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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 1.265 by root, Tue May 18 01:45:16 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 (TRANSPORT);
65 name_flag = 1; 71 set (EXIT);
66 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 85 }
86} apply_types_player_only;
68 87
69 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
70 * name or race that matches. 89// be applied at all. used by e.g. apply below.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77 90
78 /* If the director has slaying set, only affect objects where none 91static const struct apply_types : typeset
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87}
88
89/**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94static int
95apply_id_altar (object *money, object *altar, object *pl)
96{ 92{
97 dynbuf_text buf; 93 apply_types ()
98 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.", 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 { 95 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 96 set (T_HANDLE);
129 { 97 set (TRIGGER);
130 if (operate_altar (altar, &money)) 98 set (SCROLL);
131 { 99 set (POTION);
132 identify (id); 100 set (CLOSE_CON);
133 101 set (CONTAINER);
134 buf.printf ("You have %s.", long_desc (id, pl)); 102 set (LAMP);
135 if (id->msg) 103 set (TORCH);
136 buf << "The item has a story:\n" << id->msg; 104 set (DRINK);
137 105 set (FOOD);
138 /* If no more money, might as well quit now */ 106 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 107 set (POISON);
140 break; 108 set (POWER_CRYSTAL);
141 } 109 set (ITEM_TRANSFORMER);
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 } 110 }
149 111} apply_types;
150 if (buf.empty ())
151 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}
419 112
420/**************************************************************************** 113/****************************************************************************
421 * Weapon improvement code follows 114 * Weapon improvement code follows
422 ****************************************************************************/ 115 ****************************************************************************/
423 116
424/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
425 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
426 */ 134 */
427static int 135static int
428check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
429{ 137{
430 int count = 0; 138 int count = 0;
431 139
432 if (!item) 140 if (!item)
433 return 0; 141 return 0;
434 142
435 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 144 if (op->arch->archname == item)
438 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 147 count += op->number_of ();
446 }
447 }
448 }
449 148
450 return count; 149 return count;
451} 150}
452 151
453/** 152/**
455 * op is typically the player, which is only 154 * op is typically the player, which is only
456 * really used to determine what space to look at. 155 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
458 */ 157 */
459static void 158static void
460eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 160{
462 object *prev; 161 object *prev;
463 162
464 prev = op; 163 prev = op;
465 op = op->below; 164 op = op->below;
466 165
467 while (op) 166 while (op)
468 { 167 {
469 if (strcmp (op->arch->archname, item) == 0) 168 if (op->arch->archname == item)
470 { 169 {
471 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
472 { 171 {
473 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
474 return; 173 return;
475 } 174 }
476 else 175 else
477 { 176 {
478 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
479 nrof -= op->nrof; 178 nrof -= op->nrof;
480 } 179 }
481 180
482 op = prev; 181 op = prev;
483 } 182 }
486 op = op->below; 185 op = op->below;
487 } 186 }
488} 187}
489 188
490/** 189/**
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. 190 * 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. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 192 */
545static int 193static int
546check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
550 if (improver->slaying) 198 if (improver->slaying)
551 { 199 {
552 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
553 if (count < 1) 201 if (count < 1)
554 { 202 {
555 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
556 return 0; 204 return 0;
557 } 205 }
558 } 206 }
559 else 207 else
560 count = 1; 208 count = 1;
568static int 216static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 218{
571 stat += sacrifice_count; 219 stat += sacrifice_count;
572 weapon->last_eat++; 220 weapon->last_eat++;
573 decrease_ob (improver); 221 improver->decrease ();
574 222
575 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
576 op->update_stats (); 224 op->update_stats ();
577 225
578 op->statusmsg (format ( 226 op->statusmsg (format (
599 247
600/** 248/**
601 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
603 */ 251 */
604int 252static int
605prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
606{ 254{
607 int sacrifice_count, i; 255 int sacrifice_count, i;
608 char buf[MAX_BUF];
609 256
610 if (weapon->level != 0) 257 if (weapon->level != 0)
611 { 258 {
612 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
613 return 0; 260 return 0;
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)
640 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level 291 &weapon->name, weapon->level
643 )); 292 ));
644 293
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 296 slot at once! */
649 decrease_ob (improver); 297 improver->decrease ();
650 weapon->last_eat = 0; 298 weapon->last_eat = 0;
651 return 1; 299 return 1;
652} 300}
653
654 301
655/** 302/**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code. 304 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
661 * 308 *
662 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
663 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
664 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
665 */ 312 */
666int 313static int
667improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
668{ 315{
669 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
670 317
671 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
673 320
674 if (weapon->level == 0) 321 if (weapon->level == 0)
675 { 322 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
677 return 0; 326 return 0;
678 } 327 }
679 328
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
681 { 331 {
682 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
683 return 0; 333 return 0;
684 } 334 }
685 335
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
687 { 338 {
688 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
690 "really want to improve it."); 341 "really want to improve it.");
691 return 0; 342 return 0;
702 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++; 355 weapon->last_eat++;
705 356
706 weapon->item_power++; 357 weapon->item_power++;
707 decrease_ob (improver); 358 improver->decrease ();
708 return 1; 359 return 1;
709 } 360 }
710 361
711 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 363 {
716 weapon->weight = 1; 367 weapon->weight = 1;
717 368
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++; 370 weapon->last_eat++;
720 weapon->item_power++; 371 weapon->item_power++;
721 decrease_ob (improver); 372 improver->decrease ();
722 return 1; 373 return 1;
723 } 374 }
375
724 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 377 {
726 weapon->magic++; 378 weapon->magic++;
727 weapon->last_eat++; 379 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 381 improver->decrease ();
730 weapon->item_power++; 382 weapon->item_power++;
731 return 1; 383 return 1;
732 } 384 }
733 385
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
739 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
740 392
741 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
742 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
743 { 395 {
744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
745 return 0; 397 return 0;
746 } 398 }
747 399
748 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
749 weapon->item_power++; 401 weapon->item_power++;
768/** 420/**
769 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
770 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
771 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
772 */ 424 */
773int 425static int
774check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
775{ 427{
776 object *otmp;
777
778 if (op->type != PLAYER) 428 if (op->type != PLAYER)
779 return 0; 429 return 0;
780 430
781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
782 { 432 {
783 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 434 return 0;
785 } 435 }
786 436
787 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
438
788 if (!otmp) 439 if (!otmp)
789 { 440 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
791 return 0; 442 return 0;
792 } 443 }
793 444
794 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
795 { 446 {
796 op->failmsg ("Marked item is not a weapon or bow!"); 447 op->failmsg ("Marked item is not a weapon or bow!");
448 return 0;
449 }
450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
797 return 0; 454 return 0;
798 } 455 }
799 456
800 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
801 458
824 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
825 * the users level or 90) 482 * the users level or 90)
826 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
827 * changing of physical area right now. 484 * changing of physical area right now.
828 */ 485 */
829int 486static int
830improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
831{ 488{
832 object *tmp;
833
834 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
835 { 490 {
836 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 492 return 0;
838 } 493 }
494
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 495 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
840 * etc), so take the easy way out and don't worry about it. 496 * etc), so take the easy way out and don't worry about it.
841 * Note - maybe add scrolls which make the random artifact versions (eg, armour 497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?) 498 * of gnarg and what not?)
843 */ 499 */
845 { 501 {
846 op->failmsg ("This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 503 return 0;
848 } 504 }
849 505
850 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
852 */ 508 */
853 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857 510
858 armour->magic++; 511 armour->magic++;
859 512
860 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
861 { 514 {
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 552
900 if (op->type == PLAYER) 553 if (op->type == PLAYER)
901 { 554 {
902 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
904 op->update_stats (); 558 op->update_stats ();
905 } 559 }
906 560
907 decrease_ob (improver); 561 improver->decrease ();
908 562
909 if (tmp) 563 if (tmp)
910 { 564 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 565
915 return 1; 566 return 1;
916} 567}
917 568
918/* 569/*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not 570 * convert_item() returns 1 if anything was converted, 0 if the item was not
920 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
921 */ 572 *
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. 573 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not 575 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
931 */ 577 */
932int 578int
933convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
934{ 580{
935 int nr = 0; 581 sint64 nr = 0, price_in;
936 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
937 590
938 /* We make some assumptions - we assume if it takes money as it type, 591 /* We make some assumptions - we assume if it takes money as it type,
939 * it wants some amount. We don't make change (ie, if something costs 592 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
941 */ 594 */
942 if (CONV_FROM (converter) == shstr_money) 595 if (conv_from == shstr_money)
943 { 596 {
944 if (item->type != MONEY) 597 if (item->type != MONEY)
945 return 0; 598 return 0;
946 599
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 601 if (!nr)
949 return 0; 602 return 0;
950 603
951 converter->play_sound (sound_find ("shop_buy")); 604 converter->play_sound (sound_find ("shop_buy"));
952 605
953 int cost = nr * CONV_NEED (converter) / item->value; 606 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++;
957 607
958 decrease_ob_nr (item, cost); 608 item->decrease (cost);
959 609
960 price_in = cost * item->value; 610 price_in = cost * item->value;
961 } 611 }
962 else 612 else
963 { 613 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 614 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
966 return 0; 617 return 0;
967 618
968 converter->play_sound (sound_find ("convert_item")); 619 converter->play_sound (sound_find ("convert_item"));
969 620
970 if (CONV_NEED (converter)) 621 if (need)
971 { 622 {
972 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
975 } 626 }
976 else 627 else
977 { 628 {
978 price_in = item->value; 629 price_in = item->value;
979 item->destroy (); 630 item->destroy ();
990 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 644 ob_to_copy = ob;
994 645
995 item = object_create_clone (ob_to_copy); 646 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 649 }
999 else 650 else
1000 { 651 {
1001 if (converter->other_arch == NULL) 652 if (!conv_to)
1002 { 653 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 656 return -1;
1006 } 657 }
1007 658
1008 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 661 }
1011 662
1012 if (CONV_NR (converter)) 663 if (give)
1013 item->nrof = CONV_NR (converter); 664 item->nrof = give;
1014 665
1015 if (nr) 666 if (nr)
1016 item->nrof *= nr; 667 item->nrof *= nr;
1017 668
1018 if (is_in_shop (converter)) 669 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
1020 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 681 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 684 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 686 * hopefully had something in mind when doing this.
1027 */ 687 */
1028 } 688 }
1029 689
1030 SET_FLAG (item, FLAG_IDENTIFIED); 690 // elmex: only identify if we need to, for example so that generated money doesn't
691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1; 696 return 1;
1033} 697}
1034 698
1035/** 699/**
1036 * Handle apply on containers. 700 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 702 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1039 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
1040 */ 704 */
1041int 705static int
1042apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
1043{ 707{
1044 if (op->type != PLAYER || !op->contr->ns) 708 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */ 709 return 0; /* This might change */
1046 710
1059 } 723 }
1060 724
1061 // already applied == open on ground, or open in inv, or active in inv 725 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED]) 726 if (sack->flag [FLAG_APPLIED])
1063 { 727 {
1064 if (op->container == sack) 728 if (op->container_ () == sack)
1065 { 729 {
1066 // open on ground or inv, so close 730 // open on ground or inv, so close
1067 op->close_container (); 731 op->close_container ();
1068 return 1; 732 return 1;
1069 } 733 }
1070 else if (!sack->env) 734 else if (!sack->env)
1071 { 735 {
1072 // active, but not ours: some other player has opened it 736 // active on floor, but not ours: some other player has opened it
737 // normally this only happens to dms standing on the same space.
738 // but it doesn't hurt to handle it.
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1074 return 1; 740 return 1;
1075 } 741 }
742 }
1076 743
1077 // fall through to opening it (active in inv) 744 // it's locked?
745 if (sack->slaying)
1078 } 746 {
1079 else if (sack->env) 747 if (object *tmp = find_key (op, op, sack))
748 {
749 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
750 }
751 else
752 {
753 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
754 esrv_update_item (UPD_FLAGS, op, sack);
755 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
756 return 1;
757 }
758 }
759
760 if (sack->env && !sack->flag [FLAG_APPLIED])
1080 { 761 {
1081 // it is in our env, so activate it, do not open yet 762 // it is in our env, so activate it, do not open yet
1082 op->close_container (); 763 op->close_container ();
1083 sack->flag [FLAG_APPLIED] = 1; 764 sack->flag [FLAG_APPLIED] = true;
1084 esrv_update_item (UPD_FLAGS, op, sack); 765 esrv_update_item (UPD_FLAGS, op, sack);
1085 op->statusmsg (format ("You ready %s.", query_name (sack))); 766 op->statusmsg (format ("You ready %s.", query_name (sack)));
1086 return 1;
1087 }
1088
1089 // it's locked?
1090 if (sack->slaying)
1091 { 767 }
1092 if (object *tmp = find_key (op, op, sack))
1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1094 else 768 else
1095 {
1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1097 return 1;
1098 }
1099 }
1100
1101 op->open_container (sack); 769 op->open_container (sack);
1102 770
1103 return 1; 771 return 1;
1104} 772}
1105 773
1106/** 774/**
1112{ 780{
1113 /* Only players can make sacrifices on spell casting altars. */ 781 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER)) 782 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0; 783 return 0;
1116 784
1117 if (operate_altar (altar, &sacrifice)) 785 if (operate_altar (altar, &sacrifice, originator))
1118 { 786 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet 787 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it 788 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly. 789 * is up to map designers to use them properly.
1122 */ 790 */
1131/* push_button (altar);*/ 799/* push_button (altar);*/
1132 } 800 }
1133 else 801 else
1134 { 802 {
1135 altar->value = 1; /* works only once */ 803 altar->value = 1; /* works only once */
1136 push_button (altar); 804 push_button (altar, originator);
1137 } 805 }
1138 806
1139 return !sacrifice; 807 return !sacrifice;
1140 } 808 }
1141 else 809 else
1154{ 822{
1155 int rv = 0; 823 int rv = 0;
1156 double opinion; 824 double opinion;
1157 object *tmp, *next; 825 object *tmp, *next;
1158 826
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 827 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1160 828
1161 bool has_unpaid = false; 829 bool has_unpaid = false;
1162 830
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to 831 // quite inefficient to do this here twice, but the api doesn't lend itself to
1164 // a quick and small change :( 832 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 833 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 834 if (item->flag [FLAG_UNPAID])
1167 { 835 {
1168 has_unpaid = true; 836 has_unpaid = true;
1169 break; 837 break;
1170 } 838 }
1171 839
1172 if (op->type != PLAYER) 840 if (!op->is_player ())
1173 { 841 {
1174 /* Remove all the unpaid objects that may be carried here. 842 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 843 * This could be pets or monsters that are somehow in
1176 * the shop. 844 * the shop.
1177 */ 845 */
1178 for (tmp = op->inv; tmp; tmp = next) 846 for (tmp = op->inv; tmp; tmp = next)
1179 { 847 {
1180 next = tmp->below; 848 next = tmp->below;
1181 849
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 850 if (tmp->flag [FLAG_UNPAID])
1183 { 851 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 852 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 853
854 if (i >= 0)
1186 tmp->remove (); 855 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 } 856 }
1196 } 857 }
1197 858
1198 /* Don't teleport things like spell effects */ 859 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 860 if (op->flag [FLAG_NO_PICK])
1200 return 0; 861 return 0;
1201 862
1202 /* unpaid objects, or non living objects, can't transfer by 863 /* unpaid objects, or non living objects, can't transfer by
1203 * shop mats. Instead, put it on a nearby space. 864 * shop mats. Instead, put it on a nearby space.
1204 */ 865 */
1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 866 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1206 { 867 {
1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 868 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 869 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1209 870
1210 if (i != -1) 871 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 872 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212 873
1213 return 0; 874 return 0;
1214 } 875 }
876
1215 /* Removed code that checked for multipart objects - it appears that 877 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 878 * the teleport function should be able to handle this just fine.
1217 */ 879 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 881 }
1222 /* this is only used for players */ 884 /* this is only used for players */
1223 rv = teleport (shop_mat, SHOP_MAT, op); 885 rv = teleport (shop_mat, SHOP_MAT, op);
1224 886
1225 if (has_unpaid) 887 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy")); 888 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op)) 889 else if (op->is_in_shop ())
1228 op->contr->play_sound (sound_find ("shop_enter")); 890 op->contr->play_sound (sound_find ("shop_enter"));
1229 else 891 else
1230 op->contr->play_sound (sound_find ("shop_leave")); 892 op->contr->play_sound (sound_find ("shop_leave"));
1231 893
1232 if (shop_mat->msg) 894 if (shop_mat->msg)
1233 op->statusmsg (shop_mat->msg); 895 op->statusmsg (shop_mat->msg);
1234 /* This check below is a bit simplistic - generally it should be correct, 896 /* This check below is a bit simplistic - generally it should be correct,
1235 * but there is never a guarantee that the bottom space on the map is 897 * but there is never a guarantee that the bottom space on the map is
1236 * actually the shop floor. 898 * actually the shop floor.
1237 */ 899 */
1238 else if (!rv && !is_in_shop (op)) 900 else if (!rv && !op->is_in_shop ())
1239 { 901 {
1240 opinion = shopkeeper_approval (op->map, op); 902 opinion = shopkeeper_approval (op->map, op);
1241 903
1242 op->statusmsg ( 904 op->statusmsg (
1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 905 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1264 op->y += freearr_y[i]; 926 op->y += freearr_y[i];
1265 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 927 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1266 } 928 }
1267 } 929 }
1268 930
1269 CLEAR_FLAG (op, FLAG_NO_APPLY); 931 op->clr_flag (FLAG_NO_APPLY);
1270 return rv; 932 return rv;
1271} 933}
1272 934
1273/** 935/**
1274 * Handles applying a sign. 936 * Handles applying a sign.
1275 */ 937 */
1276static void 938static void
1277apply_sign (object *op, object *sign, int autoapply) 939apply_sign (object *op, object *sign, int autoapply)
1278{ 940{
1279 readable_message_type *msgType; 941 if (!op->is_player())
942 return;
943
944 if (sign->has_dialogue ())
945 {
946 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
947 return;
948 }
1280 949
1281 if (!sign->msg) 950 if (!sign->msg)
1282 { 951 {
1283 op->statusmsg ("Nothing is written on it."); 952 op->contr->infobox (MSG_CHANNEL ("examine"),
953 format ("T<%s>\n\n Nothing %sis written on it.",
954 &sign->name,
955 sign->name == sign->arch->name ? "" : "else "));
1284 return; 956 return;
1285 } 957 }
1286 958
1287 if (sign->stats.food) 959 if (sign->stats.food)
1288 { 960 {
1289 if (sign->last_eat >= sign->stats.food) 961 if (sign->last_eat >= sign->stats.food)
1290 { 962 {
1291 if (!sign->move_on) 963 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 964 op->failmsg ("You cannot read it anymore.");
1293 965
1294 return; 966 return;
1295 } 967 }
1296 968
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 969 if (!op->flag [FLAG_WIZPASS])
1298 sign->last_eat++; 970 sign->last_eat++;
1299 } 971 }
1300 972
1301 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 973 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1302 * No way to know for sure. The presumption is basically that if 974 * No way to know for sure. The presumption is basically that if
1303 * move_on is zero, it needs to be manually applied (doesn't talk 975 * move_on is zero, it needs to be manually applied (doesn't talk
1304 * to us). 976 * to us).
1305 */ 977 */
1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 978 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1307 { 979 {
1308 op->failmsg ("You are unable to read while blind!"); 980 op->failmsg ("You are unable to read while blind!");
1309 return; 981 return;
1310 } 982 }
1311 983
1312 if (op->contr) 984 if (op->contr)
1313 if (client *ns = op->contr->ns) 985 if (client *ns = op->contr->ns)
1314 { 986 {
987 if (sign->sound)
1315 ns->play_sound (sign->sound); 988 ns->play_sound (sign->sound);
1316 msgType = get_readable_message_type (sign); 989 else if (autoapply)
990 ns->play_sound (sound_find ("msg_voice"));
1317 991
1318 if (ns->can_msg) 992 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 } 993 }
1327} 994}
1328 995
1329/** 996static 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) 997move_apply_hole (object *trap, object *victim)
1340{ 998{
1341 static int recursion_depth = 0; 999 /* Hole not open? */
1342 1000 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; 1001 return;
1346 1002
1347 /* move_apply() is the most likely candidate for causing unwanted and 1003 /* Is this a multipart monster and not the head? If so, return.
1348 * possibly unlimited recursion. 1004 * Processing will happen if the head runs into the pit
1349 */ 1005 */
1350 /* The following was changed because it was causing perfeclty correct 1006 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; 1007 return;
1361 }
1362 1008
1363 recursion_depth++; 1009 // now find all possible locations and randomly pick one
1364 if (trap->head) 1010 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1365 trap = trap->head; 1011 trap->range >= 3 ? SIZEOFFREE3 + 1
1012 : trap->range >= 2 ? SIZEOFFREE2 + 1
1013 : trap->range >= 1 ? SIZEOFFREE1 + 1
1014 : SIZEOFFREE0 + 1);
1366 1015
1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1016 if (dir < 0)
1368 goto leave; 1017 return;
1369 1018
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")); 1019 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1516 victim->statusmsg ("You fall through the hole!", NDI_RED); 1020 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 1021
1520 case EXIT: 1022 transfer_ob (victim,
1521 if (victim->type == PLAYER && EXIT_PATH (trap)) 1023 EXIT_X (trap) + freearr_x[dir],
1522 { 1024 EXIT_Y (trap) + freearr_y[dir],
1523 /* Basically, don't show exits leading to random maps the 1025 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} 1026}
2664 1027
2665/** 1028/**
2666 * Unapplies specified item. 1029 * Unapplies specified item.
2667 * No check done on cursed/damned. 1030 * No check done on cursed/damned.
2668 * Break this out of apply_special - this is just done 1031 * Break this out of apply_special - this is just done
2669 * to keep the size of apply_special to a more managable size. 1032 * to keep the size of apply_special to a more managable size.
2670 */ 1033 */
2671static int 1034static bool
2672unapply_special (object *who, object *op, int aflags) 1035unapply_special (object *who, object *op, int aflags)
2673{ 1036{
2674 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2676 return RESULT_INT (0); 1039 return RESULT_INT (0);
2677 1040
2678 CLEAR_FLAG (op, FLAG_APPLIED); 1041 if (who->current_weapon == op)
1042 who->current_weapon = 0;
1043
1044 op->flag [FLAG_APPLIED] = false;
2679 1045
2680 switch (op->type) 1046 switch (op->type)
2681 { 1047 {
2682 case SKILL_TOOL: 1048 case SKILL:
1049 if (player *pl = who->contr)
1050 if (op->invisible)
1051 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1052 else
1053 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1054
1055 change_abil (who, op);
1056 who->flag [FLAG_READY_SKILL] = false;
1057 break;
1058
1059 case WEAPON:
1060 who->statusmsg (format ("You unwield %s.", query_name (op)));
1061 change_abil (who, op);
1062 who->flag [FLAG_READY_WEAPON] = false;
1063
2683 // unapplying a skill tool should also unapply the skill it governs 1064 // 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 1065 // but this is hard, as it shouldn't do so when the skill can
2685 // be used for other reasons 1066 // be used for other reasons
2686 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1067 //TODO: really?
2687 if (tmp->skill == op->skill 1068 if (who->chosen_skill)
2688 && tmp->type == SKILL 1069 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2689 && tmp->flag [FLAG_APPLIED]
2690 && !tmp->flag [FLAG_CAN_USE_SKILL])
2691 unapply_special (who, tmp, 0); 1070 unapply_special (who, who->chosen_skill, 0);
2692 1071
2693 change_abil (who, op);
2694 break; 1072 break;
2695 1073
1074 case RANGED:
1075 case BOW:
2696 case WEAPON: 1076 case WAND:
1077 case ROD:
1078 case HORN:
2697 if (player *pl = who->contr) 1079 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 { 1080 {
2713 if (!op->invisible)
2714 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1081 who->statusmsg (format ("You unready %s.", query_name (op)));
1082 change_abil (who, op);
1083 }
1084 else
1085 {
1086 if (op->type == BOW)
1087 op->flag [FLAG_READY_BOW ] = false;
2715 else 1088 else
2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1089 op->flag [FLAG_READY_RANGE] = false;
2717 } 1090 }
2718 1091
2719 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break; 1092 break;
2722 1093
2723 case ARMOUR: 1094 case ARMOUR:
2724 case HELMET: 1095 case HELMET:
2725 case SHIELD: 1096 case SHIELD:
2732 case CLOAK: 1103 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 1104 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 1105 change_abil (who, op);
2735 break; 1106 break;
2736 1107
2737 case LAMP: 1108 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: 1109 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))); 1110 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; 1111 break;
2800 1112
2801 case BUILDER: 1113 //case SKILL_TOOL://TODO
2802 if (who->contr)
2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2804 break;
2805
2806 default: 1114 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op))); 1115 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break; 1116 break;
2809 } 1117 }
2810 1118
1119 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1120 if (object *pl = op->visible_to ())
1121 esrv_send_item (pl, op);
1122
2811 who->update_stats (); 1123 who->update_stats ();
2812 1124
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; 1125 return 1;
2830} 1126}
2831 1127
2832/** 1128/**
2833 * Returns the object that is using location 'loc'. 1129 * Returns the object that is using location 'loc'.
2834 * Note that 'start' is the first object to start examing - we 1130 * Note that 'start' is the first object to start examing - we
2846static object * 1142static object *
2847get_next_item_from_body_location (int loc, object *start) 1143get_next_item_from_body_location (int loc, object *start)
2848{ 1144{
2849 for (object *tmp = start; tmp; tmp = tmp->below) 1145 for (object *tmp = start; tmp; tmp = tmp->below)
2850 if (tmp->flag [FLAG_APPLIED] 1146 if (tmp->flag [FLAG_APPLIED]
2851 && tmp->slot[loc].info 1147 && tmp->slot [loc].info
2852 && (!tmp->invisible || tmp->type == SKILL)) 1148 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2853 return tmp; 1149 return tmp;
2854 1150
2855 return 0; 1151 return 0;
2856} 1152}
2857 1153
2870#define CANNOT_REMOVE_CURSED \ 1166#define CANNOT_REMOVE_CURSED \
2871 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1167 "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, " \ 1168 "Praying over an altar, scrolls of remove curse/damnation, " \
2873 "priests or even other players might help.>" 1169 "priests or even other players might help.>"
2874 1170
2875int 1171static bool
2876unapply_for_ob (object *who, object *op, int aflags) 1172unapply_for_ob (object *who, object *op, int aflags)
2877{ 1173{
2878 if (op->is_range ()) 1174 if (op->is_range ())
2879 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1176 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2881 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1177 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2882 { 1178 {
2883 if (aflags & AP_PRINT) 1179 if (aflags & AP_PRINT)
2884 who->failmsg (query_name (tmp)); 1180 who->failmsg (query_name (tmp));
2885 else 1181 else
2886 unapply_special (who, tmp, aflags); 1182 unapply_special (who, tmp, aflags);
2889 { 1185 {
2890 /* In this case, we want to try and remove a cursed item. 1186 /* In this case, we want to try and remove a cursed item.
2891 * While we know it won't work, we want unapply_special to 1187 * While we know it won't work, we want unapply_special to
2892 * at least generate the message. 1188 * at least generate the message.
2893 */ 1189 */
2894 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1190 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2895 return 1; 1191 return 1;
2896 } 1192 }
2897 1193
2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1194 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2899 { 1195 {
2919#endif 1215#endif
2920 return 1; 1216 return 1;
2921 } 1217 }
2922 1218
2923 /* If we are just printing, we don't care about cursed status */ 1219 /* If we are just printing, we don't care about cursed status */
2924 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1220 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2925 { 1221 {
2926 if (aflags & AP_PRINT) 1222 if (aflags & AP_PRINT)
2927 who->failmsg (query_name (tmp)); 1223 who->failmsg (query_name (tmp));
2928 else 1224 else
2929 unapply_special (who, tmp, aflags); 1225 unapply_special (who, tmp, aflags);
2933 /* Cursed item that we can't unequip - tell the player. 1229 /* Cursed item that we can't unequip - tell the player.
2934 * Note this could be annoying if this is just one of a few, 1230 * Note this could be annoying if this is just one of a few,
2935 * so it may not be critical (eg, putting on a ring and you have 1231 * so it may not be critical (eg, putting on a ring and you have
2936 * one cursed ring.) 1232 * one cursed ring.)
2937 */ 1233 */
2938 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1234 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2939 } 1235 }
2940 1236
2941 last = tmp->below; 1237 last = tmp->below;
2942 } 1238 }
2943 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1239 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3002 continue; 1298 continue;
3003 } 1299 }
3004 1300
3005 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1301 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3006 if (!tmp1) 1302 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; 1303 retval |= CAN_APPLY_NEVER;
3015 }
3016 else 1304 else
3017 { 1305 {
3018 /* need to unapply something. However, if this something 1306 /* need to unapply something. However, if this something
3019 * is different than we had found before, it means they need 1307 * is different than we had found before, it means they need
3020 * to apply multiple objects 1308 * to apply multiple objects
3049 * the weapon/shield checks, and the range checks for monsters, 1337 * the weapon/shield checks, and the range checks for monsters,
3050 * because you can't control those just by body location - bows, shields, 1338 * because you can't control those just by body location - bows, shields,
3051 * and weapons all use the same slot. Similar for horn/rod/wand - they 1339 * and weapons all use the same slot. Similar for horn/rod/wand - they
3052 * all use the same location. 1340 * all use the same location.
3053 */ 1341 */
3054 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1342 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3055 retval |= CAN_APPLY_RESTRICTION; 1343 retval |= CAN_APPLY_RESTRICTION;
3056 1344
3057 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1345 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3058 retval |= CAN_APPLY_RESTRICTION; 1346 retval |= CAN_APPLY_RESTRICTION;
3059 1347
3060 if (who->type != PLAYER) 1348 if (who->type != PLAYER)
3061 { 1349 {
3062 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1350 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3063 retval |= CAN_APPLY_RESTRICTION; 1351 retval |= CAN_APPLY_RESTRICTION;
3064 1352
3065 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1353 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3066 retval |= CAN_APPLY_RESTRICTION; 1354 retval |= CAN_APPLY_RESTRICTION;
3067 1355
3068 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1356 if (op->type == RING && !who->flag [FLAG_USE_RING])
3069 retval |= CAN_APPLY_RESTRICTION; 1357 retval |= CAN_APPLY_RESTRICTION;
3070 1358
3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1359 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3072 retval |= CAN_APPLY_RESTRICTION; 1360 retval |= CAN_APPLY_RESTRICTION;
3073 } 1361 }
3074 1362
3075 return retval; 1363 return retval;
3076} 1364}
3100 */ 1388 */
3101 1389
3102#define LACK_ITEM_POWER \ 1390#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1391 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104 1392
3105int 1393static bool
3106apply_special (object *who, object *op, int aflags) 1394apply_special (object *who, object *op, int aflags)
3107{ 1395{
3108 int basic_flag = aflags & AP_BASIC_FLAGS; 1396 int basic_flag = aflags & AP_MODE;
3109 object *tmp, *tmp2, *skop = NULL; 1397 object *tmp, *tmp2, *skop = NULL;
3110 1398
3111 if (who == NULL) 1399 if (who == NULL)
3112 { 1400 {
3113 LOG (llevError, "apply_special() from object without environment.\n"); 1401 LOG (llevError, "apply_special() from object without environment.\n");
3114 return 1; 1402 return 1;
3115 } 1403 }
3116 1404
1405 //TODO: remove these when apply_special is no longer exposed
3117 if (op->env != who) 1406 if (op->env != who)
3118 return 1; /* op is not in inventory */ 1407 return 1; /* op is not in inventory */
3119 1408
3120 /* trying to unequip op */ 1409 /* trying to unequip op */
3121 if (QUERY_FLAG (op, FLAG_APPLIED)) 1410 if (op->flag [FLAG_APPLIED])
3122 { 1411 {
3123 /* always apply, so no reason to unapply */ 1412 /* always apply, so no reason to unapply */
3124 if (basic_flag == AP_APPLY) 1413 if (basic_flag == AP_APPLY)
3125 return 0; 1414 return 0;
3126 1415
3127 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1416 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3128 { 1417 {
3129 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1418 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3130 return 1; 1419 return 1;
3131 } 1420 }
3132 1421
3133 return unapply_special (who, op, aflags); 1422 return unapply_special (who, op, aflags);
3134 } 1423 }
3135
3136 if (basic_flag == AP_UNAPPLY) 1424 else if (basic_flag == AP_UNAPPLY)
3137 return 0; 1425 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 1426
3148 splay (op); 1427 splay (op);
3149 1428
3150 /* Can't just apply this object. Lets see what not and what to do */ 1429 /* Can't just apply this object. Lets see what not and what to do */
3151 if (int i = can_apply_object (who, op)) 1430 if (int i = can_apply_object (who, op))
3152 { 1431 {
3153 if (i & CAN_APPLY_NEVER) 1432 if (i & CAN_APPLY_NEVER)
3154 { 1433 {
3155 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1434 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3156 return 1; 1435 return 1;
3157 } 1436 }
3158 else if (i & CAN_APPLY_RESTRICTION) 1437 else if (i & CAN_APPLY_RESTRICTION)
3159 { 1438 {
3160 who->failmsg (format ( 1439 who->failmsgf (
3161 "You have a prohibition against using a %s. " 1440 "You have a prohibition against using a %s. "
3162 "H<Your belief, profession or class prevents you from applying this item.>", 1441 "H<Your belief, profession or class prevents you from applying this item.>",
3163 query_name (op) 1442 query_name (op)
3164 )); 1443 );
3165 return 1; 1444 return 1;
3166 } 1445 }
3167 1446
3168 if (who->type != PLAYER) 1447 if (who->type != PLAYER)
3169 { 1448 {
3185 } 1464 }
3186 } 1465 }
3187 1466
3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1467 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3189 { 1468 {
1469 // try to ready attached skill first
3190 skop = find_skill_by_name (who, op->skill); 1470 skop = find_skill_by_name (who, op->skill);
3191 1471
3192 if (!skop) 1472 if (!skop)
3193 { 1473 {
3194 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1474 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3195 return 1; 1475 return 1;
3196 } 1476 }
3197 else 1477 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 */ 1478 {
3201 who->change_skill (skop); 1479 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1480 return 1;
1481 }
3202 } 1482 }
3203 1483
3204 if (who->type == PLAYER 1484 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 { 1485 {
3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1486 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1; 1487 return 1;
3210 } 1488 }
3211 1489
3212 /* Ok. We are now at the state where we can apply the new object. 1490 /* 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_... 1491 * Note that we don't have the checks for can_use_...
3214 * below - that is already taken care of by can_apply_object. 1492 * below - that is already taken care of by can_apply_object.
3215 */ 1493 */
3216 if (op->nrof > 1) 1494
3217 tmp = get_split_ob (op, op->nrof - 1); 1495 // split away all the other items from the stack, so only one item is left
3218 else 1496 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3219 tmp = 0;
3220 1497
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1498 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0); 1499 return RESULT_INT (0);
3223 1500
3224 switch (op->type) 1501 switch (op->type)
3225 { 1502 {
3226 case WEAPON: 1503 case WEAPON:
3227 if (!check_weapon_power (who, op->last_eat)) 1504 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 { 1505 {
3241 /* if the weapon does not have the name as the character, can't use it. */ 1506 /* 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) */ 1507 /* (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.>"); 1508 who->failmsg ("The weapon does not recognize you as its owner. "
3244 1509 "H<Its name indicates that it belongs to somebody else.>");
3245 if (tmp) 1510 if (tmp) who->insert (tmp);
3246 insert_ob_in_ob (tmp, who);
3247
3248 return 1; 1511 return 1;
3249 } 1512 }
3250 1513
3251 if (!skop) 1514 op->flag [FLAG_APPLIED] = true;
1515
1516 if (player *pl = who->contr)
3252 { 1517 {
3253 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1518 who->statusmsg (format ("You wield %s.", query_name (op)));
3254 return 1; 1519 change_abil (who, op);
3255 } 1520 }
3256 1521
3257 SET_FLAG (op, FLAG_APPLIED); 1522 op->flag [FLAG_READY_WEAPON] = true;
3258 who->change_skill (skop);
3259
3260 if (who->contr)
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; 1523 break;
3268 1524
3269 case ARMOUR: 1525 case ARMOUR:
3270 case HELMET: 1526 case HELMET:
3271 case SHIELD: 1527 case SHIELD:
3274 case GIRDLE: 1530 case GIRDLE:
3275 case BRACERS: 1531 case BRACERS:
3276 case CLOAK: 1532 case CLOAK:
3277 case RING: 1533 case RING:
3278 case AMULET: 1534 case AMULET:
3279 SET_FLAG (op, FLAG_APPLIED); 1535 op->set_flag (FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op))); 1536 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op); 1537 change_abil (who, op);
3282 break; 1538 break;
3283 1539
3284 case LAMP:
3285 if (op->stats.food < 1)
3286 {
3287 who->failmsg (format (
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
3295 who->statusmsg (format ("You turn on your %s.", &op->name));
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: 1540 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill 1541 // applying a skill tool does not ready the skill
3336 SET_FLAG (op, FLAG_APPLIED); 1542 // if something needs the skill, it has to ready it itself
3337 1543 //TODO: unapplying should unapply the skill, though
3338 if (!(aflags & AP_NO_READY))
3339 {
3340 skop = find_skill_by_name (who, op->skill);
3341 if (!skop->flag [FLAG_APPLIED]) 1544 op->set_flag (FLAG_APPLIED);
3342 apply_special (who, skop, AP_APPLY);
3343 }
3344 break; 1545 break;
3345 1546
3346 case SKILL: 1547 case SKILL:
3347 if (player *pl = who->contr) 1548 if (who->contr)
3348 {
3349 if (IS_COMBAT_SKILL (op->subtype))
3350 {
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 (
3364 "You need to apply a '%s' melee weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a melee weapon, to function.>",
3366 &op->skill
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) 1549 if (op->invisible)
3400 { 1550 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3401 who->statusmsg (format (
3402 "You ready %s."
3403 "You can now use the skill: %s.",
3404 query_name (op),
3405 &op->skill
3406 ));
3407 }
3408 else 1551 else
3409 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1552 who->statusmsg (format ("You ready %s.", query_name (op)));
3410 } 1553
3411 else 1554 who->set_flag (FLAG_READY_SKILL);
3412 { 1555 op->set_flag (FLAG_APPLIED);
3413 SET_FLAG (op, FLAG_APPLIED);
3414 change_abil (who, op); 1556 change_abil (who, op);
3415 who->chosen_skill = op;
3416 SET_FLAG (who, FLAG_READY_SKILL);
3417 }
3418
3419 break; 1557 break;
3420 1558
3421 case BOW: 1559 case BOW:
3422 if (!check_weapon_power (who, op->last_eat)) 1560 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 { 1561 {
3434 who->failmsg ("The weapon does not recognize you as its owner. " 1562 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>"); 1563 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp) 1564 if (tmp) who->insert (tmp);
3437 insert_ob_in_ob (tmp, who);
3438
3439 return 1; 1565 return 1;
3440 } 1566 }
1567
1568 if (player *pl = who->contr)
1569 {
1570 op->flag [FLAG_APPLIED] = true;
1571 who->statusmsg (format ("You wield the %s.", query_name (op)));
1572 change_abil (who, op);
1573 }
1574 break;
1575
1576 case RANGED:
1577 if (player *pl = who->contr)
1578 {
1579 op->flag [FLAG_APPLIED] = true;
1580 who->statusmsg (format ("You applied the %s.", query_name (op)));
1581 }
1582 break;
1583
1584 case SPELL:
1585 if (player *pl = who->contr)
1586 {
1587 op->flag [FLAG_APPLIED] = true;
1588 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1589 }
1590 break;
3441 1591
3442 /*FALLTHROUGH*/ 1592 /*FALLTHROUGH*/
3443 case WAND: 1593 case WAND:
3444 case ROD: 1594 case ROD:
3445 case HORN: 1595 case HORN:
3446 /* check for skill, alter player status */ 1596 op->flag [FLAG_APPLIED] = true;
3447 1597
3448 if (!skop) 1598 if (player *pl = who->contr)
3449 { 1599 {
3450 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3451 return 1;
3452 }
3453
3454 SET_FLAG (op, FLAG_APPLIED);
3455 who->change_skill (skop);
3456
3457 if (who->contr)
3458 {
3459 who->contr->ranged_ob = op;
3460
3461 who->statusmsg (format ("You ready %s.", query_name (op))); 1600 who->statusmsg (format ("You ready %s.", query_name (op)));
3462 1601
3463 if (op->type == BOW) 1602 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))); 1603 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3468 } 1604
1605 change_abil (who, op);
3469 } 1606 }
3470 else 1607 else
3471 { 1608 {
3472 if (op->type == BOW) 1609 if (op->type == BOW)
3473 SET_FLAG (who, FLAG_READY_BOW); 1610 op->flag [FLAG_READY_BOW ] = true;
3474 else 1611 else
3475 SET_FLAG (who, FLAG_READY_RANGE); 1612 op->flag [FLAG_READY_RANGE] = true;
3476 } 1613 }
3477 1614
3478 break; 1615 break;
3479 1616
3480 case BUILDER: 1617 case BUILDER:
3481 if (who->type == PLAYER) 1618 if (player *pl = who->contr)
3482 { 1619 {
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))); 1620 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488 1621 //TODO: change_abil?
3489 who->contr->ranged_ob = op;
3490 } 1622 }
3491 break; 1623 break;
3492 1624
3493 default: 1625 default:
3494 who->statusmsg (format ("You apply %s.", query_name (op))); 1626 who->statusmsg (format ("You apply %s.", query_name (op)));
3495 } 1627 }
3496 1628
3497 SET_FLAG (op, FLAG_APPLIED); 1629 op->set_flag (FLAG_APPLIED);
3498 1630
3499 if (tmp) 1631 if (tmp) who->insert (tmp);
3500 tmp = insert_ob_in_ob (tmp, who);
3501 1632
3502 who->update_stats (); 1633 who->update_stats ();
3503 1634
3504 /* We exclude spell casting objects. The fire code will set the 1635 /* We exclude spell casting objects. The fire code will set the
3505 * been applied flag when they are used - until that point, 1636 * been applied flag when they are used - until that point,
3506 * you don't know anything about them. 1637 * you don't know anything about them.
3507 */ 1638 */
3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1639 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3509 SET_FLAG (op, FLAG_BEEN_APPLIED); 1640 op->set_flag (FLAG_BEEN_APPLIED);
3510 1641
3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1642 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3512 if (who->type == PLAYER) 1643 if (who->type == PLAYER)
3513 { 1644 {
3514 who->failmsg ( 1645 who->failmsg (
3515 "Oops, it feels deadly cold! " 1646 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1647 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3517 ); 1648 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED); 1649 op->set_flag (FLAG_KNOWN_CURSED);
3519 } 1650 }
3520 1651
3521 if (who->type == PLAYER) 1652 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); 1653 esrv_send_item (pl, op);
3528 }
3529 1654
3530 return 0; 1655 return 0;
3531} 1656}
3532 1657
1658/**
1659 * Check if op should abort moving victim because of it's race or slaying.
1660 * Returns 1 if it should abort, returns 0 if it should continue.
1661 */
3533int 1662int
3534monster_apply_special (object *who, object *op, int aflags) 1663should_director_abort (object *op, object *victim)
3535{ 1664{
3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1665 int arch_flag, name_flag, race_flag;
1666
1667 /* Get flags to determine what of arch, name, and race should be checked.
1668 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1669 * the next is the name flag, and the last is the race flag. Also note,
1670 * if subtype is set to zero, that also goes to defaults of all affecting
1671 * it. Examples:
1672 * subtype 1: only arch
1673 * subtype 3: arch or name
1674 * subtype 5: arch or race
1675 * subtype 7: all three
1676 */
1677 if (op->subtype)
1678 {
1679 arch_flag = op->subtype & 1;
1680 name_flag = op->subtype & 2;
1681 race_flag = op->subtype & 4;
1682 }
1683 else
1684 {
1685 arch_flag = 1;
1686 name_flag = 1;
1687 race_flag = 1;
1688 }
1689
1690 /* If the director has race set, only affect objects with a arch,
1691 * name or race that matches.
1692 */
1693 if ((op->race) &&
1694 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1695 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1696 ((!(victim->race && race_flag) || op->race != victim->race)))
3537 return 1; 1697 return 1;
3538 1698
1699 /* If the director has slaying set, only affect objects where none
1700 * of arch, name, or race match.
1701 */
1702 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1703 ((victim->name && name_flag && op->slaying == victim->name)) ||
1704 ((victim->race && race_flag && op->slaying == victim->race)))
1705 return 1;
1706
1707 return 0;
1708}
1709
1710/**
1711 * This handles a player dropping money on an altar to identify stuff.
1712 * It'll identify marked item, if none all items up to dropped money.
1713 * Return value: 1 if money was destroyed, 0 if not.
1714 */
1715static int
1716apply_id_altar (object *money, object *altar, object *pl)
1717{
1718 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1719
1720 if (!pl || pl->type != PLAYER)
1721 return 0;
1722
1723 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1724 * identifying' from being printed out more than it needs to be.
1725 */
1726 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1727 return 0;
1728
1729 /* if the player has a marked item, identify that if it needs to be
1730 * identified. If it doesn't, then go through the player inventory.
1731 */
1732 if (object *marked = pl->mark ())
1733 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1734 {
1735 if (operate_altar (altar, &money, pl))
1736 {
1737 identify (marked);
1738
1739 buf.printf ("You have %s.\r", long_desc (marked, pl));
1740 if (marked->msg)
1741 buf << "The item has a story:\r" << marked->msg << "\n\n";
1742
1743 return !money;
1744 }
1745 }
1746
1747 for (object *id = pl->inv; id; id = id->below)
1748 {
1749 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1750 {
1751 if (operate_altar (altar, &money, pl))
1752 {
1753 identify (id);
1754
1755 buf.printf ("You have %s.\r", long_desc (id, pl));
1756 if (id->msg)
1757 buf << "The item has a story:\r" << id->msg << "\n\n";
1758
1759 /* If no more money, might as well quit now */
1760 if (!money || !check_altar_sacrifice (altar, money))
1761 break;
1762 }
1763 else
1764 {
1765 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1766 break;
1767 }
1768 }
1769 }
1770
1771 if (buf.empty ())
1772 pl->failmsg ("You have nothing that needs identifying");
1773 else
1774 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1775
1776 return !money;
1777}
1778
1779/**
1780 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1781 * matching item.
1782 **/
1783void
1784handle_apply_yield (object *tmp)
1785{
1786 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1787 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1788}
1789
1790/**
1791 * Handles applying a potion.
1792 */
1793int
1794apply_potion (object *op, object *tmp)
1795{
1796 int got_one = 0, i;
1797 object *force = 0;
1798
1799 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1800
1801 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1802 {
1803 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1804
1805 tmp->clr_flag (FLAG_APPLIED);
1806 return 0;
1807 }
1808
1809 if (op->type == PLAYER)
1810 if (!tmp->flag [FLAG_IDENTIFIED])
1811 identify (tmp);
1812
1813 handle_apply_yield (tmp);
1814
1815 /* Potion of restoration - only for players */
1816 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1817 {
1818 object *depl;
1819 archetype *at;
1820
1821 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1822 {
1823 op->drain_stat ();
1824 op->update_stats ();
1825 tmp->decrease ();
1826 return 1;
1827 }
1828
1829 if (!(at = archetype::find (shstr_depletion)))
1830 {
1831 LOG (llevError, "Could not find archetype depletion\n");
1832 return 0;
1833 }
1834
1835 depl = present_arch_in_ob (at, op);
1836
1837 if (depl)
1838 {
1839 for (i = 0; i < NUM_STATS; i++)
1840 if (depl->stats.stat (i))
1841 op->statusmsg (restore_msg[i]);
1842
1843 depl->destroy ();
1844 op->update_stats ();
1845 }
1846 else
1847 op->statusmsg ("Your potion had no effect.");
1848
1849 tmp->decrease ();
1850 return 1;
1851 }
1852
1853 /* improvement potion - only for players */
1854 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1855 {
1856 for (i = 1; i < min (11, op->level); i++)
1857 {
1858 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1859 {
1860 if (op->contr->levhp[i] != 1)
1861 {
1862 op->contr->levhp[i] = 1;
1863 break;
1864 }
1865
1866 if (op->contr->levsp[i] != 1)
1867 {
1868 op->contr->levsp[i] = 1;
1869 break;
1870 }
1871
1872 if (op->contr->levgrace[i] != 1)
1873 {
1874 op->contr->levgrace[i] = 1;
1875 break;
1876 }
1877 }
1878 else
1879 {
1880 if (op->contr->levhp[i] < 9)
1881 {
1882 op->contr->levhp[i] = 9;
1883 break;
1884 }
1885
1886 if (op->contr->levsp[i] < 6)
1887 {
1888 op->contr->levsp[i] = 6;
1889 break;
1890 }
1891
1892 if (op->contr->levgrace[i] < 3)
1893 {
1894 op->contr->levgrace[i] = 3;
1895 break;
1896 }
1897 }
1898 }
1899
1900 /* Just makes checking easier */
1901 if (i < min (11, op->level))
1902 got_one = 1;
1903
1904 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1905 {
1906 if (got_one)
1907 {
1908 op->update_stats ();
1909 op->statusmsg ("The Gods smile upon you and remake you "
1910 "a little more in their image. "
1911 "You feel a little more perfect.", NDI_GREEN);
1912 }
1913 else
1914 op->statusmsg ("The potion had no effect - you are already perfect.");
1915 }
1916 else
1917 { /* cursed potion */
1918 if (got_one)
1919 {
1920 op->update_stats ();
1921 op->failmsg ("The Gods are angry and punish you.");
1922 }
1923 else
1924 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1925 }
1926
1927 tmp->decrease ();
1928 return 1;
1929 }
1930
1931
1932 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1933 * and heroism all fit into this category. Given the spell object code,
1934 * there is no limit to the number of spells that potions can be cast,
1935 * but direction is problematic to try and imbue fireball potions for example.
1936 */
1937 if (tmp->inv)
1938 {
1939 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1940 {
1941 op->failmsg ("Yech! Your lungs are on fire!");
1942 create_exploding_ball_at (op, op->level);
1943 }
1944 else
1945 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1946
1947 tmp->decrease ();
1948
1949 /* if youre dead, no point in doing this... */
1950 if (!op->flag [FLAG_REMOVED])
1951 op->update_stats ();
1952
1953 return 1;
1954 }
1955
1956 /* Deal with protection potions */
1957 force = NULL;
1958 for (i = 0; i < NROFATTACKS; i++)
1959 {
1960 if (tmp->resist[i])
1961 {
1962 if (!force)
1963 force = get_archetype (FORCE_NAME);
1964
1965 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1966 force->type = POTION_EFFECT;
1967 break; /* Only need to find one protection since we copy entire batch */
1968 }
1969 }
1970
1971 /* This is a protection potion */
1972 if (force)
1973 {
1974 /* cursed items last longer */
1975 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1976 {
1977 force->stats.food *= 10;
1978 for (i = 0; i < NROFATTACKS; i++)
1979 if (force->resist[i] > 0)
1980 force->resist[i] = -force->resist[i]; /* prot => vuln */
1981 }
1982
1983 force->speed_left = -1;
1984 force = insert_ob_in_ob (force, op);
1985 tmp->clr_flag (FLAG_APPLIED);
1986 force->set_flag (FLAG_APPLIED);
1987 change_abil (op, force);
1988 tmp->decrease ();
1989 return 1;
1990 }
1991
1992 /* Only thing left are the stat potions */
1993 if (op->type == PLAYER)
1994 { /* only for players */
1995 if ((tmp->flag [FLAG_CURSED]
1996 || tmp->flag [FLAG_DAMNED])
1997 && tmp->value != 0)
1998 tmp->clr_flag (FLAG_APPLIED);
1999 else
2000 tmp->set_flag (FLAG_APPLIED);
2001
2002 if (!change_abil (op, tmp))
2003 op->statusmsg ("Nothing happened.");
2004 }
2005
2006 /* CLEAR_FLAG is so that if the character has other potions
2007 * that were grouped with the one consumed, his
2008 * stat will not be raised by them. fix_player just clears
2009 * up all the stats.
2010 */
2011 tmp->clr_flag (FLAG_APPLIED);
2012 op->update_stats ();
2013 tmp->decrease ();
2014 return 1;
2015}
2016
2017/**
2018 * 'victim' moves onto 'trap'
2019 * 'victim' leaves 'trap'
2020 * effect is determined by move_on/move_off of trap and move_type of victime.
2021 *
2022 * originator: Player, monster or other object that caused 'victim' to move
2023 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2024 * However, some types of traps require an originator to function.
2025 */
2026void
2027move_apply (object *trap, object *victim, object *originator)
2028{
2029 static int recursion_depth = 0;
2030
2031 trap = trap->head_ ();
2032
2033 /* Only exits affect DMs. */
2034 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2035 return;
2036
2037 /* move_apply() is the most likely candidate for causing unwanted and
2038 * possibly unlimited recursion.
2039 */
2040
2041 /* The following was changed because it was causing perfectly correct
2042 * maps to fail. 1) it's not an error to recurse:
2043 * rune detonates, summoning monster. monster lands on nearby rune.
2044 * nearby rune detonates. This sort of recursion is expected and
2045 * proper. This code was causing needless crashes.
2046 */
2047 if (recursion_depth >= 500)
2048 {
2049 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2050 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2051 return;
2052 }
2053
2054 recursion_depth++;
2055
2056 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2057 switch (trap->type)
2058 {
2059 case PLAYERMOVER:
2060 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2061 {
2062 if (!trap->stats.maxsp)
2063 trap->stats.maxsp = 2;
2064
2065 /* Is this correct? From the docs, it doesn't look like it
2066 * should be divided by trap->speed
2067 */
2068 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2069
2070 /* Just put in some sanity check. I think there is a bug in the
2071 * above with some objects have zero speed, and thus the player
2072 * getting permanently paralyzed.
2073 */
2074 victim->speed_left = max (-50.f, victim->speed_left);
2075 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2076 }
2077 break;
2078
2079 case SPINNER:
2080 if (victim->direction)
2081 {
2082 victim->direction = absdir (victim->direction - trap->stats.sp);
2083 update_turn_face (victim);
2084 }
2085 break;
2086
2087 case DIRECTOR:
2088 if (victim->direction && !should_director_abort (trap, victim))
2089 {
2090 victim->direction = trap->stats.sp;
2091 update_turn_face (victim);
2092 }
2093 break;
2094
2095 case BUTTON:
2096 case PEDESTAL:
2097 case T_MATCH:
2098 update_button (trap, originator);
2099 break;
2100
2101 case ALTAR:
2102 /* sacrifice victim on trap */
2103 apply_altar (trap, victim, originator);
2104 break;
2105
2106 case THROWN_OBJ:
2107 if (trap->inv == NULL)
2108 break;
2109 /* fallthrough */
2110
2111 case ARROW:
2112 /* bad bug: monster throw a object, make a step forwards, step on object ,
2113 * trigger this here and get hit by own missile - and will be own enemy.
2114 * Victim then is his own enemy and will start to kill herself (this is
2115 * removed) but we have not synced victim and his missile. To avoid senseless
2116 * action, we avoid hits here
2117 */
2118 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2119 && trap->owner != victim)
2120 hit_with_arrow (trap, victim);
2121 break;
2122
2123 case SPELL_EFFECT:
2124 apply_spell_effect (trap, victim);
2125 break;
2126
2127 case TRAPDOOR:
2128 {
2129 int max, sound_was_played;
2130 object *ab, *ab_next;
2131
2132 if (!trap->value)
2133 {
2134 int tot;
2135
2136 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 tot += ab->head_ ()->total_weight ();
2139
2140 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2141 break;
2142
2143 SET_ANIMATION (trap, trap->value);
2144 update_object (trap, UP_OBJ_FACE);
2145 }
2146
2147 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2148 {
2149 /* need to set this up, since if we do transfer the object,
2150 * ab->above would be bogus
2151 */
2152 ab_next = ab->above;
2153
2154 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2155 {
2156 if (!sound_was_played)
2157 {
2158 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2159 sound_was_played = 1;
2160 }
2161
2162 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2163 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2164 }
2165 }
2166 break;
2167 }
2168
2169 case CONVERTER:
2170 if (convert_item (victim, trap) < 0)
2171 {
2172 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2173 archetype::get (shstr_burnout)->insert_at (trap, trap);
2174 }
2175
2176 break;
2177
2178 case TRIGGER_BUTTON:
2179 case TRIGGER_PEDESTAL:
2180 case TRIGGER_ALTAR:
2181 check_trigger (trap, victim, originator);
2182 break;
2183
2184 case DEEP_SWAMP:
2185 walk_on_deep_swamp (trap, victim);
2186 break;
2187
2188 case CHECK_INV:
2189 check_inv (victim, trap);
2190 break;
2191
2192 case HOLE:
2193 move_apply_hole (trap, victim);
2194 break;
2195
2196 case EXIT:
2197 if (victim->type == PLAYER && EXIT_PATH (trap))
2198 {
2199 /* Basically, don't show exits leading to random maps the
2200 * players output.
2201 */
2202 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2203 victim->statusmsg (trap->msg, NDI_NAVY);
2204
2205 trap->play_sound (trap->sound);
2206 victim->enter_exit (trap);
2207 }
2208 break;
2209
2210 case ENCOUNTER:
2211 /* may be some leftovers on this */
2212 break;
2213
2214 case SHOP_MAT:
2215 apply_shop_mat (trap, victim);
2216 break;
2217
2218 /* Drop a certain amount of gold, and have one item identified */
2219 case IDENTIFY_ALTAR:
2220 apply_id_altar (victim, trap, originator);
2221 break;
2222
2223 case SIGN:
2224 if (victim->type != PLAYER && trap->stats.food > 0)
2225 break; /* monsters musn't apply magic_mouths with counters */
2226
2227 apply_sign (victim, trap, 1);
2228 break;
2229
2230 case CONTAINER:
2231 apply_container (victim, trap);
2232 break;
2233
2234 case RUNE:
2235 case TRAP:
2236 if (trap->level && victim->flag [FLAG_ALIVE])
2237 spring_trap (trap, victim);
2238 break;
2239
2240 default:
2241 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2242 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2243 break;
2244 }
2245
2246 recursion_depth--;
2247}
2248
2249/**
2250 * Handles reading a regular (ie not containing a spell) book.
2251 */
2252static void
2253apply_book (object *op, object *tmp)
2254{
2255 int lev_diff;
2256 object *skill_ob;
2257
2258 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2259 {
2260 op->failmsg ("You are unable to read while blind!");
2261 return;
2262 }
2263
2264 if (!tmp->msg)
2265 {
2266 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2267 return;
2268 }
2269
2270 /* need a literacy skill to read stuff! */
2271 skill_ob = find_skill_by_name (op, tmp->skill);
2272 if (!skill_ob)
2273 {
2274 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2275 return;
2276 }
2277
2278 lev_diff = tmp->level - (skill_ob->level + 5);
2279 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2280 {
2281 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2282 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2283 : lev_diff < 5 ? "This book is beyond your comprehension."
2284 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2285 : lev_diff < 15 ? "This book is way beyond your comprehension."
2286 : "This book is totally beyond your comprehension.");
2287 return;
2288 }
2289
2290 // we currently don't use the message types for anything.
2291 // readable_message_type *msgType = get_readable_message_type (tmp);
2292
2293 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2294
2295 if (player *pl = op->contr)
2296 if (client *ns = pl->ns)
2297 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2298
2299 /* gain xp from reading */
2300 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2301 { /* only if not read before */
2302 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2303
2304 if (!tmp->flag [FLAG_IDENTIFIED])
2305 {
2306 /*exp_gain *= 2; because they just identified it too */
2307 tmp->set_flag (FLAG_IDENTIFIED);
2308
2309 if (object *pl = tmp->visible_to ())
2310 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2311 }
2312
2313 change_exp (op, exp_gain, skill_ob->skill, 0);
2314 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2315 }
2316}
2317
2318/**
2319 * op made some mistake with a scroll, this takes care of punishment.
2320 * scroll_failure()- hacked directly from spell_failure
2321 */
2322static void
2323scroll_failure (object *op, int failure, int power)
2324{
2325 if (abs (failure / 4) > power)
2326 power = abs (failure / 4); /* set minimum effect */
2327
2328 if (failure <= -1 && failure > -15)
2329 { /* wonder */
2330 object *tmp;
2331
2332 op->failmsg ("Your spell warps!");
2333 tmp = get_archetype (SPELL_WONDER);
2334 cast_wonder (op, op, 0, tmp);
2335 tmp->destroy ();
2336 }
2337 else if (failure <= -15 && failure > -35)
2338 { /* drain mana */
2339 op->failmsg ("Your mana is drained!");
2340 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2341 if (op->stats.sp < 0)
2342 op->stats.sp = 0;
2343 }
2344 else if (settings.spell_failure_effects == TRUE)
2345 {
2346 if (failure <= -35 && failure > -60)
2347 { /* confusion */
2348 op->failmsg ("The magic recoils on you!");
2349 confuse_player (op, op, power);
2350 }
2351 else if (failure <= -60 && failure > -70)
2352 { /* paralysis */
2353 op->failmsg ("The magic recoils and paralyzes you!");
2354 paralyze_player (op, op, power);
2355 }
2356 else if (failure <= -70 && failure > -80)
2357 { /* blind */
2358 op->failmsg ("The magic recoils on you!");
2359 blind_player (op, op, power);
2360 }
2361 else if (failure <= -80)
2362 { /* blast the immediate area */
2363 object *tmp = get_archetype (LOOSE_MANA);
2364 cast_magic_storm (op, tmp, power);
2365 op->failmsg ("You unleash uncontrolled mana!");
2366 tmp->destroy ();
2367 }
2368 }
2369}
2370
2371/**
2372 * Handles the applying of a skill scroll, calling learn_skill straight.
2373 * op is the person learning the skill, tmp is the skill scroll object
2374 */
2375static void
2376apply_skillscroll (object *op, object *tmp)
2377{
2378 switch (learn_skill (op, tmp))
2379 {
2380 case 0:
2381 op->play_sound (sound_find ("generic_fail"));
2382 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2383 break;
2384
2385 case 1:
2386 tmp->decrease ();
2387 op->play_sound (sound_find ("skill_learn"));
2388 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2389 break;
2390
2391 default:
2392 tmp->decrease ();
2393 op->play_sound (sound_find ("generic_fail"));
2394 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2395 break;
2396 }
2397}
2398
2399/**
2400 * Actually makes op learn spell.
2401 * Informs player of what happens.
2402 */
2403void
2404do_learn_spell (object *op, object *spell, int special_prayer)
2405{
2406 object *tmp;
2407
2408 if (op->type != PLAYER)
2409 {
2410 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2411 return;
2412 }
2413
2414 /* Upgrade special prayers to normal prayers */
2415 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2416 {
2417 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2418 {
2419 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2420 return;
2421 }
2422 return;
2423 }
2424
2425 op->contr->play_sound (sound_find ("learn_spell"));
2426
2427 tmp = spell->clone ();
2428 insert_ob_in_ob (tmp, op);
2429
2430 if (special_prayer)
2431 tmp->set_flag (FLAG_STARTEQUIP);
2432
2433 esrv_add_spells (op->contr, tmp);
2434}
2435
2436/**
2437 * Erases spell from player's inventory.
2438 */
2439void
2440do_forget_spell (object *op, const char *spell)
2441{
2442 object *spob;
2443
2444 if (op->type != PLAYER)
2445 {
2446 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2447 return;
2448 }
2449 if ((spob = check_spell_known (op, spell)) == NULL)
2450 {
2451 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2452 return;
2453 }
2454
2455 op->failmsgf ("You lose knowledge of %s.", spell);
2456 esrv_remove_spell (op->contr, spob);
2457 spob->destroy ();
2458}
2459
2460/**
2461 * Handles player applying a spellbook.
2462 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2463 * stuff like that. Random learning failure too.
2464 */
2465static void
2466apply_spellbook (object *op, object *tmp)
2467{
2468 object *skop, *spell, *spell_skill;
2469
2470 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2471 {
2472 op->failmsg ("You are unable to read while blind.");
2473 return;
2474 }
2475
2476 /* artifact_spellbooks have 'slaying' field point to a spell name,
2477 * instead of having their spell stored in stats.sp. These are
2478 * legacy spellbooks
2479 */
2480 if (tmp->slaying)
2481 {
2482 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2483
2484 if (!spell)
2485 {
2486 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2487 return;
2488 }
2489 else
2490 insert_ob_in_ob (spell, tmp);
2491
2492 tmp->slaying = 0;
2493 }
2494
2495 skop = find_skill_by_name (op, tmp->skill);
2496
2497 /* need a literacy skill to learn spells. Also, having a literacy level
2498 * lower than the spell will make learning the spell more difficult */
2499 if (!skop)
2500 {
2501 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2502 return;
2503 }
2504
2505 spell = tmp->inv;
2506
2507 if (!spell)
2508 {
2509 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2510 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2511 return;
2512 }
2513
2514 int learn_level = sqrtf (spell->level) * 1.5f;
2515 if (skop->level < learn_level)
2516 {
2517 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2518 &tmp->skill, learn_level);
2519 return;
2520 }
2521
2522 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2523
2524 if (!tmp->flag [FLAG_IDENTIFIED])
2525 identify (tmp);
2526
2527 /* I removed the check for special_prayer_mark here - it didn't make
2528 * a lot of sense - special prayers are not found in spellbooks, and
2529 * if the player doesn't know the spell, doesn't make a lot of sense that
2530 * they would have a special prayer mark.
2531 */
2532 if (check_spell_known (op, spell->name))
2533 {
2534 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2535 return;
2536 }
2537
2538 if (spell->skill)
2539 {
2540 spell_skill = find_skill_by_name (op, spell->skill);
2541
2542 if (!spell_skill)
2543 {
2544 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2545 return;
2546 }
2547
2548 if (spell_skill->level < spell->level)
2549 {
2550 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2551 return;
2552 }
2553 }
2554
2555 /* Logic as follows
2556 *
2557 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2558 *
2559 * 2- The learner's skill level in literacy adjusts the chance to learn
2560 * a spell.
2561 *
2562 * 3 -Automatically fail to learn if you read while confused
2563 *
2564 * Overall, chances are the same but a player will find having a high
2565 * literacy rate very useful! -b.t.
2566 */
2567 if (op->flag [FLAG_CONFUSED])
2568 {
2569 op->failmsg ("In your confused state you flub the wording of the text!");
2570 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2571 }
2572 else if (tmp->flag [FLAG_STARTEQUIP] ||
2573 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2574 {
2575 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2576 do_learn_spell (op, spell, 0);
2577
2578 /* xp gain to literacy for spell learning */
2579 if (!tmp->flag [FLAG_STARTEQUIP])
2580 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2581 }
2582 else
2583 {
2584 op->contr->play_sound (sound_find ("fumble_spell"));
2585 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2586 }
2587
2588 tmp->decrease ();
2589}
2590
2591/**
2592 * Handles applying a spell scroll.
2593 */
2594void
2595apply_scroll (object *op, object *tmp, int dir)
2596{
2597 object *skop;
2598
2599 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2600 {
2601 op->failmsg ("You are unable to read while blind.");
2602 return;
2603 }
2604
2605 if (!tmp->inv || tmp->inv->type != SPELL)
2606 {
2607 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2608 return;
2609 }
2610
2611 if (op->type == PLAYER)
2612 {
2613 /* players need a literacy skill to read stuff! */
2614 int exp_gain = 0;
2615
2616 /* hard code literacy - tmp->skill points to where the exp
2617 * should go for anything killed by the spell.
2618 */
2619 skop = find_skill_by_name (op, shstr_literacy);
2620
2621 if (!skop)
2622 {
2623 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2624 return;
2625 }
2626
2627 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2628 change_exp (op, exp_gain, skop->skill, 0);
2629 }
2630
2631 if (!tmp->flag [FLAG_IDENTIFIED])
2632 identify (tmp);
2633
2634 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2635
2636 cast_spell (op, tmp, dir, tmp->inv, NULL);
2637 tmp->decrease ();
2638}
2639
2640/**
2641 * Applies a treasure object - by default, chest. op
2642 * is the person doing the applying, tmp is the treasure
2643 * chest.
2644 */
2645static void
2646apply_treasure (object *op, object *tmp)
2647{
2648 /* Nice side effect of this treasure creation method is that the treasure
2649 * for the chest is done when the chest is created, and put into the chest
2650 * inventory. So that when the chest burns up, the items still exist. Also
2651 * prevents people from moving chests to more difficult maps to get better
2652 * treasure
2653 */
2654 object *treas = tmp->inv;
2655
2656 if (!treas)
2657 {
2658 op->statusmsg ("The chest was empty.");
2659 tmp->decrease ();
2660 return;
2661 }
2662
2663 while (tmp->inv)
2664 {
2665 treas = tmp->inv;
2666 treas->remove ();
2667
2668 treas->x = op->x;
2669 treas->y = op->y;
2670 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2671
2672 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2673 spring_trap (treas, op);
2674
2675 /* If either player or container was destroyed, no need to do
2676 * further processing. I think this should be enclused with
2677 * spring trap above, as I don't think there is otherwise
2678 * any way for the treasure chest or player to get killed.
2679 */
2680 if (op->destroyed () || tmp->destroyed ())
2681 break;
2682 }
2683
2684 if (!tmp->destroyed () && !tmp->inv)
2685 tmp->decrease (true);
2686}
2687
2688/**
2689 * A dragon is eating some flesh. If the flesh contains resistances,
2690 * there is a chance for the dragon's skin to get improved.
2691 *
2692 * attributes:
2693 * object *op the object (dragon player) eating the flesh
2694 * object *meal the flesh item, getting chewed in dragon's mouth
2695 * return:
2696 * int 1 if eating successful, 0 if it doesn't work
2697 */
2698static int
2699dragon_eat_flesh (object *op, object *meal)
2700{
2701 object *skin = NULL; /* pointer to dragon skin force */
2702 object *abil = NULL; /* pointer to dragon ability force */
2703 object *tmp = NULL; /* tmp. object */
2704
2705 double chance; /* improvement-chance of one resistance type */
2706 double totalchance = 1; /* total chance of gaining one resistance */
2707 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2708 double mbonus = 0; /* monster bonus */
2709 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2710 int winners = 0; /* number of winners */
2711 int i; /* index */
2712
2713 /* let's make sure and doublecheck the parameters */
2714 if (meal->type != FLESH || !op->is_dragon ())
2715 return 0;
2716
2717 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2718 from the player's inventory */
2719 for (tmp = op->inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE)
2721 if (tmp->arch->archname == shstr_dragon_skin_force)
2722 skin = tmp;
2723 else if (tmp->arch->archname == shstr_dragon_ability_force)
2724 abil = tmp;
2725
2726 /* if either skin or ability are missing, this is an old player
2727 which is not to be considered a dragon -> bail out */
2728 if (skin == NULL || abil == NULL)
2729 return 0;
2730
2731 /* now start by filling stomache and health, according to food-value */
2732 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2733 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2734 else
2735 op->stats.hp += meal->stats.food / 50;
2736
2737 min_it (op->stats.hp, op->stats.maxhp);
2738 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2739
2740 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2741
2742 /* on to the interesting part: chances for adding resistance */
2743 for (i = 0; i < NROFATTACKS; i++)
2744 {
2745 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2746 {
2747 /* got positive resistance, now calculate improvement chance (0-100) */
2748
2749 /* this bonus makes resistance increase easier at lower levels */
2750 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2751 if (i == abil->stats.exp)
2752 bonus += 5; /* additional bonus for resistance of ability-focus */
2753
2754 /* monster bonus increases with level, because high-level
2755 flesh is too rare */
2756 mbonus = op->level * 20. / ((double) settings.max_level);
2757
2758 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2759 ((double)settings.max_level)) - skin->resist[i];
2760
2761 if (chance >= 0.)
2762 chance += 1.;
2763 else
2764 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2765
2766 /* chance is proportional to amount of resistance (max. 50) */
2767 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2768
2769 /* doubled chance for resistance of ability-focus */
2770 if (i == abil->stats.exp)
2771 chance = min (100., chance * 2.);
2772
2773 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2774 if (rndm (10000) < (unsigned int)(chance * 100))
2775 {
2776 atnr_winner[winners] = i;
2777 winners++;
2778 }
2779
2780 if (chance >= 0.01)
2781 totalchance *= 1 - chance / 100;
2782
2783 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2784 }
2785 }
2786
2787 /* inverse totalchance as until now we have the failure-chance */
2788 totalchance = 100 - totalchance * 100;
2789
2790 /* print message according to totalchance */
2791 const char *buf;
2792 if (totalchance > 50.)
2793 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2794 else if (totalchance > 10.)
2795 buf = format ("The %s tasted very good.", &meal->name);
2796 else if (totalchance > 1.)
2797 buf = format ("The %s tasted good.", &meal->name);
2798 else if (totalchance > 0.1)
2799 buf = format ("The %s tasted bland.", &meal->name);
2800 else if (totalchance >= 0.01)
2801 buf = format ("The %s had a boring taste.", &meal->name);
2802 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2803 buf = format ("The %s tasted strange.", &meal->name);
2804 else
2805 buf = format ("The %s had no taste.", &meal->name);
2806
2807 op->statusmsg (buf);
2808
2809 /* now choose a winner if we have any */
2810 i = -1;
2811 if (winners > 0)
2812 i = atnr_winner [rndm (winners)];
2813
2814 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2815 {
2816 /* resistance increased! */
2817 skin->resist[i]++;
2818 op->update_stats ();
2819
2820 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2821 }
2822
2823 /* if this flesh contains a new ability focus, we mark it
2824 into the ability_force and it will take effect on next level */
2825 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2826 {
2827 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2828
2829 if (meal->last_eat != abil->stats.exp)
2830 op->statusmsg (format (
2831 "Your metabolism prepares to focus on %s!\n"
2832 "The change will happen at level %d.",
2833 change_resist_msg[meal->last_eat],
2834 abil->level + 1
2835 ));
2836 else
2837 {
2838 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2839 abil->last_eat = 0;
2840 }
2841 }
2842
2843 return 1;
2844}
2845
2846/**
2847 * op eats food.
2848 * If player, takes care of messages and dragon special food.
2849 */
2850static void
2851apply_food (object *op, object *tmp)
2852{
2853 int capacity_remaining;
2854
2855 if (op->type != PLAYER)
2856 op->stats.hp = op->stats.maxhp;
2857 else
2858 {
2859 /* check if this is a dragon (player), eating some flesh */
2860 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2861 ;
2862 else
2863 {
2864 /* usual case - no dragon meal: */
2865 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2866 {
2867 if (tmp->type == FOOD || tmp->type == FLESH)
2868 op->failmsg ("You feel full, but what a waste of food!");
2869 else
2870 op->statusmsg ("Most of the drink goes down your face not your throat!");
2871 }
2872
2873 tmp->play_sound (
2874 tmp->sound
2875 ? tmp->sound
2876 : tmp->type == DRINK
2877 ? sound_find ("eat_drink")
2878 : sound_find ("eat_food")
2879 );
2880
2881 if (!tmp->flag [FLAG_CURSED])
2882 {
2883 const char *buf;
2884
2885 if (!op->is_dragon ())
2886 {
2887 /* eating message for normal players */
2888 if (tmp->type == DRINK)
2889 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2890 else
2891 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2892 }
2893 else
2894 /* eating message for dragon players */
2895 buf = format ("The %s tasted terrible!", &tmp->name);
2896
2897 op->statusmsg (buf);
2898
2899 capacity_remaining = MAX_FOOD - op->stats.food;
2900 op->stats.food += tmp->stats.food;
2901 if (capacity_remaining < tmp->stats.food)
2902 op->stats.hp += capacity_remaining / 50;
2903 else
2904 op->stats.hp += tmp->stats.food / 50;
2905
2906 min_it (op->stats.hp, op->stats.maxhp);
2907 min_it (op->stats.food, MAX_FOOD);
2908 }
2909
2910 /* special food hack -b.t. */
2911 if (tmp->title || tmp->flag [FLAG_CURSED])
2912 eat_special_food (op, tmp);
2913 }
2914 }
2915
2916 handle_apply_yield (tmp);
2917 tmp->decrease ();
2918}
2919
2920/**
2921 * Handles applying an improve armor scroll.
2922 * Does some sanity checks, then calls improve_armour.
2923 */
2924static void
2925apply_armour_improver (object *op, object *tmp)
2926{
2927 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2928 {
2929 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2930 return;
2931 }
2932
2933 object *armor = op->mark ();
2934
2935 if (!armor)
2936 {
2937 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2938 return;
2939 }
2940
2941 if (armor->type != ARMOUR
2942 && armor->type != CLOAK
2943 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2944 {
2945 op->failmsg ("Your marked item is not armour!\n");
2946 return;
2947 }
2948
2949 if (!op->apply (armor, AP_UNAPPLY))
2950 {
2951 op->failmsg ("You are unable to take off your armour to improve it!");
2952 return;
2953 }
2954
2955 op->statusmsg ("Applying armour enchantment.");
2956 improve_armour (op, tmp, armor);
2957}
2958
2959void
2960apply_poison (object *op, object *tmp)
2961{
2962 // need to do it now when it is still on the map
2963 handle_apply_yield (tmp);
2964
2965 object *poison = tmp->split (1);
2966
2967 if (op->type == PLAYER)
2968 {
2969 op->contr->play_sound (sound_find ("drink_poison"));
2970 op->failmsg ("Yech! That tasted poisonous!");
2971 op->contr->killer = poison;
2972 }
2973
2974 if (poison->stats.hp > 0)
2975 {
2976 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2977 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2978 }
2979
2980 op->stats.food -= op->stats.food / 4;
2981 poison->destroy ();
2982}
2983
2984/**
2985 * This function will try to apply a lighter and in case no lighter
2986 * is specified it will try to find a lighter in the players inventory,
2987 * and inform him about this requirement.
2988 *
2989 * who - the player
2990 * op - the item we want to light
2991 * lighter - the lighter or 0 if a lighter has yet to be found
2992 */
2993static object *
2994auto_apply_lighter (object *who, object *op, object *lighter)
2995{
2996 if (lighter == 0)
2997 {
2998 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2999 {
3000 if (tmp->type == LIGHTER)
3001 {
3002 lighter = tmp;
3003 break;
3004 }
3005 }
3006
3007 if (!lighter)
3008 {
3009 who->failmsgf (
3010 "You can't light up the %s with your bare hands! "
3011 "H<You need a lighter in your inventory, for example a flint and steel.>",
3012 &op->name
3013 );
3014 return 0;
3015 }
3016 }
3017
3018 // last_eat == 0 means the lighter is not being used up!
3019 if (lighter->last_eat && lighter->stats.food)
3020 {
3021 /* lighter gets used up */
3022 lighter = lighter->split ();
3023 lighter->stats.food--;
3024 who->insert (lighter);
3025 }
3026 else if (lighter->last_eat)
3027 {
3028 /* no charges left in lighter */
3029 who->failmsgf (
3030 "You attempt to light the %s with a used up %s.",
3031 &op->name, &lighter->name
3032 );
3033 return 0;
3034 }
3035
3036 return lighter;
3037}
3038
3039/**
3040 * Designed primarily to light torches/lanterns/etc.
3041 * Also burns up burnable material too. First object in the inventory is
3042 * the selected object to "burn". -b.t.
3043 */
3044static void
3045apply_lighter (object *who, object *lighter)
3046{
3047 int is_player_env = 0;
3048
3049 if (object *item = who->mark ())
3050 {
3051 if (!auto_apply_lighter (who, item, lighter))
3052 return;
3053
3054 /* Perhaps we should split what we are trying to light on fire?
3055 * I can't see many times when you would want to light multiple
3056 * objects at once.
3057 */
3058
3059 save_throw_object (item, AT_FIRE, who);
3060
3061 if (item->destroyed ()
3062 || ((item->type == LAMP || item->type == TORCH)
3063 && item->glow_radius > 0))
3064 who->statusmsg (format (
3065 "You light the %s with the %s.",
3066 &item->name, &lighter->name
3067 ));
3068 else
3069 who->failmsgf (
3070 "You attempt to light the %s with the %s and fail.",
3071 &item->name, &lighter->name
3072 );
3073 }
3074 else
3075 who->failmsg ("You need to mark a lightable object.");
3076}
3077
3078/**
3079 * This function generates a cursed effect for cursed lamps and torches.
3080 */
3081static void
3082player_apply_lamp_cursed_effect (object *who, object *op)
3083{
3084 if (op->level)
3085 {
3086 who->failmsgf (
3087 "The %s was cursed, it explodes in a big fireball!",
3088 &op->name
3089 );
3090 create_exploding_ball_at (who, op->level);
3091 }
3092 else
3093 {
3094 who->failmsgf (
3095 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3096 &op->name
3097 );
3098 }
3099
3100 op->destroy ();
3101}
3102
3103/**
3104 * Apply for players and lamps
3105 *
3106 * who - the player
3107 * op - the lamp
3108 */
3109static void
3110player_apply_lamp (object *who, object *op)
3111{
3112 bool switch_on = op->glow_radius ? false : true;
3113
3114 if (switch_on)
3115 {
3116 object *lighter = 0;
3117
3118 if (op->flag [FLAG_IS_LIGHTABLE]
3119 && !(lighter = auto_apply_lighter (who, op, 0)))
3120 return;
3121
3122 if (op->stats.food < 1)
3123 {
3124 if (op->type == LAMP)
3125 who->failmsgf (
3126 "The %s is out of fuel! "
3127 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3128 &op->name
3129 );
3130 else
3131 who->failmsgf (
3132 "The %s is burnt out! "
3133 "H<Torches and similar items burn out and become worthless.>",
3134 &op->name
3135 );
3136 return;
3137 }
3138
3139 if (op->flag [FLAG_CURSED])
3140 {
3141 player_apply_lamp_cursed_effect (who, op);
3142 return;
3143 }
3144
3145 if (lighter)
3146 who->statusmsg (format (
3147 "You light up the %s with the %s.", &op->name, &lighter->name));
3148 else
3149 who->statusmsg (format ("You light up the %s.", &op->name));
3150 }
3151 else
3152 {
3153 if (op->flag [FLAG_CURSED])
3154 {
3155 player_apply_lamp_cursed_effect (who, op);
3156 return;
3157 }
3158
3159 if (op->type == TORCH)
3160 {
3161 if (!op->flag [FLAG_IS_LIGHTABLE])
3162 {
3163 who->statusmsg (format (
3164 "You put out the %s. "
3165 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3166 &op->name, &op->name));
3167 }
3168 else
3169 who->statusmsg (format (
3170 "You put out the %s."
3171 "H<Torches wear out if you put them out.>",
3172 &op->name));
3173 }
3174 else
3175 who->statusmsg (format ("You turn off the %s.", &op->name));
3176 }
3177
3178 apply_lamp (op, switch_on);
3179}
3180
3181void get_animation_from_arch (object *op, arch_ptr a)
3182{
3183 op->animation_id = a->animation_id;
3184 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3185 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3186 op->anim_speed = a->anim_speed;
3187 op->last_anim = 0;
3188 op->state = 0;
3189 op->face = a->face;
3190
3191 if (NUM_ANIMATIONS(op) > 1)
3192 {
3193 SET_ANIMATION(op, 0);
3194 animate_object (op, op->direction);
3195 }
3196 else
3197 update_object (op, UP_OBJ_FACE);
3198}
3199
3200/**
3201 * Apply for LAMPs and TORCHes.
3202 *
3203 * op - the lamp
3204 * switch_on - a flag which says whether the lamp should be switched on or off
3205 */
3206void apply_lamp (object *op, bool switch_on)
3207{
3208 op->set_glow_radius (switch_on ? op->range : 0);
3209 op->set_speed (switch_on ? op->arch->speed : 0);
3210
3211 // torches wear out if you put them out
3212 if (op->type == TORCH && !switch_on)
3213 {
3214 if (op->flag [FLAG_IS_LIGHTABLE])
3215 {
3216 op->stats.food -= (double) op->arch->stats.food / 15;
3217 if (op->stats.food < 0)
3218 op->stats.food = 0;
3219 }
3220 else
3221 op->stats.food = 0;
3222 }
3223
3224 // lamps and torched get worthless when used up
3225 if (op->stats.food <= 0)
3226 op->value = 0;
3227
3228 // FIXME: This is a hack to make the more sane torches and lamps
3229 // still animated ;-/
3230 if (op->other_arch)
3231 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3232
3233 if (object *pl = op->visible_to ())
3234 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3235}
3236
3237/**
3238 * This handles items of type 'transformer'.
3239 * Basically those items, used with a marked item, transform both items into something
3240 * else.
3241 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3242 * Change information is contained in the 'slaying' field of the marked item.
3243 * The format is as follow: transformer:[number ]yield[;transformer:...].
3244 * This way an item can be transformed in many things, and/or many objects.
3245 * The 'slaying' field for transformer is used as verb for the action.
3246 */
3247static void
3248apply_item_transformer (object *pl, object *transformer)
3249{
3250 object *new_item;
3251 const char *find;
3252 char *separator;
3253 int yield;
3254 char got[MAX_BUF];
3255 int len;
3256
3257 if (!pl || !transformer)
3258 return;
3259
3260 object *marked = pl->mark ();
3261
3262 if (!marked)
3263 {
3264 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3265 return;
3266 }
3267
3268 if (!marked->slaying)
3269 {
3270 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3271 return;
3272 }
3273
3274 /* check whether they are compatible or not */
3275 find = strstr (&marked->slaying, transformer->arch->archname);
3276 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3277 {
3278 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3279 return;
3280 }
3281
3282 find += strlen (transformer->arch->archname) + 1;
3283 /* Item can be used, now find how many and what it yields */
3284 if (isdigit (*(find)))
3285 {
3286 yield = atoi (find);
3287 if (yield < 1)
3288 {
3289 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3290 yield = 1;
3291 }
3292 }
3293 else
3294 yield = 1;
3295
3296 while (isdigit (*find))
3297 find++;
3298
3299 while (*find == ' ')
3300 find++;
3301
3302 memset (got, 0, MAX_BUF);
3303
3304 if ((separator = (char *) strchr (find, ';')))
3305 len = separator - find;
3306 else
3307 len = strlen (find);
3308
3309 min_it (len, MAX_BUF - 1);
3310
3311 strcpy (got, find);
3312 got[len] = '\0';
3313
3314 /* Now create new item, remove used ones when required. */
3315 new_item = get_archetype (got);
3316 if (!new_item)
3317 {
3318 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3319 return;
3320 }
3321
3322 new_item->nrof = yield;
3323
3324 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3325
3326 pl->insert (new_item);
3327 /* Eat up one item */
3328 marked->decrease ();
3329
3330 /* Eat one transformer if needed */
3331 if (transformer->stats.food)
3332 if (--transformer->stats.food == 0)
3333 transformer->decrease ();
3334}
3335
3336/**
3337 * Main apply handler.
3338 *
3339 * Checks for unpaid items before applying.
3340 *
3341 * Return value is currently not used
3342 *
3343 * who is the object that is causing object to be applied, op is the object
3344 * being applied.
3345 *
3346 * aflag is special (always apply/unapply) flags. Nothing is done with
3347 * them in this function - they are passed to apply_special
3348 */
3349static bool
3350manual_apply (object *who, object *op, int aflag)
3351{
3352 op = op->head_ ();
3353
3354 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3355 {
3356 if (who->contr)
3357 {
3358 examine (who, op);
3359 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3360 return 1;
3361 }
3362 else
3363 return 0; /* monsters just skip unpaid items */
3364 }
3365
3366 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3367 return RESULT_INT (0);
3368 else if (apply_types_inv_only [op->type])
3369 {
3370 // special item, using slot system, needs to be in inv
3371 if (op->env == who)
3539 return apply_special (who, op, aflags); 3372 return apply_special (who, op, aflag);
3373
3374 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3375 }
3376 else if (!who->contr && apply_types_player_only [op->type])
3377 return 0; // monsters shouldn't try to apply player-only stuff
3378 else if (apply_types [op->type])
3379 {
3380 // ordinary stuff, may be on the floor
3381 switch (op->type)
3382 {
3383 case T_HANDLE:
3384 who->play_sound (sound_find ("turn_handle"));
3385 who->statusmsg ("You turn the handle.");
3386 op->value = op->value ? 0 : 1;
3387 SET_ANIMATION (op, op->value);
3388 update_object (op, UP_OBJ_FACE);
3389 push_button (op, who);
3390 break;
3391
3392 case TRIGGER:
3393 if (check_trigger (op, who, who))
3394 {
3395 who->statusmsg ("You turn the handle.");
3396 who->play_sound (sound_find ("turn_handle"));
3397 }
3398 else
3399 who->failmsg ("The handle doesn't move.");
3400
3401 break;
3402
3403 case EXIT:
3404 if (!EXIT_PATH (op))
3405 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3406 else
3407 {
3408 /* Don't display messages for random maps. */
3409 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3410 who->statusmsg (op->msg, NDI_NAVY);
3411
3412 who->enter_exit (op);
3413 }
3414
3415 break;
3416
3417 case INSCRIBABLE:
3418 who->statusmsg (op->msg);
3419 // maybe show a spell menu to chose from or something like that
3420 break;
3421
3422 case SIGN:
3423 apply_sign (who, op, 0);
3424 break;
3425
3426 case BOOK:
3427 apply_book (who, op);
3428 break;
3429
3430 case SKILLSCROLL:
3431 apply_skillscroll (who, op);
3432 break;
3433
3434 case SPELLBOOK:
3435 apply_spellbook (who, op);
3436 break;
3437
3438 case SCROLL:
3439 apply_scroll (who, op, 0);
3440 break;
3441
3442 case POTION:
3443 apply_potion (who, op);
3444 break;
3445
3446 /* Eneq(@csd.uu.se): Handle apply on containers. */
3447 //TODO: remove, as it is unsed?
3448 case CLOSE_CON:
3449 apply_container (who, op->env);
3450 break;
3451
3452 case CONTAINER:
3453 apply_container (who, op);
3454 break;
3455
3456 case TREASURE:
3457 apply_treasure (who, op);
3458 break;
3459
3460 case LAMP:
3461 case TORCH:
3462 player_apply_lamp (who, op);
3463 break;
3464
3465 case DRINK:
3466 case FOOD:
3467 case FLESH:
3468 apply_food (who, op);
3469 break;
3470
3471 case POISON:
3472 apply_poison (who, op);
3473 break;
3474
3475 case SAVEBED:
3476 break;
3477
3478 case ARMOUR_IMPROVER:
3479 apply_armour_improver (who, op);
3480 break;
3481
3482 case WEAPON_IMPROVER:
3483 check_improve_weapon (who, op);
3484 break;
3485
3486 case CLOCK:
3487 {
3488 timeofday_t tod;
3489
3490 get_tod (&tod);
3491 who->play_sound (sound_find ("sound_clock"));
3492 who->statusmsg (format (
3493 "It is %d minute%s past %d o'clock %s",
3494 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3495 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3496 ));
3497 }
3498 break;
3499
3500 case MENU:
3501 shop_listing (op, who);
3502 break;
3503
3504 case POWER_CRYSTAL:
3505 apply_power_crystal (who, op); /* see egoitem.c */
3506 break;
3507
3508 case LIGHTER: /* for lighting torches/lanterns/etc */
3509 apply_lighter (who, op);
3510 break;
3511
3512 case ITEM_TRANSFORMER:
3513 apply_item_transformer (who, op);
3514 break;
3515 }
3516
3517 return 1;
3518 }
3519 else
3520 {
3521 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3522 return 0;
3523 }
3524}
3525
3526/**
3527 * player_apply_below attempts to apply the object 'below' the player.
3528 * If the player has an open container, we use that for below, otherwise
3529 * we use the ground.
3530 */
3531void
3532player_apply_below (object *pl)
3533{
3534 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3535
3536 /* If using a container, set the starting item to be the top
3537 * item in the container. Otherwise, use the map.
3538 */
3539
3540 // first try to apply "applyables"
3541 for (object *tmp = top; tmp; tmp = tmp->below)
3542 if (!tmp->invisible && apply_types [tmp->type])
3543 {
3544 // If it is visible, player can apply it.
3545 pl->apply (tmp);
3546 return;
3547 }
3548
3549 while (top && top->invisible)
3550 top = top->below;
3551
3552 if (!top || top->flag [FLAG_IS_FLOOR])
3553 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3554 "H<There is nothing here that you can apply.>");
3555 else
3556 // next, try to explain the topmost object
3557 switch (top->type)
3558 {
3559 // TODO: all this should move to examine
3560 case ALTAR:
3561 case IDENTIFY_ALTAR:
3562 case TRIGGER_ALTAR:
3563 case CONVERTER:
3564 //case TRIGGER_PEDESTAL:
3565 pl->failmsgf (
3566 "You see no obvious mechanism on the %s."
3567 "H<You have to drop one or more specific items here.>",
3568 query_short_name (top)
3569 );
3570 break;
3571
3572 case BUTTON:
3573 case TRIGGER_BUTTON:
3574 pl->failmsgf (
3575 "The %s looks as if you could activate it with somehting heavy. "
3576 "H<You must put enough items here to activate it.>",
3577 query_short_name (top)
3578 );
3579 break;
3580
3581 default:
3582 examine (pl, top);
3583 break;
3584 }
3585}
3586
3587// saner interface, returns successful status
3588bool
3589object::apply (object *ob, int aflags)
3590{
3591 if (!ob) // simplifies a lot of callers
3592 return true;
3593
3594 if (contr)
3595 {
3596 if (!ob->env && (move_type & MOVE_FLYING))
3597 {
3598 /* player is flying and applying object not in inventory */
3599 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3600 {
3601 failmsg ("But you are floating high above the ground! "
3602 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3603 "or waiting till the levitation effect wears off.>");
3604 return 0;
3605 }
3606 }
3607
3608 contr->last_used = ob;
3609 }
3610
3611 bool want_apply =
3612 aflags & AP_APPLY ? true
3613 : aflags & AP_UNAPPLY ? false
3614 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3615
3616 object_ptr *slot = 0;
3617
3618 // detect the slot, if this is a player
3619 if (contr && !(aflags & AP_NO_SLOT))
3620 {
3621 object *oslot;
3622
3623 switch (ob->type)
3624 {
3625 case WEAPON:
3626 slot = &contr->combat_ob;
3627 oslot = contr->ranged_ob;
3628 break;
3629
3630 case RANGED:
3631 case BOW:
3632 case SPELL:
3633 case WAND:
3634 case ROD:
3635 case HORN:
3636 case BUILDER:
3637 slot = &contr->ranged_ob;
3638 oslot = contr->combat_ob;
3639 break;
3640
3641 // oh, the humanity
3642 case SKILL:
3643 // skill is used on it's own, as opposed to being a chosen_skill
3644
3645 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3646 {
3647 failmsgf (
3648 "You feel as if you wanted to do something funny, but you can't remember what. "
3649 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3650 "It cannot be used on its own.>",
3651 &ob->skill
3652 );
3653 return 1;
3654 }
3655
3656 if (skill_flags [ob->subtype] & SF_AUTARK
3657 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3658 {
3659 if (skill_flags [ob->subtype] & SF_USE)
3660 failmsgf (
3661 "You feel as if you wanted to do something funny, but you can't remember what. "
3662 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3663 &ob->skill, &ob->skill
3664 );
3665 else
3666 failmsgf (
3667 "You feel as if you wanted to do something funny, but you can't remember what. "
3668 "H<The %s skill cannot be readied or used, it is always active.>",
3669 &ob->skill
3670 );
3671
3672 return 1;
3673 }
3674
3675 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3676 break;
3677
3678 if (skill_flags [ob->subtype] & SF_COMBAT)
3679 {
3680 slot = &contr->combat_ob;
3681 oslot = contr->ranged_ob;
3682 }
3683 else if (skill_flags [ob->subtype] & SF_RANGED)
3684 {
3685 slot = &contr->ranged_ob;
3686 oslot = contr->combat_ob;
3687 }
3688
3689 break;
3690 }
3691
3692 // now handle slot exclusions
3693 if (slot)
3694 {
3695 // only one slot can be active
3696 if (want_apply)
3697 {
3698 // clear slot unless we are in it already
3699 if (*slot != ob)
3700 apply (*slot, AP_UNAPPLY);
3701
3702 // unapply other slot, because we want to become active
3703 apply (oslot, AP_UNAPPLY);
3704 }
3705
3706 // clear item from slot if applied
3707 if (!want_apply && current_weapon == ob)
3708 current_weapon = 0;
3709 }
3710 }
3711
3712 if (ob->flag [FLAG_APPLIED] != want_apply)
3713 manual_apply (this, ob, aflags);
3714
3715 if (ob->flag [FLAG_APPLIED] != want_apply)
3716 return false;
3717
3718 if (slot && want_apply)
3719 current_weapon = *slot = ob;
3720
3721 return true;
3540} 3722}
3541 3723
3542/** 3724/**
3543 * Map was just loaded, handle op's initialisation. 3725 * Map was just loaded, handle op's initialisation.
3544 * 3726 *
3547int 3729int
3548auto_apply (object *op) 3730auto_apply (object *op)
3549{ 3731{
3550 object *tmp = NULL, *tmp2; 3732 object *tmp = NULL, *tmp2;
3551 int i; 3733 int i;
3734
3735 op->clr_flag (FLAG_AUTO_APPLY);
3552 3736
3553 switch (op->type) 3737 switch (op->type)
3554 { 3738 {
3555 case SHOP_FLOOR: 3739 case SHOP_FLOOR:
3556 if (!op->has_random_items ()) 3740 if (!op->has_random_items ())
3558 3742
3559 do 3743 do
3560 { 3744 {
3561 i = 10; /* let's give it 10 tries */ 3745 i = 10; /* let's give it 10 tries */
3562 while ((tmp = generate_treasure (op->randomitems, 3746 while ((tmp = generate_treasure (op->randomitems,
3563 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3747 op->stats.exp
3748 ? (int) op->stats.exp
3749 : max (op->map->difficulty, 5)))
3750 == NULL && --i);
3751
3564 if (tmp == NULL) 3752 if (tmp == NULL)
3565 return 0; 3753 return 0;
3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3754
3755 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3567 { 3756 {
3568 tmp->destroy (); 3757 tmp->destroy ();
3569 tmp = NULL; 3758 tmp = NULL;
3570 } 3759 }
3571 } 3760 }
3572 while (!tmp); 3761 while (!tmp);
3573 3762
3574 tmp->x = op->x; 3763 tmp->x = op->x;
3575 tmp->y = op->y; 3764 tmp->y = op->y;
3576 SET_FLAG (tmp, FLAG_UNPAID); 3765 tmp->set_flag (FLAG_UNPAID);
3577 insert_ob_in_map (tmp, op->map, NULL, 0); 3766 insert_ob_in_map (tmp, op->map, NULL, 0);
3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579 identify (tmp); 3767 identify (tmp);
3580 break; 3768 break;
3581 3769
3582 case TREASURE: 3770 case TREASURE:
3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3771 if (op->flag [FLAG_IS_A_TEMPLATE])
3584 return 0; 3772 return 0;
3585 3773
3586 while (op->stats.hp-- > 0) 3774 while (op->stats.hp-- > 0)
3587 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3775 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3588 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3776 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3590 /* If we generated an object and put it in this object inventory, 3778 /* 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 3779 * move it to the parent object as the current object is about
3592 * to disappear. An example of this item is the random_* stuff 3780 * to disappear. An example of this item is the random_* stuff
3593 * that is put inside other objects. 3781 * that is put inside other objects.
3594 */ 3782 */
3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3597 tmp2 = tmp->below;
3598 tmp->remove ();
3599
3600 if (op->env) 3783 if (op->env)
3601 insert_ob_in_ob (tmp, op->env); 3784 while (op->inv)
3602 else 3785 op->env->insert (op->inv);
3603 tmp->destroy ();
3604 }
3605 3786
3606 op->destroy (); 3787 op->destroy ();
3607 break; 3788 break;
3608 } 3789 }
3609 return tmp ? 1 : 0; 3790
3791 return !!tmp;
3610} 3792}
3611 3793
3612/** 3794/**
3613 * fix_auto_apply goes through the entire map every time a map 3795 * fix_auto_apply goes through the entire map every time a map
3614 * is loaded or swapped in and performs special actions for 3796 * is loaded or swapped in and performs special actions for
3628 3810
3629 if (tmp->inv) 3811 if (tmp->inv)
3630 { 3812 {
3631 object *invtmp, *invnext; 3813 object *invtmp, *invnext;
3632 3814
3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3815 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3634 { 3816 {
3635 invnext = invtmp->below; 3817 invnext = invtmp->below;
3636 3818
3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3819 if (invtmp->flag [FLAG_AUTO_APPLY])
3638 auto_apply (invtmp); 3820 auto_apply (invtmp);
3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3821 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 { 3822 {
3641 while ((invtmp->stats.hp--) > 0) 3823 while (invtmp->stats.hp-- > 0)
3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3824 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643 3825
3644 invtmp->randomitems = NULL; 3826 invtmp->randomitems = NULL;
3645 } 3827 }
3646 else if (invtmp && invtmp->arch 3828 else if (invtmp && invtmp->arch
3651 * treasure again for this object 3833 * treasure again for this object
3652 */ 3834 */
3653 invtmp->randomitems = NULL; 3835 invtmp->randomitems = NULL;
3654 } 3836 }
3655 } 3837 }
3838
3656 /* This is really temporary - the code at the bottom will 3839 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3840 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3841 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3842 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3843 * MSW 2004-05-13
3664 * Ryo 2004-08-16 3847 * Ryo 2004-08-16
3665 */ 3848 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3849 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) 3850 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668 tmp->randomitems = NULL; 3851 tmp->randomitems = NULL;
3669
3670 } 3852 }
3671 3853
3672 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3854 if (tmp->flag [FLAG_AUTO_APPLY])
3673 auto_apply (tmp); 3855 auto_apply (tmp);
3674 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3856 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3675 { 3857 {
3676 while ((tmp->stats.hp--) > 0) 3858 while ((tmp->stats.hp--) > 0)
3677 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3859 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3679 } 3861 }
3680 else if (tmp->type == TIMED_GATE) 3862 else if (tmp->type == TIMED_GATE)
3681 { 3863 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3864 object *head = tmp->head != NULL ? tmp->head : tmp;
3683 3865
3684 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3866 if (head->flag [FLAG_IS_LINKED])
3685 tmp->set_speed (0); 3867 tmp->set_speed (0);
3686 } 3868 }
3687 /* This function can be called everytime a map is loaded, even when 3869 /* This function can be called everytime a map is loaded, even when
3688 * swapping back in. As such, we don't want to create the treasure 3870 * swapping back in. As such, we don't want to create the treasure
3689 * over and ove again, so after we generate the treasure, blank out 3871 * over and ove again, so after we generate the treasure, blank out
3707 } 3889 }
3708 3890
3709 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3891 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3892 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3893 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3712 check_trigger (tmp, tmp->above); 3894 check_trigger (tmp, tmp->above, tmp->above);
3713} 3895}
3714 3896
3715/** 3897/**
3716 * Handles player eating food that temporarily changes status (resistances, stats). 3898 * Handles player eating food that temporarily changes status (resistances, stats).
3717 * This used to call cast_change_attr(), but 3899 * This used to call cast_change_attr(), but
3722eat_special_food (object *who, object *food) 3904eat_special_food (object *who, object *food)
3723{ 3905{
3724 object *force; 3906 object *force;
3725 int i, did_one = 0; 3907 int i, did_one = 0;
3726 3908
3727 force = get_archetype (FORCE_NAME); 3909 char buf[64];
3910 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3911 shstr key (buf);
3728 3912
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 */ 3913 /* bigger morsel of food = longer effect time */
3750 force->duration = food->stats.food / 5; 3914 int duration = TIME2TICK (food->stats.food);
3751 SET_FLAG (force, FLAG_APPLIED); 3915
3752 change_abil (who, force); 3916 if (force = who->force_find (key))
3753 insert_ob_in_ob (force, who); 3917 {
3918 if (duration > fabs (force->speed_left / force->speed))
3919 {
3920 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));
3921 force->force_set_timer (duration);
3922 }
3923 else
3924 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3925
3926 return;
3754 } 3927 }
3755 else 3928 else
3929 {
3930 force = who->force_add (key, duration);
3931 force->name = key;
3932
3933 /* check if the food affects a stat */
3934 for (i = 0; i < NUM_STATS; i++)
3935 if (sint8 k = food->stats.stat (i))
3936 {
3937 force->stats.stat (i) = k;
3938 did_one = 1;
3939 }
3940
3941 /* check if we can protect the eater */
3942 for (i = 0; i < NROFATTACKS; i++)
3943 {
3944 if (food->resist[i] > 0)
3945 {
3946 force->resist[i] = food->resist[i];
3947 did_one = 1;
3948 }
3949 }
3950
3951 if (did_one)
3952 {
3953 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));
3954
3955 /* make the force take effect and report effects to user */
3956 change_abil (who, force);
3957 }
3958 else
3756 force->destroy (); 3959 force->destroy ();
3960 }
3757 3961
3758 /* check for hp, sp change */ 3962 /* check for hp, sp change */
3759 if (food->stats.hp != 0) 3963 if (food->stats.hp != 0)
3760 { 3964 {
3761 if (QUERY_FLAG (food, FLAG_CURSED)) 3965 if (food->flag [FLAG_CURSED])
3762 { 3966 {
3763 assign (who->contr->killer, food->name); 3967 who->contr->killer = food;
3764 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3968 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3765 who->failmsg ("Eck!...that was poisonous!"); 3969 who->failmsg ("Eck!...that was poisonous!");
3766 } 3970 }
3767 else 3971 else
3768 { 3972 {
3772 who->failmsg ("Eck!...that was poisonous!"); 3976 who->failmsg ("Eck!...that was poisonous!");
3773 3977
3774 who->stats.hp += food->stats.hp; 3978 who->stats.hp += food->stats.hp;
3775 } 3979 }
3776 } 3980 }
3981
3777 if (food->stats.sp != 0) 3982 if (food->stats.sp != 0)
3778 { 3983 {
3779 if (QUERY_FLAG (food, FLAG_CURSED)) 3984 if (food->flag [FLAG_CURSED])
3780 { 3985 {
3781 who->failmsg ("You are drained of mana!"); 3986 who->failmsg ("You are drained of mana!");
3782 who->stats.sp -= food->stats.sp; 3987 who->stats.sp -= food->stats.sp;
3783 if (who->stats.sp < 0) 3988 if (who->stats.sp < 0)
3784 who->stats.sp = 0; 3989 who->stats.sp = 0;
3790 /* place limit on max sp from food? */ 3995 /* place limit on max sp from food? */
3791 } 3996 }
3792 } 3997 }
3793 3998
3794 who->update_stats (); 3999 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} 4000}
3914 4001
3915void 4002void
3916apply_changes_to_player (object *pl, object *change) 4003apply_changes_to_player (object *pl, object *change)
3917{ 4004{
3965 } 4052 }
3966 4053
3967 /* insert the randomitems from the change's treasurelist into 4054 /* insert the randomitems from the change's treasurelist into
3968 * the player ref: player.c 4055 * the player ref: player.c
3969 */ 4056 */
3970 if (change->randomitems != NULL) 4057 if (change->randomitems)
3971 give_initial_items (pl, change->randomitems); 4058 give_initial_items (pl, change->randomitems);
3972 4059
3973 /* set up the face, for some races. */ 4060 /* set up the face, for some races. */
3974 4061
3975 /* first, look for the force object banning 4062 /* first, look for the force object banning
3976 * changing the face. Certain races never change face with class. 4063 * changing the face. Certain races never change face with class.
3977 */ 4064 */
3978 for (walk = pl->inv; walk != NULL; walk = walk->below) 4065 for (walk = pl->inv; walk; walk = walk->below)
3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4066 if (walk->name == shstr_NOCLASSFACECHANGE)
3980 flag_change_face = 0; 4067 flag_change_face = 0;
3981 4068
3982 if (flag_change_face) 4069 if (flag_change_face)
3983 { 4070 {
3984 pl->animation_id = GET_ANIM_ID (change);
3985 pl->face = change->face; 4071 pl->face = change->face;
3986 4072 pl->animation_id = change->animation_id;
3987 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4073 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3988 SET_FLAG (pl, FLAG_ANIMATE);
3989 else
3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3991 } 4074 }
3992 4075
3993 /* check the special case of can't use weapons */ 4076 /* check the special case of can't use weapons */
3994 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4077 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3995 if (!strcmp (change->name, "monk")) 4078 if (change->name == shstr_monk)
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4079 pl->clr_flag (FLAG_USE_WEAPON);
3997 4080
3998 break; 4081 break;
3999 } 4082 }
4000 } 4083 }
4001} 4084}
4002 4085
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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