, otherwise
2626 * we use the ground.
2627 */
2628void
2629player_apply_below (object *pl)
2630{
2631 int floors = 0;
2632
2633 /* If using a container, set the starting item to be the top
2634 * item in the container. Otherwise, use the map.
2635 * This is perhaps more complicated. However, I want to make sure that
2636 * we don't use a corrupt pointer for the next object, so we get the
2637 * next object in the stack before applying. This is can only be a
2638 * problem if player_apply() has a bug in that it uses the object but does
2639 * not return a proper value.
2640 */
2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2642 {
2643 next = tmp->below;
2644
2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2646 floors++;
2647 else if (floors > 0)
2648 return; /* process only floor objects after first floor object */
2649
2650 /* If it is visible, player can apply it. If it is applied by
2651 * person moving on it, also activate. Added code to make it
2652 * so that at least one of players movement types be that which
2653 * the item needs.
2654 */
2655 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2657 if (player_apply (pl, tmp, 0, 1) == 1)
2658 return;
2659 }
2660 if (floors >= 2)
2661 return; /* process at most two floor objects */
2662 }
2663} 1021}
2664 1022
2665/** 1023/**
2666 * Unapplies specified item. 1024 * Unapplies specified item.
2667 * No check done on cursed/damned. 1025 * No check done on cursed/damned.
2668 * Break this out of apply_special - this is just done 1026 * Break this out of apply_special - this is just done
2669 * 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.
2670 */ 1028 */
2671static int 1029static bool
2672unapply_special (object *who, object *op, int aflags) 1030unapply_special (object *who, object *op, int aflags)
2673{ 1031{
2674 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))
2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1033 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2676 return RESULT_INT (0); 1034 return RESULT_INT (0);
2677 1035
2678 CLEAR_FLAG (op, FLAG_APPLIED); 1036 if (who->current_weapon == op)
1037 who->current_weapon = 0;
1038
1039 op->flag [FLAG_APPLIED] = false;
2679 1040
2680 switch (op->type) 1041 switch (op->type)
2681 { 1042 {
2682 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
2683 // 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
2684 // 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
2685 // be used for other reasons 1061 // be used for other reasons
2686 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1062 if (who->chosen_skill)
2687 if (tmp->skill == op->skill 1063 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2688 && tmp->type == SKILL
2689 && tmp->flag [FLAG_APPLIED]
2690 && !tmp->flag [FLAG_CAN_USE_SKILL])
2691 unapply_special (who, tmp, 0); 1064 unapply_special (who, op, 0);
2692 1065
2693 change_abil (who, op);
2694 break; 1066 break;
2695 1067
1068 case BOW:
2696 case WEAPON: 1069 case WAND:
1070 case ROD:
1071 case HORN:
1072 case RANGED:
2697 if (player *pl = who->contr) 1073 if (player *pl = who->contr)
2698 if (op == pl->combat_ob)
2699 {
2700 pl->combat_ob = 0;
2701 who->change_weapon (pl->ranged_ob);
2702 }
2703
2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2705
2706 change_abil (who, op);
2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2708 break;
2709
2710 case SKILL:
2711 if (who->contr)
2712 { 1074 {
2713 if (!op->invisible)
2714 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1075 who->statusmsg (format ("You unready %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;
2715 else 1084 else
2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1085 op->flag [FLAG_READY_RANGE] = false;
2717 } 1086 }
2718 1087
2719 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break; 1088 break;
2722 1089
2723 case ARMOUR: 1090 case ARMOUR:
2724 case HELMET: 1091 case HELMET:
2725 case SHIELD: 1092 case SHIELD:
2732 case CLOAK: 1099 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 1101 change_abil (who, op);
2735 break; 1102 break;
2736 1103
2737 case LAMP: 1104 case SPELL:
2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2741 object *tmp2 = arch_to_object (op->other_arch);
2742 tmp2->x = op->x;
2743 tmp2->y = op->y;
2744 tmp2->map = op->map;
2745 tmp2->below = op->below;
2746 tmp2->above = op->above;
2747 tmp2->stats.food = op->stats.food;
2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752
2753 if (who->contr)
2754 esrv_del_item (who->contr, op->count);
2755
2756 op->destroy ();
2757 insert_ob_in_ob (tmp2, who);
2758 who->update_stats ();
2759
2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2761 {
2762 if (who->contr)
2763 {
2764 who->failmsg ("Oops, it feels deadly cold!");
2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2766 }
2767 }
2768
2769 if (who->contr)
2770 esrv_send_item (who, tmp2);
2771 }
2772
2773 return 1; /* otherwise, an attempt to drop causes problems */
2774
2775 case BOW: 1105 case BUILDER:
2776 case WAND:
2777 case ROD:
2778 case HORN:
2779 if (player *pl = who->contr)
2780 {
2781 if (op == pl->ranged_ob)
2782 {
2783 pl->ranged_ob = 0;
2784 who->change_weapon (pl->combat_ob);
2785 }
2786
2787 who->statusmsg (format ("You unready %s.", query_name (op))); 1106 who->statusmsg (format ("You unready %s.", query_name (op)));
2788 }
2789 else
2790 {
2791 who->change_skill (0);
2792
2793 if (op->type == BOW)
2794 CLEAR_FLAG (who, FLAG_READY_BOW);
2795 else
2796 CLEAR_FLAG (who, FLAG_READY_RANGE);
2797 }
2798
2799 break; 1107 break;
2800 1108
2801 case BUILDER: 1109 //case SKILL_TOOL://TODO
2802 if (who->contr)
2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2804 break;
2805
2806 default: 1110 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op))); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break; 1112 break;
2809 } 1113 }
2810 1114
1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116 if (object *pl = op->visible_to ())
1117 esrv_send_item (pl, op);
1118
2811 who->update_stats (); 1119 who->update_stats ();
2812 1120
2813 if (!(aflags & AP_NO_MERGE))
2814 {
2815 object *tmp = merge_ob (op, 0);
2816
2817 if (who->contr)
2818 {
2819 if (tmp)
2820 { /* it was merged */
2821 esrv_del_item (who->contr, op->count);
2822 op = tmp;
2823 }
2824
2825 esrv_send_item (who, op);
2826 }
2827 }
2828
2829 return 0; 1121 return 1;
2830} 1122}
2831 1123
2832/** 1124/**
2833 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2834 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2846static object * 1138static object *
2847get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
2848{ 1140{
2849 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
2850 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
2851 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
2852 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2853 return tmp; 1145 return tmp;
2854 1146
2855 return 0; 1147 return 0;
2856} 1148}
2857 1149
2870#define CANNOT_REMOVE_CURSED \ 1162#define CANNOT_REMOVE_CURSED \
2871 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2872 "Praying over an altar, scrolls of remove curse/damnation, " \ 1164 "Praying over an altar, scrolls of remove curse/damnation, " \
2873 "priests or even other players might help.>" 1165 "priests or even other players might help.>"
2874 1166
2875int 1167static bool
2876unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
2877{ 1169{
2878 if (op->is_range ()) 1170 if (op->is_range ())
2879 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3002 continue; 1294 continue;
3003 } 1295 }
3004 1296
3005 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3006 if (!tmp1) 1298 if (!tmp1)
3007 {
3008#if 0
3009 /* This is sort of an error, but happens a lot when old players
3010 * join in with more stuff equipped than they are now allowed.
3011 */
3012 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3013#endif
3014 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
3015 }
3016 else 1300 else
3017 { 1301 {
3018 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3019 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3020 * to apply multiple objects 1304 * to apply multiple objects
3100 */ 1384 */
3101 1385
3102#define LACK_ITEM_POWER \ 1386#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104 1388
3105int 1389static bool
3106apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3107{ 1391{
3108 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3109 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3110 1394
3111 if (who == NULL) 1395 if (who == NULL)
3112 { 1396 {
3113 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3114 return 1; 1398 return 1;
3115 } 1399 }
3116 1400
1401 //TODO: remove these when apply_special is no longer exposed
3117 if (op->env != who) 1402 if (op->env != who)
3118 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3119 1404
3120 /* trying to unequip op */ 1405 /* trying to unequip op */
3121 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (QUERY_FLAG (op, FLAG_APPLIED))
3130 return 1; 1415 return 1;
3131 } 1416 }
3132 1417
3133 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3134 } 1419 }
3135
3136 if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3137 return 0; 1421 return 0;
3138
3139 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts.
3141 if (player *pl = who->contr)
3142 switch (op->slottype ())
3143 {
3144 case slot_combat: who->change_weapon (pl->combat_ob); break;
3145 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3146 }
3147 1422
3148 splay (op); 1423 splay (op);
3149 1424
3150 /* 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 */
3151 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3185 } 1460 }
3186 } 1461 }
3187 1462
3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3189 { 1464 {
1465 // try to ready attached skill first
3190 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3191 1467
3192 if (!skop) 1468 if (!skop)
3193 { 1469 {
3194 who->failmsg (format ("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));
3195 return 1; 1471 return 1;
3196 } 1472 }
3197 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3198 /* While experience will be credited properly, we want to change the
3199 * skill so that the dam and wc get updated
3200 */ 1474 {
3201 who->change_skill (skop); 1475 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
1476 return 1;
1477 }
3202 } 1478 }
3203 1479
3204 if (who->type == PLAYER 1480 if (!check_item_power (who, op->item_power))
3205 && op->item_power
3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3207 { 1481 {
3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1; 1483 return 1;
3210 } 1484 }
3211 1485
3212 /* 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.
3213 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3214 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3215 */ 1489 */
3216 if (op->nrof > 1) 1490
3217 tmp = get_split_ob (op, op->nrof - 1); 1491 // split away all the other items from the stack, so only one item is left
3218 else 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3219 tmp = 0;
3220 1493
3221 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)))
3222 return RESULT_INT (0); 1495 return RESULT_INT (0);
3223 1496
3224 switch (op->type) 1497 switch (op->type)
3225 { 1498 {
3226 case WEAPON: 1499 case WEAPON:
3227 if (!check_weapon_power (who, op->last_eat)) 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3228 {
3229 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3230
3231 if (tmp)
3232 insert_ob_in_ob (tmp, who);
3233
3234 return 1;
3235 }
3236
3237 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword.
3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3240 { 1501 {
3241 /* 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. */
3242 /* (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) */
3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3244 1505 "H<Its name indicates that it belongs to somebody else.>");
3245 if (tmp) 1506 if (tmp) who->insert (tmp);
3246 insert_ob_in_ob (tmp, who);
3247
3248 return 1; 1507 return 1;
3249 } 1508 }
3250 1509
3251 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3252 { 1513 {
3253 who->failmsg (format ("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)));
3254 return 1; 1515 change_abil (who, op);
3255 } 1516 }
3256 1517 else
3257 SET_FLAG (op, FLAG_APPLIED);
3258 who->change_skill (skop); 1518 who->change_skill (skop);
3259 1519
3260 if (who->contr) 1520 op->flag [FLAG_READY_WEAPON] = true;
3261 who->change_weapon (who->contr->combat_ob = op);
3262
3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3264
3265 SET_FLAG (who, FLAG_READY_WEAPON);
3266 change_abil (who, op);
3267 break; 1521 break;
3268 1522
3269 case ARMOUR: 1523 case ARMOUR:
3270 case HELMET: 1524 case HELMET:
3271 case SHIELD: 1525 case SHIELD:
3279 SET_FLAG (op, FLAG_APPLIED); 1533 SET_FLAG (op, FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op))); 1534 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op); 1535 change_abil (who, op);
3282 break; 1536 break;
3283 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
3284 case LAMP: 1545 case SKILL:
3285 if (op->stats.food < 1) 1546 if (!(aflags & AP_NO_SLOT))
3286 { 1547 {
3287 who->failmsg (format ( 1548 // skill is used on it's own, as opposed to being a chosen_skill
3288 "Your %s is out of fuel! "
3289 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3290 &op->name
3291 ));
3292 return 1;
3293 }
3294 1549
3295 who->statusmsg (format ("You turn on your %s.", &op->name)); 1550 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3296
3297 tmp2 = arch_to_object (op->other_arch);
3298 tmp2->stats.food = op->stats.food;
3299 SET_FLAG (tmp2, FLAG_APPLIED);
3300
3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3302 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3303
3304 insert_ob_in_ob (tmp2, who);
3305
3306 /* Remove the old lantern */
3307 if (who->type == PLAYER)
3308 esrv_del_item (who->contr, op->count);
3309
3310 op->destroy ();
3311
3312 /* insert the portion that was split off */
3313 if (tmp)
3314 {
3315 insert_ob_in_ob (tmp, who);
3316 if (who->type == PLAYER)
3317 esrv_send_item (who, tmp);
3318 }
3319
3320 who->update_stats ();
3321
3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3323 if (who->type == PLAYER)
3324 {
3325 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3327 }
3328
3329 if (who->type == PLAYER)
3330 esrv_send_item (who, tmp2);
3331
3332 return 0;
3333
3334 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED);
3337
3338 if (!(aflags & AP_NO_READY))
3339 {
3340 skop = find_skill_by_name (who, op->skill);
3341 if (!skop->flag [FLAG_APPLIED])
3342 apply_special (who, skop, AP_APPLY);
3343 }
3344 break;
3345
3346 case SKILL:
3347 if (player *pl = who->contr)
3348 {
3349 if (IS_COMBAT_SKILL (op->subtype))
3350 { 1551 {
3351 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3352 {
3353 for (object *item = who->inv; item; item = item->below)
3354 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3355 {
3356 if (item->skill == op->skill)
3357 {
3358 who->change_weapon (pl->combat_ob = item);
3359 goto found_weapon;
3360 }
3361 }
3362
3363 who->failmsg (format ( 1552 who->failmsg (format (
3364 "You need to apply a '%s' melee weapon before readying this skill. " 1553 "You feel as if you wanted to do something funny, but you can't remember what. "
3365 "H<Some skills need an item, in this case a melee weapon, to function.>", 1554 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3366 &op->skill 1555 "It cannot be used on its own.>",
3367 ));
3368 return 1;
3369
3370 found_weapon:;
3371 }
3372 else
3373 who->change_weapon (pl->combat_ob = op);
3374 }
3375 else if (IS_RANGED_SKILL (op->subtype))
3376 {
3377 if (skill_flags [op->subtype] & SF_NEED_BOW)
3378 {
3379 for (object *item = who->inv; item; item = item->below)
3380 if (item->type == BOW && item->flag [FLAG_APPLIED])
3381 {
3382 //TODO: bows should/must all have skill missile weapon right now
3383 who->change_weapon (pl->ranged_ob = item);
3384 goto found_bow;
3385 }
3386
3387 who->failmsg (
3388 "You need to apply a missile weapon before readying this skill. "
3389 "H<Some skills need an item, in this case a missile weapon, to function.>"
3390 );
3391 return 1;
3392
3393 found_bow:;
3394 }
3395 else
3396 who->change_weapon (pl->ranged_ob = op);
3397 }
3398
3399 if (!op->invisible)
3400 {
3401 who->statusmsg (format (
3402 "You ready %s."
3403 "You can now use the skill: %s.",
3404 query_name (op),
3405 &op->skill 1556 &op->skill
3406 )); 1557 ));
1558 if (tmp) who->insert (tmp);
1559 return 1;
3407 } 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));
3408 else 1586 else
3409 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1587 who->statusmsg (format ("You ready %s.", query_name (op)));
3410 } 1588 }
3411 else 1589
3412 {
3413 SET_FLAG (op, FLAG_APPLIED);
3414 change_abil (who, op);
3415 who->chosen_skill = op;
3416 SET_FLAG (who, FLAG_READY_SKILL); 1590 SET_FLAG (who, FLAG_READY_SKILL);
3417 } 1591 SET_FLAG (op, FLAG_APPLIED);
3418 1592 change_abil (who, op);
3419 break; 1593 break;
3420 1594
3421 case BOW: 1595 case BOW:
3422 if (!check_weapon_power (who, op->last_eat)) 1596 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3423 {
3424 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3425
3426 if (tmp)
3427 insert_ob_in_ob (tmp, who);
3428
3429 return 1;
3430 }
3431
3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3433 { 1597 {
3434 who->failmsg ("The weapon does not recognize you as its owner. " 1598 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>"); 1599 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp) 1600 if (tmp) who->insert (tmp);
3437 insert_ob_in_ob (tmp, who);
3438
3439 return 1; 1601 return 1;
3440 } 1602 }
1603
1604 if (player *pl = who->contr)
1605 {
1606 op->flag [FLAG_APPLIED] = true;
1607 who->statusmsg (format ("You wield the %s.", query_name (op)));
1608 change_abil (who, op);
1609 }
1610 break;
1611
1612 case RANGED:
1613 if (player *pl = who->contr)
1614 {
1615 op->flag [FLAG_APPLIED] = true;
1616 who->statusmsg (format ("You applied the %s.", query_name (op)));
1617 }
1618 break;
1619
1620 case SPELL:
1621 if (player *pl = who->contr)
1622 {
1623 op->flag [FLAG_APPLIED] = true;
1624 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1625 }
1626 break;
3441 1627
3442 /*FALLTHROUGH*/ 1628 /*FALLTHROUGH*/
3443 case WAND: 1629 case WAND:
3444 case ROD: 1630 case ROD:
3445 case HORN: 1631 case HORN:
3446 /* check for skill, alter player status */ 1632 /* check for skill, alter player status */
3447 1633
3448 if (!skop) 1634 if (!skop)
3449 { 1635 {
3450 who->failmsg (format ("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);
3451 return 1; 1638 return 1;
3452 } 1639 }
3453 1640
3454 SET_FLAG (op, FLAG_APPLIED); 1641 op->flag [FLAG_APPLIED] = true;
3455 who->change_skill (skop);
3456 1642
3457 if (who->contr) 1643 if (player *pl = who->contr)
3458 { 1644 {
3459 who->contr->ranged_ob = op;
3460
3461 who->statusmsg (format ("You ready %s.", query_name (op))); 1645 who->statusmsg (format ("You ready %s.", query_name (op)));
3462 1646
3463 if (op->type == BOW) 1647 if (op->type == BOW)
3464 {
3465 who->current_weapon = op;
3466 change_abil (who, op);
3467 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1648 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3468 } 1649
1650 change_abil (who, op);
3469 } 1651 }
3470 else 1652 else
3471 { 1653 {
1654 who->change_skill (skop);
1655
3472 if (op->type == BOW) 1656 if (op->type == BOW)
3473 SET_FLAG (who, FLAG_READY_BOW); 1657 op->flag [FLAG_READY_BOW ] = true;
3474 else 1658 else
3475 SET_FLAG (who, FLAG_READY_RANGE); 1659 op->flag [FLAG_READY_RANGE] = true;
3476 } 1660 }
3477 1661
3478 break; 1662 break;
3479 1663
3480 case BUILDER: 1664 case BUILDER:
3481 if (who->type == PLAYER) 1665 if (player *pl = who->contr)
3482 { 1666 {
3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3485 unapply_special (who, who->contr->ranged_ob, 0);
3486
3487 who->statusmsg (format ("You ready your %s.", query_name (op))); 1667 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488 1668 //TODO: change_abil?
3489 who->contr->ranged_ob = op;
3490 } 1669 }
3491 break; 1670 break;
3492 1671
3493 default: 1672 default:
3494 who->statusmsg (format ("You apply %s.", query_name (op))); 1673 who->statusmsg (format ("You apply %s.", query_name (op)));
3495 } 1674 }
3496 1675
3497 SET_FLAG (op, FLAG_APPLIED); 1676 SET_FLAG (op, FLAG_APPLIED);
3498 1677
3499 if (tmp) 1678 if (tmp) who->insert (tmp);
3500 tmp = insert_ob_in_ob (tmp, who);
3501 1679
3502 who->update_stats (); 1680 who->update_stats ();
3503 1681
3504 /* We exclude spell casting objects. The fire code will set the 1682 /* We exclude spell casting objects. The fire code will set the
3505 * been applied flag when they are used - until that point, 1683 * been applied flag when they are used - until that point,
3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1689 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3512 if (who->type == PLAYER) 1690 if (who->type == PLAYER)
3513 { 1691 {
3514 who->failmsg ( 1692 who->failmsg (
3515 "Oops, it feels deadly cold! " 1693 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1694 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3517 ); 1695 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED); 1696 SET_FLAG (op, FLAG_KNOWN_CURSED);
3519 } 1697 }
3520 1698
3521 if (who->type == PLAYER) 1699 if (object *pl = op->visible_to ())
3522 {
3523 /* if multiple objects were applied, update both slots */
3524 if (tmp)
3525 esrv_send_item (who, tmp);
3526
3527 esrv_send_item (who, op); 1700 esrv_send_item (pl, op);
3528 }
3529 1701
3530 return 0; 1702 return 0;
3531} 1703}
3532 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 */
3533int 1709int
3534monster_apply_special (object *who, object *op, int aflags) 1710should_director_abort (object *op, object *victim)
3535{ 1711{
3536 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)))
3537 return 1; 1744 return 1;
3538 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)
3539 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;
3540} 3733}
3541 3734
3542/** 3735/**
3543 * Map was just loaded, handle op's initialisation. 3736 * Map was just loaded, handle op's initialisation.
3544 * 3737 *
3547int 3740int
3548auto_apply (object *op) 3741auto_apply (object *op)
3549{ 3742{
3550 object *tmp = NULL, *tmp2; 3743 object *tmp = NULL, *tmp2;
3551 int i; 3744 int i;
3745
3746 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3552 3747
3553 switch (op->type) 3748 switch (op->type)
3554 { 3749 {
3555 case SHOP_FLOOR: 3750 case SHOP_FLOOR:
3556 if (!op->has_random_items ()) 3751 if (!op->has_random_items ())
3558 3753
3559 do 3754 do
3560 { 3755 {
3561 i = 10; /* let's give it 10 tries */ 3756 i = 10; /* let's give it 10 tries */
3562 while ((tmp = generate_treasure (op->randomitems, 3757 while ((tmp = generate_treasure (op->randomitems,
3563 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
3564 if (tmp == NULL) 3763 if (tmp == NULL)
3565 return 0; 3764 return 0;
3765
3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3766 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3567 { 3767 {
3568 tmp->destroy (); 3768 tmp->destroy ();
3569 tmp = NULL; 3769 tmp = NULL;
3570 } 3770 }
3573 3773
3574 tmp->x = op->x; 3774 tmp->x = op->x;
3575 tmp->y = op->y; 3775 tmp->y = op->y;
3576 SET_FLAG (tmp, FLAG_UNPAID); 3776 SET_FLAG (tmp, FLAG_UNPAID);
3577 insert_ob_in_map (tmp, op->map, NULL, 0); 3777 insert_ob_in_map (tmp, op->map, NULL, 0);
3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579 identify (tmp); 3778 identify (tmp);
3580 break; 3779 break;
3581 3780
3582 case TREASURE: 3781 case TREASURE:
3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3782 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3590 /* 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,
3591 * 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
3592 * to disappear. An example of this item is the random_* stuff 3791 * to disappear. An example of this item is the random_* stuff
3593 * that is put inside other objects. 3792 * that is put inside other objects.
3594 */ 3793 */
3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3597 tmp2 = tmp->below;
3598 tmp->remove ();
3599
3600 if (op->env) 3794 if (op->env)
3601 insert_ob_in_ob (tmp, op->env); 3795 while (op->inv)
3602 else 3796 op->env->insert (op->inv);
3603 tmp->destroy ();
3604 }
3605 3797
3606 op->destroy (); 3798 op->destroy ();
3607 break; 3799 break;
3608 } 3800 }
3609 return tmp ? 1 : 0; 3801
3802 return !!tmp;
3610} 3803}
3611 3804
3612/** 3805/**
3613 * 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
3614 * is loaded or swapped in and performs special actions for 3807 * is loaded or swapped in and performs special actions for
3628 3821
3629 if (tmp->inv) 3822 if (tmp->inv)
3630 { 3823 {
3631 object *invtmp, *invnext; 3824 object *invtmp, *invnext;
3632 3825
3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3826 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3634 { 3827 {
3635 invnext = invtmp->below; 3828 invnext = invtmp->below;
3636 3829
3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3830 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3638 auto_apply (invtmp); 3831 auto_apply (invtmp);
3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3832 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 { 3833 {
3641 while ((invtmp->stats.hp--) > 0) 3834 while (invtmp->stats.hp-- > 0)
3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3835 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643 3836
3644 invtmp->randomitems = NULL; 3837 invtmp->randomitems = NULL;
3645 } 3838 }
3646 else if (invtmp && invtmp->arch 3839 else if (invtmp && invtmp->arch
3651 * treasure again for this object 3844 * treasure again for this object
3652 */ 3845 */
3653 invtmp->randomitems = NULL; 3846 invtmp->randomitems = NULL;
3654 } 3847 }
3655 } 3848 }
3849
3656 /* This is really temporary - the code at the bottom will 3850 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3851 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3852 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3853 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3854 * MSW 2004-05-13
3664 * Ryo 2004-08-16 3858 * Ryo 2004-08-16
3665 */ 3859 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3860 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 || 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)
3668 tmp->randomitems = NULL; 3862 tmp->randomitems = NULL;
3669
3670 } 3863 }
3671 3864
3672 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3673 auto_apply (tmp); 3866 auto_apply (tmp);
3674 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 ())
3707 } 3900 }
3708 3901
3709 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3902 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3903 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3904 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3712 check_trigger (tmp, tmp->above); 3905 check_trigger (tmp, tmp->above, tmp->above);
3713} 3906}
3714 3907
3715/** 3908/**
3716 * Handles player eating food that temporarily changes status (resistances, stats). 3909 * Handles player eating food that temporarily changes status (resistances, stats).
3717 * This used to call cast_change_attr(), but 3910 * This used to call cast_change_attr(), but
3722eat_special_food (object *who, object *food) 3915eat_special_food (object *who, object *food)
3723{ 3916{
3724 object *force; 3917 object *force;
3725 int i, did_one = 0; 3918 int i, did_one = 0;
3726 3919
3727 force = get_archetype (FORCE_NAME); 3920 char buf[64];
3921 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3922 shstr key (buf);
3728 3923
3729 for (i = 0; i < NUM_STATS; i++)
3730 if (sint8 k = food->stats.stat (i))
3731 {
3732 force->stats.stat (i) = k;
3733 did_one = 1;
3734 }
3735
3736 /* check if we can protect the eater */
3737 for (i = 0; i < NROFATTACKS; i++)
3738 {
3739 if (food->resist[i] > 0)
3740 {
3741 force->resist[i] = food->resist[i] / 2;
3742 did_one = 1;
3743 }
3744 }
3745
3746 if (did_one)
3747 {
3748 force->set_speed (0.1);
3749 /* bigger morsel of food = longer effect time */ 3924 /* bigger morsel of food = longer effect time */
3750 force->duration = food->stats.food / 5; 3925 int duration = TIME2TICK (food->stats.food);
3751 SET_FLAG (force, FLAG_APPLIED); 3926
3752 change_abil (who, force); 3927 if (force = who->force_find (key))
3753 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;
3754 } 3938 }
3755 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
3756 force->destroy (); 3970 force->destroy ();
3971 }
3757 3972
3758 /* check for hp, sp change */ 3973 /* check for hp, sp change */
3759 if (food->stats.hp != 0) 3974 if (food->stats.hp != 0)
3760 { 3975 {
3761 if (QUERY_FLAG (food, FLAG_CURSED)) 3976 if (QUERY_FLAG (food, FLAG_CURSED))
3762 { 3977 {
3763 assign (who->contr->killer, food->name); 3978 who->contr->killer = food;
3764 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3979 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3765 who->failmsg ("Eck!...that was poisonous!"); 3980 who->failmsg ("Eck!...that was poisonous!");
3766 } 3981 }
3767 else 3982 else
3768 { 3983 {
3772 who->failmsg ("Eck!...that was poisonous!"); 3987 who->failmsg ("Eck!...that was poisonous!");
3773 3988
3774 who->stats.hp += food->stats.hp; 3989 who->stats.hp += food->stats.hp;
3775 } 3990 }
3776 } 3991 }
3992
3777 if (food->stats.sp != 0) 3993 if (food->stats.sp != 0)
3778 { 3994 {
3779 if (QUERY_FLAG (food, FLAG_CURSED)) 3995 if (QUERY_FLAG (food, FLAG_CURSED))
3780 { 3996 {
3781 who->failmsg ("You are drained of mana!"); 3997 who->failmsg ("You are drained of mana!");
3790 /* place limit on max sp from food? */ 4006 /* place limit on max sp from food? */
3791 } 4007 }
3792 } 4008 }
3793 4009
3794 who->update_stats (); 4010 who->update_stats ();
3795}
3796
3797/**
3798 * Designed primarily to light torches/lanterns/etc.
3799 * Also burns up burnable material too. First object in the inventory is
3800 * the selected object to "burn". -b.t.
3801 */
3802void
3803apply_lighter (object *who, object *lighter)
3804{
3805 object *item;
3806 int is_player_env = 0;
3807
3808 item = find_marked_object (who);
3809 if (item)
3810 {
3811 if (lighter->last_eat && lighter->stats.food)
3812 { /* lighter gets used up */
3813 /* Split multiple lighters if they're being used up. Otherwise *
3814 * one charge from each would be used up. --DAMN */
3815 if (lighter->nrof > 1)
3816 {
3817 object *oneLighter = lighter->clone ();
3818
3819 lighter->nrof -= 1;
3820 oneLighter->nrof = 1;
3821 oneLighter->stats.food--;
3822 esrv_send_item (who, lighter);
3823 oneLighter = insert_ob_in_ob (oneLighter, who);
3824 esrv_send_item (who, oneLighter);
3825 }
3826 else
3827 lighter->stats.food--;
3828 }
3829 else if (lighter->last_eat)
3830 {
3831 /* no charges left in lighter */
3832 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3833 return;
3834 }
3835
3836 /* Perhaps we should split what we are trying to light on fire?
3837 * I can't see many times when you would want to light multiple
3838 * objects at once.
3839 */
3840
3841 if (who == item->in_player ())
3842 is_player_env = 1;
3843
3844 save_throw_object (item, AT_FIRE, who);
3845
3846 if (item->destroyed ())
3847 {
3848 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3849 /* Need to update the player so that the players glow radius
3850 * gets changed.
3851 */
3852 if (is_player_env)
3853 who->update_stats ();
3854 }
3855 else
3856 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3857 }
3858 else
3859 who->failmsg ("You need to mark a lightable object.");
3860}
3861
3862/**
3863 * op made some mistake with a scroll, this takes care of punishment.
3864 * scroll_failure()- hacked directly from spell_failure
3865 */
3866void
3867scroll_failure (object *op, int failure, int power)
3868{
3869 if (abs (failure / 4) > power)
3870 power = abs (failure / 4); /* set minimum effect */
3871
3872 if (failure <= -1 && failure > -15)
3873 { /* wonder */
3874 object *tmp;
3875
3876 op->failmsg ("Your spell warps!");
3877 tmp = get_archetype (SPELL_WONDER);
3878 cast_wonder (op, op, 0, tmp);
3879 tmp->destroy ();
3880 }
3881 else if (failure <= -15 && failure > -35)
3882 { /* drain mana */
3883 op->failmsg ("Your mana is drained!");
3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3885 if (op->stats.sp < 0)
3886 op->stats.sp = 0;
3887 }
3888 else if (settings.spell_failure_effects == TRUE)
3889 {
3890 if (failure <= -35 && failure > -60)
3891 { /* confusion */
3892 op->failmsg ("The magic recoils on you!");
3893 confuse_player (op, op, power);
3894 }
3895 else if (failure <= -60 && failure > -70)
3896 { /* paralysis */
3897 op->failmsg ("The magic recoils and paralyzes you!");
3898 paralyze_player (op, op, power);
3899 }
3900 else if (failure <= -70 && failure > -80)
3901 { /* blind */
3902 op->failmsg ("The magic recoils on you!");
3903 blind_player (op, op, power);
3904 }
3905 else if (failure <= -80)
3906 { /* blast the immediate area */
3907 object *tmp = get_archetype (LOOSE_MANA);
3908 cast_magic_storm (op, tmp, power);
3909 op->failmsg ("You unleash uncontrolled mana!");
3910 tmp->destroy ();
3911 }
3912 }
3913} 4011}
3914 4012
3915void 4013void
3916apply_changes_to_player (object *pl, object *change) 4014apply_changes_to_player (object *pl, object *change)
3917{ 4015{
3965 } 4063 }
3966 4064
3967 /* insert the randomitems from the change's treasurelist into 4065 /* insert the randomitems from the change's treasurelist into
3968 * the player ref: player.c 4066 * the player ref: player.c
3969 */ 4067 */
3970 if (change->randomitems != NULL) 4068 if (change->randomitems)
3971 give_initial_items (pl, change->randomitems); 4069 give_initial_items (pl, change->randomitems);
3972 4070
3973 /* set up the face, for some races. */ 4071 /* set up the face, for some races. */
3974 4072
3975 /* first, look for the force object banning 4073 /* first, look for the force object banning
3976 * changing the face. Certain races never change face with class. 4074 * changing the face. Certain races never change face with class.
3977 */ 4075 */
3978 for (walk = pl->inv; walk != NULL; walk = walk->below) 4076 for (walk = pl->inv; walk; walk = walk->below)
3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4077 if (walk->name == shstr_NOCLASSFACECHANGE)
3980 flag_change_face = 0; 4078 flag_change_face = 0;
3981 4079
3982 if (flag_change_face) 4080 if (flag_change_face)
3983 { 4081 {
3984 pl->animation_id = GET_ANIM_ID (change);
3985 pl->face = change->face; 4082 pl->face = change->face;
3986 4083 pl->animation_id = change->animation_id;
3987 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4084 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3988 SET_FLAG (pl, FLAG_ANIMATE);
3989 else
3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3991 } 4085 }
3992 4086
3993 /* check the special case of can't use weapons */ 4087 /* check the special case of can't use weapons */
3994 /*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); */
3995 if (!strcmp (change->name, "monk")) 4089 if (change->name == shstr_monk)
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4090 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3997 4091
3998 break; 4092 break;
3999 } 4093 }
4000 } 4094 }
4001} 4095}
4002 4096
4003/**
4004 * This handles items of type 'transformer'.
4005 * Basically those items, used with a marked item, transform both items into something
4006 * else.
4007 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4008 * Change information is contained in the 'slaying' field of the marked item.
4009 * The format is as follow: transformer:[number ]yield[;transformer:...].
4010 * This way an item can be transformed in many things, and/or many objects.
4011 * The 'slaying' field for transformer is used as verb for the action.
4012 */
4013void
4014apply_item_transformer (object *pl, object *transformer)
4015{
4016 object *marked;
4017 object *new_item;
4018 char *find;
4019 char *separator;
4020 int yield;
4021 char got[MAX_BUF];
4022 int len;
4023
4024 if (!pl || !transformer)
4025 return;
4026
4027 marked = find_marked_object (pl);
4028
4029 if (!marked)
4030 {
4031 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4032 return;
4033 }
4034
4035 if (!marked->slaying)
4036 {
4037 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4038 return;
4039 }
4040
4041 /* check whether they are compatible or not */
4042 find = strstr (marked->slaying, transformer->arch->archname);
4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4044 {
4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 return;
4047 }
4048
4049 find += strlen (transformer->arch->archname) + 1;
4050 /* Item can be used, now find how many and what it yields */
4051 if (isdigit (*(find)))
4052 {
4053 yield = atoi (find);
4054 if (yield < 1)
4055 {
4056 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4057 yield = 1;
4058 }
4059 }
4060 else
4061 yield = 1;
4062
4063 while (isdigit (*find))
4064 find++;
4065
4066 while (*find == ' ')
4067 find++;
4068
4069 memset (got, 0, MAX_BUF);
4070
4071 if ((separator = strchr (find, ';')) != NULL)
4072 len = separator - find;
4073 else
4074 len = strlen (find);
4075
4076 if (len > MAX_BUF - 1)
4077 len = MAX_BUF - 1;
4078
4079 strcpy (got, find);
4080 got[len] = '\0';
4081
4082 /* Now create new item, remove used ones when required. */
4083 new_item = get_archetype (got);
4084 if (!new_item)
4085 {
4086 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4087 return;
4088 }
4089
4090 new_item->nrof = yield;
4091
4092 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093
4094 insert_ob_in_ob (new_item, pl);
4095 esrv_send_inventory (pl, pl);
4096 /* Eat up one item */
4097 decrease_ob_nr (marked, 1);
4098
4099 /* Eat one transformer if needed */
4100 if (transformer->stats.food)
4101 if (--transformer->stats.food == 0)
4102 decrease_ob_nr (transformer, 1);
4103}
4104

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