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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 1.285 by root, Wed Dec 5 19:03:27 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <cmath> 26#include <cmath>
25 27
26#include <global.h> 28#include <global.h>
29#include <skills.h> 31#include <skills.h>
30#include <tod.h> 32#include <tod.h>
31 33
32#include <sproto.h> 34#include <sproto.h>
33 35
34/* Want this regardless of rplay. */ 36// these must be in the inventory before they can be applied
35#include <sounds.h>
36 37
37/** 38static 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{ 39{
44 int arch_flag, name_flag, race_flag; 40 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 { 41 {
58 arch_flag = (op->subtype & 1); 42 set (WEAPON);
59 name_flag = (op->subtype & 2); 43 set (ARMOUR);
60 race_flag = (op->subtype & 4); 44 set (BOOTS);
45 set (GLOVES);
46 set (AMULET);
47 set (GIRDLE);
48 set (BRACERS);
49 set (SHIELD);
50 set (HELMET);
51 set (RING);
52 set (CLOAK);
53 set (WAND);
54 set (ROD);
55 set (HORN);
56 set (SKILL);
57 set (SPELL);
58 set (BOW);
59 set (RANGED);
60 set (BUILDER);
61 set (SKILL_TOOL);
61 } 62 }
62 else 63} apply_types_inv_only;
64
65// these only make sense for the player
66
67static const struct apply_types_player_only : typeset
68{
69 apply_types_player_only ()
63 { 70 {
64 arch_flag = 1; 71 set (TRANSPORT);
65 name_flag = 1; 72 set (EXIT);
66 race_flag = 1; 73 set (BOOK);
74 set (SIGN);
75 set (BOOK);
76 set (SKILLSCROLL);
77 set (SPELLBOOK);
78 set (INSCRIBABLE);
79 set (TREASURE);
80 set (SAVEBED);
81 set (ARMOUR_IMPROVER);
82 set (WEAPON_IMPROVER);
83 set (CLOCK);
84 set (MENU);
85 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 86 }
87} apply_types_player_only;
68 88
69 /* If the director has race set, only affect objects with a arch, 89// applying these _can_ be attempted, others cannot
70 * name or race that matches. 90// 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 91
78 /* If the director has slaying set, only affect objects where none 92static 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{ 93{
97 dynbuf_text buf; 94 apply_types ()
98 95 : 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 { 96 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 97 set (T_HANDLE);
129 { 98 set (TRIGGER);
130 if (operate_altar (altar, &money)) 99 set (SCROLL);
131 { 100 set (POTION);
132 identify (id); 101 set (CLOSE_CON);
133 102 set (CONTAINER);
134 buf.printf ("You have %s.", long_desc (id, pl)); 103 set (LAMP);
135 if (id->msg) 104 set (TORCH);
136 buf << "The item has a story:\n" << id->msg; 105 set (DRINK);
137 106 set (FOOD);
138 /* If no more money, might as well quit now */ 107 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 108 set (POISON);
140 break; 109 set (POWER_CRYSTAL);
141 } 110 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 } 111 }
149 112} 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}
419 113
420/**************************************************************************** 114/****************************************************************************
421 * Weapon improvement code follows 115 * Weapon improvement code follows
422 ****************************************************************************/ 116 ****************************************************************************/
423 117
424/** 118/**
119 * This function just checks whether who can handle equipping an item
120 * with item_power.
121 */
122static bool
123check_item_power (object *who, int item_power)
124{
125 if (who->type == PLAYER
126 && item_power
127 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
128 return false;
129 else
130 return true;
131}
132
133/**
425 * This returns the sum of nrof of item (arch name). 134 * This returns the sum of nrof of item (arch name).
426 */ 135 */
427static int 136static int
428check_item (object *op, const char *item) 137check_item (object *op, shstr_cmp item)
429{ 138{
430 int count = 0; 139 int count = 0;
431 140
432 if (!item) 141 if (!item)
433 return 0; 142 return 0;
434 143
435 for (op = op->below; op; op = op->below) 144 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 145 if (op->arch->archname == item)
438 { 146 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)) 147 && /* 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; 148 count += op->number_of ();
446 }
447 }
448 }
449 149
450 return count; 150 return count;
451} 151}
452 152
453/** 153/**
455 * op is typically the player, which is only 155 * op is typically the player, which is only
456 * really used to determine what space to look at. 156 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 157 * Modified to only eat 'nrof' of objects.
458 */ 158 */
459static void 159static void
460eat_item (object *op, const char *item, uint32 nrof) 160eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 161{
462 object *prev; 162 object *prev;
463 163
464 prev = op; 164 prev = op;
465 op = op->below; 165 op = op->below;
466 166
467 while (op) 167 while (op)
468 { 168 {
469 if (strcmp (op->arch->archname, item) == 0) 169 if (op->arch->archname == item)
470 { 170 {
471 if (op->nrof >= nrof) 171 if (op->nrof >= nrof)
472 { 172 {
473 decrease_ob_nr (op, nrof); 173 op->decrease (nrof);
474 return; 174 return;
475 } 175 }
476 else 176 else
477 { 177 {
478 decrease_ob_nr (op, op->nrof); 178 op->decrease (nrof);
479 nrof -= op->nrof; 179 nrof -= op->nrof;
480 } 180 }
481 181
482 op = prev; 182 op = prev;
483 } 183 }
486 op = op->below; 186 op = op->below;
487 } 187 }
488} 188}
489 189
490/** 190/**
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. 191 * 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. 192 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 193 */
545static int 194static int
546check_sacrifice (object *op, const object *improver) 195check_sacrifice (object *op, const object *improver)
550 if (improver->slaying) 199 if (improver->slaying)
551 { 200 {
552 count = check_item (op, improver->slaying); 201 count = check_item (op, improver->slaying);
553 if (count < 1) 202 if (count < 1)
554 { 203 {
555 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 204 op->failmsgf ("The gods want more %ss", &improver->slaying);
556 return 0; 205 return 0;
557 } 206 }
558 } 207 }
559 else 208 else
560 count = 1; 209 count = 1;
568static int 217static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 218improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 219{
571 stat += sacrifice_count; 220 stat += sacrifice_count;
572 weapon->last_eat++; 221 weapon->last_eat++;
573 decrease_ob (improver); 222 improver->decrease ();
574 223
575 /* So it updates the players stats and the window */ 224 /* So it updates the players stats and the window */
576 op->update_stats (); 225 op->update_stats ();
577 226
578 op->statusmsg (format ( 227 op->statusmsg (format (
599 248
600/** 249/**
601 * This does the prepare weapon scroll. 250 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 251 * Checks for sacrifice, and so on.
603 */ 252 */
604int 253static int
605prepare_weapon (object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
606{ 255{
607 int sacrifice_count, i; 256 int sacrifice_count, i;
608 char buf[MAX_BUF];
609 257
610 if (weapon->level != 0) 258 if (weapon->level != 0)
611 { 259 {
612 op->failmsg ("Weapon is already prepared!"); 260 op->failmsg ("Weapon is already prepared!");
613 return 0; 261 return 0;
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 271 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 272 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */ 273 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 274 weapon->stats.ac) /* AC - only taifu's I think */
627 { 275 {
628 op->failmsg ("You cannot prepare magic weapons."); 276 op->failmsg ("You cannot prepare magic weapons. "
277 "H<A weapon is considered magical if it changes regeneration, "
278 "speed or ac, or has other protections.>");
629 return 0; 279 return 0;
630 } 280 }
631 281
632 sacrifice_count = check_sacrifice (op, improver); 282 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0) 283 if (sacrifice_count <= 0)
640 "Your sacrifice was accepted." 290 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.", 291 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level 292 &weapon->name, weapon->level
643 )); 293 ));
644 294
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 295 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 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 297 slot at once! */
649 decrease_ob (improver); 298 improver->decrease ();
650 weapon->last_eat = 0; 299 weapon->last_eat = 0;
651 return 1; 300 return 1;
652} 301}
653
654 302
655/** 303/**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 304 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code. 305 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason. 306 * Returns 0 if it was not able to work for some reason.
659 * 307 *
660 * Checks if weapon was prepared, if enough potions on the floor, ... 308 * Checks if weapon was prepared, if enough potions on the floor, ...
661 * 309 *
662 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
663 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
664 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
665 */ 313 */
666int 314static int
667improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
668{ 316{
669 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
670 318
671 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
673 321
674 if (weapon->level == 0) 322 if (weapon->level == 0)
675 { 323 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
677 return 0; 327 return 0;
678 } 328 }
679 329
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
681 { 332 {
682 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
683 return 0; 334 return 0;
684 } 335 }
685 336
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
687 { 339 {
688 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
690 "really want to improve it."); 342 "really want to improve it.");
691 return 0; 343 return 0;
692 } 344 }
693 345
694 /* This just increases damage by 5 points, no matter what. No sacrifice 346 /* This just increases damage by 5 points, no matter what. No sacrifice
695 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 347 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
696 * don't put any maximum value on damage - the limit is how much the 348 * don't put any maximum value on damage - the limit is how much the
697 * weapon can be improved. 349 * weapon can be improved.
698 */ 350 */
699 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
700 { 352 {
701 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
702 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 355 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++; 356 weapon->last_eat++;
705 357
706 weapon->item_power++; 358 weapon->item_power++;
707 decrease_ob (improver); 359 improver->decrease ();
708 return 1; 360 return 1;
709 } 361 }
710 362
711 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 364 {
716 weapon->weight = 1; 368 weapon->weight = 1;
717 369
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++; 371 weapon->last_eat++;
720 weapon->item_power++; 372 weapon->item_power++;
721 decrease_ob (improver); 373 improver->decrease ();
722 return 1; 374 return 1;
723 } 375 }
376
724 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 378 {
726 weapon->magic++; 379 weapon->magic++;
727 weapon->last_eat++; 380 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 382 improver->decrease ();
730 weapon->item_power++; 383 weapon->item_power++;
731 return 1; 384 return 1;
732 } 385 }
733 386
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
739 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
740 393
741 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
742 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
743 { 396 {
744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
745 return 0; 398 return 0;
746 } 399 }
747 400
748 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
749 weapon->item_power++; 402 weapon->item_power++;
768/** 421/**
769 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
770 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
771 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
772 */ 425 */
773int 426static int
774check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
775{ 428{
776 object *otmp;
777
778 if (op->type != PLAYER) 429 if (op->type != PLAYER)
779 return 0; 430 return 0;
780 431
781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
782 { 433 {
783 op->failmsg ("Something blocks the magic of the scroll!"); 434 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 435 return 0;
785 } 436 }
786 437
787 otmp = find_marked_object (op); 438 object *otmp = op->mark ();
439
788 if (!otmp) 440 if (!otmp)
789 { 441 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 442 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; 443 return 0;
792 } 444 }
793 445
794 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
795 { 447 {
796 op->failmsg ("Marked item is not a weapon or bow!"); 448 op->failmsg ("Marked item is not a weapon or bow!");
449 return 0;
450 }
451
452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
797 return 0; 455 return 0;
798 } 456 }
799 457
800 op->statusmsg ("Applied weapon builder."); 458 op->statusmsg ("Applied weapon builder.");
801 459
819 * the stats of a player w/ armour as well as a weapon 477 * the stats of a player w/ armour as well as a weapon
820 * will probably horribly unbalance the game. Magic enchanting 478 * will probably horribly unbalance the game. Magic enchanting
821 * depends on the level of the character - ie the plus 479 * depends on the level of the character - ie the plus
822 * value (magic) of the armour can never be increased beyond 480 * value (magic) of the armour can never be increased beyond
823 * the level of the character / 10 -- rounding upish, nor may 481 * the level of the character / 10 -- rounding upish, nor may
824 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
825 * the users level or 90) 483 * the users level or 90)
826 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
827 * changing of physical area right now. 485 * changing of physical area right now.
828 */ 486 */
829int 487static int
830improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
831{ 489{
832 object *tmp;
833
834 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
835 { 491 {
836 op->failmsg ("This armour can not be enchanted any further!"); 492 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 493 return 0;
838 } 494 }
495
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 496 /* 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. 497 * 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 498 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?) 499 * of gnarg and what not?)
843 */ 500 */
845 { 502 {
846 op->failmsg ("This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 504 return 0;
848 } 505 }
849 506
850 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
852 */ 509 */
853 if (armour->nrof > 1) 510 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;
857 511
858 armour->magic++; 512 armour->magic++;
859 513
860 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
861 { 515 {
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 552 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 553
900 if (op->type == PLAYER) 554 if (op->type == PLAYER)
901 { 555 {
902 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557
558 if (armour->flag [FLAG_APPLIED])
904 op->update_stats (); 559 op->update_stats ();
905 } 560 }
906 561
907 decrease_ob (improver); 562 improver->decrease ();
908 563
909 if (tmp) 564 if (tmp)
910 { 565 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 566
915 return 1; 567 return 1;
916} 568}
917 569
918/* 570/*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not 571 * 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. 572 * what the converter wants, -1 if the converter is broken.
921 */ 573 *
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. 574 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not 576 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
931 */ 578 */
932int 579int
933convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
934{ 581{
935 int nr = 0; 582 sint64 nr = 0, price_in;
936 uint32 price_in; 583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
937 591
938 /* We make some assumptions - we assume if it takes money as it type, 592 /* 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 593 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
941 */ 595 */
942 if (CONV_FROM (converter) == shstr_money) 596 if (conv_from == shstr_money)
943 { 597 {
944 if (item->type != MONEY) 598 if (item->type != MONEY)
945 return 0; 599 return 0;
946 600
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 602 if (!nr)
949 return 0; 603 return 0;
950 604
951 converter->play_sound (sound_find ("shop_buy")); 605 converter->play_sound (sound_find ("shop_buy"));
952 606
953 int cost = nr * CONV_NEED (converter) / item->value; 607 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++;
957 608
958 decrease_ob_nr (item, cost); 609 item->decrease (cost);
959 610
960 price_in = cost * item->value; 611 price_in = cost * item->value;
961 } 612 }
962 else 613 else
963 { 614 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 615 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
966 return 0; 618 return 0;
967 619
968 converter->play_sound (sound_find ("convert_item")); 620 converter->play_sound (sound_find ("convert_item"));
969 621
970 if (CONV_NEED (converter)) 622 if (need)
971 { 623 {
972 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
975 } 627 }
976 else 628 else
977 { 629 {
978 price_in = item->value; 630 price_in = item->value;
979 item->destroy (); 631 item->destroy ();
990 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 645 ob_to_copy = ob;
994 646
995 item = object_create_clone (ob_to_copy); 647 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 650 }
999 else 651 else
1000 { 652 {
1001 if (converter->other_arch == NULL) 653 if (!conv_to)
1002 { 654 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 655 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); 656 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 657 return -1;
1006 } 658 }
1007 659
1008 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 662 }
1011 663
1012 if (CONV_NR (converter)) 664 if (give)
1013 item->nrof = CONV_NR (converter); 665 item->nrof = give;
1014 666
1015 if (nr) 667 if (nr)
1016 item->nrof *= nr; 668 item->nrof *= nr;
1017 669
1018 if (is_in_shop (converter)) 670 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 671 item->set_flag (FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 item->set_flag (FLAG_UNPAID);
680 }
1020 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 682 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 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); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 685 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 687 * hopefully had something in mind when doing this.
1027 */ 688 */
1028 } 689 }
1029 690
1030 SET_FLAG (item, FLAG_IDENTIFIED); 691 // elmex: only identify if we need to, for example so that generated money doesn't
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 692 // get an 'identified' flag so easily.
693 if (item->need_identify ())
694 identify (item);
695
696 item->insert_at (converter, 0, INS_NO_WALK_ON);
697
1032 return 1; 698 return 1;
1033} 699}
1034 700
1035/** 701/**
1036 * Handle apply on containers. 702 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se). 703 * By Eneq(@csd.uu.se).
1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 704 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1039 * added the alchemical cauldron to the code -b.t. 705 * added the alchemical cauldron to the code -b.t.
1040 */ 706 */
1041int 707static int
1042apply_container (object *op, object *sack) 708apply_container (object *op, object *sack)
1043{ 709{
1044 if (op->type != PLAYER || !op->contr->ns) 710 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */ 711 return 0; /* This might change */
1046 712
1059 } 725 }
1060 726
1061 // already applied == open on ground, or open in inv, or active in inv 727 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED]) 728 if (sack->flag [FLAG_APPLIED])
1063 { 729 {
1064 if (op->container == sack) 730 if (op->container_ () == sack)
1065 { 731 {
1066 // open on ground or inv, so close 732 // open on ground or inv, so close
1067 op->close_container (); 733 op->close_container ();
1068 return 1; 734 return 1;
1069 } 735 }
1070 else if (!sack->env) 736 else if (!sack->env)
1071 { 737 {
1072 // active, but not ours: some other player has opened it 738 // active on floor, but not ours: some other player has opened it
739 // normally this only happens to dms standing on the same space.
740 // but it doesn't hurt to handle it.
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 741 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1074 return 1; 742 return 1;
1075 } 743 }
744 }
1076 745
1077 // fall through to opening it (active in inv) 746 // it's locked?
747 if (sack->slaying)
1078 } 748 {
1079 else if (sack->env) 749 if (object *tmp = find_key (op, op, sack))
750 {
751 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
752 }
753 else
754 {
755 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
756 esrv_update_item (UPD_FLAGS, op, sack);
757 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
758 return 1;
759 }
760 }
761
762 if (sack->env && !sack->flag [FLAG_APPLIED])
1080 { 763 {
1081 // it is in our env, so activate it, do not open yet 764 // it is in our env, so activate it, do not open yet
1082 op->close_container (); 765 op->close_container ();
1083 sack->flag [FLAG_APPLIED] = 1; 766 sack->flag [FLAG_APPLIED] = true;
1084 esrv_update_item (UPD_FLAGS, op, sack); 767 esrv_update_item (UPD_FLAGS, op, sack);
1085 op->statusmsg (format ("You ready %s.", query_name (sack))); 768 op->statusmsg (format ("You ready %s.", query_name (sack)));
1086 return 1;
1087 }
1088
1089 // it's locked?
1090 if (sack->slaying)
1091 { 769 }
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 770 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); 771 op->open_container (sack);
1102 772
1103 return 1; 773 return 1;
1104} 774}
1105 775
1106/** 776/**
1112{ 782{
1113 /* Only players can make sacrifices on spell casting altars. */ 783 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER)) 784 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0; 785 return 0;
1116 786
1117 if (operate_altar (altar, &sacrifice)) 787 if (operate_altar (altar, &sacrifice, originator))
1118 { 788 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet 789 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it 790 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly. 791 * is up to map designers to use them properly.
1122 */ 792 */
1131/* push_button (altar);*/ 801/* push_button (altar);*/
1132 } 802 }
1133 else 803 else
1134 { 804 {
1135 altar->value = 1; /* works only once */ 805 altar->value = 1; /* works only once */
1136 push_button (altar); 806 push_button (altar, originator);
1137 } 807 }
1138 808
1139 return !sacrifice; 809 return !sacrifice;
1140 } 810 }
1141 else 811 else
1154{ 824{
1155 int rv = 0; 825 int rv = 0;
1156 double opinion; 826 double opinion;
1157 object *tmp, *next; 827 object *tmp, *next;
1158 828
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 829 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1160 830
1161 bool has_unpaid = false; 831 bool has_unpaid = false;
1162 832
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to 833 // quite inefficient to do this here twice, but the api doesn't lend itself to
1164 // a quick and small change :( 834 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 835 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 836 if (item->flag [FLAG_UNPAID])
1167 { 837 {
1168 has_unpaid = true; 838 has_unpaid = true;
1169 break; 839 break;
1170 } 840 }
1171 841
1172 if (op->type != PLAYER) 842 if (!op->is_player ())
1173 { 843 {
1174 /* Remove all the unpaid objects that may be carried here. 844 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 845 * This could be pets or monsters that are somehow in
1176 * the shop. 846 * the shop.
1177 */ 847 */
1178 for (tmp = op->inv; tmp; tmp = next) 848 for (tmp = op->inv; tmp; tmp = next)
1179 { 849 {
1180 next = tmp->below; 850 next = tmp->below;
1181 851
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 852 if (tmp->flag [FLAG_UNPAID])
1183 { 853 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 854 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 855
856 if (i >= 0)
1186 tmp->remove (); 857 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 } 858 }
1196 } 859 }
1197 860
1198 /* Don't teleport things like spell effects */ 861 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 862 if (op->flag [FLAG_NO_PICK])
1200 return 0; 863 return 0;
1201 864
1202 /* unpaid objects, or non living objects, can't transfer by 865 /* unpaid objects, or non living objects, can't transfer by
1203 * shop mats. Instead, put it on a nearby space. 866 * shop mats. Instead, put it on a nearby space.
1204 */ 867 */
1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 868 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1206 { 869 {
1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 870 /* 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); 871 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1209 872
1210 if (i != -1) 873 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 874 rv = transfer_ob (op, op->x + DIRX (i), op->y + DIRY (i), 0, shop_mat);
1212 875
1213 return 0; 876 return 0;
1214 } 877 }
878
1215 /* Removed code that checked for multipart objects - it appears that 879 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 880 * the teleport function should be able to handle this just fine.
1217 */ 881 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 883 }
1222 /* this is only used for players */ 886 /* this is only used for players */
1223 rv = teleport (shop_mat, SHOP_MAT, op); 887 rv = teleport (shop_mat, SHOP_MAT, op);
1224 888
1225 if (has_unpaid) 889 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy")); 890 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op)) 891 else if (op->is_in_shop ())
1228 op->contr->play_sound (sound_find ("shop_enter")); 892 op->contr->play_sound (sound_find ("shop_enter"));
1229 else 893 else
1230 op->contr->play_sound (sound_find ("shop_leave")); 894 op->contr->play_sound (sound_find ("shop_leave"));
1231 895
1232 if (shop_mat->msg) 896 if (shop_mat->msg)
1233 op->statusmsg (shop_mat->msg); 897 op->statusmsg (shop_mat->msg);
1234 /* This check below is a bit simplistic - generally it should be correct, 898 /* 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 899 * but there is never a guarantee that the bottom space on the map is
1236 * actually the shop floor. 900 * actually the shop floor.
1237 */ 901 */
1238 else if (!rv && !is_in_shop (op)) 902 else if (!rv && !op->is_in_shop ())
1239 { 903 {
1240 opinion = shopkeeper_approval (op->map, op); 904 opinion = shopkeeper_approval (op->map, op);
1241 905
1242 op->statusmsg ( 906 op->statusmsg (
1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 907 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1258 if (i == -1) 922 if (i == -1)
1259 LOG (llevError, "Internal shop-mat problem.\n"); 923 LOG (llevError, "Internal shop-mat problem.\n");
1260 else 924 else
1261 { 925 {
1262 op->remove (); 926 op->remove ();
1263 op->x += freearr_x[i]; 927 op->x += DIRX (i);
1264 op->y += freearr_y[i]; 928 op->y += DIRY (i);
1265 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 929 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1266 } 930 }
1267 } 931 }
1268 932
1269 CLEAR_FLAG (op, FLAG_NO_APPLY); 933 op->clr_flag (FLAG_NO_APPLY);
1270 return rv; 934 return rv;
1271} 935}
1272 936
1273/** 937/**
1274 * Handles applying a sign. 938 * Handles applying a sign.
1275 */ 939 */
1276static void 940static void
1277apply_sign (object *op, object *sign, int autoapply) 941apply_sign (object *op, object *sign, int autoapply)
1278{ 942{
1279 readable_message_type *msgType; 943 if (!op->is_player())
944 return;
945
946 if (sign->has_dialogue ())
947 {
948 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
949 return;
950 }
1280 951
1281 if (!sign->msg) 952 if (!sign->msg)
1282 { 953 {
1283 op->statusmsg ("Nothing is written on it."); 954 op->contr->infobox (MSG_CHANNEL ("examine"),
955 format ("T<%s>\n\n Nothing %sis written on it.",
956 &sign->name,
957 sign->name == sign->arch->name ? "" : "else "));
1284 return; 958 return;
1285 } 959 }
1286 960
1287 if (sign->stats.food) 961 if (sign->stats.food)
1288 { 962 {
1289 if (sign->last_eat >= sign->stats.food) 963 if (sign->last_eat >= sign->stats.food)
1290 { 964 {
1291 if (!sign->move_on) 965 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 966 op->failmsg ("You cannot read it anymore.");
1293 967
1294 return; 968 return;
1295 } 969 }
1296 970
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 971 if (!op->flag [FLAG_WIZPASS])
1298 sign->last_eat++; 972 sign->last_eat++;
1299 } 973 }
1300 974
1301 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 975 /* 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 976 * 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 977 * move_on is zero, it needs to be manually applied (doesn't talk
1304 * to us). 978 * to us).
1305 */ 979 */
1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 980 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1307 { 981 {
1308 op->failmsg ("You are unable to read while blind!"); 982 op->failmsg ("You are unable to read while blind!");
1309 return; 983 return;
1310 } 984 }
1311 985
1312 if (op->contr) 986 if (op->contr)
1313 if (client *ns = op->contr->ns) 987 if (client *ns = op->contr->ns)
1314 { 988 {
989 if (sign->sound)
1315 ns->play_sound (sign->sound); 990 ns->play_sound (sign->sound);
1316 msgType = get_readable_message_type (sign); 991 else if (autoapply)
992 ns->play_sound (sound_find ("msg_voice"));
1317 993
1318 if (ns->can_msg) 994 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 } 995 }
1327} 996}
1328 997
1329/** 998static 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) 999move_apply_hole (object *trap, object *victim)
1340{ 1000{
1341 static int recursion_depth = 0; 1001 /* Hole not open? */
1342 1002 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; 1003 return;
1346 1004
1347 /* move_apply() is the most likely candidate for causing unwanted and 1005 /* Is this a multipart monster and not the head? If so, return.
1348 * possibly unlimited recursion. 1006 * Processing will happen if the head runs into the pit
1349 */ 1007 */
1350 /* The following was changed because it was causing perfeclty correct 1008 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; 1009 return;
1361 }
1362 1010
1363 recursion_depth++; 1011 // now find all possible locations and randomly pick one
1364 if (trap->head) 1012 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1365 trap = trap->head; 1013 trap->range >= 3 ? SIZEOFFREE3 + 1
1014 : trap->range >= 2 ? SIZEOFFREE2 + 1
1015 : trap->range >= 1 ? SIZEOFFREE1 + 1
1016 : SIZEOFFREE0 + 1);
1366 1017
1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1018 if (dir < 0)
1368 goto leave; 1019 return;
1369 1020
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")); 1021 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1516 victim->statusmsg ("You fall through the hole!", NDI_RED); 1022 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 1023
1520 case EXIT: 1024 transfer_ob (victim,
1521 if (victim->type == PLAYER && EXIT_PATH (trap)) 1025 EXIT_X (trap) + DIRX (dir),
1522 { 1026 EXIT_Y (trap) + DIRY (dir),
1523 /* Basically, don't show exits leading to random maps the 1027 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} 1028}
2664 1029
2665/** 1030/**
2666 * Unapplies specified item. 1031 * Unapplies specified item.
2667 * No check done on cursed/damned. 1032 * No check done on cursed/damned.
2668 * Break this out of apply_special - this is just done 1033 * Break this out of apply_special - this is just done
2669 * to keep the size of apply_special to a more managable size. 1034 * to keep the size of apply_special to a more managable size.
2670 */ 1035 */
2671static int 1036static bool
2672unapply_special (object *who, object *op, int aflags) 1037unapply_special (object *who, object *op, int aflags)
2673{ 1038{
2674 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1039 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1040 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2676 return RESULT_INT (0); 1041 return RESULT_INT (0);
2677 1042
2678 CLEAR_FLAG (op, FLAG_APPLIED); 1043 if (who->current_weapon == op)
1044 who->current_weapon = 0;
1045
1046 op->flag [FLAG_APPLIED] = false;
2679 1047
2680 switch (op->type) 1048 switch (op->type)
2681 { 1049 {
2682 case SKILL_TOOL: 1050 case SKILL:
1051 if (player *pl = who->contr)
1052 if (op->invisible)
1053 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1054 else
1055 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1056
1057 change_abil (who, op);
1058 who->flag [FLAG_READY_SKILL] = false;
1059 break;
1060
1061 case WEAPON:
1062 who->statusmsg (format ("You unwield %s.", query_name (op)));
1063 change_abil (who, op);
1064 who->flag [FLAG_READY_WEAPON] = false;
1065
2683 // unapplying a skill tool should also unapply the skill it governs 1066 // 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 1067 // but this is hard, as it shouldn't do so when the skill can
2685 // be used for other reasons 1068 // be used for other reasons
2686 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1069 //TODO: really?
2687 if (tmp->skill == op->skill 1070 if (who->chosen_skill)
2688 && tmp->type == SKILL 1071 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); 1072 unapply_special (who, who->chosen_skill, 0);
2692 1073
2693 change_abil (who, op);
2694 break; 1074 break;
2695 1075
1076 case RANGED:
1077 case BOW:
2696 case WEAPON: 1078 case WAND:
1079 case ROD:
1080 case HORN:
2697 if (player *pl = who->contr) 1081 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 { 1082 {
2713 if (!op->invisible)
2714 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1083 who->statusmsg (format ("You unready %s.", query_name (op)));
1084 change_abil (who, op);
1085 }
1086 else
1087 {
1088 if (op->type == BOW)
1089 op->flag [FLAG_READY_BOW ] = false;
2715 else 1090 else
2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1091 op->flag [FLAG_READY_RANGE] = false;
2717 } 1092 }
2718 1093
2719 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break; 1094 break;
2722 1095
2723 case ARMOUR: 1096 case ARMOUR:
2724 case HELMET: 1097 case HELMET:
2725 case SHIELD: 1098 case SHIELD:
2732 case CLOAK: 1105 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 1106 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 1107 change_abil (who, op);
2735 break; 1108 break;
2736 1109
2737 case LAMP: 1110 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:
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)));
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;
2800
2801 case BUILDER: 1111 case BUILDER:
2802 if (who->contr)
2803 who->statusmsg (format ("You unready %s.", query_name (op))); 1112 who->statusmsg (format ("You unready %s.", query_name (op)));
2804 break; 1113 break;
2805 1114
1115 //case SKILL_TOOL://TODO
2806 default: 1116 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op))); 1117 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break; 1118 break;
2809 } 1119 }
2810 1120
1121 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1122 if (object *pl = op->visible_to ())
1123 esrv_send_item (pl, op);
1124
2811 who->update_stats (); 1125 who->update_stats ();
2812 1126
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; 1127 return 1;
2830} 1128}
2831 1129
2832/** 1130/**
2833 * Returns the object that is using location 'loc'. 1131 * Returns the object that is using location 'loc'.
2834 * Note that 'start' is the first object to start examing - we 1132 * Note that 'start' is the first object to start examing - we
2846static object * 1144static object *
2847get_next_item_from_body_location (int loc, object *start) 1145get_next_item_from_body_location (int loc, object *start)
2848{ 1146{
2849 for (object *tmp = start; tmp; tmp = tmp->below) 1147 for (object *tmp = start; tmp; tmp = tmp->below)
2850 if (tmp->flag [FLAG_APPLIED] 1148 if (tmp->flag [FLAG_APPLIED]
2851 && tmp->slot[loc].info 1149 && tmp->slot [loc].info
2852 && (!tmp->invisible || tmp->type == SKILL)) 1150 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2853 return tmp; 1151 return tmp;
2854 1152
2855 return 0; 1153 return 0;
2856} 1154}
2857 1155
2870#define CANNOT_REMOVE_CURSED \ 1168#define CANNOT_REMOVE_CURSED \
2871 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1169 "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, " \ 1170 "Praying over an altar, scrolls of remove curse/damnation, " \
2873 "priests or even other players might help.>" 1171 "priests or even other players might help.>"
2874 1172
2875int 1173static bool
2876unapply_for_ob (object *who, object *op, int aflags) 1174unapply_for_ob (object *who, object *op, int aflags)
2877{ 1175{
2878 if (op->is_range ()) 1176 if (op->is_range ())
2879 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1178 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))) 1179 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2882 { 1180 {
2883 if (aflags & AP_PRINT) 1181 if (aflags & AP_PRINT)
2884 who->failmsg (query_name (tmp)); 1182 who->failmsg (query_name (tmp));
2885 else 1183 else
2886 unapply_special (who, tmp, aflags); 1184 unapply_special (who, tmp, aflags);
2889 { 1187 {
2890 /* In this case, we want to try and remove a cursed item. 1188 /* 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 1189 * While we know it won't work, we want unapply_special to
2892 * at least generate the message. 1190 * at least generate the message.
2893 */ 1191 */
2894 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1192 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2895 return 1; 1193 return 1;
2896 } 1194 }
2897 1195
2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1196 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2899 { 1197 {
2919#endif 1217#endif
2920 return 1; 1218 return 1;
2921 } 1219 }
2922 1220
2923 /* If we are just printing, we don't care about cursed status */ 1221 /* 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)))) 1222 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2925 { 1223 {
2926 if (aflags & AP_PRINT) 1224 if (aflags & AP_PRINT)
2927 who->failmsg (query_name (tmp)); 1225 who->failmsg (query_name (tmp));
2928 else 1226 else
2929 unapply_special (who, tmp, aflags); 1227 unapply_special (who, tmp, aflags);
2933 /* Cursed item that we can't unequip - tell the player. 1231 /* Cursed item that we can't unequip - tell the player.
2934 * Note this could be annoying if this is just one of a few, 1232 * 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 1233 * so it may not be critical (eg, putting on a ring and you have
2936 * one cursed ring.) 1234 * one cursed ring.)
2937 */ 1235 */
2938 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1236 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2939 } 1237 }
2940 1238
2941 last = tmp->below; 1239 last = tmp->below;
2942 } 1240 }
2943 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1241 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2989 1287
2990 /* if we have an applied weapon/shield, and unapply it would free 1288 /* if we have an applied weapon/shield, and unapply it would free
2991 * enough slots to equip the new item, then just set "can 1289 * enough slots to equip the new item, then just set "can
2992 * apply unapply". We don't care about the logic below - if you have a 1290 * apply unapply". We don't care about the logic below - if you have a
2993 * shield equipped and try to equip another shield, there is only 1291 * shield equipped and try to equip another shield, there is only
2994 * one choice. However, the check for the number of body locations 1292 * one choice. However, the check for the number of body locations
2995 * does take into the account cases where what is being applied 1293 * does take into the account cases where what is being applied
2996 * may be two handed for example. 1294 * may be two handed for example.
2997 */ 1295 */
2998 if (ws) 1296 if (ws)
2999 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 1297 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3002 continue; 1300 continue;
3003 } 1301 }
3004 1302
3005 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1303 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3006 if (!tmp1) 1304 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; 1305 retval |= CAN_APPLY_NEVER;
3015 }
3016 else 1306 else
3017 { 1307 {
3018 /* need to unapply something. However, if this something 1308 /* need to unapply something. However, if this something
3019 * is different than we had found before, it means they need 1309 * is different than we had found before, it means they need
3020 * to apply multiple objects 1310 * to apply multiple objects
3026 else if (tmp != tmp1) 1316 else if (tmp != tmp1)
3027 retval |= CAN_APPLY_UNAPPLY_MULT; 1317 retval |= CAN_APPLY_UNAPPLY_MULT;
3028 1318
3029 /* This object isn't using up all the slots, so there must 1319 /* This object isn't using up all the slots, so there must
3030 * be another. If so, and it the new item doesn't need all 1320 * be another. If so, and it the new item doesn't need all
3031 * the slots, the player then has a choice. 1321 * the slots, the player then has a choice.
3032 */ 1322 */
3033 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) 1323 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3034 && abs (op->slot[i].info) < who->slot[i].info) 1324 && abs (op->slot[i].info) < who->slot[i].info)
3035 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1325 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3036 1326
3049 * the weapon/shield checks, and the range checks for monsters, 1339 * the weapon/shield checks, and the range checks for monsters,
3050 * because you can't control those just by body location - bows, shields, 1340 * 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 1341 * and weapons all use the same slot. Similar for horn/rod/wand - they
3052 * all use the same location. 1342 * all use the same location.
3053 */ 1343 */
3054 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1344 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3055 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3056 1346
3057 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1347 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3058 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3059 1349
3060 if (who->type != PLAYER) 1350 if (who->type != PLAYER)
3061 { 1351 {
3062 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1352 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3063 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3064 1354
3065 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3066 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3067 1357
3068 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1358 if (op->type == RING && !who->flag [FLAG_USE_RING])
3069 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
3070 1360
3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1361 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3072 retval |= CAN_APPLY_RESTRICTION; 1362 retval |= CAN_APPLY_RESTRICTION;
3073 } 1363 }
3074 1364
3075 return retval; 1365 return retval;
3076} 1366}
3100 */ 1390 */
3101 1391
3102#define LACK_ITEM_POWER \ 1392#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1393 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104 1394
3105int 1395static bool
3106apply_special (object *who, object *op, int aflags) 1396apply_special (object *who, object *op, int aflags)
3107{ 1397{
3108 int basic_flag = aflags & AP_BASIC_FLAGS; 1398 int basic_flag = aflags & AP_MODE;
3109 object *tmp, *tmp2, *skop = NULL; 1399 object *tmp, *skop = NULL;
3110
3111 if (who == NULL)
3112 {
3113 LOG (llevError, "apply_special() from object without environment.\n");
3114 return 1;
3115 }
3116
3117 if (op->env != who)
3118 return 1; /* op is not in inventory */
3119 1400
3120 /* trying to unequip op */ 1401 /* trying to unequip op */
3121 if (QUERY_FLAG (op, FLAG_APPLIED)) 1402 if (op->flag [FLAG_APPLIED])
3122 { 1403 {
3123 /* always apply, so no reason to unapply */ 1404 /* always apply, so no reason to unapply */
3124 if (basic_flag == AP_APPLY) 1405 if (basic_flag == AP_APPLY)
3125 return 0; 1406 return 0;
3126 1407
3127 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3128 {
3129 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3130 return 1;
3131 }
3132
3133 return unapply_special (who, op, aflags); 1408 return unapply_special (who, op, aflags);
3134 } 1409 }
3135
3136 if (basic_flag == AP_UNAPPLY) 1410 else if (basic_flag == AP_UNAPPLY)
3137 return 0; 1411 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 1412
3148 splay (op); 1413 splay (op);
3149 1414
3150 /* Can't just apply this object. Lets see what not and what to do */ 1415 /* Can't just apply this object. Lets see what not and what to do */
3151 if (int i = can_apply_object (who, op)) 1416 if (int i = can_apply_object (who, op))
3152 { 1417 {
3153 if (i & CAN_APPLY_NEVER) 1418 if (i & CAN_APPLY_NEVER)
3154 { 1419 {
3155 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1420 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; 1421 return 1;
3157 } 1422 }
3158 else if (i & CAN_APPLY_RESTRICTION) 1423 else if (i & CAN_APPLY_RESTRICTION)
3159 { 1424 {
3160 who->failmsg (format ( 1425 who->failmsgf (
3161 "You have a prohibition against using a %s. " 1426 "You have a prohibition against using a %s. "
3162 "H<Your belief, profession or class prevents you from applying this item.>", 1427 "H<Your belief, profession or class prevents you from applying this item.>",
3163 query_name (op) 1428 query_name (op)
3164 )); 1429 );
3165 return 1; 1430 return 1;
3166 } 1431 }
3167 1432
3168 if (who->type != PLAYER) 1433 if (who->type != PLAYER)
3169 { 1434 {
3185 } 1450 }
3186 } 1451 }
3187 1452
3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1453 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3189 { 1454 {
1455 // try to ready attached skill first
3190 skop = find_skill_by_name (who, op->skill); 1456 skop = find_skill_by_name (who, op->skill);
3191 1457
3192 if (!skop) 1458 if (!skop)
3193 { 1459 {
3194 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1460 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3195 return 1; 1461 return 1;
3196 } 1462 }
3197 else 1463 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 */ 1464 {
3201 who->change_skill (skop); 1465 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1466 return 1;
1467 }
3202 } 1468 }
3203 1469
3204 if (who->type == PLAYER 1470 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 { 1471 {
3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1472 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1; 1473 return 1;
3210 } 1474 }
3211 1475
3212 /* Ok. We are now at the state where we can apply the new object. 1476 /* 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_... 1477 * Note that we don't have the checks for can_use_...
3214 * below - that is already taken care of by can_apply_object. 1478 * below - that is already taken care of by can_apply_object.
3215 */ 1479 */
3216 if (op->nrof > 1) 1480
3217 tmp = get_split_ob (op, op->nrof - 1); 1481 // split away all the other items from the stack, so only one item is left
3218 else 1482 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3219 tmp = 0;
3220 1483
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1484 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0); 1485 return RESULT_INT (0);
3223 1486
3224 switch (op->type) 1487 switch (op->type)
3225 { 1488 {
3226 case WEAPON: 1489 case WEAPON:
3227 if (!check_weapon_power (who, op->last_eat)) 1490 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 { 1491 {
3241 /* if the weapon does not have the name as the character, can't use it. */ 1492 /* 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) */ 1493 /* (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.>"); 1494 who->failmsg ("The weapon does not recognize you as its owner. "
3244 1495 "H<Its name indicates that it belongs to somebody else.>");
3245 if (tmp) 1496 if (tmp) who->insert (tmp);
3246 insert_ob_in_ob (tmp, who);
3247
3248 return 1; 1497 return 1;
3249 } 1498 }
3250 1499
3251 if (!skop) 1500 op->flag [FLAG_APPLIED] = true;
1501
1502 if (player *pl = who->contr)
3252 { 1503 {
3253 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1504 who->statusmsg (format ("You wield %s.", query_name (op)));
3254 return 1; 1505 change_abil (who, op);
3255 } 1506 }
3256 1507
3257 SET_FLAG (op, FLAG_APPLIED); 1508 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; 1509 break;
3268 1510
3269 case ARMOUR: 1511 case ARMOUR:
3270 case HELMET: 1512 case HELMET:
3271 case SHIELD: 1513 case SHIELD:
3274 case GIRDLE: 1516 case GIRDLE:
3275 case BRACERS: 1517 case BRACERS:
3276 case CLOAK: 1518 case CLOAK:
3277 case RING: 1519 case RING:
3278 case AMULET: 1520 case AMULET:
3279 SET_FLAG (op, FLAG_APPLIED); 1521 op->set_flag (FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op))); 1522 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op); 1523 change_abil (who, op);
3282 break; 1524 break;
3283 1525
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: 1526 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill 1527 // applying a skill tool does not ready the skill
3336 SET_FLAG (op, FLAG_APPLIED); 1528 // if something needs the skill, it has to ready it itself
3337 1529 //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]) 1530 op->set_flag (FLAG_APPLIED);
3342 apply_special (who, skop, AP_APPLY);
3343 }
3344 break; 1531 break;
3345 1532
3346 case SKILL: 1533 case SKILL:
3347 if (player *pl = who->contr) 1534 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) 1535 if (op->invisible)
3400 { 1536 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 1537 else
3409 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1538 who->statusmsg (format ("You ready %s.", query_name (op)));
3410 } 1539
3411 else 1540 who->set_flag (FLAG_READY_SKILL);
3412 { 1541 op->set_flag (FLAG_APPLIED);
3413 SET_FLAG (op, FLAG_APPLIED);
3414 change_abil (who, op); 1542 change_abil (who, op);
3415 who->chosen_skill = op;
3416 SET_FLAG (who, FLAG_READY_SKILL);
3417 }
3418
3419 break; 1543 break;
3420 1544
3421 case BOW: 1545 case BOW:
3422 if (!check_weapon_power (who, op->last_eat)) 1546 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 { 1547 {
3434 who->failmsg ("The weapon does not recognize you as its owner. " 1548 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>"); 1549 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp) 1550 if (tmp) who->insert (tmp);
3437 insert_ob_in_ob (tmp, who);
3438
3439 return 1; 1551 return 1;
3440 } 1552 }
1553
1554 if (player *pl = who->contr)
1555 {
1556 op->flag [FLAG_APPLIED] = true;
1557 who->statusmsg (format ("You wield the %s.", query_name (op)));
1558 change_abil (who, op);
1559 }
1560 break;
1561
1562 case RANGED:
1563 if (player *pl = who->contr)
1564 {
1565 op->flag [FLAG_APPLIED] = true;
1566 who->statusmsg (format ("You applied the %s.", query_name (op)));
1567 }
1568 break;
1569
1570 case SPELL:
1571 if (player *pl = who->contr)
1572 {
1573 op->flag [FLAG_APPLIED] = true;
1574 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1575 }
1576 break;
3441 1577
3442 /*FALLTHROUGH*/ 1578 /*FALLTHROUGH*/
3443 case WAND: 1579 case WAND:
3444 case ROD: 1580 case ROD:
3445 case HORN: 1581 case HORN:
3446 /* check for skill, alter player status */ 1582 op->flag [FLAG_APPLIED] = true;
3447 1583
3448 if (!skop) 1584 if (player *pl = who->contr)
3449 { 1585 {
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))); 1586 who->statusmsg (format ("You ready %s.", query_name (op)));
3462 1587
3463 if (op->type == BOW) 1588 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))); 1589 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3468 } 1590
1591 change_abil (who, op);
3469 } 1592 }
3470 else 1593 else
3471 { 1594 {
3472 if (op->type == BOW) 1595 if (op->type == BOW)
3473 SET_FLAG (who, FLAG_READY_BOW); 1596 op->flag [FLAG_READY_BOW ] = true;
3474 else 1597 else
3475 SET_FLAG (who, FLAG_READY_RANGE); 1598 op->flag [FLAG_READY_RANGE] = true;
3476 } 1599 }
3477 1600
3478 break; 1601 break;
3479 1602
3480 case BUILDER: 1603 case BUILDER:
3481 if (who->type == PLAYER) 1604 if (player *pl = who->contr)
3482 { 1605 {
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))); 1606 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488 1607 //TODO: change_abil?
3489 who->contr->ranged_ob = op;
3490 } 1608 }
3491 break; 1609 break;
3492 1610
3493 default: 1611 default:
3494 who->statusmsg (format ("You apply %s.", query_name (op))); 1612 who->statusmsg (format ("You apply %s.", query_name (op)));
3495 } 1613 }
3496 1614
3497 SET_FLAG (op, FLAG_APPLIED); 1615 op->set_flag (FLAG_APPLIED);
3498 1616
3499 if (tmp) 1617 if (tmp) who->insert (tmp);
3500 tmp = insert_ob_in_ob (tmp, who);
3501 1618
3502 who->update_stats (); 1619 who->update_stats ();
3503 1620
3504 /* We exclude spell casting objects. The fire code will set the 1621 /* We exclude spell casting objects. The fire code will set the
3505 * been applied flag when they are used - until that point, 1622 * been applied flag when they are used - until that point,
3506 * you don't know anything about them. 1623 * you don't know anything about them.
3507 */ 1624 */
3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1625 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3509 SET_FLAG (op, FLAG_BEEN_APPLIED); 1626 op->set_flag (FLAG_BEEN_APPLIED);
3510 1627
3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1628 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3512 if (who->type == PLAYER) 1629 if (who->type == PLAYER)
3513 { 1630 {
3514 who->failmsg ( 1631 who->failmsg (
3515 "Oops, it feels deadly cold! " 1632 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1633 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3517 ); 1634 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED); 1635 op->set_flag (FLAG_KNOWN_CURSED);
3519 } 1636 }
3520 1637
3521 if (who->type == PLAYER) 1638 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); 1639 esrv_send_item (pl, op);
3528 }
3529 1640
3530 return 0; 1641 return 0;
3531} 1642}
3532 1643
1644/**
1645 * Check if op should abort moving victim because of it's race or slaying.
1646 * Returns 1 if it should abort, returns 0 if it should continue.
1647 */
3533int 1648int
3534monster_apply_special (object *who, object *op, int aflags) 1649should_director_abort (object *op, object *victim)
3535{ 1650{
3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1651 int arch_flag, name_flag, race_flag;
1652
1653 /* Get flags to determine what of arch, name, and race should be checked.
1654 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1655 * the next is the name flag, and the last is the race flag. Also note,
1656 * if subtype is set to zero, that also goes to defaults of all affecting
1657 * it. Examples:
1658 * subtype 1: only arch
1659 * subtype 3: arch or name
1660 * subtype 5: arch or race
1661 * subtype 7: all three
1662 */
1663 if (op->subtype)
1664 {
1665 arch_flag = op->subtype & 1;
1666 name_flag = op->subtype & 2;
1667 race_flag = op->subtype & 4;
1668 }
1669 else
1670 {
1671 arch_flag = 1;
1672 name_flag = 1;
1673 race_flag = 1;
1674 }
1675
1676 /* If the director has race set, only affect objects with a arch,
1677 * name or race that matches.
1678 */
1679 if ((op->race) &&
1680 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1681 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1682 ((!(victim->race && race_flag) || op->race != victim->race)))
3537 return 1; 1683 return 1;
3538 1684
1685 /* If the director has slaying set, only affect objects where none
1686 * of arch, name, or race match.
1687 */
1688 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1689 ((victim->name && name_flag && op->slaying == victim->name)) ||
1690 ((victim->race && race_flag && op->slaying == victim->race)))
1691 return 1;
1692
1693 return 0;
1694}
1695
1696/**
1697 * This handles a player dropping money on an altar to identify stuff.
1698 * It'll identify marked item, if none all items up to dropped money.
1699 * Return value: 1 if money was destroyed, 0 if not.
1700 */
1701static int
1702apply_id_altar (object *money, object *altar, object *pl)
1703{
1704 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1705
1706 if (!pl || pl->type != PLAYER)
1707 return 0;
1708
1709 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1710 * identifying' from being printed out more than it needs to be.
1711 */
1712 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1713 return 0;
1714
1715 /* if the player has a marked item, identify that if it needs to be
1716 * identified. If it doesn't, then go through the player inventory.
1717 */
1718 if (object *marked = pl->mark ())
1719 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1720 {
1721 if (operate_altar (altar, &money, pl))
1722 {
1723 identify (marked);
1724
1725 buf.printf ("You have %s.\r", long_desc (marked, pl));
1726 if (marked->msg)
1727 buf << "The item has a story:\r" << marked->msg << "\n\n";
1728
1729 return !money;
1730 }
1731 }
1732
1733 for (object *id = pl->inv; id; id = id->below)
1734 {
1735 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1736 {
1737 if (operate_altar (altar, &money, pl))
1738 {
1739 identify (id);
1740
1741 buf.printf ("You have %s.\r", long_desc (id, pl));
1742 if (id->msg)
1743 buf << "The item has a story:\r" << id->msg << "\n\n";
1744
1745 /* If no more money, might as well quit now */
1746 if (!money || !check_altar_sacrifice (altar, money))
1747 break;
1748 }
1749 else
1750 {
1751 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1752 break;
1753 }
1754 }
1755 }
1756
1757 if (buf.empty ())
1758 pl->failmsg ("You have nothing that needs identifying");
1759 else
1760 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1761
1762 return !money;
1763}
1764
1765/**
1766 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1767 * matching item.
1768 **/
1769void
1770handle_apply_yield (object *tmp)
1771{
1772 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1773 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1774}
1775
1776/**
1777 * Handles applying a potion.
1778 */
1779int
1780apply_potion (object *op, object *tmp)
1781{
1782 int got_one = 0, i;
1783 object *force = 0;
1784
1785 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1786 {
1787 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1788
1789 tmp->clr_flag (FLAG_APPLIED);
1790 return 0;
1791 }
1792
1793 if (op->type == PLAYER)
1794 if (!tmp->flag [FLAG_IDENTIFIED])
1795 identify (tmp);
1796
1797 handle_apply_yield (tmp);
1798
1799 /* Potion of restoration - only for players */
1800 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1801 {
1802 object *depl;
1803 archetype *at;
1804
1805 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1806 {
1807 op->drain_stat ();
1808 op->update_stats ();
1809 tmp->decrease ();
1810 return 1;
1811 }
1812
1813 if (!(at = archetype::find (shstr_depletion)))
1814 {
1815 LOG (llevError, "Could not find archetype depletion\n");
1816 return 0;
1817 }
1818
1819 depl = present_arch_in_ob (at, op);
1820
1821 if (depl)
1822 {
1823 for (i = 0; i < NUM_STATS; i++)
1824 if (depl->stats.stat (i))
1825 op->statusmsg (restore_msg[i]);
1826
1827 depl->destroy ();
1828 op->update_stats ();
1829 }
1830 else
1831 op->statusmsg ("Your potion had no effect.");
1832
1833 tmp->decrease ();
1834 return 1;
1835 }
1836
1837 /* improvement potion - only for players */
1838 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1839 {
1840 for (i = 1; i < min (11, op->level); i++)
1841 {
1842 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1843 {
1844 if (op->contr->levhp[i] != 1)
1845 {
1846 op->contr->levhp[i] = 1;
1847 break;
1848 }
1849
1850 if (op->contr->levsp[i] != 1)
1851 {
1852 op->contr->levsp[i] = 1;
1853 break;
1854 }
1855
1856 if (op->contr->levgrace[i] != 1)
1857 {
1858 op->contr->levgrace[i] = 1;
1859 break;
1860 }
1861 }
1862 else
1863 {
1864 if (op->contr->levhp[i] < 9)
1865 {
1866 op->contr->levhp[i] = 9;
1867 break;
1868 }
1869
1870 if (op->contr->levsp[i] < 6)
1871 {
1872 op->contr->levsp[i] = 6;
1873 break;
1874 }
1875
1876 if (op->contr->levgrace[i] < 3)
1877 {
1878 op->contr->levgrace[i] = 3;
1879 break;
1880 }
1881 }
1882 }
1883
1884 /* Just makes checking easier */
1885 if (i < min (11, op->level))
1886 got_one = 1;
1887
1888 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1889 {
1890 if (got_one)
1891 {
1892 op->update_stats ();
1893 op->statusmsg ("The Gods smile upon you and remake you "
1894 "a little more in their image. "
1895 "You feel a little more perfect.", NDI_GREEN);
1896 }
1897 else
1898 op->statusmsg ("The potion had no effect - you are already perfect.");
1899 }
1900 else
1901 { /* cursed potion */
1902 if (got_one)
1903 {
1904 op->update_stats ();
1905 op->failmsg ("The Gods are angry and punish you.");
1906 }
1907 else
1908 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1909 }
1910
1911 tmp->decrease ();
1912 return 1;
1913 }
1914
1915
1916 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1917 * and heroism all fit into this category. Given the spell object code,
1918 * there is no limit to the number of spells that potions can be cast,
1919 * but direction is problematic to try and imbue fireball potions for example.
1920 */
1921 if (tmp->inv)
1922 {
1923 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1924 {
1925 op->failmsg ("Yech! Your lungs are on fire!");
1926 create_exploding_ball_at (op, op->level);
1927 }
1928 else
1929 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1930
1931 tmp->decrease ();
1932
1933 /* if youre dead, no point in doing this... */
1934 if (!op->flag [FLAG_REMOVED])
1935 op->update_stats ();
1936
1937 return 1;
1938 }
1939
1940 /* Deal with protection potions */
1941 force = NULL;
1942 for (i = 0; i < NROFATTACKS; i++)
1943 {
1944 if (tmp->resist[i])
1945 {
1946 if (!force)
1947 force = archetype::get (FORCE_NAME);
1948
1949 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1950 force->type = POTION_EFFECT;
1951 break; /* Only need to find one protection since we copy entire batch */
1952 }
1953 }
1954
1955 /* This is a protection potion */
1956 if (force)
1957 {
1958 /* cursed items last longer */
1959 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1960 {
1961 force->stats.food *= 10;
1962 for (i = 0; i < NROFATTACKS; i++)
1963 if (force->resist[i] > 0)
1964 force->resist[i] = -force->resist[i]; /* prot => vuln */
1965 }
1966
1967 force->speed_left = -1;
1968 force = insert_ob_in_ob (force, op);
1969 tmp->clr_flag (FLAG_APPLIED);
1970 force->set_flag (FLAG_APPLIED);
1971 change_abil (op, force);
1972 tmp->decrease ();
1973 return 1;
1974 }
1975
1976 /* Only thing left are the stat potions */
1977 if (op->type == PLAYER)
1978 { /* only for players */
1979 if ((tmp->flag [FLAG_CURSED]
1980 || tmp->flag [FLAG_DAMNED])
1981 && tmp->value != 0)
1982 tmp->clr_flag (FLAG_APPLIED);
1983 else
1984 tmp->set_flag (FLAG_APPLIED);
1985
1986 if (!change_abil (op, tmp))
1987 op->statusmsg ("Nothing happened.");
1988 }
1989
1990 /* CLEAR_FLAG is so that if the character has other potions
1991 * that were grouped with the one consumed, his
1992 * stat will not be raised by them. fix_player just clears
1993 * up all the stats.
1994 */
1995 tmp->clr_flag (FLAG_APPLIED);
1996 op->update_stats ();
1997 tmp->decrease ();
1998 return 1;
1999}
2000
2001/**
2002 * 'victim' moves onto 'trap'
2003 * 'victim' leaves 'trap'
2004 * effect is determined by move_on/move_off of trap and move_type of victime.
2005 *
2006 * originator: Player, monster or other object that caused 'victim' to move
2007 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2008 * However, some types of traps require an originator to function.
2009 */
2010void
2011move_apply (object *trap, object *victim, object *originator)
2012{
2013 static int recursion_depth = 0;
2014
2015 trap = trap->head_ ();
2016
2017 /* Only exits affect DMs. */
2018 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2019 return;
2020
2021 /* move_apply() is the most likely candidate for causing unwanted and
2022 * possibly unlimited recursion.
2023 */
2024
2025 /* The following was changed because it was causing perfectly correct
2026 * maps to fail. 1) it's not an error to recurse:
2027 * rune detonates, summoning monster. monster lands on nearby rune.
2028 * nearby rune detonates. This sort of recursion is expected and
2029 * proper. This code was causing needless crashes.
2030 */
2031 if (recursion_depth >= 500)
2032 {
2033 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2034 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2035 return;
2036 }
2037
2038 recursion_depth++;
2039
2040 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2041 switch (trap->type)
2042 {
2043 case PLAYERMOVER:
2044 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2045 {
2046 if (!trap->stats.maxsp)
2047 trap->stats.maxsp = 2;
2048
2049 /* Is this correct? From the docs, it doesn't look like it
2050 * should be divided by trap->speed
2051 */
2052 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2053
2054 /* Just put in some sanity check. I think there is a bug in the
2055 * above with some objects have zero speed, and thus the player
2056 * getting permanently paralyzed.
2057 */
2058 victim->speed_left = max (-50.f, victim->speed_left);
2059 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2060 }
2061 break;
2062
2063 case SPINNER:
2064 if (victim->direction)
2065 {
2066 victim->direction = absdir (victim->direction - trap->stats.sp);
2067 update_turn_face (victim);
2068 }
2069 break;
2070
2071 case DIRECTOR:
2072 if (victim->direction && !should_director_abort (trap, victim))
2073 {
2074 victim->direction = trap->stats.sp;
2075 update_turn_face (victim);
2076 }
2077 break;
2078
2079 case BUTTON:
2080 case PEDESTAL:
2081 case T_MATCH:
2082 update_button (trap, originator);
2083 break;
2084
2085 case ALTAR:
2086 /* sacrifice victim on trap */
2087 apply_altar (trap, victim, originator);
2088 break;
2089
2090 case THROWN_OBJ:
2091 if (trap->inv == NULL)
2092 break;
2093 /* fallthrough */
2094
2095 case ARROW:
2096 /* bad bug: monster throw a object, make a step forwards, step on object ,
2097 * trigger this here and get hit by own missile - and will be own enemy.
2098 * Victim then is his own enemy and will start to kill herself (this is
2099 * removed) but we have not synced victim and his missile. To avoid senseless
2100 * action, we avoid hits here
2101 */
2102 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2103 && trap->owner != victim)
2104 hit_with_arrow (trap, victim);
2105 break;
2106
2107 case SPELL_EFFECT:
2108 apply_spell_effect (trap, victim);
2109 break;
2110
2111 case TRAPDOOR:
2112 {
2113 int max, sound_was_played;
2114 object *ab, *ab_next;
2115
2116 if (!trap->value)
2117 {
2118 int tot;
2119
2120 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2121 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2122 tot += ab->head_ ()->total_weight ();
2123
2124 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2125 break;
2126
2127 trap->update_anim_frame (trap->value);
2128 }
2129
2130 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2131 {
2132 /* need to set this up, since if we do transfer the object,
2133 * ab->above would be bogus
2134 */
2135 ab_next = ab->above;
2136
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 {
2139 if (!sound_was_played)
2140 {
2141 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2142 sound_was_played = 1;
2143 }
2144
2145 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2146 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2147 }
2148 }
2149 break;
2150 }
2151
2152 case CONVERTER:
2153 if (convert_item (victim, trap) < 0)
2154 {
2155 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2156 archetype::get (shstr_burnout)->insert_at (trap, trap);
2157 }
2158
2159 break;
2160
2161 case TRIGGER_BUTTON:
2162 case TRIGGER_PEDESTAL:
2163 case TRIGGER_ALTAR:
2164 check_trigger (trap, victim, originator);
2165 break;
2166
2167 case DEEP_SWAMP:
2168 walk_on_deep_swamp (trap, victim);
2169 break;
2170
2171 case CHECK_INV:
2172 check_inv (victim, trap);
2173 break;
2174
2175 case HOLE:
2176 move_apply_hole (trap, victim);
2177 break;
2178
2179 case EXIT:
2180 if (victim->type == PLAYER && EXIT_PATH (trap))
2181 {
2182 /* Basically, don't show exits leading to random maps the
2183 * players output.
2184 */
2185 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2186 victim->statusmsg (trap->msg, NDI_NAVY);
2187
2188 trap->play_sound (trap->sound);
2189 victim->enter_exit (trap);
2190 }
2191 break;
2192
2193 case ENCOUNTER:
2194 /* may be some leftovers on this */
2195 break;
2196
2197 case SHOP_MAT:
2198 apply_shop_mat (trap, victim);
2199 break;
2200
2201 /* Drop a certain amount of gold, and have one item identified */
2202 case IDENTIFY_ALTAR:
2203 apply_id_altar (victim, trap, originator);
2204 break;
2205
2206 case SIGN:
2207 if (victim->type != PLAYER && trap->stats.food > 0)
2208 break; /* monsters musn't apply magic_mouths with counters */
2209
2210 apply_sign (victim, trap, 1);
2211 break;
2212
2213 case CONTAINER:
2214 apply_container (victim, trap);
2215 break;
2216
2217 case RUNE:
2218 case TRAP:
2219 if (trap->level && victim->flag [FLAG_ALIVE])
2220 spring_trap (trap, victim);
2221 break;
2222
2223 default:
2224 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2225 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2226 break;
2227 }
2228
2229 recursion_depth--;
2230}
2231
2232/**
2233 * Handles reading a regular (ie not containing a spell) book.
2234 */
2235static void
2236apply_book (object *op, object *tmp)
2237{
2238 int lev_diff;
2239 object *skill_ob;
2240
2241 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2242 {
2243 op->failmsg ("You are unable to read while blind!");
2244 return;
2245 }
2246
2247 if (!tmp->msg)
2248 {
2249 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2250 return;
2251 }
2252
2253 /* need a literacy skill to read stuff! */
2254 skill_ob = find_skill_by_name (op, tmp->skill);
2255 if (!skill_ob)
2256 {
2257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2258 return;
2259 }
2260
2261 lev_diff = tmp->level - (skill_ob->level + 5);
2262 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2263 {
2264 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2265 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2266 : lev_diff < 5 ? "This book is beyond your comprehension."
2267 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2268 : lev_diff < 15 ? "This book is way beyond your comprehension."
2269 : "This book is totally beyond your comprehension.");
2270 return;
2271 }
2272
2273 // we currently don't use the message types for anything.
2274 // readable_message_type *msgType = get_readable_message_type (tmp);
2275
2276 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2277
2278 if (player *pl = op->contr)
2279 if (client *ns = pl->ns)
2280 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2281
2282 /* gain xp from reading */
2283 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2284 { /* only if not read before */
2285 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2286
2287 if (!tmp->flag [FLAG_IDENTIFIED])
2288 {
2289 /*exp_gain *= 2; because they just identified it too */
2290 tmp->set_flag (FLAG_IDENTIFIED);
2291
2292 if (object *pl = tmp->visible_to ())
2293 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2294 }
2295
2296 change_exp (op, exp_gain, skill_ob->skill, 0);
2297 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2298 }
2299}
2300
2301/**
2302 * op made some mistake with a scroll, this takes care of punishment.
2303 * scroll_failure()- hacked directly from spell_failure
2304 */
2305static void
2306scroll_failure (object *op, int failure, int power)
2307{
2308 if (abs (failure / 4) > power)
2309 power = abs (failure / 4); /* set minimum effect */
2310
2311 if (failure <= -1 && failure > -15)
2312 { /* wonder */
2313 object *tmp;
2314
2315 op->failmsg ("Your spell warps!");
2316 tmp = archetype::get (SPELL_WONDER);
2317 cast_wonder (op, op, 0, tmp);
2318 tmp->destroy ();
2319 }
2320 else if (failure <= -15 && failure > -35)
2321 { /* drain mana */
2322 op->failmsg ("Your mana is drained!");
2323 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2324 if (op->stats.sp < 0)
2325 op->stats.sp = 0;
2326 }
2327 else if (settings.spell_failure_effects == TRUE)
2328 {
2329 if (failure <= -35 && failure > -60)
2330 { /* confusion */
2331 op->failmsg ("The magic recoils on you!");
2332 confuse_player (op, op, power);
2333 }
2334 else if (failure <= -60 && failure > -70)
2335 { /* paralysis */
2336 op->failmsg ("The magic recoils and paralyzes you!");
2337 paralyze_player (op, op, power);
2338 }
2339 else if (failure <= -70 && failure > -80)
2340 { /* blind */
2341 op->failmsg ("The magic recoils on you!");
2342 blind_player (op, op, power);
2343 }
2344 else if (failure <= -80)
2345 { /* blast the immediate area */
2346 object *tmp = archetype::get (LOOSE_MANA);
2347 cast_magic_storm (op, tmp, power);
2348 op->failmsg ("You unleash uncontrolled mana!");
2349 tmp->destroy ();
2350 }
2351 }
2352}
2353
2354/**
2355 * Handles the applying of a skill scroll, calling learn_skill straight.
2356 * op is the person learning the skill, tmp is the skill scroll object
2357 */
2358static void
2359apply_skillscroll (object *op, object *tmp)
2360{
2361 switch (learn_skill (op, tmp))
2362 {
2363 case 0:
2364 op->play_sound (sound_find ("generic_fail"));
2365 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2366 break;
2367
2368 case 1:
2369 tmp->decrease ();
2370 op->play_sound (sound_find ("skill_learn"));
2371 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2372 break;
2373
2374 default:
2375 tmp->decrease ();
2376 op->play_sound (sound_find ("generic_fail"));
2377 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2378 break;
2379 }
2380}
2381
2382/**
2383 * Actually makes op learn spell.
2384 * Informs player of what happens.
2385 */
2386void
2387do_learn_spell (object *op, object *spell, int special_prayer)
2388{
2389 object *tmp;
2390
2391 if (op->type != PLAYER)
2392 {
2393 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2394 return;
2395 }
2396
2397 /* Upgrade special prayers to normal prayers */
2398 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2399 {
2400 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2401 {
2402 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2403 return;
2404 }
2405 return;
2406 }
2407
2408 op->contr->play_sound (sound_find ("learn_spell"));
2409
2410 tmp = spell->clone ();
2411 insert_ob_in_ob (tmp, op);
2412
2413 if (special_prayer)
2414 tmp->set_flag (FLAG_STARTEQUIP);
2415
2416 esrv_add_spells (op->contr, tmp);
2417}
2418
2419/**
2420 * Erases spell from player's inventory.
2421 */
2422void
2423do_forget_spell (object *op, const char *spell)
2424{
2425 object *spob;
2426
2427 if (op->type != PLAYER)
2428 {
2429 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2430 return;
2431 }
2432 if ((spob = check_spell_known (op, spell)) == NULL)
2433 {
2434 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2435 return;
2436 }
2437
2438 op->failmsgf ("You lose knowledge of %s.", spell);
2439 esrv_remove_spell (op->contr, spob);
2440 spob->destroy ();
2441}
2442
2443/**
2444 * Handles player applying a spellbook.
2445 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2446 * stuff like that. Random learning failure too.
2447 */
2448static void
2449apply_spellbook (object *op, object *tmp)
2450{
2451 object *skop, *spell, *spell_skill;
2452
2453 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2454 {
2455 op->failmsg ("You are unable to read while blind.");
2456 return;
2457 }
2458
2459 /* artifact_spellbooks have 'slaying' field point to a spell name,
2460 * instead of having their spell stored in stats.sp. These are
2461 * legacy spellbooks
2462 */
2463 if (tmp->slaying)
2464 {
2465 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2466
2467 if (!spell)
2468 {
2469 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2470 return;
2471 }
2472 else
2473 insert_ob_in_ob (spell, tmp);
2474
2475 tmp->slaying = 0;
2476 }
2477
2478 skop = find_skill_by_name (op, tmp->skill);
2479
2480 /* need a literacy skill to learn spells. Also, having a literacy level
2481 * lower than the spell will make learning the spell more difficult */
2482 if (!skop)
2483 {
2484 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2485 return;
2486 }
2487
2488 spell = tmp->inv;
2489
2490 if (!spell)
2491 {
2492 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2493 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2494 return;
2495 }
2496
2497 int learn_level = sqrtf (spell->level) * 1.5f;
2498 if (skop->level < learn_level)
2499 {
2500 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2501 &tmp->skill, learn_level);
2502 return;
2503 }
2504
2505 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2506
2507 if (!tmp->flag [FLAG_IDENTIFIED])
2508 identify (tmp);
2509
2510 /* I removed the check for special_prayer_mark here - it didn't make
2511 * a lot of sense - special prayers are not found in spellbooks, and
2512 * if the player doesn't know the spell, doesn't make a lot of sense that
2513 * they would have a special prayer mark.
2514 */
2515 if (check_spell_known (op, spell->name))
2516 {
2517 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2518 return;
2519 }
2520
2521 if (spell->skill)
2522 {
2523 spell_skill = find_skill_by_name (op, spell->skill);
2524
2525 if (!spell_skill)
2526 {
2527 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2528 return;
2529 }
2530
2531 if (spell_skill->level < spell->level)
2532 {
2533 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2534 return;
2535 }
2536 }
2537
2538 /* Logic as follows
2539 *
2540 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2541 *
2542 * 2- The learner's skill level in literacy adjusts the chance to learn
2543 * a spell.
2544 *
2545 * 3 -Automatically fail to learn if you read while confused
2546 *
2547 * Overall, chances are the same but a player will find having a high
2548 * literacy rate very useful! -b.t.
2549 */
2550 if (op->flag [FLAG_CONFUSED])
2551 {
2552 op->failmsg ("In your confused state you flub the wording of the text!");
2553 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2554 }
2555 else if (tmp->flag [FLAG_STARTEQUIP] ||
2556 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2557 {
2558 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2559 do_learn_spell (op, spell, 0);
2560
2561 /* xp gain to literacy for spell learning */
2562 if (!tmp->flag [FLAG_STARTEQUIP])
2563 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2564 }
2565 else
2566 {
2567 op->contr->play_sound (sound_find ("fumble_spell"));
2568 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2569 }
2570
2571 tmp->decrease ();
2572}
2573
2574/**
2575 * Handles applying a spell scroll.
2576 */
2577void
2578apply_scroll (object *op, object *tmp, int dir)
2579{
2580 object *skop;
2581
2582 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2583 {
2584 op->failmsg ("You are unable to read while blind.");
2585 return;
2586 }
2587
2588 if (!tmp->inv || tmp->inv->type != SPELL)
2589 {
2590 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2591 return;
2592 }
2593
2594 if (op->type == PLAYER)
2595 {
2596 /* players need a literacy skill to read stuff! */
2597 int exp_gain = 0;
2598
2599 /* hard code literacy - tmp->skill points to where the exp
2600 * should go for anything killed by the spell.
2601 */
2602 skop = find_skill_by_name (op, shstr_literacy);
2603
2604 if (!skop)
2605 {
2606 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2607 return;
2608 }
2609
2610 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2611 change_exp (op, exp_gain, skop->skill, 0);
2612 }
2613
2614 if (!tmp->flag [FLAG_IDENTIFIED])
2615 identify (tmp);
2616
2617 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2618
2619 cast_spell (op, tmp, dir, tmp->inv, NULL);
2620 tmp->decrease ();
2621}
2622
2623/**
2624 * Applies a treasure object - by default, chest. op
2625 * is the person doing the applying, tmp is the treasure
2626 * chest.
2627 */
2628static void
2629apply_treasure (object *op, object *tmp)
2630{
2631 /* Nice side effect of this treasure creation method is that the treasure
2632 * for the chest is done when the chest is created, and put into the chest
2633 * inventory. So that when the chest burns up, the items still exist. Also
2634 * prevents people from moving chests to more difficult maps to get better
2635 * treasure
2636 */
2637 object *treas = tmp->inv;
2638
2639 if (!treas)
2640 {
2641 op->statusmsg ("The chest was empty.");
2642 tmp->decrease ();
2643 return;
2644 }
2645
2646 while (tmp->inv)
2647 {
2648 treas = tmp->inv;
2649 treas->remove ();
2650
2651 treas->x = op->x;
2652 treas->y = op->y;
2653 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2654
2655 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2656 spring_trap (treas, op);
2657
2658 /* If either player or container was destroyed, no need to do
2659 * further processing. I think this should be enclused with
2660 * spring trap above, as I don't think there is otherwise
2661 * any way for the treasure chest or player to get killed.
2662 */
2663 if (op->destroyed () || tmp->destroyed ())
2664 break;
2665 }
2666
2667 if (!tmp->destroyed () && !tmp->inv)
2668 tmp->decrease (true);
2669}
2670
2671/**
2672 * A dragon is eating some flesh. If the flesh contains resistances,
2673 * there is a chance for the dragon's skin to get improved.
2674 *
2675 * attributes:
2676 * object *op the object (dragon player) eating the flesh
2677 * object *meal the flesh item, getting chewed in dragon's mouth
2678 * return:
2679 * int 1 if eating successful, 0 if it doesn't work
2680 */
2681static int
2682dragon_eat_flesh (object *op, object *meal)
2683{
2684 object *skin = NULL; /* pointer to dragon skin force */
2685 object *abil = NULL; /* pointer to dragon ability force */
2686 object *tmp = NULL; /* tmp. object */
2687
2688 double chance; /* improvement-chance of one resistance type */
2689 double totalchance = 1; /* total chance of gaining one resistance */
2690 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2691 double mbonus = 0; /* monster bonus */
2692 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2693 int winners = 0; /* number of winners */
2694 int i; /* index */
2695
2696 /* let's make sure and doublecheck the parameters */
2697 if (meal->type != FLESH || !op->is_dragon ())
2698 return 0;
2699
2700 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2701 from the player's inventory */
2702 for (tmp = op->inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE)
2704 if (tmp->arch->archname == shstr_dragon_skin_force)
2705 skin = tmp;
2706 else if (tmp->arch->archname == shstr_dragon_ability_force)
2707 abil = tmp;
2708
2709 /* if either skin or ability are missing, this is an old player
2710 which is not to be considered a dragon -> bail out */
2711 if (skin == NULL || abil == NULL)
2712 return 0;
2713
2714 /* now start by filling stomache and health, according to food-value */
2715 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2716 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2717 else
2718 op->stats.hp += meal->stats.food / 50;
2719
2720 min_it (op->stats.hp, op->stats.maxhp);
2721 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2722
2723 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2724
2725 /* on to the interesting part: chances for adding resistance */
2726 for (i = 0; i < NROFATTACKS; i++)
2727 {
2728 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2729 {
2730 /* got positive resistance, now calculate improvement chance (0-100) */
2731
2732 /* this bonus makes resistance increase easier at lower levels */
2733 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2734 if (i == abil->stats.exp)
2735 bonus += 5; /* additional bonus for resistance of ability-focus */
2736
2737 /* monster bonus increases with level, because high-level
2738 flesh is too rare */
2739 mbonus = op->level * 20. / ((double) settings.max_level);
2740
2741 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2742 ((double)settings.max_level)) - skin->resist[i];
2743
2744 if (chance >= 0.)
2745 chance += 1.;
2746 else
2747 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2748
2749 /* chance is proportional to amount of resistance (max. 50) */
2750 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2751
2752 /* doubled chance for resistance of ability-focus */
2753 if (i == abil->stats.exp)
2754 chance = min (100., chance * 2.);
2755
2756 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2757 if (rndm (10000) < (unsigned int)(chance * 100))
2758 {
2759 atnr_winner[winners] = i;
2760 winners++;
2761 }
2762
2763 if (chance >= 0.01)
2764 totalchance *= 1 - chance / 100;
2765
2766 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2767 }
2768 }
2769
2770 /* inverse totalchance as until now we have the failure-chance */
2771 totalchance = 100 - totalchance * 100;
2772
2773 /* print message according to totalchance */
2774 const char *buf;
2775 if (totalchance > 50.)
2776 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2777 else if (totalchance > 10.)
2778 buf = format ("The %s tasted very good.", &meal->name);
2779 else if (totalchance > 1.)
2780 buf = format ("The %s tasted good.", &meal->name);
2781 else if (totalchance > 0.1)
2782 buf = format ("The %s tasted bland.", &meal->name);
2783 else if (totalchance >= 0.01)
2784 buf = format ("The %s had a boring taste.", &meal->name);
2785 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2786 buf = format ("The %s tasted strange.", &meal->name);
2787 else
2788 buf = format ("The %s had no taste.", &meal->name);
2789
2790 op->statusmsg (buf);
2791
2792 /* now choose a winner if we have any */
2793 i = -1;
2794 if (winners > 0)
2795 i = atnr_winner [rndm (winners)];
2796
2797 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2798 {
2799 /* resistance increased! */
2800 skin->resist[i]++;
2801 op->update_stats ();
2802
2803 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2804 }
2805
2806 /* if this flesh contains a new ability focus, we mark it
2807 into the ability_force and it will take effect on next level */
2808 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2809 {
2810 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2811
2812 if (meal->last_eat != abil->stats.exp)
2813 op->statusmsg (format (
2814 "Your metabolism prepares to focus on %s!\n"
2815 "The change will happen at level %d.",
2816 change_resist_msg[meal->last_eat],
2817 abil->level + 1
2818 ));
2819 else
2820 {
2821 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2822 abil->last_eat = 0;
2823 }
2824 }
2825
2826 return 1;
2827}
2828
2829/**
2830 * op eats food.
2831 * If player, takes care of messages and dragon special food.
2832 */
2833static void
2834apply_food (object *op, object *tmp)
2835{
2836 int capacity_remaining;
2837
2838 if (op->type != PLAYER)
2839 op->stats.hp = op->stats.maxhp;
2840 else
2841 {
2842 /* check if this is a dragon (player), eating some flesh */
2843 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2844 ;
2845 else
2846 {
2847 /* usual case - no dragon meal: */
2848 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2849 {
2850 if (tmp->type == FOOD || tmp->type == FLESH)
2851 op->failmsg ("You feel full, but what a waste of food!");
2852 else
2853 op->statusmsg ("Most of the drink goes down your face not your throat!");
2854 }
2855
2856 tmp->play_sound (
2857 tmp->sound
2858 ? tmp->sound
2859 : tmp->type == DRINK
2860 ? sound_find ("eat_drink")
2861 : sound_find ("eat_food")
2862 );
2863
2864 if (!tmp->flag [FLAG_CURSED])
2865 {
2866 const char *buf;
2867
2868 if (!op->is_dragon ())
2869 {
2870 /* eating message for normal players */
2871 if (tmp->type == DRINK)
2872 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2873 else
2874 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2875 }
2876 else
2877 /* eating message for dragon players */
2878 buf = format ("The %s tasted terrible!", &tmp->name);
2879
2880 op->statusmsg (buf);
2881
2882 capacity_remaining = MAX_FOOD - op->stats.food;
2883 op->stats.food += tmp->stats.food;
2884 if (capacity_remaining < tmp->stats.food)
2885 op->stats.hp += capacity_remaining / 50;
2886 else
2887 op->stats.hp += tmp->stats.food / 50;
2888
2889 min_it (op->stats.hp, op->stats.maxhp);
2890 min_it (op->stats.food, MAX_FOOD);
2891 }
2892
2893 /* special food hack -b.t. */
2894 if (tmp->title || tmp->flag [FLAG_CURSED])
2895 eat_special_food (op, tmp);
2896 }
2897 }
2898
2899 handle_apply_yield (tmp);
2900 tmp->decrease ();
2901}
2902
2903/**
2904 * Handles applying an improve armor scroll.
2905 * Does some sanity checks, then calls improve_armour.
2906 */
2907static void
2908apply_armour_improver (object *op, object *tmp)
2909{
2910 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2911 {
2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2913 return;
2914 }
2915
2916 object *armor = op->mark ();
2917
2918 if (!armor)
2919 {
2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2921 return;
2922 }
2923
2924 if (armor->type != ARMOUR
2925 && armor->type != CLOAK
2926 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2927 {
2928 op->failmsg ("Your marked item is not armour!\n");
2929 return;
2930 }
2931
2932 if (!op->apply (armor, AP_UNAPPLY))
2933 {
2934 op->failmsg ("You are unable to take off your armour to improve it!");
2935 return;
2936 }
2937
2938 op->statusmsg ("Applying armour enchantment.");
2939 improve_armour (op, tmp, armor);
2940}
2941
2942void
2943apply_poison (object *op, object *tmp)
2944{
2945 // need to do it now when it is still on the map
2946 handle_apply_yield (tmp);
2947
2948 object *poison = tmp->split (1);
2949
2950 if (op->type == PLAYER)
2951 {
2952 op->contr->play_sound (sound_find ("drink_poison"));
2953 op->failmsg ("Yech! That tasted poisonous!");
2954 op->contr->killer = poison;
2955 }
2956
2957 if (poison->stats.hp > 0)
2958 {
2959 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2960 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2961 }
2962
2963 op->stats.food -= op->stats.food / 4;
2964 poison->destroy ();
2965}
2966
2967/**
2968 * This function will try to apply a lighter and in case no lighter
2969 * is specified it will try to find a lighter in the players inventory,
2970 * and inform him about this requirement.
2971 *
2972 * who - the player
2973 * op - the item we want to light
2974 * lighter - the lighter or 0 if a lighter has yet to be found
2975 */
2976static object *
2977auto_apply_lighter (object *who, object *op, object *lighter)
2978{
2979 if (lighter == 0)
2980 {
2981 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2982 {
2983 if (tmp->type == LIGHTER)
2984 {
2985 lighter = tmp;
2986 break;
2987 }
2988 }
2989
2990 if (!lighter)
2991 {
2992 who->failmsgf (
2993 "You can't light up the %s with your bare hands! "
2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
2995 &op->name
2996 );
2997 return 0;
2998 }
2999 }
3000
3001 // last_eat == 0 means the lighter is not being used up!
3002 if (lighter->last_eat && lighter->stats.food)
3003 {
3004 /* lighter gets used up */
3005 lighter = lighter->split ();
3006 lighter->stats.food--;
3007 who->insert (lighter);
3008 }
3009 else if (lighter->last_eat)
3010 {
3011 /* no charges left in lighter */
3012 who->failmsgf (
3013 "You attempt to light the %s with a used up %s.",
3014 &op->name, &lighter->name
3015 );
3016 return 0;
3017 }
3018
3019 return lighter;
3020}
3021
3022/**
3023 * Designed primarily to light torches/lanterns/etc.
3024 * Also burns up burnable material too. First object in the inventory is
3025 * the selected object to "burn". -b.t.
3026 */
3027static void
3028apply_lighter (object *who, object *lighter)
3029{
3030 if (object *item = who->mark ())
3031 {
3032 if (!auto_apply_lighter (who, item, lighter))
3033 return;
3034
3035 /* Perhaps we should split what we are trying to light on fire?
3036 * I can't see many times when you would want to light multiple
3037 * objects at once.
3038 */
3039
3040 save_throw_object (item, AT_FIRE, who);
3041
3042 if (item->destroyed ()
3043 || ((item->type == LAMP || item->type == TORCH)
3044 && item->glow_radius > 0))
3045 who->statusmsg (format (
3046 "You light the %s with the %s.",
3047 &item->name, &lighter->name
3048 ));
3049 else
3050 who->failmsgf (
3051 "You attempt to light the %s with the %s and fail.",
3052 &item->name, &lighter->name
3053 );
3054 }
3055 else
3056 who->failmsg ("You need to mark a lightable object.");
3057}
3058
3059/**
3060 * This function generates a cursed effect for cursed lamps and torches.
3061 */
3062static void
3063player_apply_lamp_cursed_effect (object *who, object *op)
3064{
3065 if (op->level)
3066 {
3067 who->failmsgf (
3068 "The %s was cursed, it explodes in a big fireball!",
3069 &op->name
3070 );
3071 create_exploding_ball_at (who, op->level);
3072 }
3073 else
3074 {
3075 who->failmsgf (
3076 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3077 &op->name
3078 );
3079 }
3080
3081 op->destroy ();
3082}
3083
3084/**
3085 * Apply for players and lamps
3086 *
3087 * who - the player
3088 * op - the lamp
3089 */
3090static void
3091player_apply_lamp (object *who, object *op)
3092{
3093 bool switch_on = op->glow_radius ? false : true;
3094
3095 if (switch_on)
3096 {
3097 object *lighter = 0;
3098
3099 if (op->flag [FLAG_IS_LIGHTABLE]
3100 && !(lighter = auto_apply_lighter (who, op, 0)))
3101 return;
3102
3103 if (op->stats.food < 1)
3104 {
3105 if (op->type == LAMP)
3106 who->failmsgf (
3107 "The %s is out of fuel! "
3108 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3109 &op->name
3110 );
3111 else
3112 who->failmsgf (
3113 "The %s is burnt out! "
3114 "H<Torches and similar items burn out and become worthless.>",
3115 &op->name
3116 );
3117 return;
3118 }
3119
3120 if (op->flag [FLAG_CURSED])
3121 {
3122 player_apply_lamp_cursed_effect (who, op);
3123 return;
3124 }
3125
3126 if (lighter)
3127 who->statusmsg (format (
3128 "You light up the %s with the %s.", &op->name, &lighter->name));
3129 else
3130 who->statusmsg (format ("You light up the %s.", &op->name));
3131 }
3132 else
3133 {
3134 if (op->flag [FLAG_CURSED])
3135 {
3136 player_apply_lamp_cursed_effect (who, op);
3137 return;
3138 }
3139
3140 if (op->type == TORCH)
3141 {
3142 if (!op->flag [FLAG_IS_LIGHTABLE])
3143 {
3144 who->statusmsg (format (
3145 "You put out the %s. "
3146 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3147 &op->name, &op->name));
3148 }
3149 else
3150 who->statusmsg (format (
3151 "You put out the %s."
3152 "H<Torches wear out if you put them out.>",
3153 &op->name));
3154 }
3155 else
3156 who->statusmsg (format ("You turn off the %s.", &op->name));
3157 }
3158
3159 apply_lamp (op, switch_on);
3160}
3161
3162void get_animation_from_arch (object *op, arch_ptr a)
3163{
3164 op->animation_id = a->animation_id;
3165 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3166 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3167 op->anim_speed = a->anim_speed;
3168 op->last_anim = 0;
3169 op->state = 0;
3170 op->face = a->face;
3171
3172 if (op->anim_frames () > 1)
3173 {
3174 op->set_anim_frame (0);
3175 animate_object (op, op->direction);
3176 }
3177 else
3178 update_object (op, UP_OBJ_FACE);
3179}
3180
3181/**
3182 * Apply for LAMPs and TORCHes.
3183 *
3184 * op - the lamp
3185 * switch_on - a flag which says whether the lamp should be switched on or off
3186 */
3187void apply_lamp (object *op, bool switch_on)
3188{
3189 op->set_glow_radius (switch_on ? op->range : 0);
3190 op->set_speed (switch_on ? op->arch->speed : 0);
3191
3192 // torches wear out if you put them out
3193 if (op->type == TORCH && !switch_on)
3194 {
3195 if (op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 op->stats.food -= (double) op->arch->stats.food / 15;
3198 if (op->stats.food < 0)
3199 op->stats.food = 0;
3200 }
3201 else
3202 op->stats.food = 0;
3203 }
3204
3205 // lamps and torched get worthless when used up
3206 if (op->stats.food <= 0)
3207 op->value = 0;
3208
3209 // FIXME: This is a hack to make the more sane torches and lamps
3210 // still animated ;-/
3211 if (op->other_arch)
3212 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3213
3214 if (object *pl = op->visible_to ())
3215 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3216}
3217
3218/**
3219 * This handles items of type 'transformer'.
3220 * Basically those items, used with a marked item, transform both items into something
3221 * else.
3222 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3223 * Change information is contained in the 'slaying' field of the marked item.
3224 * The format is as follow: transformer:[number ]yield[;transformer:...].
3225 * This way an item can be transformed in many things, and/or many objects.
3226 * The 'slaying' field for transformer is used as verb for the action.
3227 */
3228static void
3229apply_item_transformer (object *pl, object *transformer)
3230{
3231 object *new_item;
3232 const char *find;
3233 char *separator;
3234 int yield;
3235 char got[MAX_BUF];
3236 int len;
3237
3238 if (!pl || !transformer)
3239 return;
3240
3241 object *marked = pl->mark ();
3242
3243 if (!marked)
3244 {
3245 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3246 return;
3247 }
3248
3249 if (!marked->slaying)
3250 {
3251 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3252 return;
3253 }
3254
3255 /* check whether they are compatible or not */
3256 find = strstr (&marked->slaying, transformer->arch->archname);
3257 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3258 {
3259 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3260 return;
3261 }
3262
3263 find += strlen (transformer->arch->archname) + 1;
3264 /* Item can be used, now find how many and what it yields */
3265 if (isdigit (*(find)))
3266 {
3267 yield = atoi (find);
3268 if (yield < 1)
3269 {
3270 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3271 yield = 1;
3272 }
3273 }
3274 else
3275 yield = 1;
3276
3277 while (isdigit (*find))
3278 find++;
3279
3280 while (*find == ' ')
3281 find++;
3282
3283 memset (got, 0, MAX_BUF);
3284
3285 if ((separator = (char *) strchr (find, ';')))
3286 len = separator - find;
3287 else
3288 len = strlen (find);
3289
3290 min_it (len, MAX_BUF - 1);
3291
3292 strcpy (got, find);
3293 got[len] = '\0';
3294
3295 /* Now create new item, remove used ones when required. */
3296 new_item = archetype::get (got);
3297 if (!new_item)
3298 {
3299 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3300 return;
3301 }
3302
3303 new_item->nrof = yield;
3304
3305 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3306
3307 pl->insert (new_item);
3308 /* Eat up one item */
3309 marked->decrease ();
3310
3311 /* Eat one transformer if needed */
3312 if (transformer->stats.food)
3313 if (--transformer->stats.food == 0)
3314 transformer->decrease ();
3315}
3316
3317/**
3318 * Main apply handler.
3319 *
3320 * Checks for unpaid items before applying.
3321 *
3322 * Return value is currently not used
3323 *
3324 * who is the object that is causing object to be applied, op is the object
3325 * being applied.
3326 *
3327 * aflag is special (always apply/unapply) flags. Nothing is done with
3328 * them in this function - they are passed to apply_special
3329 */
3330static bool
3331manual_apply (object *who, object *op, int aflag)
3332{
3333 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3334 return RESULT_INT (0);
3335 else if (apply_types_inv_only [op->type])
3336 {
3337 // special item, using slot system, needs to be in inv
3338 if (op->env == who)
3539 return apply_special (who, op, aflags); 3339 return apply_special (who, op, aflag);
3340
3341 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3342
3343 return 0;
3344 }
3345 else if (!who->contr && apply_types_player_only [op->type])
3346 return 0; // monsters shouldn't try to apply player-only stuff
3347 else if (!apply_types [op->type])
3348 {
3349 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3350 return 0;
3351 }
3352
3353 // ordinary stuff, may be on the floor
3354 switch (op->type)
3355 {
3356 case T_HANDLE:
3357 who->play_sound (sound_find ("turn_handle"));
3358 who->statusmsg ("You turn the handle.");
3359 op->value = op->value ? 0 : 1;
3360 op->update_anim_frame (op->value);
3361 push_button (op, who);
3362 break;
3363
3364 case TRIGGER:
3365 if (check_trigger (op, who, who))
3366 {
3367 who->statusmsg ("You turn the handle.");
3368 who->play_sound (sound_find ("turn_handle"));
3369 }
3370 else
3371 who->failmsg ("The handle doesn't move.");
3372
3373 break;
3374
3375 case EXIT:
3376 if (!EXIT_PATH (op))
3377 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3378 else
3379 {
3380 /* Don't display messages for random maps. */
3381 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3382 who->statusmsg (op->msg, NDI_NAVY);
3383
3384 who->enter_exit (op);
3385 }
3386
3387 break;
3388
3389 case INSCRIBABLE:
3390 who->statusmsg (op->msg);
3391 // maybe show a spell menu to chose from or something like that
3392 break;
3393
3394 case SIGN:
3395 apply_sign (who, op, 0);
3396 break;
3397
3398 case BOOK:
3399 apply_book (who, op);
3400 break;
3401
3402 case SKILLSCROLL:
3403 apply_skillscroll (who, op);
3404 break;
3405
3406 case SPELLBOOK:
3407 apply_spellbook (who, op);
3408 break;
3409
3410 case SCROLL:
3411 apply_scroll (who, op, 0);
3412 break;
3413
3414 case POTION:
3415 apply_potion (who, op);
3416 break;
3417
3418 /* Eneq(@csd.uu.se): Handle apply on containers. */
3419 //TODO: remove, as it is unsed?
3420 case CLOSE_CON:
3421 apply_container (who, op->env);
3422 break;
3423
3424 case CONTAINER:
3425 apply_container (who, op);
3426 break;
3427
3428 case TREASURE:
3429 apply_treasure (who, op);
3430 break;
3431
3432 case LAMP:
3433 case TORCH:
3434 player_apply_lamp (who, op);
3435 break;
3436
3437 case DRINK:
3438 case FOOD:
3439 case FLESH:
3440 apply_food (who, op);
3441 break;
3442
3443 case POISON:
3444 apply_poison (who, op);
3445 break;
3446
3447 case SAVEBED:
3448 break;
3449
3450 case ARMOUR_IMPROVER:
3451 apply_armour_improver (who, op);
3452 break;
3453
3454 case WEAPON_IMPROVER:
3455 check_improve_weapon (who, op);
3456 break;
3457
3458 case CLOCK:
3459 {
3460 timeofday_t tod;
3461
3462 get_tod (&tod);
3463 who->play_sound (sound_find ("sound_clock"));
3464 who->statusmsg (format (
3465 "It is %d minute%s past %d o'clock %s",
3466 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3467 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3468 ));
3469 }
3470 break;
3471
3472 case MENU:
3473 shop_listing (op, who);
3474 break;
3475
3476 case POWER_CRYSTAL:
3477 apply_power_crystal (who, op); /* see egoitem.c */
3478 break;
3479
3480 case LIGHTER: /* for lighting torches/lanterns/etc */
3481 apply_lighter (who, op);
3482 break;
3483
3484 case ITEM_TRANSFORMER:
3485 apply_item_transformer (who, op);
3486 break;
3487 }
3488
3489 return 1;
3490}
3491
3492/**
3493 * player_apply_below attempts to apply the object 'below' the player.
3494 * If the player has an open container, we use that for below, otherwise
3495 * we use the ground.
3496 */
3497void
3498player_apply_below (object *pl)
3499{
3500 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3501
3502 /* If using a container, set the starting item to be the top
3503 * item in the container. Otherwise, use the map.
3504 */
3505
3506 // first try to apply "applyables"
3507 for (object *tmp = top; tmp; tmp = tmp->below)
3508 if (!tmp->invisible && apply_types [tmp->type])
3509 {
3510 // If it is visible, player can apply it.
3511 pl->apply (tmp);
3512 return;
3513 }
3514
3515 while (top && top->invisible)
3516 top = top->below;
3517
3518 if (!top || top->flag [FLAG_IS_FLOOR])
3519 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3520 "H<There is nothing here that you can apply.>");
3521 else
3522 // next, try to explain the topmost object
3523 switch (top->type)
3524 {
3525 // TODO: all this should move to examine
3526 case ALTAR:
3527 case IDENTIFY_ALTAR:
3528 case TRIGGER_ALTAR:
3529 case CONVERTER:
3530 //case TRIGGER_PEDESTAL:
3531 pl->failmsgf (
3532 "You see no obvious mechanism on the %s."
3533 "H<You have to drop one or more specific items here.>",
3534 query_short_name (top)
3535 );
3536 break;
3537
3538 case BUTTON:
3539 case TRIGGER_BUTTON:
3540 pl->failmsgf (
3541 "The %s looks as if you could activate it with somehting heavy. "
3542 "H<You must put enough items here to activate it.>",
3543 query_short_name (top)
3544 );
3545 break;
3546
3547 default:
3548 examine (pl, top);
3549 break;
3550 }
3551}
3552
3553// saner interface, returns successful status
3554bool
3555object::apply (object *ob, int aflags)
3556{
3557 if (!ob) // simplifies a lot of callers
3558 return true;
3559
3560 ob = ob->head_ ();
3561
3562 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3563 {
3564 if (contr)
3565 {
3566 examine (this, ob);
3567 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3568 return 1;
3569 }
3570 else
3571 return 0; /* monsters just skip unpaid items */
3572 }
3573
3574 if (contr)
3575 {
3576 if (!ob->env && (move_type & MOVE_FLYING))
3577 {
3578 /* player is flying and applying object not in inventory */
3579 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3580 {
3581 failmsg ("But you are floating high above the ground! "
3582 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3583 "or waiting till the levitation effect wears off.>");
3584 return 0;
3585 }
3586 }
3587
3588 contr->last_used = ob;
3589 }
3590
3591 bool want_apply =
3592 aflags & AP_APPLY ? true
3593 : aflags & AP_UNAPPLY ? false
3594 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3595
3596 // cannot unapply cursed items
3597 if (!want_apply
3598 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3599 && ob->flag [FLAG_APPLIED]
3600 && !(aflags & AP_IGNORE_CURSE))
3601 {
3602 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3603 return 0;
3604 }
3605
3606 object_ptr *slot = 0;
3607
3608 // detect the slot, if this is a player
3609 if (contr && !(aflags & AP_NO_SLOT))
3610 {
3611 object *oslot;
3612
3613 switch (ob->type)
3614 {
3615 case WEAPON:
3616 slot = &contr->combat_ob;
3617 oslot = contr->ranged_ob;
3618 break;
3619
3620 case RANGED:
3621 case BOW:
3622 case SPELL:
3623 case WAND:
3624 case ROD:
3625 case HORN:
3626 case BUILDER:
3627 slot = &contr->ranged_ob;
3628 oslot = contr->combat_ob;
3629 break;
3630
3631 // oh, the humanity
3632 case SKILL:
3633 // skill is used on it's own, as opposed to being a chosen_skill
3634
3635 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3636 {
3637 failmsgf (
3638 "You feel as if you wanted to do something funny, but you can't remember what. "
3639 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3640 "It cannot be used on its own.>",
3641 &ob->skill
3642 );
3643 return 1;
3644 }
3645
3646 if (skill_flags [ob->subtype] & SF_AUTARK
3647 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3648 {
3649 if (skill_flags [ob->subtype] & SF_USE)
3650 failmsgf (
3651 "You feel as if you wanted to do something funny, but you can't remember what. "
3652 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3653 &ob->skill, &ob->skill
3654 );
3655 else
3656 failmsgf (
3657 "You feel as if you wanted to do something funny, but you can't remember what. "
3658 "H<The %s skill cannot be readied or used, it is always active.>",
3659 &ob->skill
3660 );
3661
3662 return 1;
3663 }
3664
3665 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3666 break;
3667
3668 if (skill_flags [ob->subtype] & SF_COMBAT)
3669 {
3670 slot = &contr->combat_ob;
3671 oslot = contr->ranged_ob;
3672 }
3673 else if (skill_flags [ob->subtype] & SF_RANGED)
3674 {
3675 slot = &contr->ranged_ob;
3676 oslot = contr->combat_ob;
3677 }
3678
3679 break;
3680 }
3681
3682 // now handle slot exclusions
3683 if (slot)
3684 {
3685 // only one slot can be active
3686 if (want_apply)
3687 {
3688 // clear slot unless we are in it already
3689 if (*slot != ob)
3690 if (!apply (*slot, AP_UNAPPLY))
3691 return false;
3692
3693 // unapply other slot, because we want to become active
3694 if (!apply (oslot, AP_UNAPPLY))
3695 return false;
3696 }
3697
3698 // clear item from slot if applied
3699 if (!want_apply && current_weapon == ob)
3700 current_weapon = 0;
3701 }
3702 }
3703
3704 if (ob->flag [FLAG_APPLIED] != want_apply)
3705 manual_apply (this, ob, aflags);
3706
3707 if (ob->flag [FLAG_APPLIED] != want_apply)
3708 return false;
3709
3710 if (slot && want_apply)
3711 current_weapon = *slot = ob;
3712
3713 return true;
3540} 3714}
3541 3715
3542/** 3716/**
3543 * Map was just loaded, handle op's initialisation. 3717 * Map was just loaded, handle op's initialisation.
3544 * 3718 *
3545 * Generates shop floor's item, and treasures. 3719 * Generates shop floor's item, and treasures.
3546 */ 3720 */
3547int 3721int
3548auto_apply (object *op) 3722auto_apply (object *op)
3549{ 3723{
3550 object *tmp = NULL, *tmp2; 3724 object *tmp = NULL;
3551 int i; 3725 int i;
3726
3727 op->clr_flag (FLAG_AUTO_APPLY);
3552 3728
3553 switch (op->type) 3729 switch (op->type)
3554 { 3730 {
3555 case SHOP_FLOOR: 3731 case SHOP_FLOOR:
3556 if (!op->has_random_items ()) 3732 if (!op->has_random_items ())
3558 3734
3559 do 3735 do
3560 { 3736 {
3561 i = 10; /* let's give it 10 tries */ 3737 i = 10; /* let's give it 10 tries */
3562 while ((tmp = generate_treasure (op->randomitems, 3738 while ((tmp = generate_treasure (op->randomitems,
3563 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3739 op->stats.exp
3740 ? (int) op->stats.exp
3741 : max (op->map->difficulty, 5)))
3742 == NULL && --i);
3743
3564 if (tmp == NULL) 3744 if (tmp == NULL)
3565 return 0; 3745 return 0;
3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3746
3747 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3567 { 3748 {
3568 tmp->destroy (); 3749 tmp->destroy ();
3569 tmp = NULL; 3750 tmp = NULL;
3570 } 3751 }
3571 } 3752 }
3572 while (!tmp); 3753 while (!tmp);
3573 3754
3574 tmp->x = op->x; 3755 tmp->x = op->x;
3575 tmp->y = op->y; 3756 tmp->y = op->y;
3576 SET_FLAG (tmp, FLAG_UNPAID); 3757 tmp->set_flag (FLAG_UNPAID);
3577 insert_ob_in_map (tmp, op->map, NULL, 0); 3758 insert_ob_in_map (tmp, op->map, NULL, 0);
3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579 identify (tmp); 3759 identify (tmp);
3580 break; 3760 break;
3581 3761
3582 case TREASURE: 3762 case TREASURE:
3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3763 if (op->flag [FLAG_IS_A_TEMPLATE])
3584 return 0; 3764 return 0;
3585 3765
3586 while (op->stats.hp-- > 0) 3766 while (op->stats.hp-- > 0)
3587 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3767 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); 3768 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, 3770 /* 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 3771 * move it to the parent object as the current object is about
3592 * to disappear. An example of this item is the random_* stuff 3772 * to disappear. An example of this item is the random_* stuff
3593 * that is put inside other objects. 3773 * that is put inside other objects.
3594 */ 3774 */
3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3597 tmp2 = tmp->below;
3598 tmp->remove ();
3599
3600 if (op->env) 3775 if (op->env)
3601 insert_ob_in_ob (tmp, op->env); 3776 while (op->inv)
3602 else 3777 op->env->insert (op->inv);
3603 tmp->destroy ();
3604 }
3605 3778
3606 op->destroy (); 3779 op->destroy ();
3607 break; 3780 break;
3608 } 3781 }
3609 return tmp ? 1 : 0; 3782
3783 return !!tmp;
3610} 3784}
3611 3785
3612/** 3786/**
3613 * fix_auto_apply goes through the entire map every time a map 3787 * fix_auto_apply goes through the entire map every time a map
3614 * is loaded or swapped in and performs special actions for 3788 * is loaded or swapped in and performs special actions for
3628 3802
3629 if (tmp->inv) 3803 if (tmp->inv)
3630 { 3804 {
3631 object *invtmp, *invnext; 3805 object *invtmp, *invnext;
3632 3806
3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3807 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3634 { 3808 {
3635 invnext = invtmp->below; 3809 invnext = invtmp->below;
3636 3810
3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3811 if (invtmp->flag [FLAG_AUTO_APPLY])
3638 auto_apply (invtmp); 3812 auto_apply (invtmp);
3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3813 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 { 3814 {
3641 while ((invtmp->stats.hp--) > 0) 3815 while (invtmp->stats.hp-- > 0)
3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3816 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643 3817
3644 invtmp->randomitems = NULL; 3818 invtmp->randomitems = NULL;
3645 } 3819 }
3646 else if (invtmp && invtmp->arch 3820 else if (invtmp->arch
3647 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3821 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3822 && invtmp->has_random_items ())
3648 { 3823 {
3649 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3824 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3650 /* Need to clear this so that we never try to create 3825 /* Need to clear this so that we never try to create
3651 * treasure again for this object 3826 * treasure again for this object
3652 */ 3827 */
3653 invtmp->randomitems = NULL; 3828 invtmp->randomitems = NULL;
3654 } 3829 }
3655 } 3830 }
3831
3656 /* This is really temporary - the code at the bottom will 3832 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3833 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3834 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3835 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3836 * MSW 2004-05-13
3664 * Ryo 2004-08-16 3840 * Ryo 2004-08-16
3665 */ 3841 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3842 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) 3843 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668 tmp->randomitems = NULL; 3844 tmp->randomitems = NULL;
3669
3670 } 3845 }
3671 3846
3672 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3847 if (tmp->flag [FLAG_AUTO_APPLY])
3673 auto_apply (tmp); 3848 auto_apply (tmp);
3674 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3849 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3675 { 3850 {
3676 while ((tmp->stats.hp--) > 0) 3851 while ((tmp->stats.hp--) > 0)
3677 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3852 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3679 } 3854 }
3680 else if (tmp->type == TIMED_GATE) 3855 else if (tmp->type == TIMED_GATE)
3681 { 3856 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3857 object *head = tmp->head != NULL ? tmp->head : tmp;
3683 3858
3684 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3859 if (head->flag [FLAG_IS_LINKED])
3685 tmp->set_speed (0); 3860 tmp->set_speed (0);
3686 } 3861 }
3687 /* This function can be called everytime a map is loaded, even when 3862 /* 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 3863 * 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 3864 * over and ove again, so after we generate the treasure, blank out
3707 } 3882 }
3708 3883
3709 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3884 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3885 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3886 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3712 check_trigger (tmp, tmp->above); 3887 check_trigger (tmp, tmp->above, tmp->above);
3713} 3888}
3714 3889
3715/** 3890/**
3716 * Handles player eating food that temporarily changes status (resistances, stats). 3891 * Handles player eating food that temporarily changes status (resistances, stats).
3717 * This used to call cast_change_attr(), but 3892 * This used to call cast_change_attr(), but
3722eat_special_food (object *who, object *food) 3897eat_special_food (object *who, object *food)
3723{ 3898{
3724 object *force; 3899 object *force;
3725 int i, did_one = 0; 3900 int i, did_one = 0;
3726 3901
3727 force = get_archetype (FORCE_NAME); 3902 char buf[64];
3903 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3904 shstr key (buf);
3728 3905
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 */ 3906 /* bigger morsel of food = longer effect time */
3750 force->duration = food->stats.food / 5; 3907 int duration = TIME2TICK (food->stats.food);
3751 SET_FLAG (force, FLAG_APPLIED); 3908
3752 change_abil (who, force); 3909 if (force = who->force_find (key))
3753 insert_ob_in_ob (force, who); 3910 {
3911 if (duration > fabs (force->speed_left / force->speed))
3912 {
3913 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));
3914 force->force_set_timer (duration);
3915 }
3916 else
3917 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3918
3919 return;
3754 } 3920 }
3755 else 3921 else
3922 {
3923 force = who->force_add (key, duration);
3924 force->name = key;
3925
3926 /* check if the food affects a stat */
3927 for (i = 0; i < NUM_STATS; i++)
3928 if (sint8 k = food->stats.stat (i))
3929 {
3930 force->stats.stat (i) = k;
3931 did_one = 1;
3932 }
3933
3934 /* check if we can protect the eater */
3935 for (i = 0; i < NROFATTACKS; i++)
3936 {
3937 if (food->resist[i] > 0)
3938 {
3939 force->resist[i] = food->resist[i];
3940 did_one = 1;
3941 }
3942 }
3943
3944 if (did_one)
3945 {
3946 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));
3947
3948 /* make the force take effect and report effects to user */
3949 change_abil (who, force);
3950 }
3951 else
3756 force->destroy (); 3952 force->destroy ();
3953 }
3757 3954
3758 /* check for hp, sp change */ 3955 /* check for hp, sp change */
3759 if (food->stats.hp != 0) 3956 if (food->stats.hp != 0)
3760 { 3957 {
3761 if (QUERY_FLAG (food, FLAG_CURSED)) 3958 if (food->flag [FLAG_CURSED])
3762 { 3959 {
3763 assign (who->contr->killer, food->name); 3960 who->contr->killer = food;
3764 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3961 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3765 who->failmsg ("Eck!...that was poisonous!"); 3962 who->failmsg ("Eck!...that was poisonous!");
3766 } 3963 }
3767 else 3964 else
3768 { 3965 {
3772 who->failmsg ("Eck!...that was poisonous!"); 3969 who->failmsg ("Eck!...that was poisonous!");
3773 3970
3774 who->stats.hp += food->stats.hp; 3971 who->stats.hp += food->stats.hp;
3775 } 3972 }
3776 } 3973 }
3974
3777 if (food->stats.sp != 0) 3975 if (food->stats.sp != 0)
3778 { 3976 {
3779 if (QUERY_FLAG (food, FLAG_CURSED)) 3977 if (food->flag [FLAG_CURSED])
3780 { 3978 {
3781 who->failmsg ("You are drained of mana!"); 3979 who->failmsg ("You are drained of mana!");
3782 who->stats.sp -= food->stats.sp; 3980 who->stats.sp -= food->stats.sp;
3783 if (who->stats.sp < 0) 3981 if (who->stats.sp < 0)
3784 who->stats.sp = 0; 3982 who->stats.sp = 0;
3790 /* place limit on max sp from food? */ 3988 /* place limit on max sp from food? */
3791 } 3989 }
3792 } 3990 }
3793 3991
3794 who->update_stats (); 3992 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} 3993}
3914 3994
3915void 3995void
3916apply_changes_to_player (object *pl, object *change) 3996apply_changes_to_player (object *pl, object *change)
3917{ 3997{
3965 } 4045 }
3966 4046
3967 /* insert the randomitems from the change's treasurelist into 4047 /* insert the randomitems from the change's treasurelist into
3968 * the player ref: player.c 4048 * the player ref: player.c
3969 */ 4049 */
3970 if (change->randomitems != NULL) 4050 if (change->randomitems)
3971 give_initial_items (pl, change->randomitems); 4051 give_initial_items (pl, change->randomitems);
3972 4052
3973 /* set up the face, for some races. */ 4053 /* set up the face, for some races. */
3974 4054
3975 /* first, look for the force object banning 4055 /* first, look for the force object banning
3976 * changing the face. Certain races never change face with class. 4056 * changing the face. Certain races never change face with class.
3977 */ 4057 */
3978 for (walk = pl->inv; walk != NULL; walk = walk->below) 4058 for (walk = pl->inv; walk; walk = walk->below)
3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4059 if (walk->name == shstr_NOCLASSFACECHANGE)
3980 flag_change_face = 0; 4060 flag_change_face = 0;
3981 4061
3982 if (flag_change_face) 4062 if (flag_change_face)
3983 { 4063 {
3984 pl->animation_id = GET_ANIM_ID (change);
3985 pl->face = change->face; 4064 pl->face = change->face;
3986 4065 pl->animation_id = change->animation_id;
3987 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4066 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3988 SET_FLAG (pl, FLAG_ANIMATE);
3989 else
3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3991 } 4067 }
3992 4068
3993 /* check the special case of can't use weapons */ 4069 /* check the special case of can't use weapons */
3994 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4070 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3995 if (!strcmp (change->name, "monk")) 4071 if (change->name == shstr_monk)
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4072 pl->clr_flag (FLAG_USE_WEAPON);
3997 4073
3998 break; 4074 break;
3999 } 4075 }
4000 } 4076 }
4001} 4077}
4002 4078
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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