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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.11 by root, Sun Aug 27 15:24:22 2006 UTC vs.
Revision 1.257 by root, Thu Apr 15 00:36:51 2010 UTC

1/* 1/*
2 * static char *rcsid_apply_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: apply.C,v 1.11 2006/08/27 15:24:22 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
12 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
22 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37 34
38/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
39#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{ 38{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit) 39 apply_types_inv_only ()
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199
200/**
201 * Check if op should abort moving victim because of it's race or slaying.
202 * Returns 1 if it should abort, returns 0 if it should continue.
203 */
204int should_director_abort(object *op, object *victim)
205{
206 int arch_flag, name_flag, race_flag;
207 /* Get flags to determine what of arch, name, and race should be checked.
208 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209 * the next is the name flag, and the last is the race flag. Also note,
210 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples:
212 * subtype 1: only arch
213 * subtype 3: arch or name
214 * subtype 5: arch or race
215 * subtype 7: all three
216 */
217 if (op->subtype)
218 { 40 {
219 arch_flag = (op->subtype & 1); 41 set (WEAPON);
220 name_flag = (op->subtype & 2); 42 set (ARMOUR);
221 race_flag = (op->subtype & 4); 43 set (BOOTS);
222 } else { 44 set (GLOVES);
223 arch_flag = 1; 45 set (AMULET);
224 name_flag = 1; 46 set (GIRDLE);
225 race_flag = 1; 47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
226 } 61 }
227 /* If the director has race set, only affect objects with a arch, 62} apply_types_inv_only;
228 * name or race that matches. 63
229 */ 64// these only make sense for the player
230 if ( (op->race) && 65
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 66static const struct apply_types_player_only : typeset
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 67{
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 68 apply_types_player_only ()
234 return 1; 69 {
70 set (EXIT);
71 set (BOOK);
72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
235 } 84 }
236 /* If the director has slaying set, only affect objects where none 85} apply_types_player_only;
237 * of arch, name, or race match. 86
238 */ 87// applying these _can_ be attempted, others cannot
239 if ( (op->slaying) && ( 88// be applied at all. used by e.g. apply below.
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 89
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 90static const struct apply_types : typeset
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 91{
243 return 1; 92 apply_types ()
93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
94 {
95 set (T_HANDLE);
96 set (TRIGGER);
97 set (SCROLL);
98 set (POTION);
99 set (CLOSE_CON);
100 set (CONTAINER);
101 set (LAMP);
102 set (TORCH);
103 set (DRINK);
104 set (FOOD);
105 set (FLESH);
106 set (POISON);
107 set (POWER_CRYSTAL);
108 set (ITEM_TRANSFORMER);
244 } 109 }
245 return 0; 110} apply_types;
246}
247
248/**
249 * This handles a player dropping money on an altar to identify stuff.
250 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not.
252 */
253static int apply_id_altar (object *money, object *altar, object *pl)
254{
255 object *id, *marked;
256 int success=0;
257
258 if (pl == NULL || pl->type != PLAYER)
259 return 0;
260
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be.
263 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0;
266
267 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be
269 * identified. IF it doesn't, then go through the player inventory.
270 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
272 && need_identify (marked))
273 {
274 if (operate_altar (altar, &money)) {
275 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl,
277 "You have %s.", long_desc(marked, pl));
278 if (marked->msg) {
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
281 }
282 return money == NULL;
283 }
284 }
285
286 for (id=pl->inv; id; id=id->below) {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
288 need_identify(id)) {
289 if (operate_altar(altar,&money)) {
290 identify(id);
291 new_draw_info_format(NDI_UNIQUE, 0, pl,
292 "You have %s.", long_desc(id, pl));
293 if (id->msg) {
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
296 }
297 success=1;
298 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money))
300 break;
301 }
302 else {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break;
305 }
306 }
307 }
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
309 return money == NULL;
310}
311
312/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item.
315 **/
316static void handle_apply_yield(object* tmp)
317{
318 const char* yield;
319
320 yield = get_ob_key_value(tmp,"on_use_yield");
321 if (yield != NULL)
322 {
323 object* drop = get_archetype(yield);
324 if (tmp->env)
325 {
326 drop = insert_ob_in_ob(drop,tmp->env);
327 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop);
329 }
330 else
331 {
332 drop->x = tmp->x;
333 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
335 }
336 }
337}
338
339/**
340 * Handles applying a potion.
341 */
342int apply_potion (object * op, object * tmp)
343{
344 int got_one = 0, i;
345 object *force = 0, *floor = 0;
346
347 floor = get_map_ob (op->map, op->x, op->y);
348
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 {
351 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!"
354 );
355 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0;
357 }
358
359 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp);
363 }
364
365 handle_apply_yield (tmp);
366
367 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
369 {
370 object *depl;
371 archetype *at;
372
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 {
375 drain_stat (op);
376 fix_player (op);
377 decrease_ob (tmp);
378 return 1;
379 }
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
381 {
382 LOG (llevError, "Could not find archetype depletion\n");
383 return 0;
384 }
385 depl = present_arch_in_ob (at, op);
386 if (depl != NULL)
387 {
388 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i))
390 {
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
392 }
393 remove_ob (depl);
394 free_object (depl);
395 fix_player (op);
396 }
397 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
399
400 decrease_ob (tmp);
401 return 1;
402 }
403
404 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
406 {
407
408 for (i = 1; i < MIN (11, op->level); i++)
409 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 {
412 if (op->contr->levhp[i] != 1)
413 {
414 op->contr->levhp[i] = 1;
415 break;
416 }
417 if (op->contr->levsp[i] != 1)
418 {
419 op->contr->levsp[i] = 1;
420 break;
421 }
422 if (op->contr->levgrace[i] != 1)
423 {
424 op->contr->levgrace[i] = 1;
425 break;
426 }
427 }
428 else
429 {
430 if (op->contr->levhp[i] < 9)
431 {
432 op->contr->levhp[i] = 9;
433 break;
434 }
435 if (op->contr->levsp[i] < 6)
436 {
437 op->contr->levsp[i] = 6;
438 break;
439 }
440 if (op->contr->levgrace[i] < 3)
441 {
442 op->contr->levgrace[i] = 3;
443 break;
444 }
445 }
446 }
447 /* Just makes checking easier */
448 if (i < MIN (11, op->level))
449 got_one = 1;
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 {
452 if (got_one)
453 {
454 fix_player (op);
455 new_draw_info (NDI_UNIQUE, 0, op,
456 "The Gods smile upon you and remake you");
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "a little more in their image.");
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect.");
461 }
462 else
463 new_draw_info (NDI_UNIQUE, 0, op,
464 "The potion had no effect - you are already perfect");
465 }
466 else
467 { /* cursed potion */
468 if (got_one)
469 {
470 fix_player (op);
471 new_draw_info (NDI_UNIQUE, 0, op,
472 "The Gods are angry and punish you.");
473 }
474 else
475 new_draw_info (NDI_UNIQUE, 0, op,
476 "You are fortunate that you are so pathetic.");
477 }
478 decrease_ob (tmp);
479 return 1;
480 }
481
482
483 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
484 * and heroism all fit into this category. Given the spell object code,
485 * there is no limit to the number of spells that potions can be cast,
486 * but direction is problematic to try and imbue fireball potions for example.
487 */
488 if (tmp->inv)
489 {
490 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
491 {
492 object *fball;
493
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x;
502 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0);
504 }
505 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507
508 decrease_ob (tmp);
509 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op);
512 return 1;
513 }
514
515 /* Deal with protection potions */
516 force = NULL;
517 for (i = 0; i < NROFATTACKS; i++)
518 {
519 if (tmp->resist[i])
520 {
521 if (!force)
522 force = get_archetype (FORCE_NAME);
523 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
524 force->type = POTION_EFFECT;
525 break; /* Only need to find one protection since we copy entire batch */
526 }
527 }
528 /* This is a protection potion */
529 if (force)
530 {
531 /* cursed items last longer */
532 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
533 {
534 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 }
539 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force);
544 decrease_ob (tmp);
545 return 1;
546 }
547
548 /* Only thing left are the stat potions */
549 if (op->type == PLAYER)
550 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else
555 SET_FLAG (tmp, FLAG_APPLIED);
556 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
558 }
559
560 /* CLEAR_FLAG is so that if the character has other potions
561 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears
563 * up all the stats.
564 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op);
567 decrease_ob (tmp);
568 return 1;
569}
570 111
571/**************************************************************************** 112/****************************************************************************
572 * Weapon improvement code follows 113 * Weapon improvement code follows
573 ****************************************************************************/ 114 ****************************************************************************/
574 115
575/** 116/**
117 * This function just checks whether who can handle equipping an item
118 * with item_power.
119 */
120static bool
121check_item_power (object *who, int item_power)
122{
123 if (who->type == PLAYER
124 && item_power
125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126 return false;
127 else
128 return true;
129}
130
131/**
576 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
577 */ 133 */
578static int check_item(object *op, const char *item) 134static int
135check_item (object *op, shstr_cmp item)
579{ 136{
580 int count=0; 137 int count = 0;
581 138
139 if (!item)
140 return 0;
582 141
583 if (item==NULL) return 0; 142 for (op = op->below; op; op = op->below)
584 op=op->below; 143 if (op->arch->archname == item)
585 while(op!=NULL) { 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
586 if (strcmp(op->arch->name,item)==0){
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
589 { 146 count += op->number_of ();
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 147
591 count++;
592 else
593 count += op->nrof;
594 }
595 }
596 op=op->below;
597 }
598 return count; 148 return count;
599} 149}
600 150
601/** 151/**
602 * This removes 'nrof' of what item->slaying says to remove. 152 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 153 * op is typically the player, which is only
604 * really used to determine what space to look at. 154 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
606 */ 156 */
607static void eat_item(object *op,const char *item, uint32 nrof) 157static void
158eat_item (object *op, shstr_cmp item, uint32 nrof)
608{ 159{
609 object *prev; 160 object *prev;
610 161
162 prev = op;
163 op = op->below;
164
165 while (op)
166 {
167 if (op->arch->archname == item)
168 {
169 if (op->nrof >= nrof)
170 {
171 op->decrease (nrof);
172 return;
173 }
174 else
175 {
176 op->decrease (nrof);
177 nrof -= op->nrof;
178 }
179
180 op = prev;
181 }
182
611 prev = op; 183 prev = op;
612 op=op->below; 184 op = op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 } 185 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 }
628}
629
630/**
631 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon.
636 */
637static int check_weapon_power(const object *who, int improvs)
638{
639/* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level.
642 */
643#if 1
644 if (((who->level/5)+5) >= improvs) return 1;
645 else return 0;
646
647#else
648 int level=0;
649
650 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t.
654 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance.
656 */
657 if(who->type==PLAYER) {
658 object *wc_obj=NULL;
659
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
661 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level;
663
664 if (!level ) {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
666 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671
672 return (improvs <= ((level/5)+5));
673#endif
674} 186}
675 187
676/** 188/**
677 * Returns how many items of type improver->slaying there are under op. 189 * Returns how many items of type improver->slaying there are under op.
678 * Will display a message if none found, and 1 if improver->slaying is NULL. 190 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 191 */
192static int
680static int check_sacrifice(object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
681{ 194{
682 int count=0; 195 int count = 0;
683 196
684 if (improver->slaying!=NULL) { 197 if (improver->slaying)
198 {
685 count = check_item(op,improver->slaying); 199 count = check_item (op, improver->slaying);
686 if (count<1) { 200 if (count < 1)
687 char buf[200]; 201 {
688 sprintf(buf,"The gods want more %ss",improver->slaying); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0; 203 return 0;
691 } 204 }
692 } 205 }
693 else 206 else
694 count=1; 207 count = 1;
695 208
696 return count; 209 return count;
697} 210}
698 211
699/** 212/**
700 * Actually improves the weapon, and tells user. 213 * Actually improves the weapon, and tells user.
701 */ 214 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 215static int
703 signed char *stat,int sacrifice_count,const char *statname) 216improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
704{ 217{
705
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count; 218 stat += sacrifice_count;
708 weapon->last_eat++; 219 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 220 improver->decrease ();
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver);
712 221
713 /* So it updates the players stats and the window */ 222 /* So it updates the players stats and the window */
714 fix_player(op); 223 op->update_stats ();
224
225 op->statusmsg (format (
226 "Your sacrifice was accepted.\n"
227 "Weapon's bonus to %s improved by %d.",
228 statname, sacrifice_count
229 ));
230
715 return 1; 231 return 1;
716} 232}
717 233
718/* Types of improvements, hidden in the sp field. */ 234/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 235#define IMPROVE_PREPARE 1
720#define IMPROVE_DAMAGE 2 236#define IMPROVE_DAMAGE 2
721#define IMPROVE_WEIGHT 3 237#define IMPROVE_WEIGHT 3
722#define IMPROVE_ENCHANT 4 238#define IMPROVE_ENCHANT 4
723#define IMPROVE_STR 5 239#define IMPROVE_STR 5
724#define IMPROVE_DEX 6 240#define IMPROVE_DEX 6
725#define IMPROVE_CON 7 241#define IMPROVE_CON 7
726#define IMPROVE_WIS 8 242#define IMPROVE_WIS 8
727#define IMPROVE_CHA 9 243#define IMPROVE_CHA 9
728#define IMPROVE_INT 10 244#define IMPROVE_INT 10
729#define IMPROVE_POW 11 245#define IMPROVE_POW 11
730
731 246
732/** 247/**
733 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
735 */ 250 */
736 251static int
737int prepare_weapon(object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
738{ 253{
739 int sacrifice_count,i; 254 int sacrifice_count, i;
740 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
741 256
742 if (weapon->level!=0) { 257 if (weapon->level != 0)
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 258 {
259 op->failmsg ("Weapon is already prepared!");
744 return 0; 260 return 0;
745 } 261 }
262
746 for (i=0; i<NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 264 if (weapon->resist[i])
265 break;
748 266
749 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 268 * improvement of items that already have protections.
751 */ 269 */
752 if (i<NROFATTACKS || 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
757 { 274 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
759 return 0; 278 return 0;
760 } 279 }
280
761 sacrifice_count=check_sacrifice(op,improver); 281 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 282 if (sacrifice_count <= 0)
763 return 0; 283 return 0;
284
764 weapon->level=isqrt(sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
767 287
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
769 weapon->name,weapon->level); 291 &weapon->name, weapon->level
292 ));
770 293
771 sprintf(buf,"%s's %s",op->name,weapon->name); 294 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 295 weapon->name = weapon->name_pl = buf;
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 297 slot at once! */
776 decrease_ob(improver); 298 improver->decrease ();
777 weapon->last_eat=0; 299 weapon->last_eat = 0;
778 return 1; 300 return 1;
779} 301}
780
781 302
782/** 303/**
783 * 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.
784 * This is the new improve weapon code. 305 * This is the new improve weapon code.
785 * 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.
788 * 309 *
789 * 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
790 * 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 ??
791 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
792 */ 313 */
314static int
793int improve_weapon(object *op,object *improver,object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
794{ 316{
795 int sacrifice_count, sacrifice_needed=0; 317 int sacrifice_count, sacrifice_needed = 0;
796 318
797 if(improver->stats.sp==IMPROVE_PREPARE) { 319 if (improver->stats.sp == IMPROVE_PREPARE)
798 return prepare_weapon(op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
799 } 321
800 if (weapon->level==0) { 322 if (weapon->level == 0)
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 323 {
324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
802 return 0; 327 return 0;
803 } 328 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 329
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
332 {
333 op->failmsg ("This weapon cannot be improved any more.");
806 return 0; 334 return 0;
807 } 335 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 336
809 !check_weapon_power(op, weapon->last_eat+1)) { 337 if (weapon->flag [FLAG_APPLIED]
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 338 && !check_item_power (op, weapon->item_power + 1))
811 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 339 {
812 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 340 op->failmsg ("Improving the weapon will make it too "
813 return 0; 341 "powerful for you to use. Unready it if you "
342 "really want to improve it.");
343 return 0;
814 } 344 }
345
815 /* 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
816 * 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,
817 * 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
818 * weapon can be improved. 349 * weapon can be improved.
819 */ 350 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 351 if (improver->stats.sp == IMPROVE_DAMAGE)
352 {
821 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op,
824 "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));
825 weapon->last_eat++; 356 weapon->last_eat++;
826 357
827 weapon->item_power++; 358 weapon->item_power++;
828 decrease_ob(improver); 359 improver->decrease ();
829 return 1; 360 return 1;
830 } 361 }
362
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 363 if (improver->stats.sp == IMPROVE_WEIGHT)
364 {
832 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 366 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 367 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 368 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 369
837 (float)weapon->weight/1000.0); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
838 weapon->last_eat++; 371 weapon->last_eat++;
839 weapon->item_power++; 372 weapon->item_power++;
840 decrease_ob(improver); 373 improver->decrease ();
841 return 1; 374 return 1;
842 } 375 }
376
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 377 if (improver->stats.sp == IMPROVE_ENCHANT)
378 {
844 weapon->magic++; 379 weapon->magic++;
845 weapon->last_eat++; 380 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
847 ,"Weapon magic increased to %d",weapon->magic); 382 improver->decrease ();
848 decrease_ob(improver);
849 weapon->item_power++; 383 weapon->item_power++;
850 return 1; 384 return 1;
851 } 385 }
852 386
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 388 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 389
857 if (sacrifice_needed<1) 390 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 391 sacrifice_needed = 1;
859 sacrifice_needed *=2; 392 sacrifice_needed *= 2;
860 393
861 sacrifice_count = check_sacrifice(op,improver); 394 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 395 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 396 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
865 return 0; 398 return 0;
866 } 399 }
400
867 eat_item(op,improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 402 weapon->item_power++;
869 403
870 switch (improver->stats.sp) { 404 switch (improver->stats.sp)
871 case IMPROVE_STR: 405 {
872 return improve_weapon_stat(op,improver,weapon, 406 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
873 (signed char *) &(weapon->stats.Str), 407 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
874 1, "strength"); 408 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
875 case IMPROVE_DEX: 409 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
876 return improve_weapon_stat(op,improver,weapon, 410 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
877 (signed char *) &(weapon->stats.Dex), 411 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
878 1, "dexterity"); 412 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
879 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon,
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon,
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon,
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon,
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon,
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default: 413 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
901 } 415 }
416
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 418 return 0;
904} 419}
905 420
906/** 421/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * 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, ...),
909 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
910 */ 425 */
426static int
911int check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
912{ 428{
913 object *otmp;
914
915 if(op->type!=PLAYER) 429 if (op->type != PLAYER)
430 return 0;
431
432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
433 {
434 op->failmsg ("Something blocks the magic of the scroll!");
916 return 0; 435 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 } 436 }
921 otmp=find_marked_object(op); 437
438 object *otmp = op->mark ();
439
922 if(!otmp) { 440 if (!otmp)
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 441 {
442 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
924 return 0; 443 return 0;
925 } 444 }
445
926 if (otmp->type != WEAPON && otmp->type != BOW) { 446 if (otmp->type != WEAPON && otmp->type != BOW)
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 447 {
448 op->failmsg ("Marked item is not a weapon or bow!");
928 return 0; 449 return 0;
929 } 450 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 451
452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
455 return 0;
456 }
457
458 op->statusmsg ("Applied weapon builder.");
459
931 improve_weapon(op,tmp,otmp); 460 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 461 esrv_send_item (op, otmp);
933 return 1; 462 return 1;
934} 463}
935 464
936/** 465/**
937 * This code deals with the armour improvment scrolls. 466 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 467 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 483 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 485 * changing of physical area right now.
957 */ 486 */
487static int
958int improve_armour(object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
959{ 489{
960 object *tmp;
961
962 if (armour->magic >= settings.armor_max_enchant) { 490 if (armour->magic >= settings.armor_max_enchant)
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
964 return 0;
965 } 491 {
492 op->failmsg ("This armour can not be enchanted any further!");
493 return 0;
494 }
495
966 /* 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,
967 * 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.
968 * 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
969 * of gnarg and what not?) 499 * of gnarg and what not?)
970 */ 500 */
971 if (armour->title) { 501 if (armour->title)
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0;
974 } 502 {
975 503 op->failmsg ("This armour will not accept further enchantment.");
504 return 0;
505 }
506
976 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
978 */ 509 */
979 if(armour->nrof > 1) 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
980 tmp = get_split_ob(armour,armour->nrof - 1);
981 else
982 tmp = NULL;
983 511
984 armour->magic++; 512 armour->magic++;
985 513
986 if ( !settings.armor_speed_linear ) 514 if (!settings.armor_speed_linear)
987 { 515 {
988 int base = 100; 516 int base = 100;
989 int pow = 0; 517 int pow = 0;
518
990 while ( pow < armour->magic ) 519 while (pow < armour->magic)
991 { 520 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 522 pow++;
994 } 523 }
995 524
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
997 } 526 }
998 else 527 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 528 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 529
1001 if ( !settings.armor_weight_linear ) 530 if (!settings.armor_weight_linear)
1002 { 531 {
1003 int base = 100; 532 int base = 100;
1004 int pow = 0; 533 int pow = 0;
534
1005 while ( pow < armour->magic ) 535 while (pow < armour->magic)
1006 { 536 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 538 pow++;
1009 } 539 }
1010 540
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
1012 } 542 }
1013 else 543 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 544 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 545
1016 if ( armour->weight <= 0 ) 546 if (armour->weight <= 0)
1017 { 547 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 549 armour->weight = 1;
1020 } 550 }
1021 551
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 552 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
1023 553
1024 if (op->type == PLAYER) { 554 if (op->type == PLAYER)
555 {
1025 esrv_send_item(op, armour); 556 esrv_send_item (op, armour);
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 557
1027 fix_player(op); 558 if (armour->flag [FLAG_APPLIED])
559 op->update_stats ();
1028 } 560 }
1029 decrease_ob(improver); 561
562 improver->decrease ();
563
1030 if (tmp) { 564 if (tmp)
1031 insert_ob_in_ob(tmp, op); 565 op->insert (tmp);
1032 esrv_send_item(op, tmp); 566
1033 }
1034 return 1; 567 return 1;
1035} 568}
1036
1037 569
1038/* 570/*
1039 * 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
1040 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
1041 */ 573 *
1042#define CONV_FROM(xyz) xyz->slaying
1043#define CONV_TO(xyz) xyz->other_arch
1044#define CONV_NR(xyz) xyz->stats.sp
1045#define CONV_NEED(xyz) xyz->stats.food
1046
1047/* Takes one items and makes another. 574 * Takes one type of items and makes another.
1048 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
1049 * 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
1050 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
1051 */ 578 */
579int
1052int convert_item(object *item, object *converter) { 580convert_item (object *item, object *converter)
1053 int nr=0; 581{
1054 object *tmp; 582 sint64 nr = 0, price_in;
1055 int is_in_shop;
1056 uint32 price_in;
1057 583
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 584 if (item->flag [FLAG_UNPAID])
1059 tmp != NULL; 585 return 0;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065 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;
591
1066 /* 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,
1067 * 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
1068 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
1069 */ 595 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 596 if (conv_from == shstr_money)
1071 int cost; 597 {
1072
1073 if(item->type!=MONEY) 598 if (item->type != MONEY)
1074 return 0; 599 return 0;
1075 600
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 601 nr = sint64 (item->nrof) * item->value / need;
1077 if (!nr) return 0; 602 if (!nr)
1078 cost=nr*CONV_NEED(converter)/item->value; 603 return 0;
1079 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++;
1081 decrease_ob_nr(item, cost);
1082 604
605 converter->play_sound (sound_find ("shop_buy"));
606
607 sint64 cost = (nr * need + item->value - 1) / item->value;
608
609 item->decrease (cost);
610
1083 price_in = cost*item->value; 611 price_in = cost * item->value;
612 }
613 else
1084 } 614 {
1085 else { 615 if (item->type == PLAYER
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 616 || conv_from != item->arch->archname
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 617 || (need && need > (uint16) item->nrof))
1088 return 0; 618 return 0;
1089 619
1090 if(CONV_NEED(converter)) { 620 converter->play_sound (sound_find ("convert_item"));
1091 nr=item->nrof/CONV_NEED(converter); 621
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 622 if (need)
1093 price_in = nr*CONV_NEED(converter)*item->value; 623 {
1094 } else { 624 nr = sint64 (item->nrof) / need;
625 item->decrease (nr * need);
626 price_in = nr * need * item->value;
627 }
628 else
629 {
1095 price_in = item->value; 630 price_in = item->value;
1096 remove_ob(item); 631 item->destroy ();
1097 free_object(item); 632 }
1098 } 633 }
634
635 if (converter->inv)
1099 } 636 {
1100
1101 if (converter->inv != NULL) {
1102 object *ob; 637 object *ob;
1103 int i; 638 int i;
1104 object *ob_to_copy; 639 object *ob_to_copy;
1105 640
1106 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
1109 if (rndm(0, i) == 0) { 644 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 645 ob_to_copy = ob;
646
647 item = ob_to_copy->deep_clone ();
648 item->clr_flag (FLAG_IS_A_TEMPLATE);
649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 650 }
1112 } 651 else
1113 item = object_create_clone(ob_to_copy); 652 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 653 if (!conv_to)
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE); 654 {
1116 } else { 655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1117 if (converter->other_arch == NULL) { 656 &converter->name, &converter->map->path, converter->x, converter->y);
1118 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1119 return -1; 657 return -1;
1120 } 658 }
1121 659
1122 item = object_create_arch(converter->other_arch); 660 item = object_create_arch (conv_to);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 662 }
1125 663
1126 if(CONV_NR(converter)) 664 if (give)
1127 item->nrof=CONV_NR(converter); 665 item->nrof = give;
666
1128 if(nr) 667 if (nr)
1129 item->nrof*=nr; 668 item->nrof *= nr;
1130 if(is_in_shop) 669
1131 SET_FLAG(item,FLAG_UNPAID); 670 if (converter->flag [FLAG_PRECIOUS])
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 }
1132 else if(price_in < item->nrof*item->value) { 681 else if (price_in < sint64 (item->nrof) * item->value)
682 {
1133 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",
1134 converter->name, converter->map->path, converter->x, converter->y, price_in, 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name);
1136 /** 685 /**
1137 * 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
1138 * propably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1139 */ 688 */
1140 } 689 }
690
691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (need_identify (item))
694 identify (item);
695
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 696 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 697 return 1;
1143} 698}
1144 699
1145/** 700/**
1146 * Handle apply on containers. 701 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1150 */ 705 */
1151 706static int
1152int apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1153{ 708{
1154 char buf[MAX_BUF]; 709 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 710 return 0; /* This might change */
1156 711
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 712 if (!sack || sack->type != CONTAINER)
713 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 714 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 715 return 0;
1163 } 716 }
1164 op->contr->last_used = NULL; 717
1165 op->contr->last_used_id = 0; 718 op->contr->last_used = 0;
1166 719
1167 if (sack->env!=op) { 720 if (sack->env && sack->env != op)
1168 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1;
1171 }
1172 /* It's on the ground, the problems begin */
1173 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177 tmp && tmp->container != sack; tmp=tmp->above);
1178 if (tmp) {
1179 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op,
1181 "%s is already occupied.", query_name(sack));
1182 return 1;
1183 }
1184 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 } 721 {
1210 722 op->failmsg ("You must put it onto the floor or into your inventory first.");
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) {
1213 if (op->container != sack) {
1214 tmp = op->container;
1215 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack;
1218 strcat (buf, query_name(sack));
1219 strcat (buf, ".");
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack));
1224 }
1225 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack;
1230 }
1231 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack);
1234 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack);
1240 return 1; 723 return 1;
1241 } 724 }
1242 } else { 725
1243 sprintf (buf, "You don't have the key to unlock %s.", 726 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 727 if (sack->flag [FLAG_APPLIED])
1245 }
1246 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack);
1252 return 1;
1253 }
1254 }
1255 } 728 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 729 if (op->container_ () == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 730 {
1258 return 1; 731 // open on ground or inv, so close
1259} 732 op->close_container ();
1260
1261/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc.
1264 *
1265 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266 * This version is for client/server mode.
1267 * op is the player, sack is the container the player is opening or closing.
1268 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269 *
1270 * Reminder - there are three states for any container - closed (non applied),
1271 * applied (not open, but objects that match get tossed into it), and open
1272 * (applied flag set, and op->container points to the open container)
1273 */
1274
1275int esrv_apply_container (object *op, object *sack)
1276{
1277 object *tmp=op->container;
1278 if(op->type!=PLAYER)
1279 return 0; /* This might change */
1280
1281 if (sack==NULL || sack->type != CONTAINER) {
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 }
1286
1287 /* If we have a currently open container, then it needs to be closed in all cases
1288 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container.
1290 */
1291
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0;
1295 }
1296
1297 if (INVOKE_OBJECT (CLOSE, op))
1298 return 1; 733 return 1;
1299
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1;
1306 }
1307
1308
1309 /* If the player is trying to open it (which he must be doing if we got here),
1310 * and it is locked, check to see if player has the equipment to open it.
1311 */
1312
1313 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack);
1315 if (tmp) {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 } 734 }
735 else if (!sack->env)
736 {
737 // active, but not ours: some other player has opened it
738 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
739 return 1;
740 }
741
742 // fall through to opening it (active in inv)
743 }
744 else if (sack->env)
1322 } 745 {
1323 746 // it is in our env, so activate it, do not open yet
1324 /* By the time we get here, we have made sure any other container has been closed and 747 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 748 sack->flag [FLAG_APPLIED] = 1;
1326 */
1327
1328 /* There are really two cases - the sack is either on the ground, or the sack is
1329 * part of the players inventory. If on the ground, we assume that the player is
1330 * opening it, since if it was being closed, that would have been taken care of above.
1331 */
1332
1333
1334 if (sack->env != op) {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone
1336 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully.
1338 */
1339 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack));
1342 return 0;
1343 }
1344 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */
1346
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 749 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 750 op->statusmsg (format ("You ready %s.", query_name (sack)));
1362 }
1363 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1366 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack);
1368 }
1369 }
1370 return 1; 751 return 1;
1371} 752 }
1372 753
754 // it's locked?
755 if (sack->slaying)
756 {
757 if (object *tmp = find_key (op, op, sack))
758 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
759 else
760 {
761 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
762 return 1;
763 }
764 }
765
766 op->open_container (sack);
767
768 return 1;
769}
1373 770
1374/** 771/**
1375 * Handles dropping things on altar. 772 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 773 * Returns true if sacrifice was accepted.
1377 */ 774 */
775static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 776apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 777{
1380 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 780 return 0;
1383 781
1384 if (operate_altar (altar, &sacrifice)) { 782 if (operate_altar (altar, &sacrifice, originator))
783 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 785 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1388 */ 787 */
1389 if (altar->inv && altar->inv->type==SPELL) { 788 if (altar->inv && altar->inv->type == SPELL)
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 789 {
1391 altar->inv->name); 790 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 791 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 792 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 793 * old maps.
1395 */ 794 */
795
1396/* push_button (altar);*/ 796/* push_button (altar);*/
1397 } else { 797 }
798 else
799 {
1398 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1399 push_button (altar); 801 push_button (altar, originator);
1400 } 802 }
1401 return sacrifice == NULL; 803
1402 } else { 804 return !sacrifice;
805 }
806 else
1403 return 0; 807 return 0;
1404 }
1405} 808}
1406
1407 809
1408/** 810/**
1409 * Handles 'movement' of shop mats. 811 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 812 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 813 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 814 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 815 * MSW 2001-08-29
1414 */ 816 */
817int
1415int apply_shop_mat (object *shop_mat, object *op) 818apply_shop_mat (object *shop_mat, object *op)
1416{ 819{
1417 int rv = 0; 820 int rv = 0;
1418 double opinion; 821 double opinion;
1419 object *tmp, *next; 822 object *tmp, *next;
1420 823
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1422 825
1423 if (op->type != PLAYER) { 826 bool has_unpaid = false;
827
828 // quite inefficient to do this here twice, but the api doesn't lend itself to
829 // a quick and small change :(
830 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
831 if (item->flag [FLAG_UNPAID])
832 {
833 has_unpaid = true;
834 break;
835 }
836
837 if (!op->is_player ())
838 {
1424 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1426 * the shop. 841 * the shop.
1427 */ 842 */
1428 for (tmp=op->inv; tmp; tmp=next) { 843 for (tmp = op->inv; tmp; tmp = next)
844 {
1429 next = tmp->below; 845 next = tmp->below;
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 846
847 if (tmp->flag [FLAG_UNPAID])
848 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 849 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 850
1433 remove_ob(tmp); 851 if (i >= 0)
1434 if (i==-1) i=0; 852 tmp->move (i);
1435 tmp->map = op->map; 853 }
1436 tmp->x = op->x + freearr_x[i]; 854 }
1437 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0);
1439 }
1440 }
1441 855
1442 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 857 if (op->flag [FLAG_NO_PICK])
858 return 0;
1444 859
1445 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1447 */ 862 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1449 864 {
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
866 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
867
868 if (i != -1)
869 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
870
871 return 0;
872 }
873
874 /* Removed code that checked for multipart objects - it appears that
875 * the teleport function should be able to handle this just fine.
876 */
877 rv = teleport (shop_mat, SHOP_MAT, op);
878 }
879 else if (can_pay (op) && get_payment (op))
880 {
881 /* this is only used for players */
882 rv = teleport (shop_mat, SHOP_MAT, op);
883
884 if (has_unpaid)
885 op->contr->play_sound (sound_find ("shop_buy"));
886 else if (op->is_in_shop ())
887 op->contr->play_sound (sound_find ("shop_enter"));
888 else
889 op->contr->play_sound (sound_find ("shop_leave"));
890
891 if (shop_mat->msg)
892 op->statusmsg (shop_mat->msg);
893 /* This check below is a bit simplistic - generally it should be correct,
894 * but there is never a guarantee that the bottom space on the map is
895 * actually the shop floor.
896 */
897 else if (!rv && !op->is_in_shop ())
898 {
899 opinion = shopkeeper_approval (op->map, op);
900
901 op->statusmsg (
902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
903 : opinion >= 0.75 ? "The shopkeeper waves to you."
904 : opinion >= 0.50 ? "The shopkeeper ignores you."
905 : "The shopkeeper glares at you with contempt."
906 );
907 }
908 }
909 else
910 {
911 /* if we get here, a player tried to leave a shop but was not able
912 * to afford the items he has. We try to move the player so that
913 * they are not on the mat anymore
914 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 915 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
916
1452 if (i != -1) { 917 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 918 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 919 else
1497 remove_ob (op); 920 {
921 op->remove ();
1498 op->x += freearr_x[i]; 922 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 924 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 925 }
1502 } 926 }
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 927
928 op->clr_flag (FLAG_NO_APPLY);
1504 return rv; 929 return rv;
1505} 930}
1506 931
1507/** 932/**
1508 * Handles applying a sign. 933 * Handles applying a sign.
1509 */ 934 */
935static void
1510static void apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1511{ 937{
1512 readable_message_type* msgType; 938 if (!op->is_player())
1513 char newbuf[HUGE_BUF];
1514 if (sign->msg == NULL) {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1516 return;
1517 }
1518
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return;
1524 }
1525
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1527 sign->last_eat++;
1528 }
1529
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531 * No way to know for sure. The presumption is basically that if
1532 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us).
1534 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1536 new_draw_info (NDI_UNIQUE, 0, op,
1537 "You are unable to read while blind.");
1538 return;
1539 }
1540 msgType=get_readable_message_type(sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1543}
1544
1545
1546/**
1547 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 *
1551 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function.
1554 */
1555void move_apply (object *trap, object *victim, object *originator)
1556{
1557 static int recursion_depth = 0;
1558
1559 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 939 return;
1562 940
1563 /* move_apply() is the most likely candidate for causing unwanted and 941 if (sign->has_dialogue ())
1564 * possibly unlimited recursion. 942 {
943 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
944 return;
945 }
946
947 if (!sign->msg)
948 {
949 op->contr->infobox (MSG_CHANNEL ("examine"),
950 format ("T<%s>\n\n Nothing %sis written on it.",
951 &sign->name,
952 sign->name == sign->arch->name ? "" : "else "));
953 return;
954 }
955
956 if (sign->stats.food)
957 {
958 if (sign->last_eat >= sign->stats.food)
959 {
960 if (!sign->move_on)
961 op->failmsg ("You cannot read it anymore.");
962
963 return;
964 }
965
966 if (!op->flag [FLAG_WIZPASS])
967 sign->last_eat++;
968 }
969
970 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
971 * No way to know for sure. The presumption is basically that if
972 * move_on is zero, it needs to be manually applied (doesn't talk
973 * to us).
1565 */ 974 */
1566 /* The following was changed because it was causing perfeclty correct 975 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1567 * maps to fail. 1) it's not an error to recurse: 976 {
1568 * rune detonates, summoning monster. monster lands on nearby rune. 977 op->failmsg ("You are unable to read while blind!");
1569 * nearby rune detonates. This sort of recursion is expected and 978 return;
1570 * proper. This code was causing needless crashes. 979 }
980
981 if (op->contr)
982 if (client *ns = op->contr->ns)
983 {
984 if (sign->sound)
985 ns->play_sound (sign->sound);
986 else if (autoapply)
987 ns->play_sound (sound_find ("msg_voice"));
988
989 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
990 }
991}
992
993static void
994move_apply_hole (object *trap, object *victim)
995{
996 /* Hole not open? */
997 if (trap->stats.wc > 0)
998 return;
999
1000 /* Is this a multipart monster and not the head? If so, return.
1001 * Processing will happen if the head runs into the pit
1571 */ 1002 */
1572 if (recursion_depth >= 500) {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1575 trap->arch->name, trap->name, victim->arch->name, victim->name);
1576 return;
1577 }
1578 recursion_depth++;
1579 if (trap->head) trap=trap->head;
1580
1581 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1582 goto leave;
1583
1584 switch (trap->type) {
1585 case PLAYERMOVER:
1586 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1587 !should_director_abort(trap, victim)) {
1588 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1589
1590 /* Is this correct? From the docs, it doesn't look like it
1591 * should be divided by trap->speed
1592 */
1593 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1594
1595 /* Just put in some sanity check. I think there is a bug in the
1596 * above with some objects have zero speed, and thus the player
1597 * getting permanently paralyzed.
1598 */
1599 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1600 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1601 }
1602 goto leave;
1603
1604 case SPINNER:
1605 if(victim->direction) {
1606 victim->direction=absdir(victim->direction-trap->stats.sp);
1607 update_turn_face(victim);
1608 }
1609 goto leave;
1610
1611 case DIRECTOR:
1612 if(victim->direction && !should_director_abort(trap, victim)) {
1613 victim->direction=trap->stats.sp;
1614 update_turn_face(victim);
1615 }
1616 goto leave;
1617
1618 case BUTTON:
1619 case PEDESTAL:
1620 update_button(trap);
1621 goto leave;
1622
1623 case ALTAR:
1624 /* sacrifice victim on trap */
1625 apply_altar (trap, victim, originator);
1626 goto leave;
1627
1628 case THROWN_OBJ:
1629 if (trap->inv == NULL)
1630 goto leave;
1631 /* fallthrough */
1632
1633 case ARROW:
1634
1635 /* bad bug: monster throw a object, make a step forwards, step on object ,
1636 * trigger this here and get hit by own missile - and will be own enemy.
1637 * Victim then is his own enemy and will start to kill herself (this is
1638 * removed) but we have not synced victim and his missile. To avoid senseless
1639 * action, we avoid hits here
1640 */
1641 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1642 hit_with_arrow (trap, victim);
1643 goto leave;
1644
1645 case SPELL_EFFECT:
1646 apply_spell_effect(trap, victim);
1647 goto leave;
1648
1649 case TRAPDOOR:
1650 {
1651 int max, sound_was_played;
1652 object *ab, *ab_next;
1653 if(!trap->value) {
1654 int tot;
1655 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1656 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1657 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1658
1659 if(!(trap->value=(tot>trap->weight)?1:0))
1660 goto leave;
1661
1662 SET_ANIMATION(trap, trap->value);
1663 update_object(trap,UP_OBJ_FACE);
1664 }
1665
1666 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1667 /* need to set this up, since if we do transfer the object,
1668 * ab->above would be bogus
1669 */
1670 ab_next = ab->above;
1671
1672 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1673 if ( ! sound_was_played) {
1674 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1675 sound_was_played = 1;
1676 }
1677 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1678 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1679 }
1680 }
1681 goto leave;
1682 }
1683
1684
1685 case CONVERTER:
1686 if (convert_item (victim, trap) < 0) {
1687 object *op;
1688
1689 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1690
1691 op = get_archetype("burnout");
1692 if (op != NULL) {
1693 op->x = trap->x;
1694 op->y = trap->y;
1695 insert_ob_in_map(op, trap->map, trap, 0);
1696 }
1697 }
1698 goto leave;
1699
1700 case TRIGGER_BUTTON:
1701 case TRIGGER_PEDESTAL:
1702 case TRIGGER_ALTAR:
1703 check_trigger (trap, victim);
1704 goto leave;
1705
1706 case DEEP_SWAMP:
1707 walk_on_deep_swamp (trap, victim);
1708 goto leave;
1709
1710 case CHECK_INV:
1711 check_inv (victim, trap);
1712 goto leave;
1713
1714 case HOLE:
1715 /* Hole not open? */
1716 if(trap->stats.wc > 0)
1717 goto leave;
1718
1719 /* Is this a multipart monster and not the head? If so, return.
1720 * Processing will happen if the head runs into the pit
1721 */
1722 if (victim->head) 1003 if (victim->head)
1723 goto leave;
1724
1725 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1726 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1727 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1728 goto leave;
1729
1730 case EXIT:
1731 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1732 /* Basically, don't show exits leading to random maps the
1733 * players output.
1734 */
1735 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1736 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1737 enter_exit (victim, trap);
1738 }
1739 goto leave;
1740
1741 case ENCOUNTER:
1742 /* may be some leftovers on this */
1743 goto leave;
1744
1745 case SHOP_MAT:
1746 apply_shop_mat (trap, victim);
1747 goto leave;
1748
1749 /* Drop a certain amount of gold, and have one item identified */
1750 case IDENTIFY_ALTAR:
1751 apply_id_altar (victim, trap, originator);
1752 goto leave;
1753
1754 case SIGN:
1755 if (victim->type != PLAYER && trap->stats.food > 0)
1756 goto leave; /* monsters musn't apply magic_mouths with counters */
1757
1758 apply_sign (victim, trap, 1);
1759 goto leave;
1760
1761 case CONTAINER:
1762 if (victim->type==PLAYER)
1763 (void) esrv_apply_container (victim, trap);
1764 else
1765 (void) apply_container (victim, trap);
1766 goto leave;
1767
1768 case RUNE:
1769 case TRAP:
1770 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1771 spring_trap(trap, victim);
1772 }
1773 goto leave;
1774
1775 default:
1776 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1777 "handled in move_apply()\n", trap->name, trap->arch->name,
1778 trap->type);
1779 goto leave;
1780 }
1781
1782 leave:
1783 recursion_depth--;
1784}
1785
1786/**
1787 * Handles reading a regular (ie not containing a spell) book.
1788 */
1789static void apply_book (object *op, object *tmp)
1790{
1791 int lev_diff;
1792 object *skill_ob;
1793
1794 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1795 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1796 return;
1797 }
1798 if(tmp->msg==NULL) {
1799 new_draw_info_format(NDI_UNIQUE, 0, op,
1800 "You open the %s and find it empty.", tmp->name);
1801 return;
1802 }
1803
1804 /* need a literacy skill to read stuff! */
1805 skill_ob = find_skill_by_name(op, tmp->skill);
1806 if ( ! skill_ob) {
1807 new_draw_info(NDI_UNIQUE, 0,op,
1808 "You are unable to decipher the strange symbols.");
1809 return;
1810 }
1811 lev_diff = tmp->level - (skill_ob->level + 5);
1812 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1813 if (lev_diff < 2)
1814 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1815 else if (lev_diff < 3)
1816 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1817 else if (lev_diff < 5)
1818 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1819 else if (lev_diff < 8)
1820 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1821 else if (lev_diff < 15)
1822 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1823 else
1824 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1825 return;
1826 }
1827
1828 readable_message_type* msgType = get_readable_message_type(tmp);
1829 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1830 msgType->message_type, msgType->message_subtype,
1831 "You open the %s and start reading.\n%s",
1832 "%s\n%s",
1833 long_desc(tmp,op), tmp->msg);
1834
1835 /* gain xp from reading */
1836 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1837 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1838 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1839 /*exp_gain *= 2; because they just identified it too */
1840 SET_FLAG(tmp,FLAG_IDENTIFIED);
1841 /* If in a container, update how it looks */
1842 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1843 else op->contr->socket.update_look=1;
1844 }
1845 change_exp(op,exp_gain, skill_ob->skill, 0);
1846 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1847 }
1848}
1849
1850/**
1851 * Handles the applying of a skill scroll, calling learn_skill straight.
1852 * op is the person learning the skill, tmp is the skill scroll object
1853 */
1854static void apply_skillscroll (object *op, object *tmp)
1855{
1856 switch ((int) learn_skill (op, tmp)) {
1857 case 0:
1858 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1859 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1860 return;
1861
1862 case 1:
1863 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1864 tmp->skill);
1865 new_draw_info_format(NDI_UNIQUE, 0, op,
1866 "Type 'bind ready_skill %s",tmp->skill);
1867 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1868 decrease_ob(tmp);
1869 return;
1870
1871 default:
1872 new_draw_info_format(NDI_UNIQUE,0,op,
1873 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1874 decrease_ob(tmp);
1875 return;
1876 }
1877}
1878
1879/**
1880 * Actually makes op learn spell.
1881 * Informs player of what happens.
1882 */
1883void do_learn_spell (object *op, object *spell, int special_prayer)
1884{
1885 object *tmp;
1886
1887 if (op->type != PLAYER) {
1888 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1889 return;
1890 }
1891
1892 /* Upgrade special prayers to normal prayers */
1893 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1894 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1895 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1896 return;
1897 }
1898 return;
1899 }
1900
1901 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1902 tmp = get_object();
1903 copy_object(spell, tmp);
1904 insert_ob_in_ob(tmp, op);
1905
1906 if (special_prayer) {
1907 SET_FLAG(tmp, FLAG_STARTEQUIP);
1908 }
1909
1910 new_draw_info_format (NDI_UNIQUE, 0, op,
1911 "Type 'bind cast %s", spell->name);
1912 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1913 esrv_add_spells(op->contr, tmp);
1914}
1915
1916/**
1917 * Erases spell from player's inventory.
1918 */
1919void do_forget_spell (object *op, const char *spell)
1920{
1921 object *spob;
1922
1923 if (op->type != PLAYER) {
1924 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1925 return;
1926 }
1927 if ( (spob=check_spell_known (op, spell)) == NULL) {
1928 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1929 return;
1930 }
1931
1932 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1933 "You lose knowledge of %s.", spell);
1934 player_unready_range_ob(op->contr, spob);
1935 esrv_remove_spell(op->contr, spob);
1936 remove_ob(spob);
1937 free_object(spob);
1938}
1939
1940/**
1941 * Handles player applying a spellbook.
1942 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1943 * stuff like that. Random learning failure too.
1944 */
1945static void apply_spellbook (object *op, object *tmp)
1946{
1947 object *skop, *spell, *spell_skill;
1948
1949 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1950 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1951 return;
1952 }
1953
1954 /* artifact_spellbooks have 'slaying' field point to a spell name,
1955 * instead of having their spell stored in stats.sp. These are
1956 * legacy spellbooks
1957 */
1958
1959 if(tmp->slaying != NULL) {
1960 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1961 if (!spell) {
1962 new_draw_info_format(NDI_UNIQUE, 0, op,
1963 "The book's formula for %s is incomplete", tmp->slaying);
1964 return;
1965 }
1966 else
1967 insert_ob_in_ob(spell, tmp);
1968 free_string(tmp->slaying);
1969 tmp->slaying=NULL;
1970 }
1971
1972 skop = find_skill_by_name(op, tmp->skill);
1973
1974 /* need a literacy skill to learn spells. Also, having a literacy level
1975 * lower than the spell will make learning the spell more difficult */
1976 if ( !skop) {
1977 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1978 return;
1979 }
1980
1981 spell = tmp->inv;
1982 if (!spell) {
1983 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1984 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1985 return; 1004 return;
1986 }
1987 if (spell->level > (skop->level+10)) {
1988 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1989 return;
1990 }
1991 1005
1992 new_draw_info_format(NDI_UNIQUE, 0, op, 1006 // now find all possible locations and randomly pick one
1993 "The spellbook contains the %s level spell %s.", 1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1994 get_levelnumber(spell->level), spell->name); 1008 trap->range >= 3 ? SIZEOFFREE3 + 1
1009 : trap->range >= 2 ? SIZEOFFREE2 + 1
1010 : trap->range >= 1 ? SIZEOFFREE1 + 1
1011 : SIZEOFFREE0 + 1);
1995 1012
1996 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1013 if (dir < 0)
1997 identify(tmp);
1998 if (tmp->env)
1999 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2000 else
2001 op->contr->socket.update_look=1;
2002 }
2003
2004 /* I removed the check for special_prayer_mark here - it didn't make
2005 * a lot of sense - special prayers are not found in spellbooks, and
2006 * if the player doesn't know the spell, doesn't make a lot of sense that
2007 * they would have a special prayer mark.
2008 */
2009 if (check_spell_known (op, spell->name)) {
2010 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2011 return;
2012 }
2013
2014 if (spell->skill) {
2015 spell_skill = find_skill_by_name(op, spell->skill);
2016 if (!spell_skill) {
2017 new_draw_info_format(NDI_UNIQUE, 0, op,
2018 "You lack the skill %s to use this spell",
2019 spell->skill);
2020 return; 1014 return;
2021 }
2022 if (spell_skill->level < spell->level) {
2023 new_draw_info_format(NDI_UNIQUE, 0, op,
2024 "You need to be level %d in %s to learn this spell.",
2025 spell->level, spell->skill);
2026 return;
2027 }
2028 }
2029 1015
2030 /* Logic as follows 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2031 * 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
2032 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2033 *
2034 * 2- The learner's skill level in literacy adjusts the chance to learn
2035 * a spell.
2036 *
2037 * 3 -Automatically fail to learn if you read while confused
2038 *
2039 * Overall, chances are the same but a player will find having a high
2040 * literacy rate very useful! -b.t.
2041 */
2042 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2043 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2044 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2045 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2046 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2047 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2048 1018
2049 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1019 transfer_ob (victim,
2050 do_learn_spell (op, spell, 0); 1020 EXIT_X (trap) + freearr_x[dir],
2051 1021 EXIT_Y (trap) + freearr_y[dir],
2052 /* xp gain to literacy for spell learning */ 1022 0, victim);
2053 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2054 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2055 } else {
2056 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2057 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2058 }
2059 decrease_ob(tmp);
2060}
2061
2062/**
2063 * Handles applying a spell scroll.
2064 */
2065void apply_scroll (object *op, object *tmp, int dir)
2066{
2067 object *skop;
2068
2069 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2070 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2071 return;
2072 }
2073
2074 if (!tmp->inv || tmp->inv->type != SPELL) {
2075 new_draw_info (NDI_UNIQUE, 0, op,
2076 "The scroll just doesn't make sense!");
2077 return;
2078 }
2079
2080 if(op->type==PLAYER) {
2081 /* players need a literacy skill to read stuff! */
2082 int exp_gain=0;
2083
2084 /* hard code literacy - tmp->skill points to where the exp
2085 * should go for anything killed by the spell.
2086 */
2087 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2088
2089 if ( ! skop) {
2090 new_draw_info(NDI_UNIQUE, 0,op,
2091 "You are unable to decipher the strange symbols.");
2092 return;
2093 }
2094
2095 if((exp_gain = calc_skill_exp(op,tmp, skop)))
2096 change_exp(op,exp_gain, skop->skill, 0);
2097 }
2098
2099 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2100 identify(tmp);
2101
2102 new_draw_info_format(NDI_BLACK, 0, op,
2103 "The scroll of %s turns to dust.", tmp->inv->name);
2104
2105
2106 cast_spell(op,tmp,dir,tmp->inv, NULL);
2107 decrease_ob(tmp);
2108}
2109
2110/**
2111 * Applies a treasure object - by default, chest. op
2112 * is the person doing the applying, tmp is the treasure
2113 * chest.
2114 */
2115static void apply_treasure (object *op, object *tmp)
2116{
2117 object *treas;
2118 tag_t tmp_tag = tmp->count, op_tag = op->count;
2119
2120
2121 /* Nice side effect of new treasure creation method is that the treasure
2122 * for the chest is done when the chest is created, and put into the chest
2123 * inventory. So that when the chest burns up, the items still exist. Also
2124 * prevents people fromt moving chests to more difficult maps to get better
2125 * treasure
2126 */
2127
2128 treas = tmp->inv;
2129 if(treas==NULL) {
2130 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2131 decrease_ob(tmp);
2132 return;
2133 }
2134 while (tmp->inv) {
2135 treas = tmp->inv;
2136
2137 remove_ob(treas);
2138 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2139 query_name(treas));
2140
2141 treas->x=op->x;
2142 treas->y=op->y;
2143 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2144
2145 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2146 && QUERY_FLAG (op, FLAG_ALIVE))
2147 spring_trap (treas, op);
2148 /* If either player or container was destroyed, no need to do
2149 * further processing. I think this should be enclused with
2150 * spring trap above, as I don't think there is otherwise
2151 * any way for the treasure chest or player to get killed
2152 */
2153 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2154 break;
2155 }
2156
2157 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2158 decrease_ob (tmp);
2159
2160}
2161
2162/**
2163 * op eats food.
2164 * If player, takes care of messages and dragon special food.
2165 */
2166static void apply_food (object *op, object *tmp)
2167{
2168 int capacity_remaining;
2169
2170 if(op->type!=PLAYER)
2171 op->stats.hp=op->stats.maxhp;
2172 else {
2173 /* check if this is a dragon (player), eating some flesh */
2174 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2175 ;
2176 else {
2177 /* usual case - no dragon meal: */
2178 if(op->stats.food+tmp->stats.food>999) {
2179 if(tmp->type==FOOD || tmp->type==FLESH)
2180 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2181 else
2182 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2183 }
2184
2185 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2186 char buf[MAX_BUF];
2187
2188 if (!is_dragon_pl(op)) {
2189 /* eating message for normal players*/
2190 if(tmp->type==DRINK)
2191 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2192 else
2193 sprintf(buf,"The %s tasted %s",tmp->name,
2194 tmp->type==FLESH?"terrible!":"good.");
2195 }
2196 else {
2197 /* eating message for dragon players*/
2198 sprintf(buf,"The %s tasted terrible!",tmp->name);
2199 }
2200
2201 new_draw_info(NDI_UNIQUE, 0,op,buf);
2202 capacity_remaining = 999 - op->stats.food;
2203 op->stats.food+=tmp->stats.food;
2204 if(capacity_remaining < tmp->stats.food)
2205 op->stats.hp += capacity_remaining / 50;
2206 else
2207 op->stats.hp+=tmp->stats.food/50;
2208 if(op->stats.hp>op->stats.maxhp)
2209 op->stats.hp=op->stats.maxhp;
2210 if (op->stats.food > 999)
2211 op->stats.food = 999;
2212 }
2213
2214 /* special food hack -b.t. */
2215 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2216 eat_special_food(op,tmp);
2217 }
2218 }
2219 handle_apply_yield(tmp);
2220 decrease_ob(tmp);
2221}
2222
2223/**
2224 * A dragon is eating some flesh. If the flesh contains resistances,
2225 * there is a chance for the dragon's skin to get improved.
2226 *
2227 * attributes:
2228 * object *op the object (dragon player) eating the flesh
2229 * object *meal the flesh item, getting chewed in dragon's mouth
2230 * return:
2231 * int 1 if eating successful, 0 if it doesn't work
2232 */
2233int dragon_eat_flesh(object *op, object *meal) {
2234 object *skin = NULL; /* pointer to dragon skin force*/
2235 object *abil = NULL; /* pointer to dragon ability force*/
2236 object *tmp = NULL; /* tmp. object */
2237
2238 char buf[MAX_BUF]; /* tmp. string buffer */
2239 double chance; /* improvement-chance of one resistance type */
2240 double totalchance=1; /* total chance of gaining one resistance */
2241 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2242 double mbonus=0; /* monster bonus */
2243 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2244 int winners=0; /* number of winners */
2245 int i; /* index */
2246
2247 /* let's make sure and doublecheck the parameters */
2248 if (meal->type!=FLESH || !is_dragon_pl(op))
2249 return 0;
2250
2251 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2252 from the player's inventory */
2253 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2254 if (tmp->type == FORCE) {
2255 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2256 skin = tmp;
2257 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2258 abil = tmp;
2259 }
2260 }
2261
2262 /* if either skin or ability are missing, this is an old player
2263 which is not to be considered a dragon -> bail out */
2264 if (skin == NULL || abil == NULL) return 0;
2265
2266 /* now start by filling stomache and health, according to food-value */
2267 if((999 - op->stats.food) < meal->stats.food)
2268 op->stats.hp += (999 - op->stats.food) / 50;
2269 else
2270 op->stats.hp += meal->stats.food/50;
2271 if(op->stats.hp>op->stats.maxhp)
2272 op->stats.hp=op->stats.maxhp;
2273
2274 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2275
2276 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2277
2278 /* on to the interesting part: chances for adding resistance */
2279 for (i=0; i<NROFATTACKS; i++) {
2280 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2281 /* got positive resistance, now calculate improvement chance (0-100) */
2282
2283 /* this bonus makes resistance increase easier at lower levels */
2284 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2285 if (i == abil->stats.exp)
2286 bonus += 5; /* additional bonus for resistance of ability-focus */
2287
2288 /* monster bonus increases with level, because high-level
2289 flesh is too rare */
2290 mbonus = op->level * 20. / ((double)settings.max_level);
2291
2292 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2293 ((double)settings.max_level)) - skin->resist[i];
2294
2295 if (chance >= 0.)
2296 chance += 1.;
2297 else
2298 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2299
2300 /* chance is proportional to amount of resistance (max. 50) */
2301 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2302
2303 /* doubled chance for resistance of ability-focus */
2304 if (i == abil->stats.exp)
2305 chance = MIN(100., chance*2.);
2306
2307 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2308 if (RANDOM()%10000 < (int)(chance*100)) {
2309 atnr_winner[winners] = i;
2310 winners++;
2311 }
2312
2313 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2314
2315 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2316 }
2317 }
2318
2319 /* inverse totalchance as until now we have the failure-chance */
2320 totalchance = 100 - totalchance*100;
2321 /* print message according to totalchance */
2322 if (totalchance > 50.)
2323 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2324 else if (totalchance > 10.)
2325 sprintf(buf, "The %s tasted very good.", meal->name);
2326 else if (totalchance > 1.)
2327 sprintf(buf, "The %s tasted good.", meal->name);
2328 else if (totalchance > 0.1)
2329 sprintf(buf, "The %s tasted bland.", meal->name);
2330 else if (totalchance >= 0.01)
2331 sprintf(buf, "The %s had a boring taste.", meal->name);
2332 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2333 sprintf(buf, "The %s tasted strange.", meal->name);
2334 else
2335 sprintf(buf, "The %s had no taste.", meal->name);
2336 new_draw_info(NDI_UNIQUE, 0, op, buf);
2337
2338 /* now choose a winner if we have any */
2339 i = -1;
2340 if (winners>0)
2341 i = atnr_winner[RANDOM()%winners];
2342
2343 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2344 /* resistance increased! */
2345 skin->resist[i]++;
2346 fix_player(op);
2347
2348 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2349 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2350 }
2351
2352 /* if this flesh contains a new ability focus, we mark it
2353 into the ability_force and it will take effect on next level */
2354 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2355 && meal->last_eat != abil->last_eat) {
2356 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2357
2358 if (meal->last_eat != abil->stats.exp) {
2359 sprintf(buf, "Your metabolism prepares to focus on %s!",
2360 change_resist_msg[meal->last_eat]);
2361 new_draw_info(NDI_UNIQUE, 0, op, buf);
2362 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2363 new_draw_info(NDI_UNIQUE, 0, op, buf);
2364 }
2365 else {
2366 sprintf(buf, "Your metabolism will continue to focus on %s.",
2367 change_resist_msg[meal->last_eat]);
2368 new_draw_info(NDI_UNIQUE, 0, op, buf);
2369 abil->last_eat = 0;
2370 }
2371 }
2372 return 1;
2373}
2374
2375static void apply_savebed (object *pl)
2376{
2377#ifndef COZY_SERVER
2378 if(!pl->contr->name_changed||!pl->stats.exp) {
2379 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2380 return;
2381 }
2382#endif
2383 /* Need to call terminate_all_pets() before we remove the player ob */
2384 terminate_all_pets(pl);
2385 remove_ob(pl);
2386 pl->direction=0;
2387 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2388 "%s leaves the game.",pl->name);
2389
2390 /* update respawn position */
2391 strcpy(pl->contr->savebed_map, pl->map->path);
2392 pl->contr->bed_x = pl->x;
2393 pl->contr->bed_y = pl->y;
2394
2395 strcpy(pl->contr->killer,"left");
2396 check_score(pl); /* Always check score */
2397 (void)save_player(pl,0);
2398 pl->map->players--;
2399#if MAP_MAXTIMEOUT
2400 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2401#endif
2402 play_again(pl);
2403 pl->speed = 0;
2404 update_ob_speed(pl);
2405}
2406
2407/**
2408 * Handles applying an improve armor scroll.
2409 * Does some sanity checks, then calls improve_armour.
2410 */
2411static void apply_armour_improver (object *op, object *tmp)
2412{
2413 object *armor;
2414
2415 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2416 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2417 return;
2418 }
2419 armor=find_marked_object(op);
2420 if ( ! armor) {
2421 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2422 return;
2423 }
2424 if (armor->type != ARMOUR
2425 && armor->type != CLOAK
2426 && armor->type != BOOTS && armor->type != GLOVES
2427 && armor->type != BRACERS && armor->type != SHIELD
2428 && armor->type != HELMET)
2429 {
2430 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2431 return;
2432 }
2433
2434 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2435 improve_armour(op,tmp,armor);
2436}
2437
2438
2439extern void apply_poison (object *op, object *tmp)
2440{
2441 if (op->type == PLAYER) {
2442 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2443 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2444 strcpy(op->contr->killer,"poisonous booze");
2445 }
2446 if (tmp->stats.hp > 0) {
2447 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2448 tmp->stats.hp);
2449 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2450 }
2451 op->stats.food-=op->stats.food/4;
2452 handle_apply_yield(tmp);
2453 decrease_ob(tmp);
2454}
2455
2456/**
2457 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2458 * A valid 2 way exit means:
2459 * -You can come back (there is another exit at the other side)
2460 * -You are
2461 * ° the owner of the exit
2462 * ° or in the same party as the owner
2463 *
2464 * Note: a owner in a 2 way exit is saved as the owner's name
2465 * in the field exit->name cause the field exit->owner doesn't
2466 * survive in the swapping (in fact the whole exit doesn't survive).
2467 */
2468int is_legal_2ways_exit (object* op, object *exit)
2469 {
2470 object * tmp;
2471 object * exit_owner;
2472 player * pp;
2473 mapstruct * exitmap;
2474 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2475 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2476 /* To know if an exit has a correspondant, we look at
2477 * all the exits in destination and try to find one with same path as
2478 * the current exit's position */
2479 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2480 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2481 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2482 if (exitmap)
2483 {
2484 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2485 if (!tmp) return 0;
2486 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2487 {
2488 if (tmp->type!=EXIT) continue; /*Not an exit*/
2489 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2490 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2491 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2492
2493 /* From here we have found the exit is valid. However we do
2494 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments
2496 */
2497 if (!exit->race) return 1; /*No owner, free for all!*/
2498 exit_owner=NULL;
2499 for (pp=first_player;pp;pp=pp->next)
2500 {
2501 if (!pp->ob) continue;
2502 if (pp->ob->name!=exit->race) continue;
2503 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2504 break;
2505 }
2506 if (!exit_owner) return 0; /* No more owner*/
2507 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2508 if ( exit_owner && /*There is a owner*/
2509 (op->contr) && /*A player tries to pass */
2510 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2511 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2512 return 0;
2513 return 1;
2514 }
2515 }
2516 return 0;
2517 }
2518
2519
2520/**
2521 * Main apply handler.
2522 *
2523 * Checks for unpaid items before applying.
2524 *
2525 * Return value:
2526 * 0: player or monster can't apply objects of that type
2527 * 1: has been applied, or there was an error applying the object
2528 * 2: objects of that type can't be applied if not in inventory
2529 *
2530 * op is the object that is causing object to be applied, tmp is the object
2531 * being applied.
2532 *
2533 * aflag is special (always apply/unapply) flags. Nothing is done with
2534 * them in this function - they are passed to apply_special
2535 */
2536
2537int manual_apply (object *op, object *tmp, int aflag)
2538{
2539 if (tmp->head) tmp=tmp->head;
2540
2541 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2542 if (op->type == PLAYER) {
2543 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2544 return 1;
2545 } else {
2546 return 0; /* monsters just skip unpaid items */
2547 }
2548 }
2549
2550
2551 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2552 return RESULT_INT (0);
2553
2554 switch (tmp->type) {
2555
2556 case TRANSPORT:
2557 return apply_transport(op, tmp, aflag);
2558
2559 case CF_HANDLE:
2560 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2561 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2562 tmp->value=tmp->value?0:1;
2563 SET_ANIMATION(tmp, tmp->value);
2564 update_object(tmp,UP_OBJ_FACE);
2565 push_button(tmp);
2566 return 1;
2567
2568 case TRIGGER:
2569 if (check_trigger (tmp, op)) {
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2572 } else {
2573 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2574 }
2575 return 1;
2576
2577 case EXIT:
2578 if (op->type != PLAYER)
2579 return 0;
2580 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2581 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2582 query_name(tmp));
2583 } else {
2584 /* Don't display messages for random maps. */
2585 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2586 strncmp(EXIT_PATH(tmp), "/random/", 8))
2587 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2588 enter_exit(op,tmp);
2589 }
2590 return 1;
2591
2592 case SIGN:
2593 apply_sign (op, tmp, 0);
2594 return 1;
2595
2596 case BOOK:
2597 if (op->type == PLAYER) {
2598 apply_book (op, tmp);
2599 return 1;
2600 } else {
2601 return 0;
2602 }
2603
2604 case SKILLSCROLL:
2605 if (op->type == PLAYER) {
2606 apply_skillscroll (op, tmp);
2607 return 1;
2608 }
2609 return 0;
2610
2611 case SPELLBOOK:
2612 if (op->type == PLAYER) {
2613 apply_spellbook (op, tmp);
2614 return 1;
2615 }
2616 return 0;
2617
2618 case SCROLL:
2619 apply_scroll (op, tmp, 0);
2620 return 1;
2621
2622 case POTION:
2623 (void) apply_potion(op, tmp);
2624 return 1;
2625
2626 /* Eneq(@csd.uu.se): Handle apply on containers. */
2627 case CLOSE_CON:
2628 if (op->type==PLAYER)
2629 (void) esrv_apply_container (op, tmp->env);
2630 else
2631 (void) apply_container (op, tmp->env);
2632 return 1;
2633
2634 case CONTAINER:
2635 if (op->type==PLAYER)
2636 (void) esrv_apply_container (op, tmp);
2637 else
2638 (void) apply_container (op, tmp);
2639 return 1;
2640
2641 case TREASURE:
2642 if (op->type == PLAYER) {
2643 apply_treasure (op, tmp);
2644 return 1;
2645 } else {
2646 return 0;
2647 }
2648
2649 case WEAPON:
2650 case ARMOUR:
2651 case BOOTS:
2652 case GLOVES:
2653 case AMULET:
2654 case GIRDLE:
2655 case BRACERS:
2656 case SHIELD:
2657 case HELMET:
2658 case RING:
2659 case CLOAK:
2660 case WAND:
2661 case ROD:
2662 case HORN:
2663 case SKILL:
2664 case BOW:
2665 case LAMP:
2666 case BUILDER:
2667 case SKILL_TOOL:
2668 if (tmp->env != op)
2669 return 2; /* not in inventory */
2670 (void) apply_special (op, tmp, aflag);
2671 return 1;
2672
2673 case DRINK:
2674 case FOOD:
2675 case FLESH:
2676 apply_food (op, tmp);
2677 return 1;
2678
2679 case POISON:
2680 apply_poison (op, tmp);
2681 return 1;
2682
2683 case SAVEBED:
2684 if (op->type == PLAYER) {
2685 apply_savebed (op);
2686 return 1;
2687 } else {
2688 return 0;
2689 }
2690
2691 case ARMOUR_IMPROVER:
2692 if (op->type == PLAYER) {
2693 apply_armour_improver (op, tmp);
2694 return 1;
2695 } else {
2696 return 0;
2697 }
2698
2699 case WEAPON_IMPROVER:
2700 (void) check_improve_weapon(op, tmp);
2701 return 1;
2702
2703 case CLOCK:
2704 if (op->type == PLAYER) {
2705 char buf[MAX_BUF];
2706 timeofday_t tod;
2707
2708 get_tod(&tod);
2709 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2710 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2711 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2712 ((tod.hour >= 14) ? "pm" : "am"));
2713 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2714 new_draw_info(NDI_UNIQUE, 0,op, buf);
2715 return 1;
2716 } else {
2717 return 0;
2718 }
2719
2720 case MENU:
2721 if (op->type == PLAYER) {
2722 shop_listing (op);
2723 return 1;
2724 } else {
2725 return 0;
2726 }
2727
2728 case POWER_CRYSTAL:
2729 apply_power_crystal(op,tmp); /* see egoitem.c */
2730 return 1;
2731
2732 case LIGHTER: /* for lighting torches/lanterns/etc */
2733 if (op->type == PLAYER) {
2734 apply_lighter(op,tmp);
2735 return 1;
2736 } else {
2737 return 0;
2738 }
2739
2740 case ITEM_TRANSFORMER:
2741 apply_item_transformer( op, tmp );
2742 return 1;
2743
2744 default:
2745 return 0;
2746 }
2747}
2748
2749
2750/* quiet suppresses the "don't know how to apply" and "you must get it first"
2751 * messages as needed by player_apply_below(). But there can still be
2752 * "but you are floating high above the ground" messages.
2753 *
2754 * Same return value as apply() function.
2755 */
2756int player_apply (object *pl, object *op, int aflag, int quiet)
2757{
2758 int tmp;
2759
2760 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2761 /* player is flying and applying object not in inventory */
2762 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2763 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2764 "above the ground!");
2765 return 0;
2766 }
2767 }
2768
2769 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2770 * applied.
2771 */
2772 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2773 {
2774 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2775 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2776 "of smoke!");
2777 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2778 remove_ob (op);
2779 free_object (op);
2780 return 1;
2781 }
2782
2783 pl->contr->last_used = op;
2784 pl->contr->last_used_id = op->count;
2785
2786 tmp = manual_apply (pl, op, aflag);
2787 if ( ! quiet) {
2788 if (tmp == 0)
2789 new_draw_info_format (NDI_UNIQUE, 0, pl,
2790 "I don't know how to apply the %s.",
2791 query_name (op));
2792 else if (tmp == 2)
2793 new_draw_info_format (NDI_UNIQUE, 0, pl,
2794 "You must get it first!\n");
2795 }
2796 return tmp;
2797}
2798
2799/**
2800 * player_apply_below attempts to apply the object 'below' the player.
2801 * If the player has an open container, we use that for below, otherwise
2802 * we use the ground.
2803 */
2804
2805void player_apply_below (object *pl)
2806{
2807 object *tmp, *next;
2808 int floors;
2809
2810 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2811 apply_transport(pl, pl->contr->transport, 0);
2812 return;
2813 }
2814
2815 /* If using a container, set the starting item to be the top
2816 * item in the container. Otherwise, use the map.
2817 */
2818 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2819
2820 /* This is perhaps more complicated. However, I want to make sure that
2821 * we don't use a corrupt pointer for the next object, so we get the
2822 * next object in the stack before applying. This is can only be a
2823 * problem if player_apply() has a bug in that it uses the object but does
2824 * not return a proper value.
2825 */
2826 for (floors = 0; tmp!=NULL; tmp=next) {
2827 next = tmp->below;
2828 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2829 floors++;
2830 else if (floors > 0)
2831 return; /* process only floor objects after first floor object */
2832
2833 /* If it is visible, player can apply it. If it is applied by
2834 * person moving on it, also activate. Added code to make it
2835 * so that at least one of players movement types be that which
2836 * the item needs.
2837 */
2838 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2839 if (player_apply (pl, tmp, 0, 1) == 1)
2840 return;
2841 }
2842 if (floors >= 2)
2843 return; /* process at most two floor objects */
2844 }
2845} 1023}
2846 1024
2847/** 1025/**
2848 * Unapplies specified item. 1026 * Unapplies specified item.
2849 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2850 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2851 * to keep the size of apply_special to a more managable size. 1029 * to keep the size of apply_special to a more managable size.
2852 */ 1030 */
1031static bool
2853static int unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2854{ 1033{
2855 object *tmp2; 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1036 return RESULT_INT (0);
2856 1037
2857 CLEAR_FLAG(op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
2858 switch(op->type) {
2859 case WEAPON:
2860 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2861
2862 (void) change_abil (who,op);
2863 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2864 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2865 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2866 who->current_weapon_script = NULL;
2867 who->current_weapon = NULL; 1039 who->current_weapon = 0;
2868 clear_skill(who);
2869 break;
2870 1040
2871 case SKILL: /* allows objects to impart skills */ 1041 op->flag [FLAG_APPLIED] = false;
2872 case SKILL_TOOL:
2873 if (op != who->chosen_skill) {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2875 }
2876 if (who->type==PLAYER) {
2877 if (who->contr->shoottype == range_skill)
2878 who->contr->shoottype = range_none;
2879 if ( ! op->invisible) {
2880 new_draw_info_format (NDI_UNIQUE, 0, who,
2881 "You stop using the %s.", query_name(op));
2882 } else {
2883 new_draw_info_format (NDI_UNIQUE, 0, who,
2884 "You can no longer use the skill: %s.",
2885 op->skill);
2886 }
2887 }
2888 (void) change_abil (who, op);
2889 who->chosen_skill = NULL;
2890 CLEAR_FLAG (who, FLAG_READY_SKILL);
2891 break;
2892 1042
2893 case ARMOUR: 1043 switch (op->type)
2894 case HELMET: 1044 {
2895 case SHIELD: 1045 case SKILL:
2896 case RING: 1046 if (player *pl = who->contr)
2897 case BOOTS: 1047 if (op->invisible)
2898 case GLOVES: 1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2899 case AMULET: 1049 else
2900 case GIRDLE: 1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2901 case BRACERS:
2902 case CLOAK:
2903 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2904 (void) change_abil (who,op);
2905 break;
2906 case LAMP:
2907 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2908 op->name);
2909 tmp2 = arch_to_object(op->other_arch);
2910 tmp2->x = op->x;
2911 tmp2->y = op->y;
2912 tmp2->map = op->map;
2913 tmp2->below = op->below;
2914 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2917 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2918 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2919 if (who->type == PLAYER)
2920 esrv_del_item(who->contr, (tag_t)op->count);
2921 remove_ob(op);
2922 free_object(op);
2923 insert_ob_in_ob(tmp2, who);
2924 fix_player(who);
2925 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2926 if (who->type == PLAYER) {
2927 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2928 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2929 }
2930 }
2931 if(who->type==PLAYER)
2932 esrv_send_item(who, tmp2);
2933 return 1; /* otherwise, an attempt to drop causes problems */
2934 break;
2935 case BOW:
2936 case WAND:
2937 case ROD:
2938 case HORN:
2939 clear_skill(who);
2940 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2941 if(who->type==PLAYER) {
2942 who->contr->shoottype = range_none;
2943 } else {
2944 if (op->type == BOW)
2945 CLEAR_FLAG (who, FLAG_READY_BOW);
2946 else
2947 CLEAR_FLAG(who, FLAG_READY_RANGE);
2948 }
2949 break;
2950 1051
2951 case BUILDER: 1052 change_abil (who, op);
2952 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 1053 who->flag [FLAG_READY_SKILL] = false;
2953 who->contr->shoottype = range_none;
2954 who->contr->ranges[ range_builder ] = NULL;
2955 break; 1054 break;
2956 1055
2957 default: 1056 case WEAPON:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
1058 change_abil (who, op);
1059 who->flag [FLAG_READY_WEAPON] = false;
1060
1061 // unapplying a weapon or skill tool should also unapply the skill it governs
1062 // but this is hard, as it shouldn't do so when the skill can
1063 // be used for other reasons
1064 if (who->chosen_skill)
1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1066 unapply_special (who, op, 0);
1067
2959 break; 1068 break;
2960 }
2961 1069
2962 fix_player(who); 1070 case BOW:
2963 1071 case WAND:
2964 if ( ! (aflags & AP_NO_MERGE)) { 1072 case ROD:
2965 object *tmp; 1073 case HORN:
2966 1074 case RANGED:
2967 tag_t del_tag = op->count; 1075 if (player *pl = who->contr)
2968 tmp = merge_ob (op, NULL); 1076 {
2969 if (who->type == PLAYER) { 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
2970 if (tmp) { /* it was merged */ 1078 change_abil (who, op);
2971 esrv_del_item (who->contr, del_tag);
2972 op = tmp;
2973 } 1079 }
1080 else
1081 {
1082 if (op->type == BOW)
1083 op->flag [FLAG_READY_BOW ] = false;
1084 else
1085 op->flag [FLAG_READY_RANGE] = false;
1086 }
1087
1088 break;
1089
1090 case ARMOUR:
1091 case HELMET:
1092 case SHIELD:
1093 case RING:
1094 case BOOTS:
1095 case GLOVES:
1096 case AMULET:
1097 case GIRDLE:
1098 case BRACERS:
1099 case CLOAK:
1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
1101 change_abil (who, op);
1102 break;
1103
1104 case SPELL:
1105 case BUILDER:
1106 who->statusmsg (format ("You unready %s.", query_name (op)));
1107 break;
1108
1109 //case SKILL_TOOL://TODO
1110 default:
1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
1112 break;
1113 }
1114
1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116 if (object *pl = op->visible_to ())
2974 esrv_send_item (who, op); 1117 esrv_send_item (pl, op);
2975 } 1118
2976 } 1119 who->update_stats ();
1120
2977 return 0; 1121 return 1;
2978} 1122}
2979 1123
2980/** 1124/**
2981 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2982 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2983 * then go through the below of this. In this way, you can do 1127 * then go through the below of this. In this way, you can do
2984 * something like: 1128 * something like:
2985 * tmp = get_item_from_body_location(who->inv, 1); 1129 * tmp = get_next_item_from_body_location(who->inv, 1);
2986 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1130 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2987 * to find the second object that may use this location, etc. 1131 * to find the second object that may use this location, etc.
2988 * Returns NULL if no match is found. 1132 * Returns NULL if no match is found.
2989 * loc is the index into the array we are looking for a match. 1133 * loc is the index into the array we are looking for a match.
2990 * don't return invisible objects unless they are skill objects 1134 * don't return invisible objects unless they are skill objects
2991 * invisible other objects that use 1135 * invisible other objects that use
2992 * up body locations can be used as restrictions. 1136 * up body locations can be used as restrictions.
2993 */ 1137 */
2994object *get_item_from_body_location(object *start, int loc) 1138static object *
1139get_next_item_from_body_location (int loc, object *start)
2995{ 1140{
2996 object *tmp;
2997
2998 if (!start) return NULL;
2999
3000 for (tmp=start; tmp; tmp=tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
3001 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 1142 if (tmp->flag [FLAG_APPLIED]
3002 (!tmp->invisible || tmp->type==SKILL)) return tmp; 1143 && tmp->slot [loc].info
1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1145 return tmp;
3003 1146
3004 return NULL; 1147 return 0;
3005} 1148}
3006
3007
3008 1149
3009/** 1150/**
3010 * 'op' wants to apply an object, but can't because of other equipment. 1151 * 'op' wants to apply an object, but can't because of other equipment.
3011 * This should only be called when it is known 1152 * This should only be called when it is known
3012 * that there are objects to unapply. This makes pretty heavy 1153 * that there are objects to unapply. This makes pretty heavy
3015 * Returns 0 on success, returns 1 if there is some problem. 1156 * Returns 0 on success, returns 1 if there is some problem.
3016 * if aflags is AP_PRINT, we instead print out waht to unapply 1157 * if aflags is AP_PRINT, we instead print out waht to unapply
3017 * instead of doing it. This is a lot less code than having 1158 * instead of doing it. This is a lot less code than having
3018 * another function that does just that. 1159 * another function that does just that.
3019 */ 1160 */
1161
1162#define CANNOT_REMOVE_CURSED \
1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1164 "Praying over an altar, scrolls of remove curse/damnation, " \
1165 "priests or even other players might help.>"
1166
1167static bool
3020int unapply_for_ob(object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
3021{ 1169{
3022 int i; 1170 if (op->is_range ())
3023 object *tmp=NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD) {
3029 for (tmp=who->inv; tmp; tmp=tmp->below) { 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3030 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3031 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 1173 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3032 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 1174 {
3033 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
3034 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 1176 who->failmsg (query_name (tmp));
3035 else 1177 else
3036 unapply_special(who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
3037 } 1179 }
3038 else { 1180 else
1181 {
3039 /* In this case, we want to try and remove a cursed item. 1182 /* In this case, we want to try and remove a cursed item.
3040 * While we know it won't work, we want unapply_special to 1183 * While we know it won't work, we want unapply_special to
3041 * at least generate the message. 1184 * at least generate the message.
3042 */ 1185 */
3043 new_draw_info_format(NDI_UNIQUE, 0, who, 1186 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3044 "No matter how hard you try, you just can't\nremove %s.", 1187 return 1;
3045 query_name(tmp)); 1188 }
3046 return 1;
3047 }
3048 1189
3049 }
3050 }
3051 }
3052
3053 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1191 {
3054 /* this used up a slot that we need to free */ 1192 /* this used up a slot that we need to free */
3055 if (op->body_info[i]) { 1193 if (op->slot[i].info)
3056 last = who->inv; 1194 {
1195 object *last = who->inv;
3057 1196
3058 /* We do a while loop - may need to remove several items in order 1197 /* We do a while loop - may need to remove several items in order
3059 * to free up enough slots. 1198 * to free up enough slots.
3060 */ 1199 */
3061 while ((who->body_used[i] + op->body_info[i]) < 0) { 1200 while ((who->slot[i].used + op->slot[i].info) < 0)
3062 tmp = get_item_from_body_location(last, i); 1201 {
3063 if (!tmp) { 1202 object *tmp = get_next_item_from_body_location (i, last);
1203
1204 if (!tmp)
1205 {
3064#if 0 1206#if 0
3065 /* Not a bug - we'll get this if the player has cursed items 1207 /* Not a bug - we'll get this if the player has cursed items
3066 * equipped. 1208 * equipped.
3067 */ 1209 */
3068 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 1210 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3069 i, body_locations[i].save_name, who->name);
3070#endif 1211#endif
3071 return 1; 1212 return 1;
3072 } 1213 }
1214
3073 /* If we are just printing, we don't care about cursed status */ 1215 /* If we are just printing, we don't care about cursed status */
3074 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 1216 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3075 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 1217 {
3076 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
3077 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 1219 who->failmsg (query_name (tmp));
3078 else 1220 else
3079 unapply_special(who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
3080 } 1222 }
3081 else { 1223 else
1224 {
3082 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
3083 * Note this could be annoying if this is just one of a few, 1226 * Note this could be annoying if this is just one of a few,
3084 * so it may not be critical (eg, putting on a ring and you have 1227 * so it may not be critical (eg, putting on a ring and you have
3085 * one cursed ring.) 1228 * one cursed ring.)
3086 */ 1229 */
3087 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 1230 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3088 } 1231 }
3089 last = tmp->below; 1232
3090 } 1233 last = tmp->below;
1234 }
3091 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1235 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3092 * return in the !tmp would have kicked in. 1236 * return in the !tmp would have kicked in.
3093 */ 1237 */
3094 } /* if op is using this body location */ 1238 } /* if op is using this body location */
3095 } /* for body lcoations */ 1239 } /* for body lcoations */
1240
3096 return 0; 1241 return 0;
3097} 1242}
3098 1243
3099/** 1244/**
3100 * Checks to see if 'who' can apply object 'op'. 1245 * Checks to see if 'who' can apply object 'op'.
3101 * Returns 0 if apply can be done without anything special. 1246 * Returns 0 if apply can be done without anything special.
3102 * Otherwise returns a bitmask - potentially several of these may be 1247 * Otherwise returns a bitmask - potentially several of these may be
3103 * set, but largely depends on circumstance - in the future, processing 1248 * set, but largely depends on circumstance - in the future, processing
3104 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1249 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3105 * is set, do we really are what the other flags may be?) 1250 * is set, do we really care what the other flags may be?)
3106 * 1251 *
3107 * See include/define.h for detailed description of the meaning of 1252 * See include/define.h for detailed description of the meaning of
3108 * these return values. 1253 * these return values.
3109 */ 1254 */
1255int
3110int can_apply_object(object *who, object *op) 1256can_apply_object (object *who, object *op)
3111{ 1257{
1258 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1259 return RESULT_INT (0);
1260
3112 int i, retval=0; 1261 int retval = 0;
3113 object *tmp=NULL, *ws=NULL; 1262 object *tmp = 0, *ws = 0;
3114 1263
3115 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3116 * 2 weapons, but we don't want to let them do that. So if they are
3117 * trying to equip a weapon or shield, see if they already have one
3118 * in place and store that way.
3119 */
3120 if (op->type == WEAPON || op->type == SHIELD) {
3121 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3122 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3123 retval = CAN_APPLY_UNAPPLY;
3124 ws = tmp;
3125 }
3126 }
3127 }
3128
3129
3130 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 1264 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3131 if (op->body_info[i]) { 1265 {
1266 if (op->slot[i].info)
1267 {
3132 /* Item uses more slots than we have */ 1268 /* Item uses more slots than we have */
3133 if (FABS(op->body_info[i]) > who->body_info[i]) { 1269 if (who->slot[i].info + op->slot [i].info < 0)
1270 {
3134 /* Could return now for efficiently - rest of info below isn' 1271 /* Could return now for efficiency - rest of info below isn't
3135 * really needed. 1272 * really needed.
3136 */ 1273 */
3137 retval |= CAN_APPLY_NEVER; 1274 retval |= CAN_APPLY_NEVER;
3138 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 1275 }
1276 else if (who->slot[i].used + op->slot[i].info < 0)
1277 {
3139 /* in this case, equipping this would use more free spots than 1278 /* in this case, equipping this would use more free spots than
3140 * we have. 1279 * we have.
3141 */ 1280 */
3142 object *tmp1;
3143 1281
3144
3145 /* if we have an applied weapon/shield, and unapply it would free 1282 /* if we have an applied weapon/shield, and unapply it would free
3146 * enough slots to equip the new item, then just set this can 1283 * enough slots to equip the new item, then just set "can
3147 * continue. We don't care about the logic below - if you have 1284 * apply unapply". We don't care about the logic below - if you have a
3148 * shield equipped and try to equip another shield, there is only 1285 * shield equipped and try to equip another shield, there is only
3149 * one choice. However, the check for the number of body locations 1286 * one choice. However, the check for the number of body locations
3150 * does take into the account cases where what is being applied 1287 * does take into the account cases where what is being applied
3151 * may be two handed for example. 1288 * may be two handed for example.
3152 */ 1289 */
3153 if (ws) { 1290 if (ws)
3154 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 1291 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3155 retval |= CAN_APPLY_UNAPPLY; 1292 {
3156 continue; 1293 retval |= CAN_APPLY_UNAPPLY;
3157 } 1294 continue;
3158 } 1295 }
3159 1296
3160 tmp1 = get_item_from_body_location(who->inv, i); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3161 if (!tmp1) { 1298 if (!tmp1)
3162#if 0
3163 /* This is sort of an error, but happens a lot when old players
3164 * join in with more stuff equipped than they are now allowed.
3165 */
3166 LOG(llevError,"Can't find object using location %d on %s\n",
3167 i, who->name);
3168#endif
3169 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
3170 } else { 1300 else
1301 {
3171 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3172 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3173 * to apply multiple objects 1304 * to apply multiple objects
3174 */ 1305 */
3175 retval |= CAN_APPLY_UNAPPLY; 1306 retval |= CAN_APPLY_UNAPPLY;
3176 if (!tmp) tmp = tmp1; 1307
3177 else if (tmp != tmp1) { 1308 if (!tmp)
3178 retval |= CAN_APPLY_UNAPPLY_MULT; 1309 tmp = tmp1;
3179 } 1310 else if (tmp != tmp1)
1311 retval |= CAN_APPLY_UNAPPLY_MULT;
1312
3180 /* This object isn't using up all the slots, so there must 1313 /* This object isn't using up all the slots, so there must
3181 * be another. If so, and it the new item doesn't need all 1314 * be another. If so, and it the new item doesn't need all
3182 * the slots, the player then has a choice. 1315 * the slots, the player then has a choice.
3183 */ 1316 */
3184 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 1317 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3185 (FABS(op->body_info[i]) < who->body_info[i])) 1318 && abs (op->slot[i].info) < who->slot[i].info)
3186 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1319 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3187 1320
3188 /* Does unequippint 'tmp1' free up enough slots for this to be 1321 /* Does unequippint 'tmp1' free up enough slots for this to be
3189 * equipped? If not, there must be something else to unapply. 1322 * equipped? If not, there must be something else to unapply.
3190 */ 1323 */
3191 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1324 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_MULT; 1325 retval |= CAN_APPLY_UNAPPLY_MULT;
3193 1326 }
3194 } 1327 } /* if not enough free slots */
3195 } /* if not enough free slots */ 1328 } /* if this object uses location i */
3196 } /* if this object uses location i */
3197 } /* for i -> num_body_locations loop */ 1329 } /* for i -> num_body_locations loop */
3198 1330
3199 /* Note that we don't check for FLAG_USE_ARMOUR - that should 1331 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3200 * really be controlled by use of body locations. We do have 1332 * really be controlled by use of body locations. We do have
3201 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3202 * because you can't control those just by body location - bows, shields, 1334 * because you can't control those just by body location - bows, shields,
3203 * and weapons all use the same slot. Similar for horn/rod/wand - they 1335 * and weapons all use the same slot. Similar for horn/rod/wand - they
3204 * all use the same location. 1336 * all use the same location.
3205 */ 1337 */
3206 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3207 retval |= CAN_APPLY_RESTRICTION;
3208 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3209 retval |= CAN_APPLY_RESTRICTION;
3210
3211
3212 if (who->type != PLAYER) {
3213 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3214 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3215 retval |= CAN_APPLY_RESTRICTION;
3216 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3217 retval |= CAN_APPLY_RESTRICTION; 1339 retval |= CAN_APPLY_RESTRICTION;
3218 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 1340
1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3219 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3220 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 1343
1344 if (who->type != PLAYER)
1345 {
1346 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3221 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
1348
1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1350 retval |= CAN_APPLY_RESTRICTION;
1351
1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
1353 retval |= CAN_APPLY_RESTRICTION;
1354
1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1356 retval |= CAN_APPLY_RESTRICTION;
3222 } 1357 }
1358
3223 return retval; 1359 return retval;
3224} 1360}
3225
3226
3227 1361
3228/** 1362/**
3229 * who is the object using the object. It can be a monster. 1363 * who is the object using the object. It can be a monster.
3230 * op is the object they are using. op is an equipment type item, 1364 * op is the object they are using. op is an equipment type item,
3231 * eg, one which you put on and keep on for a while, and not something 1365 * eg, one which you put on and keep on for a while, and not something
3240 * AP_UNAPPLY=always unapply). 1374 * AP_UNAPPLY=always unapply).
3241 * 1375 *
3242 * Optional flags: 1376 * Optional flags:
3243 * AP_NO_MERGE: don't merge an unapplied object with other objects 1377 * AP_NO_MERGE: don't merge an unapplied object with other objects
3244 * AP_IGNORE_CURSE: unapply cursed items 1378 * AP_IGNORE_CURSE: unapply cursed items
1379 * AP_NO_READY: do not ready skills when applying skill tools
3245 * 1380 *
3246 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1381 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3247 * 1382 *
3248 * apply_special() doesn't check for unpaid items. 1383 * apply_special() doesn't check for unpaid items.
3249 */ 1384 */
1385
1386#define LACK_ITEM_POWER \
1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1388
1389static bool
3250int apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3251{ 1391{
3252 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3253 object *tmp, *tmp2, *skop=NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3254 int i;
3255 1394
3256 if(who==NULL) { 1395 if (who == NULL)
1396 {
3257 LOG(llevError,"apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3258 return 1; 1398 return 1;
3259 } 1399 }
3260 1400
1401 //TODO: remove these when apply_special is no longer exposed
3261 if(op->env!=who) 1402 if (op->env != who)
3262 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3263 1404
3264 /* trying to unequip op */ 1405 /* trying to unequip op */
3265 if (QUERY_FLAG(op,FLAG_APPLIED)) { 1406 if (op->flag [FLAG_APPLIED])
1407 {
3266 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3267 if (basic_flag == AP_APPLY) return 0; 1409 if (basic_flag == AP_APPLY)
1410 return 0;
3268 1411
3269 if ( ! (aflags & AP_IGNORE_CURSE) 1412 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3270 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 1413 {
3271 new_draw_info_format(NDI_UNIQUE, 0, who, 1414 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3272 "No matter how hard you try, you just can't\nremove %s.",
3273 query_name(op));
3274 return 1; 1415 return 1;
3275 } 1416 }
1417
3276 return unapply_special(who, op, aflags); 1418 return unapply_special (who, op, aflags);
3277 } 1419 }
3278
3279 if (basic_flag == AP_UNAPPLY) return 0; 1420 else if (basic_flag == AP_UNAPPLY)
1421 return 0;
3280 1422
3281 i = can_apply_object(who, op); 1423 splay (op);
3282 1424
3283 /* Can't just apply this object. Lets see what not and what to do */ 1425 /* Can't just apply this object. Lets see what not and what to do */
3284 if (i) { 1426 if (int i = can_apply_object (who, op))
1427 {
3285 if (i & CAN_APPLY_NEVER) { 1428 if (i & CAN_APPLY_NEVER)
3286 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 1429 {
1430 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3287 return 1; 1431 return 1;
1432 }
3288 } else if (i & CAN_APPLY_RESTRICTION) { 1433 else if (i & CAN_APPLY_RESTRICTION)
3289 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 1434 {
1435 who->failmsgf (
1436 "You have a prohibition against using a %s. "
1437 "H<Your belief, profession or class prevents you from applying this item.>",
1438 query_name (op)
1439 );
3290 return 1; 1440 return 1;
3291 } 1441 }
1442
3292 if (who->type != PLAYER) { 1443 if (who->type != PLAYER)
1444 {
3293 /* Some error, so don't try to equip something more */ 1445 /* Some error, so don't try to equip something more */
3294 if (unapply_for_ob(who, op, aflags)) return 1; 1446 if (unapply_for_ob (who, op, aflags))
3295 } else { 1447 return 1;
3296 if (who->contr->unapply == unapply_never || 1448 }
3297 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 1449 else
3298 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1450 {
1451 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1452 {
1453 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3299 unapply_for_ob(who, op, AP_PRINT); 1454 unapply_for_ob (who, op, AP_PRINT);
3300 return 1; 1455 return 1;
3301 } 1456 }
3302 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 1457 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3303 i = unapply_for_ob(who, op, aflags); 1458 if (unapply_for_ob (who, op, aflags))
3304 if (i) return 1; 1459 return 1;
1460 }
3305 } 1461 }
3306 } 1462
3307 }
3308 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1464 {
1465 // try to ready attached skill first
3309 skop=find_skill_by_name(who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3310 if (!skop) { 1467
3311 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 1468 if (!skop)
1469 {
1470 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1471 return 1;
1472 }
1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1474 {
1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 return 1;
1477 }
1478 }
1479
1480 if (!check_item_power (who, op->item_power))
1481 {
1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3312 return 1; 1483 return 1;
3313 } else {
3314 /* While experience will be credited properly, we want to change the
3315 * skill so that the dam and wc get updated
3316 */
3317 change_skill(who, skop, 0);
3318 }
3319 } 1484 }
3320
3321 if (who->type == PLAYER && op->item_power &&
3322 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3323 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3324 return 1;
3325 }
3326
3327 1485
3328 /* Ok. We are now at the state where we can apply the new object. 1486 /* Ok. We are now at the state where we can apply the new object.
3329 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3330 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3331 */ 1489 */
3332
3333 1490
3334 if(op->nrof > 1) 1491 // split away all the other items from the stack, so only one item is left
3335 tmp = get_split_ob(op,op->nrof - 1); 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3336 else
3337 tmp = NULL;
3338 1493
1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1495 return RESULT_INT (0);
1496
3339 switch(op->type) { 1497 switch (op->type)
1498 {
3340 case WEAPON: 1499 case WEAPON:
3341 if (!check_weapon_power(who, op->last_eat)) { 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3342 new_draw_info(NDI_UNIQUE, 0,who, 1501 {
3343 "That weapon is too powerful for you to use.");
3344 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3345 if(tmp!=NULL)
3346 (void) insert_ob_in_ob(tmp,who);
3347 return 1;
3348 }
3349 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3350 /* if the weapon does not have the name as the character, can't use it. */ 1502 /* if the weapon does not have the name as the character, can't use it. */
3351 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1503 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3352 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3353 if(tmp!=NULL) 1505 "H<Its name indicates that it belongs to somebody else.>");
3354 (void) insert_ob_in_ob(tmp,who); 1506 if (tmp) who->insert (tmp);
3355 return 1; 1507 return 1;
3356 } 1508 }
3357 SET_FLAG(op, FLAG_APPLIED);
3358 1509
3359 if (skop) change_skill(who, skop, 1); 1510 op->flag [FLAG_APPLIED] = true;
3360 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3361 SET_FLAG(who, FLAG_READY_WEAPON);
3362 1511
3363 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 1512 if (player *pl = who->contr)
1513 {
1514 who->statusmsg (format ("You wield %s.", query_name (op)));
1515 change_abil (who, op);
1516 }
3364 1517
3365 (void) change_abil (who,op); 1518 op->flag [FLAG_READY_WEAPON] = true;
3366 break;
3367
3368 case ARMOUR:
3369 case HELMET:
3370 case SHIELD:
3371 case BOOTS:
3372 case GLOVES:
3373 case GIRDLE:
3374 case BRACERS:
3375 case CLOAK:
3376 case RING:
3377 case AMULET:
3378 SET_FLAG(op, FLAG_APPLIED);
3379 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3380 (void) change_abil (who,op);
3381 break;
3382 case LAMP:
3383 if (op->stats.food < 1) {
3384 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3385 " fuel!", op->name);
3386 return 1;
3387 }
3388 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3389 op->name);
3390 tmp2 = arch_to_object(op->other_arch);
3391 tmp2->stats.food = op->stats.food;
3392 SET_FLAG(tmp2, FLAG_APPLIED);
3393 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3394 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3395 insert_ob_in_ob(tmp2, who);
3396
3397 /* Remove the old lantern */
3398 if (who->type == PLAYER)
3399 esrv_del_item(who->contr, (tag_t)op->count);
3400 remove_ob(op);
3401 free_object(op);
3402
3403 /* insert the portion that was split off */
3404 if(tmp!=NULL) {
3405 (void) insert_ob_in_ob(tmp,who);
3406 if(who->type==PLAYER)
3407 esrv_send_item(who, tmp);
3408 }
3409 fix_player(who);
3410 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3411 if (who->type == PLAYER) {
3412 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3413 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3414 }
3415 }
3416 if(who->type==PLAYER)
3417 esrv_send_item(who, tmp2);
3418 return 0;
3419 break;
3420
3421 /* this part is needed for skill-tools */
3422 case SKILL:
3423 case SKILL_TOOL:
3424 if (who->chosen_skill) {
3425 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3426 return 1;
3427 }
3428 if (who->type == PLAYER) {
3429 who->contr->shoottype = range_skill;
3430 who->contr->ranges[range_skill] = op;
3431 if ( ! op->invisible) {
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3433 query_name (op));
3434 new_draw_info_format (NDI_UNIQUE, 0, who,
3435 "You can now use the skill: %s.",
3436 op->skill);
3437 } else {
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3439 op->skill? op->skill:op->name);
3440 }
3441 }
3442 SET_FLAG (op, FLAG_APPLIED);
3443 (void) change_abil (who, op);
3444 who->chosen_skill = op;
3445 SET_FLAG (who, FLAG_READY_SKILL);
3446 break;
3447
3448 case BOW:
3449 if (!check_weapon_power(who, op->last_eat)) {
3450 new_draw_info(NDI_UNIQUE, 0, who,
3451 "That item is too powerful for you to use.");
3452 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3453 if(tmp != NULL)
3454 (void)insert_ob_in_ob(tmp,who);
3455 return 1;
3456 }
3457 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3458 new_draw_info(NDI_UNIQUE, 0, who,
3459 "The weapon does not recognize you as its owner.");
3460 if(tmp != NULL)
3461 (void)insert_ob_in_ob(tmp,who);
3462 return 1;
3463 }
3464 /*FALLTHROUGH*/
3465 case WAND:
3466 case ROD:
3467 case HORN:
3468 /* check for skill, alter player status */
3469 SET_FLAG(op, FLAG_APPLIED);
3470 if (skop) change_skill(who, skop, 0);
3471 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3472
3473 if(who->type==PLAYER) {
3474 if (op->type == BOW) {
3475 (void)change_abil(who, op);
3476 new_draw_info_format (NDI_UNIQUE, 0, who,
3477 "You will now fire %s with %s.",
3478 op->race ? op->race : "nothing", query_name(op));
3479 who->contr->shoottype = range_bow;
3480 } else {
3481 who->contr->shoottype = range_misc;
3482 }
3483 } else {
3484 if (op->type == BOW)
3485 SET_FLAG (who, FLAG_READY_BOW);
3486 else
3487 SET_FLAG (who, FLAG_READY_RANGE);
3488 }
3489 break;
3490
3491 case BUILDER:
3492 if ( who->contr->ranges[ range_builder ] )
3493 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3494 who->contr->shoottype = range_builder;
3495 who->contr->ranges[ range_builder ] = op;
3496 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3497 break; 1519 break;
3498 1520
3499 default: 1521 case ARMOUR:
3500 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 1522 case HELMET:
3501 } /* end of switch op->type */ 1523 case SHIELD:
1524 case BOOTS:
1525 case GLOVES:
1526 case GIRDLE:
1527 case BRACERS:
1528 case CLOAK:
1529 case RING:
1530 case AMULET:
1531 op->set_flag (FLAG_APPLIED);
1532 who->statusmsg (format ("You wear %s.", query_name (op)));
1533 change_abil (who, op);
1534 break;
3502 1535
3503 SET_FLAG(op, FLAG_APPLIED); 1536 case SKILL_TOOL:
1537 // applying a skill tool does not ready the skill
1538 // if something needs the skill, it has to ready it itself
1539 //TODO: unapplying should unapply the skill, though
1540 op->set_flag (FLAG_APPLIED);
1541 break;
3504 1542
3505 if(tmp!=NULL) 1543 case SKILL:
3506 tmp = insert_ob_in_ob(tmp,who); 1544 if (!(aflags & AP_NO_SLOT))
1545 {
1546 // skill is used on it's own, as opposed to being a chosen_skill
3507 1547
3508 fix_player(who); 1548 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1549 {
1550 who->failmsgf (
1551 "You feel as if you wanted to do something funny, but you can't remember what. "
1552 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1553 "It cannot be used on its own.>",
1554 &op->skill
1555 );
1556 if (tmp) who->insert (tmp);
1557 return 1;
1558 }
3509 1559
1560 if (skill_flags [op->subtype] & SF_AUTARK
1561 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1562 {
1563 if (skill_flags [op->subtype] & SF_USE)
1564 who->failmsgf (
1565 "You feel as if you wanted to do something funny, but you can't remember what. "
1566 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1567 &op->skill, &op->skill
1568 );
1569 else
1570 who->failmsgf (
1571 "You feel as if you wanted to do something funny, but you can't remember what. "
1572 "H<The %s skill cannot be readied or used, it is always active.>",
1573 &op->skill
1574 );
1575
1576 if (tmp) who->insert (tmp);
1577
1578 return 1;
1579 }
1580
1581 if (who->contr)
1582 if (op->invisible)
1583 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1584 else
1585 who->statusmsg (format ("You ready %s.", query_name (op)));
1586 }
1587
1588 who->set_flag (FLAG_READY_SKILL);
1589 op->set_flag (FLAG_APPLIED);
1590 change_abil (who, op);
1591 break;
1592
1593 case BOW:
1594 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1595 {
1596 who->failmsg ("The weapon does not recognize you as its owner. "
1597 "H<Its name indicates that it belongs to somebody else.>");
1598 if (tmp) who->insert (tmp);
1599 return 1;
1600 }
1601
1602 if (player *pl = who->contr)
1603 {
1604 op->flag [FLAG_APPLIED] = true;
1605 who->statusmsg (format ("You wield the %s.", query_name (op)));
1606 change_abil (who, op);
1607 }
1608 break;
1609
1610 case RANGED:
1611 if (player *pl = who->contr)
1612 {
1613 op->flag [FLAG_APPLIED] = true;
1614 who->statusmsg (format ("You applied the %s.", query_name (op)));
1615 }
1616 break;
1617
1618 case SPELL:
1619 if (player *pl = who->contr)
1620 {
1621 op->flag [FLAG_APPLIED] = true;
1622 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1623 }
1624 break;
1625
1626 /*FALLTHROUGH*/
1627 case WAND:
1628 case ROD:
1629 case HORN:
1630 op->flag [FLAG_APPLIED] = true;
1631
1632 if (player *pl = who->contr)
1633 {
1634 who->statusmsg (format ("You ready %s.", query_name (op)));
1635
1636 if (op->type == BOW)
1637 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1638
1639 change_abil (who, op);
1640 }
1641 else
1642 {
1643 if (op->type == BOW)
1644 op->flag [FLAG_READY_BOW ] = true;
1645 else
1646 op->flag [FLAG_READY_RANGE] = true;
1647 }
1648
1649 break;
1650
1651 case BUILDER:
1652 if (player *pl = who->contr)
1653 {
1654 who->statusmsg (format ("You ready your %s.", query_name (op)));
1655 //TODO: change_abil?
1656 }
1657 break;
1658
1659 default:
1660 who->statusmsg (format ("You apply %s.", query_name (op)));
1661 }
1662
1663 op->set_flag (FLAG_APPLIED);
1664
1665 if (tmp) who->insert (tmp);
1666
1667 who->update_stats ();
1668
3510 /* We exclude spell casting objects. The fire code will set the 1669 /* We exclude spell casting objects. The fire code will set the
3511 * been applied flag when they are used - until that point, 1670 * been applied flag when they are used - until that point,
3512 * you don't know anything about them. 1671 * you don't know anything about them.
3513 */ 1672 */
3514 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 1673 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3515 op->type!=ROD) 1674 op->set_flag (FLAG_BEEN_APPLIED);
3516 SET_FLAG(op,FLAG_BEEN_APPLIED);
3517 1675
3518 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3519 if (who->type == PLAYER) {
3520 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3521 SET_FLAG(op,FLAG_KNOWN_CURSED);
3522 }
3523 }
3524 if(who->type==PLAYER) { 1677 if (who->type == PLAYER)
3525 /* if multiple objects were applied, update both slots */ 1678 {
3526 if (tmp) 1679 who->failmsg (
3527 esrv_send_item(who, tmp); 1680 "Oops, it feels deadly cold! "
3528 esrv_send_item(who, op); 1681 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1682 );
1683 op->set_flag (FLAG_KNOWN_CURSED);
3529 } 1684 }
1685
1686 if (object *pl = op->visible_to ())
1687 esrv_send_item (pl, op);
1688
1689 return 0;
1690}
1691
1692/**
1693 * Check if op should abort moving victim because of it's race or slaying.
1694 * Returns 1 if it should abort, returns 0 if it should continue.
1695 */
1696int
1697should_director_abort (object *op, object *victim)
1698{
1699 int arch_flag, name_flag, race_flag;
1700
1701 /* Get flags to determine what of arch, name, and race should be checked.
1702 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1703 * the next is the name flag, and the last is the race flag. Also note,
1704 * if subtype is set to zero, that also goes to defaults of all affecting
1705 * it. Examples:
1706 * subtype 1: only arch
1707 * subtype 3: arch or name
1708 * subtype 5: arch or race
1709 * subtype 7: all three
1710 */
1711 if (op->subtype)
1712 {
1713 arch_flag = op->subtype & 1;
1714 name_flag = op->subtype & 2;
1715 race_flag = op->subtype & 4;
1716 }
1717 else
1718 {
1719 arch_flag = 1;
1720 name_flag = 1;
1721 race_flag = 1;
1722 }
1723
1724 /* If the director has race set, only affect objects with a arch,
1725 * name or race that matches.
1726 */
1727 if ((op->race) &&
1728 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1729 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1730 ((!(victim->race && race_flag) || op->race != victim->race)))
1731 return 1;
1732
1733 /* If the director has slaying set, only affect objects where none
1734 * of arch, name, or race match.
1735 */
1736 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1737 ((victim->name && name_flag && op->slaying == victim->name)) ||
1738 ((victim->race && race_flag && op->slaying == victim->race)))
1739 return 1;
1740
1741 return 0;
1742}
1743
1744/**
1745 * This handles a player dropping money on an altar to identify stuff.
1746 * It'll identify marked item, if none all items up to dropped money.
1747 * Return value: 1 if money was destroyed, 0 if not.
1748 */
1749static int
1750apply_id_altar (object *money, object *altar, object *pl)
1751{
1752 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1753
1754 if (!pl || pl->type != PLAYER)
3530 return 0; 1755 return 0;
3531}
3532 1756
1757 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1758 * identifying' from being printed out more than it needs to be.
1759 */
1760 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1761 return 0;
3533 1762
3534int monster_apply_special (object *who, object *op, int aflags) 1763 /* if the player has a marked item, identify that if it needs to be
1764 * identified. If it doesn't, then go through the player inventory.
1765 */
1766 if (object *marked = pl->mark ())
1767 if (!marked->flag [FLAG_IDENTIFIED] && need_identify (marked))
1768 {
1769 if (operate_altar (altar, &money, pl))
1770 {
1771 identify (marked);
1772
1773 buf.printf ("You have %s.\r", long_desc (marked, pl));
1774 if (marked->msg)
1775 buf << "The item has a story:\r" << marked->msg << "\n\n";
1776
1777 return !money;
1778 }
1779 }
1780
1781 for (object *id = pl->inv; id; id = id->below)
1782 {
1783 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && need_identify (id))
1784 {
1785 if (operate_altar (altar, &money, pl))
1786 {
1787 identify (id);
1788
1789 buf.printf ("You have %s.\r", long_desc (id, pl));
1790 if (id->msg)
1791 buf << "The item has a story:\r" << id->msg << "\n\n";
1792
1793 /* If no more money, might as well quit now */
1794 if (!money || !check_altar_sacrifice (altar, money))
1795 break;
1796 }
1797 else
1798 {
1799 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1800 break;
1801 }
1802 }
1803 }
1804
1805 if (buf.empty ())
1806 pl->failmsg ("You have nothing that needs identifying");
1807 else
1808 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1809
1810 return !money;
1811}
1812
1813/**
1814 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1815 * matching item.
1816 **/
1817void
1818handle_apply_yield (object *tmp)
3535{ 1819{
3536 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 1820 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1821 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1822}
1823
1824/**
1825 * Handles applying a potion.
1826 */
1827int
1828apply_potion (object *op, object *tmp)
1829{
1830 int got_one = 0, i;
1831 object *force = 0;
1832
1833 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1834
1835 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1836 {
1837 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1838
1839 tmp->clr_flag (FLAG_APPLIED);
1840 return 0;
1841 }
1842
1843 if (op->type == PLAYER)
1844 if (!tmp->flag [FLAG_IDENTIFIED])
1845 identify (tmp);
1846
1847 handle_apply_yield (tmp);
1848
1849 /* Potion of restoration - only for players */
1850 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1851 {
1852 object *depl;
1853 archetype *at;
1854
1855 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1856 {
1857 op->drain_stat ();
1858 op->update_stats ();
1859 tmp->decrease ();
1860 return 1;
1861 }
1862
1863 if (!(at = archetype::find (shstr_depletion)))
1864 {
1865 LOG (llevError, "Could not find archetype depletion\n");
1866 return 0;
1867 }
1868
1869 depl = present_arch_in_ob (at, op);
1870
1871 if (depl)
1872 {
1873 for (i = 0; i < NUM_STATS; i++)
1874 if (depl->stats.stat (i))
1875 op->statusmsg (restore_msg[i]);
1876
1877 depl->destroy ();
1878 op->update_stats ();
1879 }
1880 else
1881 op->statusmsg ("Your potion had no effect.");
1882
1883 tmp->decrease ();
3537 return 1; 1884 return 1;
3538 return apply_special (who, op, aflags); 1885 }
3539}
3540 1886
1887 /* improvement potion - only for players */
1888 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1889 {
1890 for (i = 1; i < min (11, op->level); i++)
1891 {
1892 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1893 {
1894 if (op->contr->levhp[i] != 1)
1895 {
1896 op->contr->levhp[i] = 1;
1897 break;
1898 }
1899
1900 if (op->contr->levsp[i] != 1)
1901 {
1902 op->contr->levsp[i] = 1;
1903 break;
1904 }
1905
1906 if (op->contr->levgrace[i] != 1)
1907 {
1908 op->contr->levgrace[i] = 1;
1909 break;
1910 }
1911 }
1912 else
1913 {
1914 if (op->contr->levhp[i] < 9)
1915 {
1916 op->contr->levhp[i] = 9;
1917 break;
1918 }
1919
1920 if (op->contr->levsp[i] < 6)
1921 {
1922 op->contr->levsp[i] = 6;
1923 break;
1924 }
1925
1926 if (op->contr->levgrace[i] < 3)
1927 {
1928 op->contr->levgrace[i] = 3;
1929 break;
1930 }
1931 }
1932 }
1933
1934 /* Just makes checking easier */
1935 if (i < min (11, op->level))
1936 got_one = 1;
1937
1938 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1939 {
1940 if (got_one)
1941 {
1942 op->update_stats ();
1943 op->statusmsg ("The Gods smile upon you and remake you "
1944 "a little more in their image. "
1945 "You feel a little more perfect.", NDI_GREEN);
1946 }
1947 else
1948 op->statusmsg ("The potion had no effect - you are already perfect.");
1949 }
1950 else
1951 { /* cursed potion */
1952 if (got_one)
1953 {
1954 op->update_stats ();
1955 op->failmsg ("The Gods are angry and punish you.");
1956 }
1957 else
1958 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1959 }
1960
1961 tmp->decrease ();
1962 return 1;
1963 }
1964
1965
1966 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1967 * and heroism all fit into this category. Given the spell object code,
1968 * there is no limit to the number of spells that potions can be cast,
1969 * but direction is problematic to try and imbue fireball potions for example.
1970 */
1971 if (tmp->inv)
1972 {
1973 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1974 {
1975 op->failmsg ("Yech! Your lungs are on fire!");
1976 create_exploding_ball_at (op, op->level);
1977 }
1978 else
1979 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1980
1981 tmp->decrease ();
1982
1983 /* if youre dead, no point in doing this... */
1984 if (!op->flag [FLAG_REMOVED])
1985 op->update_stats ();
1986
1987 return 1;
1988 }
1989
1990 /* Deal with protection potions */
1991 force = NULL;
1992 for (i = 0; i < NROFATTACKS; i++)
1993 {
1994 if (tmp->resist[i])
1995 {
1996 if (!force)
1997 force = get_archetype (FORCE_NAME);
1998
1999 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2000 force->type = POTION_EFFECT;
2001 break; /* Only need to find one protection since we copy entire batch */
2002 }
2003 }
2004
2005 /* This is a protection potion */
2006 if (force)
2007 {
2008 /* cursed items last longer */
2009 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2010 {
2011 force->stats.food *= 10;
2012 for (i = 0; i < NROFATTACKS; i++)
2013 if (force->resist[i] > 0)
2014 force->resist[i] = -force->resist[i]; /* prot => vuln */
2015 }
2016
2017 force->speed_left = -1;
2018 force = insert_ob_in_ob (force, op);
2019 tmp->clr_flag (FLAG_APPLIED);
2020 force->set_flag (FLAG_APPLIED);
2021 change_abil (op, force);
2022 tmp->decrease ();
2023 return 1;
2024 }
2025
2026 /* Only thing left are the stat potions */
2027 if (op->type == PLAYER)
2028 { /* only for players */
2029 if ((tmp->flag [FLAG_CURSED]
2030 || tmp->flag [FLAG_DAMNED])
2031 && tmp->value != 0)
2032 tmp->clr_flag (FLAG_APPLIED);
2033 else
2034 tmp->set_flag (FLAG_APPLIED);
2035
2036 if (!change_abil (op, tmp))
2037 op->statusmsg ("Nothing happened.");
2038 }
2039
2040 /* CLEAR_FLAG is so that if the character has other potions
2041 * that were grouped with the one consumed, his
2042 * stat will not be raised by them. fix_player just clears
2043 * up all the stats.
2044 */
2045 tmp->clr_flag (FLAG_APPLIED);
2046 op->update_stats ();
2047 tmp->decrease ();
2048 return 1;
2049}
2050
3541/** 2051/**
3542 * Map was just loaded, handle op's initialisation. 2052 * 'victim' moves onto 'trap'
2053 * 'victim' leaves 'trap'
2054 * effect is determined by move_on/move_off of trap and move_type of victime.
3543 * 2055 *
3544 * Generates shop floor's item, and treasures. 2056 * originator: Player, monster or other object that caused 'victim' to move
2057 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2058 * However, some types of traps require an originator to function.
3545 */ 2059 */
3546int auto_apply (object *op) { 2060void
3547 object *tmp = NULL, *tmp2; 2061move_apply (object *trap, object *victim, object *originator)
3548 int i; 2062{
2063 static int recursion_depth = 0;
3549 2064
3550 switch(op->type) { 2065 /* Only exits affect DMs. */
3551 case SHOP_FLOOR: 2066 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
3552 if (!HAS_RANDOM_ITEMS(op)) return 0;
3553 do {
3554 i=10; /* let's give it 10 tries */
3555 while((tmp=generate_treasure(op->randomitems,
3556 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3557 if(tmp==NULL)
3558 return 0; 2067 return;
3559 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 2068
3560 free_object(tmp); 2069 /* move_apply() is the most likely candidate for causing unwanted and
3561 tmp = NULL; 2070 * possibly unlimited recursion.
3562 } 2071 */
3563 } while(!tmp); 2072 /* The following was changed because it was causing perfectly correct
3564 tmp->x=op->x; 2073 * maps to fail. 1) it's not an error to recurse:
3565 tmp->y=op->y; 2074 * rune detonates, summoning monster. monster lands on nearby rune.
3566 SET_FLAG(tmp,FLAG_UNPAID); 2075 * nearby rune detonates. This sort of recursion is expected and
3567 insert_ob_in_map(tmp,op->map,NULL,0); 2076 * proper. This code was causing needless crashes.
3568 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 2077 */
2078 if (recursion_depth >= 500)
2079 {
2080 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2081 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2082 return;
2083 }
2084
2085 recursion_depth++;
2086 if (trap->head)
2087 trap = trap->head;
2088
2089 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2090 switch (trap->type)
2091 {
2092 case PLAYERMOVER:
2093 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2094 {
2095 if (!trap->stats.maxsp)
2096 trap->stats.maxsp = 2;
2097
2098 /* Is this correct? From the docs, it doesn't look like it
2099 * should be divided by trap->speed
2100 */
2101 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2102
2103 /* Just put in some sanity check. I think there is a bug in the
2104 * above with some objects have zero speed, and thus the player
2105 * getting permanently paralyzed.
2106 */
2107 if (victim->speed_left < -50.f)
2108 victim->speed_left = -50.f;
2109 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2110 }
2111 break;
2112
2113 case SPINNER:
2114 if (victim->direction)
2115 {
2116 victim->direction = absdir (victim->direction - trap->stats.sp);
2117 update_turn_face (victim);
2118 }
2119 break;
2120
2121 case DIRECTOR:
2122 if (victim->direction && !should_director_abort (trap, victim))
2123 {
2124 victim->direction = trap->stats.sp;
2125 update_turn_face (victim);
2126 }
2127 break;
2128
2129 case BUTTON:
2130 case PEDESTAL:
2131 case T_MATCH:
2132 update_button (trap, originator);
2133 break;
2134
2135 case ALTAR:
2136 /* sacrifice victim on trap */
2137 apply_altar (trap, victim, originator);
2138 break;
2139
2140 case THROWN_OBJ:
2141 if (trap->inv == NULL)
2142 break;
2143 /* fallthrough */
2144
2145 case ARROW:
2146 /* bad bug: monster throw a object, make a step forwards, step on object ,
2147 * trigger this here and get hit by own missile - and will be own enemy.
2148 * Victim then is his own enemy and will start to kill herself (this is
2149 * removed) but we have not synced victim and his missile. To avoid senseless
2150 * action, we avoid hits here
2151 */
2152 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2153 && trap->owner != victim)
2154 hit_with_arrow (trap, victim);
2155 break;
2156
2157 case SPELL_EFFECT:
2158 apply_spell_effect (trap, victim);
2159 break;
2160
2161 case TRAPDOOR:
2162 {
2163 int max, sound_was_played;
2164 object *ab, *ab_next;
2165
2166 if (!trap->value)
2167 {
2168 int tot;
2169
2170 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2171 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2172 tot += ab->head_ ()->total_weight ();
2173
2174 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2175 break;
2176
2177 SET_ANIMATION (trap, trap->value);
2178 update_object (trap, UP_OBJ_FACE);
2179 }
2180
2181 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2182 {
2183 /* need to set this up, since if we do transfer the object,
2184 * ab->above would be bogus
2185 */
2186 ab_next = ab->above;
2187
2188 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2189 {
2190 if (!sound_was_played)
2191 {
2192 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2193 sound_was_played = 1;
2194 }
2195
2196 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2197 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2198 }
2199 }
2200 break;
2201 }
2202
2203 case CONVERTER:
2204 if (convert_item (victim, trap) < 0)
2205 {
2206 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2207 archetype::get (shstr_burnout)->insert_at (trap, trap);
2208 }
2209
2210 break;
2211
2212 case TRIGGER_BUTTON:
2213 case TRIGGER_PEDESTAL:
2214 case TRIGGER_ALTAR:
2215 check_trigger (trap, victim, originator);
2216 break;
2217
2218 case DEEP_SWAMP:
2219 walk_on_deep_swamp (trap, victim);
2220 break;
2221
2222 case CHECK_INV:
2223 check_inv (victim, trap);
2224 break;
2225
2226 case HOLE:
2227 move_apply_hole (trap, victim);
2228 break;
2229
2230 case EXIT:
2231 if (victim->type == PLAYER && EXIT_PATH (trap))
2232 {
2233 /* Basically, don't show exits leading to random maps the
2234 * players output.
2235 */
2236 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2237 victim->statusmsg (trap->msg, NDI_NAVY);
2238
2239 trap->play_sound (trap->sound);
2240 victim->enter_exit (trap);
2241 }
2242 break;
2243
2244 case ENCOUNTER:
2245 /* may be some leftovers on this */
2246 break;
2247
2248 case SHOP_MAT:
2249 apply_shop_mat (trap, victim);
2250 break;
2251
2252 /* Drop a certain amount of gold, and have one item identified */
2253 case IDENTIFY_ALTAR:
2254 apply_id_altar (victim, trap, originator);
2255 break;
2256
2257 case SIGN:
2258 if (victim->type != PLAYER && trap->stats.food > 0)
2259 break; /* monsters musn't apply magic_mouths with counters */
2260
2261 apply_sign (victim, trap, 1);
2262 break;
2263
2264 case CONTAINER:
2265 apply_container (victim, trap);
2266 break;
2267
2268 case RUNE:
2269 case TRAP:
2270 if (trap->level && victim->flag [FLAG_ALIVE])
2271 spring_trap (trap, victim);
2272 break;
2273
2274 default:
2275 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2276 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2277 break;
2278 }
2279
2280 recursion_depth--;
2281}
2282
2283/**
2284 * Handles reading a regular (ie not containing a spell) book.
2285 */
2286static void
2287apply_book (object *op, object *tmp)
2288{
2289 int lev_diff;
2290 object *skill_ob;
2291
2292 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2293 {
2294 op->failmsg ("You are unable to read while blind!");
2295 return;
2296 }
2297
2298 if (!tmp->msg)
2299 {
2300 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2301 return;
2302 }
2303
2304 /* need a literacy skill to read stuff! */
2305 skill_ob = find_skill_by_name (op, tmp->skill);
2306 if (!skill_ob)
2307 {
2308 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2309 return;
2310 }
2311
2312 lev_diff = tmp->level - (skill_ob->level + 5);
2313 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2314 {
2315 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2316 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2317 : lev_diff < 5 ? "This book is beyond your comprehension."
2318 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2319 : lev_diff < 15 ? "This book is way beyond your comprehension."
2320 : "This book is totally beyond your comprehension.");
2321 return;
2322 }
2323
2324 // we currently don't use the message types for anything.
2325 // readable_message_type *msgType = get_readable_message_type (tmp);
2326
2327 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2328
2329 if (player *pl = op->contr)
2330 if (client *ns = pl->ns)
2331 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2332
2333 /* gain xp from reading */
2334 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2335 { /* only if not read before */
2336 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2337
2338 if (!tmp->flag [FLAG_IDENTIFIED])
2339 {
2340 /*exp_gain *= 2; because they just identified it too */
2341 tmp->set_flag (FLAG_IDENTIFIED);
2342
2343 if (object *pl = tmp->visible_to ())
2344 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2345 }
2346
2347 change_exp (op, exp_gain, skill_ob->skill, 0);
2348 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2349 }
2350}
2351
2352/**
2353 * op made some mistake with a scroll, this takes care of punishment.
2354 * scroll_failure()- hacked directly from spell_failure
2355 */
2356static void
2357scroll_failure (object *op, int failure, int power)
2358{
2359 if (abs (failure / 4) > power)
2360 power = abs (failure / 4); /* set minimum effect */
2361
2362 if (failure <= -1 && failure > -15)
2363 { /* wonder */
2364 object *tmp;
2365
2366 op->failmsg ("Your spell warps!");
2367 tmp = get_archetype (SPELL_WONDER);
2368 cast_wonder (op, op, 0, tmp);
2369 tmp->destroy ();
2370 }
2371 else if (failure <= -15 && failure > -35)
2372 { /* drain mana */
2373 op->failmsg ("Your mana is drained!");
2374 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2375 if (op->stats.sp < 0)
2376 op->stats.sp = 0;
2377 }
2378 else if (settings.spell_failure_effects == TRUE)
2379 {
2380 if (failure <= -35 && failure > -60)
2381 { /* confusion */
2382 op->failmsg ("The magic recoils on you!");
2383 confuse_player (op, op, power);
2384 }
2385 else if (failure <= -60 && failure > -70)
2386 { /* paralysis */
2387 op->failmsg ("The magic recoils and paralyzes you!");
2388 paralyze_player (op, op, power);
2389 }
2390 else if (failure <= -70 && failure > -80)
2391 { /* blind */
2392 op->failmsg ("The magic recoils on you!");
2393 blind_player (op, op, power);
2394 }
2395 else if (failure <= -80)
2396 { /* blast the immediate area */
2397 object *tmp = get_archetype (LOOSE_MANA);
2398 cast_magic_storm (op, tmp, power);
2399 op->failmsg ("You unleash uncontrolled mana!");
2400 tmp->destroy ();
2401 }
2402 }
2403}
2404
2405/**
2406 * Handles the applying of a skill scroll, calling learn_skill straight.
2407 * op is the person learning the skill, tmp is the skill scroll object
2408 */
2409static void
2410apply_skillscroll (object *op, object *tmp)
2411{
2412 switch (learn_skill (op, tmp))
2413 {
2414 case 0:
2415 op->play_sound (sound_find ("generic_fail"));
2416 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2417 break;
2418
2419 case 1:
2420 tmp->decrease ();
2421 op->play_sound (sound_find ("skill_learn"));
2422 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2423 break;
2424
2425 default:
2426 tmp->decrease ();
2427 op->play_sound (sound_find ("generic_fail"));
2428 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2429 break;
2430 }
2431}
2432
2433/**
2434 * Actually makes op learn spell.
2435 * Informs player of what happens.
2436 */
2437void
2438do_learn_spell (object *op, object *spell, int special_prayer)
2439{
2440 object *tmp;
2441
2442 if (op->type != PLAYER)
2443 {
2444 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2445 return;
2446 }
2447
2448 /* Upgrade special prayers to normal prayers */
2449 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2450 {
2451 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2452 {
2453 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2454 return;
2455 }
2456 return;
2457 }
2458
2459 op->contr->play_sound (sound_find ("learn_spell"));
2460
2461 tmp = spell->clone ();
2462 insert_ob_in_ob (tmp, op);
2463
2464 if (special_prayer)
2465 tmp->set_flag (FLAG_STARTEQUIP);
2466
2467 esrv_add_spells (op->contr, tmp);
2468}
2469
2470/**
2471 * Erases spell from player's inventory.
2472 */
2473void
2474do_forget_spell (object *op, const char *spell)
2475{
2476 object *spob;
2477
2478 if (op->type != PLAYER)
2479 {
2480 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2481 return;
2482 }
2483 if ((spob = check_spell_known (op, spell)) == NULL)
2484 {
2485 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2486 return;
2487 }
2488
2489 op->failmsgf ("You lose knowledge of %s.", spell);
2490 esrv_remove_spell (op->contr, spob);
2491 spob->destroy ();
2492}
2493
2494/**
2495 * Handles player applying a spellbook.
2496 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2497 * stuff like that. Random learning failure too.
2498 */
2499static void
2500apply_spellbook (object *op, object *tmp)
2501{
2502 object *skop, *spell, *spell_skill;
2503
2504 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2505 {
2506 op->failmsg ("You are unable to read while blind.");
2507 return;
2508 }
2509
2510 /* artifact_spellbooks have 'slaying' field point to a spell name,
2511 * instead of having their spell stored in stats.sp. These are
2512 * legacy spellbooks
2513 */
2514 if (tmp->slaying)
2515 {
2516 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2517
2518 if (!spell)
2519 {
2520 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2521 return;
2522 }
2523 else
2524 insert_ob_in_ob (spell, tmp);
2525
2526 tmp->slaying = 0;
2527 }
2528
2529 skop = find_skill_by_name (op, tmp->skill);
2530
2531 /* need a literacy skill to learn spells. Also, having a literacy level
2532 * lower than the spell will make learning the spell more difficult */
2533 if (!skop)
2534 {
2535 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2536 return;
2537 }
2538
2539 spell = tmp->inv;
2540
2541 if (!spell)
2542 {
2543 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2544 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2545 return;
2546 }
2547
2548 int learn_level = sqrtf (spell->level) * 1.5f;
2549 if (skop->level < learn_level)
2550 {
2551 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2552 &tmp->skill, learn_level);
2553 return;
2554 }
2555
2556 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2557
2558 if (!tmp->flag [FLAG_IDENTIFIED])
3569 identify(tmp); 2559 identify (tmp);
3570 break;
3571 2560
3572 case TREASURE: 2561 /* I removed the check for special_prayer_mark here - it didn't make
3573 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 2562 * a lot of sense - special prayers are not found in spellbooks, and
3574 return 0; 2563 * if the player doesn't know the spell, doesn't make a lot of sense that
3575 while ((op->stats.hp--)>0) 2564 * they would have a special prayer mark.
3576 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3577 op->stats.exp ? (int)op->stats.exp :
3578 op->map == NULL ? 14: op->map->difficulty,0);
3579
3580 /* If we generated an object and put it in this object inventory,
3581 * move it to the parent object as the current object is about
3582 * to disappear. An example of this item is the random_* stuff
3583 * that is put inside other objects.
3584 */ 2565 */
3585 for (tmp=op->inv; tmp; tmp=tmp2) { 2566 if (check_spell_known (op, spell->name))
3586 tmp2 = tmp->below; 2567 {
3587 remove_ob(tmp); 2568 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
3588 if (op->env) insert_ob_in_ob(tmp, op->env); 2569 return;
3589 else free_object(tmp);
3590 } 2570 }
3591 remove_ob(op); 2571
3592 free_object(op); 2572 if (spell->skill)
3593 break;
3594 } 2573 {
3595 return tmp ? 1 : 0; 2574 spell_skill = find_skill_by_name (op, spell->skill);
3596}
3597 2575
3598/** 2576 if (!spell_skill)
3599 * fix_auto_apply goes through the entire map (only the first time 2577 {
3600 * when an original map is loaded) and performs special actions for 2578 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
3601 * certain objects (most initialization of chests and creation of 2579 return;
3602 * treasures and stuff). Calls auto_apply if appropriate. 2580 }
3603 */
3604 2581
3605void fix_auto_apply(mapstruct *m) { 2582 if (spell_skill->level < spell->level)
3606 object *tmp,*above=NULL; 2583 {
3607 int x,y; 2584 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
3608 2585 return;
3609 if(m==NULL) return; 2586 }
3610
3611 for(x=0;x<MAP_WIDTH(m);x++)
3612 for(y=0;y<MAP_HEIGHT(m);y++)
3613 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3614 above=tmp->above;
3615
3616 if (tmp->inv) {
3617 object *invtmp, *invnext;
3618
3619 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3620 invnext = invtmp->below;
3621
3622 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3623 auto_apply(invtmp);
3624 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3625 while ((invtmp->stats.hp--)>0)
3626 create_treasure(invtmp->randomitems, invtmp, 0,
3627 m->difficulty,0);
3628 invtmp->randomitems = NULL;
3629 }
3630 else if (invtmp && invtmp->arch &&
3631 invtmp->type!=TREASURE &&
3632 invtmp->type != SPELL &&
3633 invtmp->type != CLASS &&
3634 HAS_RANDOM_ITEMS(invtmp)) {
3635 create_treasure(invtmp->randomitems, invtmp, 0,
3636 m->difficulty,0);
3637 /* Need to clear this so that we never try to create
3638 * treasure again for this object
3639 */
3640 invtmp->randomitems = NULL;
3641 }
3642 }
3643 /* This is really temporary - the code at the bottom will
3644 * also set randomitems to null. The problem is there are bunches
3645 * of maps/players already out there with items that have spells
3646 * which haven't had the randomitems set to null yet.
3647 * MSW 2004-05-13
3648 *
3649 * And if it's a spellbook, it's better to set randomitems to NULL too,
3650 * else you get two spells in the book ^_-
3651 * Ryo 2004-08-16
3652 */
3653 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3654 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3655 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3656 tmp->randomitems = NULL;
3657
3658 }
3659
3660 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3661 auto_apply(tmp);
3662 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3663 while ((tmp->stats.hp--)>0)
3664 create_treasure(tmp->randomitems, tmp, 0,
3665 m->difficulty,0);
3666 tmp->randomitems = NULL;
3667 }
3668 else if(tmp->type==TIMED_GATE) {
3669 object *head = tmp->head != NULL ? tmp->head : tmp;
3670 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3671 tmp->speed = 0;
3672 update_ob_speed(tmp);
3673 }
3674 }
3675 /* This function can be called everytime a map is loaded, even when
3676 * swapping back in. As such, we don't want to create the treasure
3677 * over and ove again, so after we generate the treasure, blank out
3678 * randomitems so if it is swapped in again, it won't make anything.
3679 * This is a problem for the above objects, because they have counters
3680 * which say how many times to make the treasure.
3681 */
3682 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3683 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3684 HAS_RANDOM_ITEMS(tmp)) {
3685 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3686 m->difficulty,0);
3687 tmp->randomitems = NULL;
3688 }
3689 } 2587 }
3690 2588
3691 for(x=0;x<MAP_WIDTH(m);x++) 2589 /* Logic as follows
3692 for(y=0;y<MAP_HEIGHT(m);y++) 2590 *
3693 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 2591 * 1- MU spells use Int to learn, Cleric spells use Wisdom
3694 if (tmp->above && 2592 *
3695 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 2593 * 2- The learner's skill level in literacy adjusts the chance to learn
3696 check_trigger (tmp, tmp->above); 2594 * a spell.
3697} 2595 *
3698 2596 * 3 -Automatically fail to learn if you read while confused
3699/** 2597 *
3700 * Handles player eating food that temporarily changes status (resistances, stats). 2598 * Overall, chances are the same but a player will find having a high
3701 * This used to call cast_change_attr(), but 2599 * literacy rate very useful! -b.t.
3702 * that doesn't work with the new spell code. Since we know what
3703 * the food changes, just grab a force and use that instead.
3704 */ 2600 */
3705 2601 if (op->flag [FLAG_CONFUSED])
3706void eat_special_food(object *who, object *food) {
3707 object *force;
3708 int i, did_one=0;
3709 sint8 k;
3710
3711 force = get_archetype(FORCE_NAME);
3712
3713 for (i=0; i < NUM_STATS; i++) {
3714 k = get_attr_value(&food->stats, i);
3715 if (k) {
3716 set_attr_value(&force->stats, i, k);
3717 did_one = 1;
3718 }
3719 } 2602 {
3720 2603 op->failmsg ("In your confused state you flub the wording of the text!");
3721 /* check if we can protect the eater */ 2604 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
3722 for (i=0; i<NROFATTACKS; i++) {
3723 if (food->resist[i]>0) {
3724 force->resist[i] = food->resist[i] / 2;
3725 did_one = 1;
3726 }
3727 }
3728 if (did_one) {
3729 force->speed = 0.1;
3730 update_ob_speed(force);
3731 /* bigger morsel of food = longer effect time */
3732 force->stats.food = food->stats.food / 5;
3733 SET_FLAG(force, FLAG_IS_USED_UP);
3734 SET_FLAG(force, FLAG_APPLIED);
3735 change_abil(who, force);
3736 insert_ob_in_ob(force, who);
3737 } else {
3738 free_object(force);
3739 }
3740
3741 /* check for hp, sp change */
3742 if(food->stats.hp!=0) {
3743 if(QUERY_FLAG(food, FLAG_CURSED)) {
3744 strcpy(who->contr->killer,food->name);
3745 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3746 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3747 } else {
3748 if(food->stats.hp>0)
3749 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3750 else
3751 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3752 who->stats.hp += food->stats.hp;
3753 }
3754 }
3755 if(food->stats.sp!=0) {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) {
3757 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3758 who->stats.sp -= food->stats.sp;
3759 if(who->stats.sp<0) who->stats.sp=0;
3760 } else {
3761 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3762 who->stats.sp += food->stats.sp;
3763 /* place limit on max sp from food? */
3764 } 2605 }
2606 else if (tmp->flag [FLAG_STARTEQUIP] ||
2607 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
3765 } 2608 {
3766 fix_player(who); 2609 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
3767} 2610 do_learn_spell (op, spell, 0);
3768 2611
2612 /* xp gain to literacy for spell learning */
2613 if (!tmp->flag [FLAG_STARTEQUIP])
2614 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2615 }
2616 else
2617 {
2618 op->contr->play_sound (sound_find ("fumble_spell"));
2619 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2620 }
2621
2622 tmp->decrease ();
2623}
2624
2625/**
2626 * Handles applying a spell scroll.
2627 */
2628void
2629apply_scroll (object *op, object *tmp, int dir)
2630{
2631 object *skop;
2632
2633 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2634 {
2635 op->failmsg ("You are unable to read while blind.");
2636 return;
2637 }
2638
2639 if (!tmp->inv || tmp->inv->type != SPELL)
2640 {
2641 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2642 return;
2643 }
2644
2645 if (op->type == PLAYER)
2646 {
2647 /* players need a literacy skill to read stuff! */
2648 int exp_gain = 0;
2649
2650 /* hard code literacy - tmp->skill points to where the exp
2651 * should go for anything killed by the spell.
2652 */
2653 skop = find_skill_by_name (op, shstr_literacy);
2654
2655 if (!skop)
2656 {
2657 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2658 return;
2659 }
2660
2661 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2662 change_exp (op, exp_gain, skop->skill, 0);
2663 }
2664
2665 if (!tmp->flag [FLAG_IDENTIFIED])
2666 identify (tmp);
2667
2668 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2669
2670 cast_spell (op, tmp, dir, tmp->inv, NULL);
2671 tmp->decrease ();
2672}
2673
2674/**
2675 * Applies a treasure object - by default, chest. op
2676 * is the person doing the applying, tmp is the treasure
2677 * chest.
2678 */
2679static void
2680apply_treasure (object *op, object *tmp)
2681{
2682 /* Nice side effect of this treasure creation method is that the treasure
2683 * for the chest is done when the chest is created, and put into the chest
2684 * inventory. So that when the chest burns up, the items still exist. Also
2685 * prevents people from moving chests to more difficult maps to get better
2686 * treasure
2687 */
2688 object *treas = tmp->inv;
2689
2690 if (!treas)
2691 {
2692 op->statusmsg ("The chest was empty.");
2693 tmp->decrease ();
2694 return;
2695 }
2696
2697 while (tmp->inv)
2698 {
2699 treas = tmp->inv;
2700 treas->remove ();
2701
2702 treas->x = op->x;
2703 treas->y = op->y;
2704 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2705
2706 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2707 spring_trap (treas, op);
2708
2709 /* If either player or container was destroyed, no need to do
2710 * further processing. I think this should be enclused with
2711 * spring trap above, as I don't think there is otherwise
2712 * any way for the treasure chest or player to get killed.
2713 */
2714 if (op->destroyed () || tmp->destroyed ())
2715 break;
2716 }
2717
2718 if (!tmp->destroyed () && !tmp->inv)
2719 tmp->decrease (true);
2720}
2721
2722/**
2723 * A dragon is eating some flesh. If the flesh contains resistances,
2724 * there is a chance for the dragon's skin to get improved.
2725 *
2726 * attributes:
2727 * object *op the object (dragon player) eating the flesh
2728 * object *meal the flesh item, getting chewed in dragon's mouth
2729 * return:
2730 * int 1 if eating successful, 0 if it doesn't work
2731 */
2732static int
2733dragon_eat_flesh (object *op, object *meal)
2734{
2735 object *skin = NULL; /* pointer to dragon skin force */
2736 object *abil = NULL; /* pointer to dragon ability force */
2737 object *tmp = NULL; /* tmp. object */
2738
2739 double chance; /* improvement-chance of one resistance type */
2740 double totalchance = 1; /* total chance of gaining one resistance */
2741 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2742 double mbonus = 0; /* monster bonus */
2743 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2744 int winners = 0; /* number of winners */
2745 int i; /* index */
2746
2747 /* let's make sure and doublecheck the parameters */
2748 if (meal->type != FLESH || !op->is_dragon ())
2749 return 0;
2750
2751 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2752 from the player's inventory */
2753 for (tmp = op->inv; tmp; tmp = tmp->below)
2754 if (tmp->type == FORCE)
2755 if (tmp->arch->archname == shstr_dragon_skin_force)
2756 skin = tmp;
2757 else if (tmp->arch->archname == shstr_dragon_ability_force)
2758 abil = tmp;
2759
2760 /* if either skin or ability are missing, this is an old player
2761 which is not to be considered a dragon -> bail out */
2762 if (skin == NULL || abil == NULL)
2763 return 0;
2764
2765 /* now start by filling stomache and health, according to food-value */
2766 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2767 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2768 else
2769 op->stats.hp += meal->stats.food / 50;
2770
2771 min_it (op->stats.hp, op->stats.maxhp);
2772 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2773
2774 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2775
2776 /* on to the interesting part: chances for adding resistance */
2777 for (i = 0; i < NROFATTACKS; i++)
2778 {
2779 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2780 {
2781 /* got positive resistance, now calculate improvement chance (0-100) */
2782
2783 /* this bonus makes resistance increase easier at lower levels */
2784 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2785 if (i == abil->stats.exp)
2786 bonus += 5; /* additional bonus for resistance of ability-focus */
2787
2788 /* monster bonus increases with level, because high-level
2789 flesh is too rare */
2790 mbonus = op->level * 20. / ((double) settings.max_level);
2791
2792 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2793 ((double)settings.max_level)) - skin->resist[i];
2794
2795 if (chance >= 0.)
2796 chance += 1.;
2797 else
2798 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2799
2800 /* chance is proportional to amount of resistance (max. 50) */
2801 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2802
2803 /* doubled chance for resistance of ability-focus */
2804 if (i == abil->stats.exp)
2805 chance = min (100., chance * 2.);
2806
2807 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2808 if (rndm (10000) < (unsigned int)(chance * 100))
2809 {
2810 atnr_winner[winners] = i;
2811 winners++;
2812 }
2813
2814 if (chance >= 0.01)
2815 totalchance *= 1 - chance / 100;
2816
2817 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2818 }
2819 }
2820
2821 /* inverse totalchance as until now we have the failure-chance */
2822 totalchance = 100 - totalchance * 100;
2823
2824 /* print message according to totalchance */
2825 const char *buf;
2826 if (totalchance > 50.)
2827 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2828 else if (totalchance > 10.)
2829 buf = format ("The %s tasted very good.", &meal->name);
2830 else if (totalchance > 1.)
2831 buf = format ("The %s tasted good.", &meal->name);
2832 else if (totalchance > 0.1)
2833 buf = format ("The %s tasted bland.", &meal->name);
2834 else if (totalchance >= 0.01)
2835 buf = format ("The %s had a boring taste.", &meal->name);
2836 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2837 buf = format ("The %s tasted strange.", &meal->name);
2838 else
2839 buf = format ("The %s had no taste.", &meal->name);
2840
2841 op->statusmsg (buf);
2842
2843 /* now choose a winner if we have any */
2844 i = -1;
2845 if (winners > 0)
2846 i = atnr_winner [rndm (winners)];
2847
2848 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2849 {
2850 /* resistance increased! */
2851 skin->resist[i]++;
2852 op->update_stats ();
2853
2854 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2855 }
2856
2857 /* if this flesh contains a new ability focus, we mark it
2858 into the ability_force and it will take effect on next level */
2859 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2860 {
2861 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2862
2863 if (meal->last_eat != abil->stats.exp)
2864 op->statusmsg (format (
2865 "Your metabolism prepares to focus on %s!\n"
2866 "The change will happen at level %d.",
2867 change_resist_msg[meal->last_eat],
2868 abil->level + 1
2869 ));
2870 else
2871 {
2872 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2873 abil->last_eat = 0;
2874 }
2875 }
2876
2877 return 1;
2878}
2879
2880/**
2881 * op eats food.
2882 * If player, takes care of messages and dragon special food.
2883 */
2884static void
2885apply_food (object *op, object *tmp)
2886{
2887 int capacity_remaining;
2888
2889 if (op->type != PLAYER)
2890 op->stats.hp = op->stats.maxhp;
2891 else
2892 {
2893 /* check if this is a dragon (player), eating some flesh */
2894 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2895 ;
2896 else
2897 {
2898 /* usual case - no dragon meal: */
2899 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2900 {
2901 if (tmp->type == FOOD || tmp->type == FLESH)
2902 op->failmsg ("You feel full, but what a waste of food!");
2903 else
2904 op->statusmsg ("Most of the drink goes down your face not your throat!");
2905 }
2906
2907 tmp->play_sound (
2908 tmp->sound
2909 ? tmp->sound
2910 : tmp->type == DRINK
2911 ? sound_find ("eat_drink")
2912 : sound_find ("eat_food")
2913 );
2914
2915 if (!tmp->flag [FLAG_CURSED])
2916 {
2917 const char *buf;
2918
2919 if (!op->is_dragon ())
2920 {
2921 /* eating message for normal players */
2922 if (tmp->type == DRINK)
2923 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2924 else
2925 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2926 }
2927 else
2928 /* eating message for dragon players */
2929 buf = format ("The %s tasted terrible!", &tmp->name);
2930
2931 op->statusmsg (buf);
2932
2933 capacity_remaining = MAX_FOOD - op->stats.food;
2934 op->stats.food += tmp->stats.food;
2935 if (capacity_remaining < tmp->stats.food)
2936 op->stats.hp += capacity_remaining / 50;
2937 else
2938 op->stats.hp += tmp->stats.food / 50;
2939
2940 min_it (op->stats.hp, op->stats.maxhp);
2941 min_it (op->stats.food, MAX_FOOD);
2942 }
2943
2944 /* special food hack -b.t. */
2945 if (tmp->title || tmp->flag [FLAG_CURSED])
2946 eat_special_food (op, tmp);
2947 }
2948 }
2949
2950 handle_apply_yield (tmp);
2951 tmp->decrease ();
2952}
2953
2954/**
2955 * Handles applying an improve armor scroll.
2956 * Does some sanity checks, then calls improve_armour.
2957 */
2958static void
2959apply_armour_improver (object *op, object *tmp)
2960{
2961 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 {
2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964 return;
2965 }
2966
2967 object *armor = op->mark ();
2968
2969 if (!armor)
2970 {
2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972 return;
2973 }
2974
2975 if (armor->type != ARMOUR
2976 && armor->type != CLOAK
2977 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978 {
2979 op->failmsg ("Your marked item is not armour!\n");
2980 return;
2981 }
2982
2983 if (!op->apply (armor, AP_UNAPPLY))
2984 {
2985 op->failmsg ("You are unable to take off your armour to improve it!");
2986 return;
2987 }
2988
2989 op->statusmsg ("Applying armour enchantment.");
2990 improve_armour (op, tmp, armor);
2991}
2992
2993void
2994apply_poison (object *op, object *tmp)
2995{
2996 // need to do it now when it is still on the map
2997 handle_apply_yield (tmp);
2998
2999 object *poison = tmp->split (1);
3000
3001 if (op->type == PLAYER)
3002 {
3003 op->contr->play_sound (sound_find ("drink_poison"));
3004 op->failmsg ("Yech! That tasted poisonous!");
3005 op->contr->killer = poison;
3006 }
3007
3008 if (poison->stats.hp > 0)
3009 {
3010 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012 }
3013
3014 op->stats.food -= op->stats.food / 4;
3015 poison->destroy ();
3016}
3017
3018/**
3019 * This function will try to apply a lighter and in case no lighter
3020 * is specified it will try to find a lighter in the players inventory,
3021 * and inform him about this requirement.
3022 *
3023 * who - the player
3024 * op - the item we want to light
3025 * lighter - the lighter or 0 if a lighter has yet to be found
3026 */
3027static object *
3028auto_apply_lighter (object *who, object *op, object *lighter)
3029{
3030 if (lighter == 0)
3031 {
3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3033 {
3034 if (tmp->type == LIGHTER)
3035 {
3036 lighter = tmp;
3037 break;
3038 }
3039 }
3040
3041 if (!lighter)
3042 {
3043 who->failmsgf (
3044 "You can't light up the %s with your bare hands! "
3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 &op->name
3047 );
3048 return 0;
3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3054 {
3055 /* lighter gets used up */
3056 lighter = lighter->split ();
3057 lighter->stats.food--;
3058 who->insert (lighter);
3059 }
3060 else if (lighter->last_eat)
3061 {
3062 /* no charges left in lighter */
3063 who->failmsgf (
3064 "You attempt to light the %s with a used up %s.",
3065 &op->name, &lighter->name
3066 );
3067 return 0;
3068 }
3069
3070 return lighter;
3071}
3769 3072
3770/** 3073/**
3771 * Designed primarily to light torches/lanterns/etc. 3074 * Designed primarily to light torches/lanterns/etc.
3772 * Also burns up burnable material too. First object in the inventory is 3075 * Also burns up burnable material too. First object in the inventory is
3773 * the selected object to "burn". -b.t. 3076 * the selected object to "burn". -b.t.
3774 */ 3077 */
3775 3078static void
3776void apply_lighter(object *who, object *lighter) { 3079apply_lighter (object *who, object *lighter)
3777 object *item; 3080{
3778 int is_player_env=0; 3081 int is_player_env = 0;
3779 uint32 nrof;
3780 tag_t count;
3781 char item_name[MAX_BUF];
3782 3082
3783 item=find_marked_object(who); 3083 if (object *item = who->mark ())
3784 if(item) { 3084 {
3785 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3085 if (!auto_apply_lighter (who, item, lighter))
3786 /* Split multiple lighters if they're being used up. Otherwise *
3787 * one charge from each would be used up. --DAMN */
3788 if(lighter->nrof > 1) {
3789 object *oneLighter = get_object();
3790 copy_object(lighter, oneLighter);
3791 lighter->nrof -= 1;
3792 oneLighter->nrof = 1;
3793 oneLighter->stats.food--;
3794 esrv_send_item(who, lighter);
3795 oneLighter=insert_ob_in_ob(oneLighter, who);
3796 esrv_send_item(who, oneLighter);
3797 } else {
3798 lighter->stats.food--;
3799 }
3800
3801 } else if(lighter->last_eat) { /* no charges left in lighter */
3802 new_draw_info_format(NDI_UNIQUE, 0,who,
3803 "You attempt to light the %s with a used up %s.",
3804 item->name, lighter->name);
3805 return; 3086 return;
3806 } 3087
3807 /* Perhaps we should split what we are trying to light on fire? 3088 /* Perhaps we should split what we are trying to light on fire?
3808 * I can't see many times when you would want to light multiple 3089 * I can't see many times when you would want to light multiple
3809 * objects at once. 3090 * objects at once.
3810 */ 3091 */
3811 nrof=item->nrof;
3812 count=item->count;
3813 /* If the item is destroyed, we don't have a valid pointer to the
3814 * name object, so make a copy so the message we print out makes
3815 * some sense.
3816 */
3817 strcpy(item_name, item->name);
3818 if (who == is_player_inv(item)) is_player_env=1;
3819 3092
3820 save_throw_object(item,AT_FIRE,who); 3093 save_throw_object (item, AT_FIRE, who);
3821 /* Change to check count and not freed, since the object pointer
3822 * may have gotten recycled
3823 */
3824 if ((nrof != item->nrof ) || (count != item->count)) {
3825 new_draw_info_format(NDI_UNIQUE, 0,who,
3826 "You light the %s with the %s.",item_name,lighter->name);
3827 /* Need to update the player so that the players glow radius
3828 * gets changed.
3829 */
3830 if (is_player_env) fix_player(who);
3831 } else {
3832 new_draw_info_format(NDI_UNIQUE, 0,who,
3833 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3834 }
3835 3094
3836 } else /* nothing to light */ 3095 if (item->destroyed ()
3837 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3096 || ((item->type == LAMP || item->type == TORCH)
3838 3097 && item->glow_radius > 0))
3839} 3098 who->statusmsg (format (
3840 3099 "You light the %s with the %s.",
3841/** 3100 &item->name, &lighter->name
3842 * op made some mistake with a scroll, this takes care of punishment. 3101 ));
3843 * scroll_failure()- hacked directly from spell_failure 3102 else
3844 */ 3103 who->failmsgf (
3845void scroll_failure(object *op, int failure, int power) 3104 "You attempt to light the %s with the %s and fail.",
3846{ 3105 &item->name, &lighter->name
3847 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3106 );
3848
3849 if(failure<= -1&&failure > -15) {/* wonder */
3850 object *tmp;
3851
3852 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3853 tmp=get_archetype(SPELL_WONDER);
3854 cast_wonder(op, op, 0, tmp);
3855 free_object(tmp);
3856 } else if (failure <= -15&&failure > -35) {/* drain mana */
3857 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3858 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3859 if(op->stats.sp<0) op->stats.sp = 0;
3860 } else if (settings.spell_failure_effects == TRUE) {
3861 if (failure <= -35&&failure > -60) { /* confusion */
3862 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3863 confuse_player(op,op,power);
3864 } else if (failure <= -60&&failure> -70) {/* paralysis */
3865 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3866 "you!");
3867 paralyze_player(op,op,power);
3868 } else if (failure <= -70&&failure> -80) {/* blind */
3869 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3870 blind_player(op,op,power);
3871 } else if (failure <= -80) {/* blast the immediate area */
3872 object *tmp;
3873 tmp=get_archetype(LOOSE_MANA);
3874 cast_magic_storm(op,tmp, power);
3875 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3876 free_object(tmp);
3877 }
3878 }
3879}
3880
3881void apply_changes_to_player(object *pl, object *change) {
3882 int excess_stat=0; /* if the stat goes over the maximum
3883 for the race, put the excess stat some
3884 where else. */
3885
3886 switch (change->type) {
3887 case CLASS: {
3888 living *stats = &(pl->contr->orig_stats);
3889 living *ns = &(change->stats);
3890 object *walk;
3891 int flag_change_face=1;
3892
3893 /* the following code assigns stats up to the stat max
3894 * for the race, and if the stat max is exceeded,
3895 * tries to randomly reassign the excess stat
3896 */
3897 int i,j;
3898 for(i=0;i<NUM_STATS;i++) {
3899 sint8 stat=get_attr_value(stats,i);
3900 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3901 stat += get_attr_value(ns,i);
3902 if(stat > 20 + race_bonus) {
3903 excess_stat++;
3904 stat = 20+race_bonus;
3905 }
3906 set_attr_value(stats,i,stat);
3907 } 3107 }
3108 else
3109 who->failmsg ("You need to mark a lightable object.");
3110}
3908 3111
3909 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3112/**
3910 int i = rndm(0, 6); 3113 * This function generates a cursed effect for cursed lamps and torches.
3911 int stat=get_attr_value(stats,i); 3114 */
3912 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3115static void
3913 if(i==CHA) continue; /* exclude cha from this */ 3116player_apply_lamp_cursed_effect (object *who, object *op)
3914 if( stat < 20 + race_bonus) { 3117{
3915 change_attr_value(stats,i,1); 3118 if (op->level)
3916 excess_stat--; 3119 {
3917 } 3120 who->failmsgf (
3121 "The %s was cursed, it explodes in a big fireball!",
3122 &op->name
3123 );
3124 create_exploding_ball_at (who, op->level);
3918 } 3125 }
3919 3126 else
3920 /* insert the randomitems from the change's treasurelist into 3127 {
3921 * the player ref: player.c 3128 who->failmsgf (
3922 */ 3129 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3923 if(change->randomitems!=NULL) 3130 &op->name
3924 give_initial_items(pl,change->randomitems); 3131 );
3925
3926
3927 /* set up the face, for some races. */
3928
3929 /* first, look for the force object banning
3930 * changing the face. Certain races never change face with class.
3931 */
3932 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3933 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3934
3935 if(flag_change_face) {
3936 pl->animation_id = GET_ANIM_ID(change);
3937 pl->face = change->face;
3938
3939 if(QUERY_FLAG(change,FLAG_ANIMATE))
3940 SET_FLAG(pl,FLAG_ANIMATE);
3941 else
3942 CLEAR_FLAG(pl,FLAG_ANIMATE);
3943 } 3132 }
3944 3133
3945 /* check the special case of can't use weapons */ 3134 op->destroy ();
3946 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3135}
3947 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3948 3136
3949 break; 3137/**
3950 } 3138 * Apply for players and lamps
3139 *
3140 * who - the player
3141 * op - the lamp
3142 */
3143static void
3144player_apply_lamp (object *who, object *op)
3145{
3146 bool switch_on = op->glow_radius ? false : true;
3147
3148 if (switch_on)
3951 } 3149 {
3150 object *lighter = 0;
3151
3152 if (op->flag [FLAG_IS_LIGHTABLE]
3153 && !(lighter = auto_apply_lighter (who, op, 0)))
3154 return;
3155
3156 if (op->stats.food < 1)
3157 {
3158 if (op->type == LAMP)
3159 who->failmsgf (
3160 "The %s is out of fuel! "
3161 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3162 &op->name
3163 );
3164 else
3165 who->failmsgf (
3166 "The %s is burnt out! "
3167 "H<Torches and similar items burn out and become worthless.>",
3168 &op->name
3169 );
3170 return;
3171 }
3172
3173 if (op->flag [FLAG_CURSED])
3174 {
3175 player_apply_lamp_cursed_effect (who, op);
3176 return;
3177 }
3178
3179 if (lighter)
3180 who->statusmsg (format (
3181 "You light up the %s with the %s.", &op->name, &lighter->name));
3182 else
3183 who->statusmsg (format ("You light up the %s.", &op->name));
3184 }
3185 else
3186 {
3187 if (op->flag [FLAG_CURSED])
3188 {
3189 player_apply_lamp_cursed_effect (who, op);
3190 return;
3191 }
3192
3193 if (op->type == TORCH)
3194 {
3195 if (!op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 who->statusmsg (format (
3198 "You put out the %s. "
3199 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3200 &op->name, &op->name));
3201 }
3202 else
3203 who->statusmsg (format (
3204 "You put out the %s."
3205 "H<Torches wear out if you put them out.>",
3206 &op->name));
3207 }
3208 else
3209 who->statusmsg (format ("You turn off the %s.", &op->name));
3210 }
3211
3212 apply_lamp (op, switch_on);
3213}
3214
3215void get_animation_from_arch (object *op, arch_ptr a)
3216{
3217 op->animation_id = a->animation_id;
3218 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3219 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3220 op->anim_speed = a->anim_speed;
3221 op->last_anim = 0;
3222 op->state = 0;
3223 op->face = a->face;
3224
3225 if (NUM_ANIMATIONS(op) > 1)
3226 {
3227 SET_ANIMATION(op, 0);
3228 animate_object (op, op->direction);
3229 }
3230 else
3231 update_object (op, UP_OBJ_FACE);
3232}
3233
3234/**
3235 * Apply for LAMPs and TORCHes.
3236 *
3237 * op - the lamp
3238 * switch_on - a flag which says whether the lamp should be switched on or off
3239 */
3240void apply_lamp (object *op, bool switch_on)
3241{
3242 op->set_glow_radius (switch_on ? op->range : 0);
3243 op->set_speed (switch_on ? op->arch->speed : 0);
3244
3245 // torches wear out if you put them out
3246 if (op->type == TORCH && !switch_on)
3247 {
3248 if (op->flag [FLAG_IS_LIGHTABLE])
3249 {
3250 op->stats.food -= (double) op->arch->stats.food / 15;
3251 if (op->stats.food < 0)
3252 op->stats.food = 0;
3253 }
3254 else
3255 op->stats.food = 0;
3256 }
3257
3258 // lamps and torched get worthless when used up
3259 if (op->stats.food <= 0)
3260 op->value = 0;
3261
3262 // FIXME: This is a hack to make the more sane torches and lamps
3263 // still animated ;-/
3264 if (op->other_arch)
3265 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3266
3267 if (object *pl = op->visible_to ())
3268 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3952} 3269}
3953 3270
3954/** 3271/**
3955 * This handles items of type 'transformer'. 3272 * This handles items of type 'transformer'.
3956 * Basically those items, used with a marked item, transform both items into something 3273 * Basically those items, used with a marked item, transform both items into something
3959 * Change information is contained in the 'slaying' field of the marked item. 3276 * Change information is contained in the 'slaying' field of the marked item.
3960 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3277 * The format is as follow: transformer:[number ]yield[;transformer:...].
3961 * This way an item can be transformed in many things, and/or many objects. 3278 * This way an item can be transformed in many things, and/or many objects.
3962 * The 'slaying' field for transformer is used as verb for the action. 3279 * The 'slaying' field for transformer is used as verb for the action.
3963 */ 3280 */
3281static void
3964void apply_item_transformer( object* pl, object* transformer ) 3282apply_item_transformer (object *pl, object *transformer)
3965 { 3283{
3966 object* marked;
3967 object* new_item; 3284 object *new_item;
3968 char* find; 3285 const char *find;
3969 char* separator; 3286 char *separator;
3970 int yield; 3287 int yield;
3971 char got[ MAX_BUF ]; 3288 char got[MAX_BUF];
3972 int len; 3289 int len;
3973 3290
3974 if ( !pl || !transformer ) 3291 if (!pl || !transformer)
3292 return;
3293
3294 object *marked = pl->mark ();
3295
3296 if (!marked)
3297 {
3298 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3299 return;
3300 }
3301
3302 if (!marked->slaying)
3303 {
3304 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3305 return;
3306 }
3307
3308 /* check whether they are compatible or not */
3309 find = strstr (&marked->slaying, transformer->arch->archname);
3310 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3311 {
3312 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3313 return;
3314 }
3315
3316 find += strlen (transformer->arch->archname) + 1;
3317 /* Item can be used, now find how many and what it yields */
3318 if (isdigit (*(find)))
3319 {
3320 yield = atoi (find);
3321 if (yield < 1)
3322 {
3323 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3324 yield = 1;
3325 }
3326 }
3327 else
3328 yield = 1;
3329
3330 while (isdigit (*find))
3331 find++;
3332
3333 while (*find == ' ')
3334 find++;
3335
3336 memset (got, 0, MAX_BUF);
3337
3338 if ((separator = (char *) strchr (find, ';')))
3339 len = separator - find;
3340 else
3341 len = strlen (find);
3342
3343 min_it (len, MAX_BUF - 1);
3344
3345 strcpy (got, find);
3346 got[len] = '\0';
3347
3348 /* Now create new item, remove used ones when required. */
3349 new_item = get_archetype (got);
3350 if (!new_item)
3351 {
3352 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3353 return;
3354 }
3355
3356 new_item->nrof = yield;
3357
3358 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3359
3360 pl->insert (new_item);
3361 /* Eat up one item */
3362 marked->decrease ();
3363
3364 /* Eat one transformer if needed */
3365 if (transformer->stats.food)
3366 if (--transformer->stats.food == 0)
3367 transformer->decrease ();
3368}
3369
3370/**
3371 * Main apply handler.
3372 *
3373 * Checks for unpaid items before applying.
3374 *
3375 * Return value is currently not used
3376 *
3377 * who is the object that is causing object to be applied, op is the object
3378 * being applied.
3379 *
3380 * aflag is special (always apply/unapply) flags. Nothing is done with
3381 * them in this function - they are passed to apply_special
3382 */
3383static bool
3384manual_apply (object *who, object *op, int aflag)
3385{
3386 op = op->head_ ();
3387
3388 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3389 {
3390 if (who->contr)
3391 {
3392 examine (who, op);
3393 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3394 return 1;
3395 }
3396 else
3397 return 0; /* monsters just skip unpaid items */
3398 }
3399
3400 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3401 return RESULT_INT (0);
3402 else if (apply_types_inv_only [op->type])
3403 {
3404 // special item, using slot system, needs to be in inv
3405 if (op->env == who)
3406 return apply_special (who, op, aflag);
3407
3408 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3409 }
3410 else if (!who->contr && apply_types_player_only [op->type])
3411 return 0; // monsters shouldn't try to apply player-only stuff
3412 else if (apply_types [op->type])
3413 {
3414 // ordinary stuff, may be on the floor
3415 switch (op->type)
3416 {
3417 case T_HANDLE:
3418 who->play_sound (sound_find ("turn_handle"));
3419 who->statusmsg ("You turn the handle.");
3420 op->value = op->value ? 0 : 1;
3421 SET_ANIMATION (op, op->value);
3422 update_object (op, UP_OBJ_FACE);
3423 push_button (op, who);
3424 break;
3425
3426 case TRIGGER:
3427 if (check_trigger (op, who, who))
3428 {
3429 who->statusmsg ("You turn the handle.");
3430 who->play_sound (sound_find ("turn_handle"));
3431 }
3432 else
3433 who->failmsg ("The handle doesn't move.");
3434
3435 break;
3436
3437 case EXIT:
3438 if (!EXIT_PATH (op))
3439 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3440 else
3441 {
3442 /* Don't display messages for random maps. */
3443 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3444 who->statusmsg (op->msg, NDI_NAVY);
3445
3446 who->enter_exit (op);
3447 }
3448
3449 break;
3450
3451 case INSCRIBABLE:
3452 who->statusmsg (op->msg);
3453 // maybe show a spell menu to chose from or something like that
3454 break;
3455
3456 case SIGN:
3457 apply_sign (who, op, 0);
3458 break;
3459
3460 case BOOK:
3461 apply_book (who, op);
3462 break;
3463
3464 case SKILLSCROLL:
3465 apply_skillscroll (who, op);
3466 break;
3467
3468 case SPELLBOOK:
3469 apply_spellbook (who, op);
3470 break;
3471
3472 case SCROLL:
3473 apply_scroll (who, op, 0);
3474 break;
3475
3476 case POTION:
3477 apply_potion (who, op);
3478 break;
3479
3480 /* Eneq(@csd.uu.se): Handle apply on containers. */
3481 //TODO: remove, as it is unsed?
3482 case CLOSE_CON:
3483 apply_container (who, op->env);
3484 break;
3485
3486 case CONTAINER:
3487 apply_container (who, op);
3488 break;
3489
3490 case TREASURE:
3491 apply_treasure (who, op);
3492 break;
3493
3494 case LAMP:
3495 case TORCH:
3496 player_apply_lamp (who, op);
3497 break;
3498
3499 case DRINK:
3500 case FOOD:
3501 case FLESH:
3502 apply_food (who, op);
3503 break;
3504
3505 case POISON:
3506 apply_poison (who, op);
3507 break;
3508
3509 case SAVEBED:
3510 break;
3511
3512 case ARMOUR_IMPROVER:
3513 apply_armour_improver (who, op);
3514 break;
3515
3516 case WEAPON_IMPROVER:
3517 check_improve_weapon (who, op);
3518 break;
3519
3520 case CLOCK:
3521 {
3522 char buf[MAX_BUF];
3523 timeofday_t tod;
3524
3525 get_tod (&tod);
3526 who->play_sound (sound_find ("sound_clock"));
3527 who->statusmsg (format (
3528 "It is %d minute%s past %d o'clock %s",
3529 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3530 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3531 ));
3532 }
3533 break;
3534
3535 case MENU:
3536 shop_listing (op, who);
3537 break;
3538
3539 case POWER_CRYSTAL:
3540 apply_power_crystal (who, op); /* see egoitem.c */
3541 break;
3542
3543 case LIGHTER: /* for lighting torches/lanterns/etc */
3544 apply_lighter (who, op);
3545 break;
3546
3547 case ITEM_TRANSFORMER:
3548 apply_item_transformer (who, op);
3549 break;
3550 }
3551
3552 return 1;
3553 }
3554 else
3555 {
3556 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3557 return 0;
3558 }
3559}
3560
3561/**
3562 * player_apply_below attempts to apply the object 'below' the player.
3563 * If the player has an open container, we use that for below, otherwise
3564 * we use the ground.
3565 */
3566void
3567player_apply_below (object *pl)
3568{
3569 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3570
3571 /* If using a container, set the starting item to be the top
3572 * item in the container. Otherwise, use the map.
3573 */
3574
3575 // first try to apply "applyables"
3576 for (object *tmp = top; tmp; tmp = tmp->below)
3577 if (!tmp->invisible && apply_types [tmp->type])
3578 {
3579 // If it is visible, player can apply it.
3580 pl->apply (tmp);
3975 return; 3581 return;
3976 marked = find_marked_object( pl ); 3582 }
3977 if ( !marked ) 3583
3584 while (top && top->invisible)
3585 top = top->below;
3586
3587 if (!top || top->flag [FLAG_IS_FLOOR])
3588 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3589 "H<There is nothing here that you can apply.>");
3590 else
3591 // next, try to explain the topmost object
3592 switch (top->type)
3978 { 3593 {
3979 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3594 // TODO: all this should move to examine
3980 return; 3595 case ALTAR:
3596 case IDENTIFY_ALTAR:
3597 case TRIGGER_ALTAR:
3598 case CONVERTER:
3599 //case TRIGGER_PEDESTAL:
3600 pl->failmsgf (
3601 "You see no obvious mechanism on the %s."
3602 "H<You have to drop one or more specific items here.>",
3603 query_short_name (top)
3604 );
3605 break;
3606
3607 case BUTTON:
3608 case TRIGGER_BUTTON:
3609 pl->failmsgf (
3610 "The %s looks as if you could activate it with somehting heavy. "
3611 "H<You must put enough items here to activate it.>",
3612 query_short_name (top)
3613 );
3614 break;
3615
3616 default:
3617 examine (pl, top);
3618 break;
3619 }
3620}
3621
3622// saner interface, returns successful status
3623bool
3624object::apply (object *ob, int aflags)
3625{
3626 if (!ob) // simplifies a lot of callers
3627 return true;
3628
3629 if (contr)
3630 {
3631 if (!ob->env && (move_type & MOVE_FLYING))
3981 } 3632 {
3982 if ( !marked->slaying ) 3633 /* player is flying and applying object not in inventory */
3983 { 3634 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3984 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3985 return;
3986 }
3987 /* check whether they are compatible or not */
3988 find = strstr( marked->slaying, transformer->arch->name );
3989 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3990 {
3991 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3992 return;
3993 }
3994 find += strlen( transformer->arch->name ) + 1;
3995 /* Item can be used, now find how many and what it yields */
3996 if ( isdigit( *( find ) ) )
3997 {
3998 yield = atoi( find );
3999 if ( yield < 1 )
4000 { 3635 {
4001 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3636 failmsg ("But you are floating high above the ground! "
4002 yield = 1; 3637 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3638 "or waiting till the levitation effect wears off.>");
3639 return 0;
4003 } 3640 }
4004 } 3641 }
4005 else
4006 yield = 1;
4007 3642
4008 while ( isdigit( *find ) ) 3643 contr->last_used = ob;
4009 find++; 3644 }
4010 while ( *find == ' ' ) 3645
4011 find++; 3646 bool want_apply =
4012 memset( got, 0, MAX_BUF ); 3647 aflags & AP_APPLY ? true
4013 if ( (separator = strchr( find, ';' ))!=NULL) 3648 : aflags & AP_UNAPPLY ? false
3649 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3650
3651 object_ptr *slot = 0;
3652
3653 // detect the slot, if this is a player
3654 if (contr && !(aflags & AP_NO_SLOT))
3655 {
3656 object *oslot;
3657
3658 switch (ob->type)
3659 {
3660 case WEAPON:
3661 slot = &contr->combat_ob;
3662 oslot = contr->ranged_ob;
3663 break;
3664
3665 case BOW:
3666 case RANGED:
3667 case SPELL:
3668 case WAND:
3669 case ROD:
3670 case HORN:
3671 case BUILDER:
3672 slot = &contr->ranged_ob;
3673 oslot = contr->combat_ob;
3674 break;
3675
3676 // oh, the humanity
3677 case SKILL:
3678 if (aflags & AP_NO_SLOT)
3679 break;
3680
3681 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3682 break;
3683
3684 if (skill_flags [ob->subtype] & SF_COMBAT)
3685 {
3686 slot = &contr->combat_ob;
3687 oslot = contr->ranged_ob;
3688 }
3689 else if (skill_flags [ob->subtype] & SF_RANGED)
3690 {
3691 slot = &contr->ranged_ob;
3692 oslot = contr->combat_ob;
3693 }
3694
3695 break;
3696 }
3697
3698 // now handle slot exclusions
3699 if (slot)
3700 {
3701 // only one slot can be active
3702 if (want_apply)
3703 {
3704 // clear slot unless we are in it already
3705 if (*slot != ob)
3706 apply (*slot, AP_UNAPPLY);
3707
3708 // unapply other slot, because we want to become active
3709 apply (oslot, AP_UNAPPLY);
3710 }
3711
3712 // clear item from slot if applied
3713 if (!want_apply && current_weapon == ob)
3714 current_weapon = 0;
3715 }
3716 }
3717
3718 if (ob->flag [FLAG_APPLIED] != want_apply)
3719 manual_apply (this, ob, aflags);
3720
3721 if (ob->flag [FLAG_APPLIED] != want_apply)
3722 return false;
3723
3724 if (slot && want_apply)
3725 current_weapon = *slot = ob;
3726
3727 return true;
3728}
3729
3730/**
3731 * Map was just loaded, handle op's initialisation.
3732 *
3733 * Generates shop floor's item, and treasures.
3734 */
3735int
3736auto_apply (object *op)
3737{
3738 object *tmp = NULL, *tmp2;
3739 int i;
3740
3741 op->clr_flag (FLAG_AUTO_APPLY);
3742
3743 switch (op->type)
3744 {
3745 case SHOP_FLOOR:
3746 if (!op->has_random_items ())
3747 return 0;
3748
3749 do
4014 { 3750 {
4015 len = separator - find; 3751 i = 10; /* let's give it 10 tries */
3752 while ((tmp = generate_treasure (op->randomitems,
3753 op->stats.exp
3754 ? (int) op->stats.exp
3755 : max (op->map->difficulty, 5)))
3756 == NULL && --i);
3757
3758 if (tmp == NULL)
3759 return 0;
3760
3761 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3762 {
3763 tmp->destroy ();
3764 tmp = NULL;
3765 }
4016 } 3766 }
4017 else 3767 while (!tmp);
3768
3769 tmp->x = op->x;
3770 tmp->y = op->y;
3771 tmp->set_flag (FLAG_UNPAID);
3772 insert_ob_in_map (tmp, op->map, NULL, 0);
3773 identify (tmp);
3774 break;
3775
3776 case TREASURE:
3777 if (op->flag [FLAG_IS_A_TEMPLATE])
3778 return 0;
3779
3780 while (op->stats.hp-- > 0)
3781 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3782 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3783
3784 /* If we generated an object and put it in this object inventory,
3785 * move it to the parent object as the current object is about
3786 * to disappear. An example of this item is the random_* stuff
3787 * that is put inside other objects.
3788 */
3789 if (op->env)
3790 while (op->inv)
3791 op->env->insert (op->inv);
3792
3793 op->destroy ();
3794 break;
3795 }
3796
3797 return !!tmp;
3798}
3799
3800/**
3801 * fix_auto_apply goes through the entire map every time a map
3802 * is loaded or swapped in and performs special actions for
3803 * certain objects (most initialization of chests and creation of
3804 * treasures and stuff). Calls auto_apply if appropriate.
3805 */
3806void
3807maptile::fix_auto_apply ()
3808{
3809 if (!spaces)
3810 return;
3811
3812 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3813 for (object *tmp = ms->bot; tmp; )
3814 {
3815 object *above = tmp->above;
3816
3817 if (tmp->inv)
4018 { 3818 {
4019 len = strlen(find); 3819 object *invtmp, *invnext;
3820
3821 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3822 {
3823 invnext = invtmp->below;
3824
3825 if (invtmp->flag [FLAG_AUTO_APPLY])
3826 auto_apply (invtmp);
3827 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3828 {
3829 while (invtmp->stats.hp-- > 0)
3830 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3831
3832 invtmp->randomitems = NULL;
3833 }
3834 else if (invtmp && invtmp->arch
3835 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3836 {
3837 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3838 /* Need to clear this so that we never try to create
3839 * treasure again for this object
3840 */
3841 invtmp->randomitems = NULL;
3842 }
3843 }
3844
3845 /* This is really temporary - the code at the bottom will
3846 * also set randomitems to null. The problem is there are bunches
3847 * of maps/players already out there with items that have spells
3848 * which haven't had the randomitems set to null yet.
3849 * MSW 2004-05-13
3850 *
3851 * And if it's a spellbook, it's better to set randomitems to NULL too,
3852 * else you get two spells in the book ^_-
3853 * Ryo 2004-08-16
3854 */
3855 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3856 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3857 tmp->randomitems = NULL;
4020 } 3858 }
4021 if ( len > MAX_BUF-1)
4022 len = MAX_BUF-1;
4023 strcpy( got, find );
4024 got[len] = '\0';
4025 3859
4026 /* Now create new item, remove used ones when required. */ 3860 if (tmp->flag [FLAG_AUTO_APPLY])
4027 new_item = get_archetype( got ); 3861 auto_apply (tmp);
4028 if ( !new_item ) 3862 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
4029 { 3863 {
4030 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 3864 while ((tmp->stats.hp--) > 0)
3865 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3866 tmp->randomitems = NULL;
3867 }
3868 else if (tmp->type == TIMED_GATE)
3869 {
3870 object *head = tmp->head != NULL ? tmp->head : tmp;
3871
3872 if (head->flag [FLAG_IS_LINKED])
3873 tmp->set_speed (0);
3874 }
3875 /* This function can be called everytime a map is loaded, even when
3876 * swapping back in. As such, we don't want to create the treasure
3877 * over and ove again, so after we generate the treasure, blank out
3878 * randomitems so if it is swapped in again, it won't make anything.
3879 * This is a problem for the above objects, because they have counters
3880 * which say how many times to make the treasure.
3881 */
3882 else if (tmp && tmp->arch && tmp->type != PLAYER
3883 && tmp->type != TREASURE && tmp->type != SPELL
3884 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3885 {
3886 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3887 tmp->randomitems = NULL;
3888 }
3889
3890 // close all containers
3891 else if (tmp->type == CONTAINER)
3892 tmp->flag [FLAG_APPLIED] = 0;
3893
3894 tmp = above;
3895 }
3896
3897 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3898 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3899 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3900 check_trigger (tmp, tmp->above, tmp->above);
3901}
3902
3903/**
3904 * Handles player eating food that temporarily changes status (resistances, stats).
3905 * This used to call cast_change_attr(), but
3906 * that doesn't work with the new spell code. Since we know what
3907 * the food changes, just grab a force and use that instead.
3908 */
3909void
3910eat_special_food (object *who, object *food)
3911{
3912 object *force;
3913 int i, did_one = 0;
3914
3915 char buf[64];
3916 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3917 shstr key (buf);
3918
3919 /* bigger morsel of food = longer effect time */
3920 int duration = TIME2TICK (food->stats.food);
3921
3922 if (force = who->force_find (key))
3923 {
3924 if (duration > fabs (force->speed_left / force->speed))
3925 {
3926 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));
3927 force->force_set_timer (duration);
3928 }
3929 else
3930 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3931
4031 return; 3932 return;
3933 }
3934 else
3935 {
3936 force = who->force_add (key, duration);
3937 force->name = key;
3938
3939 /* check if the food affects a stat */
3940 for (i = 0; i < NUM_STATS; i++)
3941 if (sint8 k = food->stats.stat (i))
3942 {
3943 force->stats.stat (i) = k;
3944 did_one = 1;
4032 } 3945 }
4033 new_item->nrof = yield; 3946
4034 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 3947 /* check if we can protect the eater */
4035 insert_ob_in_ob( new_item, pl ); 3948 for (i = 0; i < NROFATTACKS; i++)
4036 esrv_send_inventory( pl, pl ); 3949 {
4037 /* Eat up one item */ 3950 if (food->resist[i] > 0)
4038 decrease_ob_nr( marked, 1 ); 3951 {
4039 /* Eat one transformer if needed */ 3952 force->resist[i] = food->resist[i];
4040 if ( transformer->stats.food ) 3953 did_one = 1;
4041 if ( --transformer->stats.food == 0 ) 3954 }
4042 decrease_ob_nr( transformer, 1 ); 3955 }
3956
3957 if (did_one)
3958 {
3959 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));
3960
3961 /* make the force take effect and report effects to user */
3962 change_abil (who, force);
3963 }
3964 else
3965 force->destroy ();
3966 }
3967
3968 /* check for hp, sp change */
3969 if (food->stats.hp != 0)
4043 } 3970 {
3971 if (food->flag [FLAG_CURSED])
3972 {
3973 who->contr->killer = food;
3974 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3975 who->failmsg ("Eck!...that was poisonous!");
3976 }
3977 else
3978 {
3979 if (food->stats.hp > 0)
3980 who->statusmsg ("You begin to feel better.");
3981 else
3982 who->failmsg ("Eck!...that was poisonous!");
3983
3984 who->stats.hp += food->stats.hp;
3985 }
3986 }
3987
3988 if (food->stats.sp != 0)
3989 {
3990 if (food->flag [FLAG_CURSED])
3991 {
3992 who->failmsg ("You are drained of mana!");
3993 who->stats.sp -= food->stats.sp;
3994 if (who->stats.sp < 0)
3995 who->stats.sp = 0;
3996 }
3997 else
3998 {
3999 who->statusmsg ("You feel a rush of magical energy!");
4000 who->stats.sp += food->stats.sp;
4001 /* place limit on max sp from food? */
4002 }
4003 }
4004
4005 who->update_stats ();
4006}
4007
4008void
4009apply_changes_to_player (object *pl, object *change)
4010{
4011 int excess_stat = 0; /* if the stat goes over the maximum
4012 for the race, put the excess stat some
4013 where else. */
4014
4015 switch (change->type)
4016 {
4017 case CLASS:
4018 {
4019 living *stats = &(pl->contr->orig_stats);
4020 living *ns = &(change->stats);
4021 object *walk;
4022 int flag_change_face = 1;
4023
4024 /* the following code assigns stats up to the stat max
4025 * for the race, and if the stat max is exceeded,
4026 * tries to randomly reassign the excess stat
4027 */
4028 int i, j;
4029
4030 for (i = 0; i < NUM_STATS; i++)
4031 {
4032 int race_bonus = pl->arch->stats.stat (i);
4033 sint8 stat = stats->stat (i) + ns->stat (i);
4034
4035 if (stat > 20 + race_bonus)
4036 {
4037 excess_stat++;
4038 stat = 20 + race_bonus;
4039 }
4040
4041 stats->stat (i) = stat;
4042 }
4043
4044 for (j = 0; excess_stat > 0 && j < 100; j++)
4045 { /* try 100 times to assign excess stats */
4046 int i = rndm (0, 6);
4047
4048 if (i == CHA)
4049 continue; /* exclude cha from this */
4050
4051 int stat = stats->stat (i);
4052 int race_bonus = pl->arch->stats.stat (i);
4053 if (stat < 20 + race_bonus)
4054 {
4055 change_attr_value (stats, i, 1);
4056 excess_stat--;
4057 }
4058 }
4059
4060 /* insert the randomitems from the change's treasurelist into
4061 * the player ref: player.c
4062 */
4063 if (change->randomitems)
4064 give_initial_items (pl, change->randomitems);
4065
4066 /* set up the face, for some races. */
4067
4068 /* first, look for the force object banning
4069 * changing the face. Certain races never change face with class.
4070 */
4071 for (walk = pl->inv; walk; walk = walk->below)
4072 if (walk->name == shstr_NOCLASSFACECHANGE)
4073 flag_change_face = 0;
4074
4075 if (flag_change_face)
4076 {
4077 pl->face = change->face;
4078 pl->animation_id = change->animation_id;
4079 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4080 }
4081
4082 /* check the special case of can't use weapons */
4083 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4084 if (change->name == shstr_monk)
4085 pl->clr_flag (FLAG_USE_WEAPON);
4086
4087 break;
4088 }
4089 }
4090}
4091

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