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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.16 by root, Wed Aug 30 09:31:30 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 1.16 2006/08/30 09:31:30 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/**
45 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue.
47 */
48int should_director_abort(object *op, object *victim)
49{ 38{
50 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
51 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples:
56 * subtype 1: only arch
57 * subtype 3: arch or name
58 * subtype 5: arch or race
59 * subtype 7: all three
60 */
61 if (op->subtype)
62 { 40 {
63 arch_flag = (op->subtype & 1); 41 set (WEAPON);
64 name_flag = (op->subtype & 2); 42 set (ARMOUR);
65 race_flag = (op->subtype & 4); 43 set (BOOTS);
66 } else { 44 set (GLOVES);
67 arch_flag = 1; 45 set (AMULET);
68 name_flag = 1; 46 set (GIRDLE);
69 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);
70 } 61 }
71 /* If the director has race set, only affect objects with a arch, 62} apply_types_inv_only;
72 * name or race that matches. 63
73 */ 64// these only make sense for the player
74 if ( (op->race) && 65
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 66static const struct apply_types_player_only : typeset
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 67{
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 68 apply_types_player_only ()
78 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 */
79 } 84 }
80 /* If the director has slaying set, only affect objects where none 85} apply_types_player_only;
81 * of arch, name, or race match. 86
82 */ 87// applying these _can_ be attempted, others cannot
83 if ( (op->slaying) && ( 88// be applied at all. used by e.g. apply below.
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 89
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 90static const struct apply_types : typeset
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 91{
87 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);
88 } 109 }
89 return 0; 110} apply_types;
90}
91
92/**
93 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not.
96 */
97static int apply_id_altar (object *money, object *altar, object *pl)
98{
99 object *id, *marked;
100 int success=0;
101
102 if (pl == NULL || pl->type != PLAYER)
103 return 0;
104
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be.
107 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0;
110
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory.
114 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
116 && need_identify (marked))
117 {
118 if (operate_altar (altar, &money)) {
119 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl,
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
125 }
126 return money == NULL;
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 }
146 else {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break;
149 }
150 }
151 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
153 return money == NULL;
154}
155
156/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item.
159 **/
160static void handle_apply_yield(object* tmp)
161{
162 const char* yield;
163
164 yield = get_ob_key_value(tmp,"on_use_yield");
165 if (yield != NULL)
166 {
167 object* drop = get_archetype(yield);
168 if (tmp->env)
169 {
170 drop = insert_ob_in_ob(drop,tmp->env);
171 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop);
173 }
174 else
175 {
176 drop->x = tmp->x;
177 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
179 }
180 }
181}
182
183/**
184 * Handles applying a potion.
185 */
186int apply_potion (object * op, object * tmp)
187{
188 int got_one = 0, i;
189 object *force = 0, *floor = 0;
190
191 floor = get_map_ob (op->map, op->x, op->y);
192
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 {
195 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!"
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0;
201 }
202
203 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp);
207 }
208
209 handle_apply_yield (tmp);
210
211 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
213 {
214 object *depl;
215 archetype *at;
216
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 {
219 drain_stat (op);
220 fix_player (op);
221 decrease_ob (tmp);
222 return 1;
223 }
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
225 {
226 LOG (llevError, "Could not find archetype depletion\n");
227 return 0;
228 }
229 depl = present_arch_in_ob (at, op);
230 if (depl != NULL)
231 {
232 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i))
234 {
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236 }
237 remove_ob (depl);
238 free_object (depl);
239 fix_player (op);
240 }
241 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
243
244 decrease_ob (tmp);
245 return 1;
246 }
247
248 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250 {
251
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261 if (op->contr->levsp[i] != 1)
262 {
263 op->contr->levsp[i] = 1;
264 break;
265 }
266 if (op->contr->levgrace[i] != 1)
267 {
268 op->contr->levgrace[i] = 1;
269 break;
270 }
271 }
272 else
273 {
274 if (op->contr->levhp[i] < 9)
275 {
276 op->contr->levhp[i] = 9;
277 break;
278 }
279 if (op->contr->levsp[i] < 6)
280 {
281 op->contr->levsp[i] = 6;
282 break;
283 }
284 if (op->contr->levgrace[i] < 3)
285 {
286 op->contr->levgrace[i] = 3;
287 break;
288 }
289 }
290 }
291 /* Just makes checking easier */
292 if (i < MIN (11, op->level))
293 got_one = 1;
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 {
296 if (got_one)
297 {
298 fix_player (op);
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you");
301 new_draw_info (NDI_UNIQUE, 0, op,
302 "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect.");
305 }
306 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect");
309 }
310 else
311 { /* cursed potion */
312 if (got_one)
313 {
314 fix_player (op);
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you.");
317 }
318 else
319 new_draw_info (NDI_UNIQUE, 0, op,
320 "You are fortunate that you are so pathetic.");
321 }
322 decrease_ob (tmp);
323 return 1;
324 }
325
326
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 * and heroism all fit into this category. Given the spell object code,
329 * there is no limit to the number of spells that potions can be cast,
330 * but direction is problematic to try and imbue fireball potions for example.
331 */
332 if (tmp->inv)
333 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 {
336 object *fball;
337
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op);
356 return 1;
357 }
358
359 /* Deal with protection potions */
360 force = NULL;
361 for (i = 0; i < NROFATTACKS; i++)
362 {
363 if (tmp->resist[i])
364 {
365 if (!force)
366 force = get_archetype (FORCE_NAME);
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT;
369 break; /* Only need to find one protection since we copy entire batch */
370 }
371 }
372 /* This is a protection potion */
373 if (force)
374 {
375 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 {
378 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 }
383 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force);
388 decrease_ob (tmp);
389 return 1;
390 }
391
392 /* Only thing left are the stat potions */
393 if (op->type == PLAYER)
394 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else
399 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
402 }
403
404 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears
407 * up all the stats.
408 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op);
411 decrease_ob (tmp);
412 return 1;
413}
414 111
415/**************************************************************************** 112/****************************************************************************
416 * Weapon improvement code follows 113 * Weapon improvement code follows
417 ****************************************************************************/ 114 ****************************************************************************/
418 115
419/** 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/**
420 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
421 */ 133 */
422static int check_item(object *op, const char *item) 134static int
135check_item (object *op, shstr_cmp item)
423{ 136{
424 int count=0; 137 int count = 0;
425 138
139 if (!item)
140 return 0;
426 141
427 if (item==NULL) return 0; 142 for (op = op->below; op; op = op->below)
428 op=op->below; 143 if (op->arch->archname == item)
429 while(op!=NULL) { 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 if (strcmp(op->arch->name,item)==0){
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
433 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 146 count += op->number_of ();
438 } 147
439 }
440 op=op->below;
441 }
442 return count; 148 return count;
443} 149}
444 150
445/** 151/**
446 * This removes 'nrof' of what item->slaying says to remove. 152 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 153 * op is typically the player, which is only
448 * really used to determine what space to look at. 154 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
450 */ 156 */
451static void eat_item(object *op,const char *item, uint32 nrof) 157static void
158eat_item (object *op, shstr_cmp item, uint32 nrof)
452{ 159{
453 object *prev; 160 object *prev;
454 161
455 prev = op; 162 prev = op;
456 op=op->below; 163 op = op->below;
457 164
458 while(op!=NULL) { 165 while (op)
459 if (strcmp(op->arch->name,item)==0) { 166 {
167 if (op->arch->archname == item)
168 {
460 if (op->nrof >= nrof) { 169 if (op->nrof >= nrof)
170 {
461 decrease_ob_nr(op,nrof); 171 op->decrease (nrof);
462 return; 172 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 173 }
174 else
175 {
176 op->decrease (nrof);
177 nrof -= op->nrof;
178 }
179
467 op=prev; 180 op = prev;
468 } 181 }
182
469 prev = op; 183 prev = op;
470 op=op->below; 184 op = op->below;
471 } 185 }
472}
473
474/**
475 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon.
480 */
481static int check_weapon_power(const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level/5)+5) >= improvs) return 1;
489 else return 0;
490
491#else
492 int level=0;
493
494 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance.
500 */
501 if(who->type==PLAYER) {
502 object *wc_obj=NULL;
503
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level;
507
508 if (!level ) {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510 level = who->level;
511 }
512 }
513 else
514 level=who->level;
515
516 return (improvs <= ((level/5)+5));
517#endif
518} 186}
519 187
520/** 188/**
521 * 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.
522 * 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.
523 */ 191 */
192static int
524static int check_sacrifice(object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
525{ 194{
526 int count=0; 195 int count = 0;
527 196
528 if (improver->slaying!=NULL) { 197 if (improver->slaying)
198 {
529 count = check_item(op,improver->slaying); 199 count = check_item (op, improver->slaying);
530 if (count<1) { 200 if (count < 1)
531 char buf[200]; 201 {
532 sprintf(buf,"The gods want more %ss",improver->slaying); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0; 203 return 0;
535 } 204 }
536 } 205 }
537 else 206 else
538 count=1; 207 count = 1;
539 208
540 return count; 209 return count;
541} 210}
542 211
543/** 212/**
544 * Actually improves the weapon, and tells user. 213 * Actually improves the weapon, and tells user.
545 */ 214 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 215static int
547 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)
548{ 217{
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count; 218 stat += sacrifice_count;
552 weapon->last_eat++; 219 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 220 improver->decrease ();
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver);
556 221
557 /* So it updates the players stats and the window */ 222 /* So it updates the players stats and the window */
558 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
559 return 1; 231 return 1;
560} 232}
561 233
562/* Types of improvements, hidden in the sp field. */ 234/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 235#define IMPROVE_PREPARE 1
564#define IMPROVE_DAMAGE 2 236#define IMPROVE_DAMAGE 2
565#define IMPROVE_WEIGHT 3 237#define IMPROVE_WEIGHT 3
566#define IMPROVE_ENCHANT 4 238#define IMPROVE_ENCHANT 4
567#define IMPROVE_STR 5 239#define IMPROVE_STR 5
568#define IMPROVE_DEX 6 240#define IMPROVE_DEX 6
569#define IMPROVE_CON 7 241#define IMPROVE_CON 7
570#define IMPROVE_WIS 8 242#define IMPROVE_WIS 8
571#define IMPROVE_CHA 9 243#define IMPROVE_CHA 9
572#define IMPROVE_INT 10 244#define IMPROVE_INT 10
573#define IMPROVE_POW 11 245#define IMPROVE_POW 11
574
575 246
576/** 247/**
577 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
579 */ 250 */
580 251static int
581int prepare_weapon(object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
582{ 253{
583 int sacrifice_count,i; 254 int sacrifice_count, i;
584 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
585 256
586 if (weapon->level!=0) { 257 if (weapon->level != 0)
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 258 {
259 op->failmsg ("Weapon is already prepared!");
588 return 0; 260 return 0;
589 } 261 }
262
590 for (i=0; i<NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 264 if (weapon->resist[i])
265 break;
592 266
593 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 268 * improvement of items that already have protections.
595 */ 269 */
596 if (i<NROFATTACKS || 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
601 { 274 {
602 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.>");
603 return 0; 278 return 0;
604 } 279 }
280
605 sacrifice_count=check_sacrifice(op,improver); 281 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 282 if (sacrifice_count <= 0)
607 return 0; 283 return 0;
284
608 weapon->level=isqrt(sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
611 287
612 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.",
613 weapon->name,weapon->level); 291 &weapon->name, weapon->level
292 ));
614 293
615 sprintf(buf,"%s's %s",op->name,weapon->name); 294 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 295 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 297 slot at once! */
620 decrease_ob(improver); 298 improver->decrease ();
621 weapon->last_eat=0; 299 weapon->last_eat = 0;
622 return 1; 300 return 1;
623} 301}
624
625 302
626/** 303/**
627 * 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.
628 * This is the new improve weapon code. 305 * This is the new improve weapon code.
629 * 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.
632 * 309 *
633 * 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
634 * 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 ??
635 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
636 */ 313 */
314static int
637int improve_weapon(object *op,object *improver,object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
638{ 316{
639 int sacrifice_count, sacrifice_needed=0; 317 int sacrifice_count, sacrifice_needed = 0;
640 318
641 if(improver->stats.sp==IMPROVE_PREPARE) { 319 if (improver->stats.sp == IMPROVE_PREPARE)
642 return prepare_weapon(op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
643 } 321
644 if (weapon->level==0) { 322 if (weapon->level == 0)
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 323 {
646 return 0; 324 op->failmsg (
647 } 325 "This weapon has not been prepared."
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
650 return 0;
651 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
653 !check_weapon_power(op, weapon->last_eat+1)) {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
657 return 0; 327 return 0;
658 } 328 }
329
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.");
334 return 0;
335 }
336
337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
339 {
340 op->failmsg ("Improving the weapon will make it too "
341 "powerful for you to use. Unready it if you "
342 "really want to improve it.");
343 return 0;
344 }
345
659 /* 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
660 * 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,
661 * 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
662 * weapon can be improved. 349 * weapon can be improved.
663 */ 350 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 351 if (improver->stats.sp == IMPROVE_DAMAGE)
352 {
665 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op,
668 "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));
669 weapon->last_eat++; 356 weapon->last_eat++;
670 357
671 weapon->item_power++; 358 weapon->item_power++;
672 decrease_ob(improver); 359 improver->decrease ();
673 return 1; 360 return 1;
674 } 361 }
362
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 363 if (improver->stats.sp == IMPROVE_WEIGHT)
364 {
676 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 366 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 367 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 368 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 369
681 (float)weapon->weight/1000.0); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
682 weapon->last_eat++; 371 weapon->last_eat++;
683 weapon->item_power++; 372 weapon->item_power++;
684 decrease_ob(improver); 373 improver->decrease ();
685 return 1; 374 return 1;
686 } 375 }
376
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 377 if (improver->stats.sp == IMPROVE_ENCHANT)
378 {
688 weapon->magic++; 379 weapon->magic++;
689 weapon->last_eat++; 380 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
691 ,"Weapon magic increased to %d",weapon->magic); 382 improver->decrease ();
692 decrease_ob(improver);
693 weapon->item_power++; 383 weapon->item_power++;
694 return 1; 384 return 1;
695 } 385 }
696 386
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 388 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 389
701 if (sacrifice_needed<1) 390 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 391 sacrifice_needed = 1;
703 sacrifice_needed *=2; 392 sacrifice_needed *= 2;
704 393
705 sacrifice_count = check_sacrifice(op,improver); 394 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 395 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 396 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
709 return 0; 398 return 0;
710 } 399 }
400
711 eat_item(op,improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 402 weapon->item_power++;
713 403
714 switch (improver->stats.sp) { 404 switch (improver->stats.sp)
715 case IMPROVE_STR: 405 {
716 return improve_weapon_stat(op,improver,weapon, 406 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
717 (signed char *) &(weapon->stats.Str), 407 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
718 1, "strength"); 408 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
719 case IMPROVE_DEX: 409 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
720 return improve_weapon_stat(op,improver,weapon, 410 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
721 (signed char *) &(weapon->stats.Dex), 411 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
722 1, "dexterity"); 412 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
723 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon,
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon,
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon,
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon,
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon,
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 413 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
745 } 415 }
416
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 418 return 0;
748} 419}
749 420
750/** 421/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * 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, ...),
753 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
754 */ 425 */
426static int
755int check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
756{ 428{
757 object *otmp;
758
759 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!");
760 return 0; 435 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 436 }
765 otmp=find_marked_object(op); 437
438 object *otmp = op->mark ();
439
766 if(!otmp) { 440 if (!otmp)
767 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.>");
768 return 0; 443 return 0;
769 } 444 }
445
770 if (otmp->type != WEAPON && otmp->type != BOW) { 446 if (otmp->type != WEAPON && otmp->type != BOW)
771 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!");
772 return 0; 449 return 0;
773 } 450 }
774 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
775 improve_weapon(op,tmp,otmp); 460 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 461 esrv_send_item (op, otmp);
777 return 1; 462 return 1;
778} 463}
779 464
780/** 465/**
781 * This code deals with the armour improvment scrolls. 466 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 467 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 483 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 485 * changing of physical area right now.
801 */ 486 */
487static int
802int improve_armour(object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
803{ 489{
804 object *tmp;
805
806 if (armour->magic >= settings.armor_max_enchant) { 490 if (armour->magic >= settings.armor_max_enchant)
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 491 {
492 op->failmsg ("This armour can not be enchanted any further!");
808 return 0; 493 return 0;
809 } 494 }
495
810 /* 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,
811 * 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.
812 * 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
813 * of gnarg and what not?) 499 * of gnarg and what not?)
814 */ 500 */
815 if (armour->title) { 501 if (armour->title)
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 502 {
503 op->failmsg ("This armour will not accept further enchantment.");
817 return 0; 504 return 0;
818 } 505 }
819 506
820 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
822 */ 509 */
823 if(armour->nrof > 1) 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
824 tmp = get_split_ob(armour,armour->nrof - 1);
825 else
826 tmp = NULL;
827 511
828 armour->magic++; 512 armour->magic++;
829 513
830 if ( !settings.armor_speed_linear ) 514 if (!settings.armor_speed_linear)
831 { 515 {
832 int base = 100; 516 int base = 100;
833 int pow = 0; 517 int pow = 0;
518
834 while ( pow < armour->magic ) 519 while (pow < armour->magic)
835 { 520 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 522 pow++;
838 } 523 }
839 524
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
841 } 526 }
842 else 527 else
843 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;
844 529
845 if ( !settings.armor_weight_linear ) 530 if (!settings.armor_weight_linear)
846 { 531 {
847 int base = 100; 532 int base = 100;
848 int pow = 0; 533 int pow = 0;
534
849 while ( pow < armour->magic ) 535 while (pow < armour->magic)
850 { 536 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 538 pow++;
853 } 539 }
854 540
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
856 } 542 }
857 else 543 else
858 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;
859 545
860 if ( armour->weight <= 0 ) 546 if (armour->weight <= 0)
861 { 547 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 549 armour->weight = 1;
864 } 550 }
865 551
866 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);
867 553
868 if (op->type == PLAYER) { 554 if (op->type == PLAYER)
555 {
869 esrv_send_item(op, armour); 556 esrv_send_item (op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 557
871 fix_player(op); 558 if (armour->flag [FLAG_APPLIED])
559 op->update_stats ();
872 } 560 }
873 decrease_ob(improver); 561
562 improver->decrease ();
563
874 if (tmp) { 564 if (tmp)
875 insert_ob_in_ob(tmp, op); 565 op->insert (tmp);
876 esrv_send_item(op, tmp); 566
877 }
878 return 1; 567 return 1;
879} 568}
880
881 569
882/* 570/*
883 * 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
884 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
885 */ 573 *
886#define CONV_FROM(xyz) xyz->slaying
887#define CONV_TO(xyz) xyz->other_arch
888#define CONV_NR(xyz) xyz->stats.sp
889#define CONV_NEED(xyz) xyz->stats.food
890
891/* Takes one items and makes another. 574 * Takes one type of items and makes another.
892 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
893 * 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
894 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
895 */ 578 */
579int
896int convert_item(object *item, object *converter) { 580convert_item (object *item, object *converter)
897 int nr=0; 581{
898 object *tmp; 582 sint64 nr = 0, price_in;
899 uint32 price_in;
900 583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
591
901 /* 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,
902 * 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
903 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
904 */ 595 */
905 if (!strcmp(CONV_FROM(converter),"money")) { 596 if (conv_from == shstr_money)
906 int cost; 597 {
907
908 if(item->type!=MONEY) 598 if (item->type != MONEY)
909 return 0; 599 return 0;
910 600
911 nr=(item->nrof*item->value)/CONV_NEED(converter); 601 nr = sint64 (item->nrof) * item->value / need;
602 if (!nr)
912 if (!nr) return 0; 603 return 0;
913 cost=nr*CONV_NEED(converter)/item->value;
914 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++;
916 decrease_ob_nr(item, cost);
917 604
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
918 price_in = cost*item->value; 611 price_in = cost * item->value;
612 }
613 else
919 } 614 {
920 else { 615 if (item->type == PLAYER
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 616 || conv_from != item->arch->archname
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 617 || (need && need > (uint16) item->nrof))
923 return 0; 618 return 0;
924 619
925 if(CONV_NEED(converter)) { 620 converter->play_sound (sound_find ("convert_item"));
926 nr=item->nrof/CONV_NEED(converter); 621
927 decrease_ob_nr(item,nr*CONV_NEED(converter)); 622 if (need)
623 {
624 nr = sint64 (item->nrof) / need;
625 item->decrease (nr * need);
928 price_in = nr*CONV_NEED(converter)*item->value; 626 price_in = nr * need * item->value;
627 }
929 } else { 628 else
629 {
930 price_in = item->value; 630 price_in = item->value;
931 remove_ob(item); 631 item->destroy ();
932 free_object(item);
933 } 632 }
633 }
634
635 if (converter->inv)
934 } 636 {
935
936 if (converter->inv != NULL) {
937 object *ob; 637 object *ob;
938 int i; 638 int i;
939 object *ob_to_copy; 639 object *ob_to_copy;
940 640
941 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
943 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++)
944 if (rndm(0, i) == 0) { 644 if (rndm (0, i) == 0)
945 ob_to_copy = ob; 645 ob_to_copy = ob;
946 } 646
947 } 647 item = ob_to_copy->deep_clone ();
948 item = object_create_clone(ob_to_copy); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
951 } else { 650 }
952 if (converter->other_arch == NULL) { 651 else
953 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); 652 {
653 if (!conv_to)
654 {
655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
656 &converter->name, &converter->map->path, converter->x, converter->y);
954 return -1; 657 return -1;
955 } 658 }
956 659
957 item = object_create_arch(converter->other_arch); 660 item = object_create_arch (conv_to);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 662 }
960 663
961 if(CONV_NR(converter)) 664 if (give)
962 item->nrof=CONV_NR(converter); 665 item->nrof = give;
666
963 if(nr) 667 if (nr)
964 item->nrof*=nr; 668 item->nrof *= nr;
965 if(is_in_shop (converter)) 669
966 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 }
967 else if(price_in < item->nrof*item->value) { 681 else if (price_in < sint64 (item->nrof) * item->value)
682 {
968 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",
969 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);
970 item->nrof*item->value, item->name);
971 /** 685 /**
972 * 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
973 * propably had something in mind when doing this 687 * hopefully had something in mind when doing this.
974 */ 688 */
975 } 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
976 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);
977 return 1; 697 return 1;
978} 698}
979 699
980/** 700/**
981 * Handle apply on containers. 701 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
983 * 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]
984 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
985 */ 705 */
986 706static int
987int apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
988{ 708{
989 char buf[MAX_BUF]; 709 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 710 return 0; /* This might change */
994 711
995 if (sack==NULL || sack->type != CONTAINER) { 712 if (!sack || sack->type != CONTAINER)
713 {
996 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]");
997 return 0; 715 return 0;
998 } 716 }
999 op->contr->last_used = NULL; 717
1000 op->contr->last_used_id = 0; 718 op->contr->last_used = 0;
1001 719
1002 if (sack->env!=op) { 720 if (sack->env && sack->env != op)
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 } 721 {
1045 722 op->failmsg ("You must put it onto the floor or into your inventory first.");
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1; 723 return 1;
1094} 724 }
1095 725
1096/** 726 // already applied == open on ground, or open in inv, or active in inv
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 727 if (sack->flag [FLAG_APPLIED])
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110int esrv_apply_container (object *op, object *sack)
1111{
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError,
1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1119 return 0;
1120 } 728 {
1121 729 if (op->container_ () == sack)
1122 /* If we have a currently open container, then it needs to be closed in all cases
1123 * if we are opening this one up. We then fall through if appropriate for
1124 * openening the new container.
1125 */
1126
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1128 if (op->container->env != op) { /* if container is on the ground */
1129 op->container->move_off = 0;
1130 } 730 {
1131 731 // open on ground or inv, so close
1132 if (INVOKE_OBJECT (CLOSE, op)) 732 op->close_container ();
1133 return 1; 733 return 1;
1134
1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1136 query_name(op->container));
1137 CLEAR_FLAG(op->container, FLAG_APPLIED);
1138 op->container=NULL;
1139 esrv_update_item (UPD_FLAGS, op, tmp);
1140 if (tmp == sack) return 1;
1141 }
1142
1143
1144 /* If the player is trying to open it (which he must be doing if we got here),
1145 * and it is locked, check to see if player has the equipment to open it.
1146 */
1147
1148 if (sack->slaying) { /* it's locked */
1149 tmp=find_key(op, op, sack);
1150 if (tmp) {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1152 } else {
1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1154 query_name(sack));
1155 return 0;
1156 } 734 }
1157 }
1158
1159 /* By the time we get here, we have made sure any other container has been closed and
1160 * if this is a locked container, the player they key to open it.
1161 */
1162
1163 /* There are really two cases - the sack is either on the ground, or the sack is
1164 * part of the players inventory. If on the ground, we assume that the player is
1165 * opening it, since if it was being closed, that would have been taken care of above.
1166 */
1167
1168
1169 if (sack->env != op) {
1170 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171 * else. This normally should not happen, but a misbehaving client/player could
1172 * try to do it, so lets handle it gracefully.
1173 */
1174 if (sack->env) { 735 else if (!sack->env)
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 736 {
1176 query_name(sack)); 737 // active, but not ours: some other player has opened it
738 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1177 return 0; 739 return 1;
1178 } 740 }
1179 /* set these so when the player walks off, we can unapply the sack */
1180 sack->move_off = MOVE_ALL; /* trying force closing it */
1181 741
1182 CLEAR_FLAG (sack, FLAG_APPLIED); 742 // fall through to opening it (active in inv)
1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 743 }
1184 SET_FLAG (sack, FLAG_APPLIED); 744 else if (sack->env)
1185 op->container = sack; 745 {
746 // it is in our env, so activate it, do not open yet
747 op->close_container ();
748 sack->flag [FLAG_APPLIED] = 1;
1186 esrv_update_item (UPD_FLAGS, op, sack); 749 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack); 750 op->statusmsg (format ("You ready %s.", query_name (sack)));
1188
1189 } else { /* sack is in players inventory */
1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack);
1197 }
1198 else {
1199 CLEAR_FLAG (sack, FLAG_APPLIED);
1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1201 SET_FLAG (sack, FLAG_APPLIED);
1202 esrv_update_item (UPD_FLAGS, op, sack);
1203 }
1204 }
1205 return 1; 751 return 1;
1206} 752 }
1207 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}
1208 770
1209/** 771/**
1210 * Handles dropping things on altar. 772 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted. 773 * Returns true if sacrifice was accepted.
1212 */ 774 */
775static int
1213static int apply_altar (object *altar, object *sacrifice, object *originator) 776apply_altar (object *altar, object *sacrifice, object *originator)
1214{ 777{
1215 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1217 return 0; 780 return 0;
1218 781
1219 if (operate_altar (altar, &sacrifice)) { 782 if (operate_altar (altar, &sacrifice, originator))
783 {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * 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
1222 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1223 */ 787 */
1224 if (altar->inv && altar->inv->type==SPELL) { 788 if (altar->inv && altar->inv->type == SPELL)
1225 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 789 {
1226 altar->inv->name); 790 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1227 cast_spell (originator, altar, 0, altar->inv, NULL); 791 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with 792 /* If it is connected, push the button. Fixes some problems with
1229 * old maps. 793 * old maps.
1230 */ 794 */
795
1231/* push_button (altar);*/ 796/* push_button (altar);*/
797 }
1232 } else { 798 else
799 {
1233 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1234 push_button (altar); 801 push_button (altar, originator);
1235 } 802 }
803
1236 return sacrifice == NULL; 804 return !sacrifice;
1237 } else { 805 }
806 else
1238 return 0; 807 return 0;
1239 }
1240} 808}
1241
1242 809
1243/** 810/**
1244 * Handles 'movement' of shop mats. 811 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not. 812 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus 813 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date. 814 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29 815 * MSW 2001-08-29
1249 */ 816 */
817int
1250int apply_shop_mat (object * shop_mat, object * op) 818apply_shop_mat (object *shop_mat, object *op)
1251{ 819{
1252 int rv = 0; 820 int rv = 0;
1253 double opinion; 821 double opinion;
1254 object *tmp, *next; 822 object *tmp, *next;
1255 823
1256 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1257 825
1258 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 ())
1259 { 838 {
1260 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1261 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1262 * the shop. 841 * the shop.
1263 */ 842 */
1264 for (tmp = op->inv; tmp; tmp = next) 843 for (tmp = op->inv; tmp; tmp = next)
1265 { 844 {
1266 next = tmp->below; 845 next = tmp->below;
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 846
847 if (tmp->flag [FLAG_UNPAID])
1268 { 848 {
1269 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);
1270 850
1271 remove_ob (tmp);
1272 if (i == -1) 851 if (i >= 0)
1273 i = 0; 852 tmp->move (i);
1274 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0);
1278 } 853 }
1279 } 854 }
1280 855
1281 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1282 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (op->flag [FLAG_NO_PICK])
1283 return 0; 858 return 0;
1284 859
1285 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1286 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1287 */ 862 */
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1289 { 864 {
1290
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 866 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
867
1293 if (i != -1) 868 if (i != -1)
1294 {
1295 rv =
1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 869 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1297 0, shop_mat); 870
1298 }
1299 return 0; 871 return 0;
1300 } 872 }
873
1301 /* Removed code that checked for multipart objects - it appears that 874 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine. 875 * the teleport function should be able to handle this just fine.
1303 */ 876 */
1304 rv = teleport (shop_mat, SHOP_MAT, op); 877 rv = teleport (shop_mat, SHOP_MAT, op);
1305 } 878 }
1306 /* immediate block below is only used for players */ 879 else if (can_pay (op) && get_payment (op))
1307 else if (can_pay (op))
1308 { 880 {
1309 get_payment (op, op->inv); 881 /* this is only used for players */
1310 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1311 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
1312 if (shop_mat->msg) 891 if (shop_mat->msg)
1313 { 892 op->statusmsg (shop_mat->msg);
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* This check below is a bit simplistic - generally it should be correct, 893 /* This check below is a bit simplistic - generally it should be correct,
1317 * but there is never a guarantee that the bottom space on the map is 894 * but there is never a guarantee that the bottom space on the map is
1318 * actually the shop floor. 895 * actually the shop floor.
1319 */ 896 */
1320 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1321 { 898 {
1322 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1323 if (opinion > 0.9) 900
1324 new_draw_info (NDI_UNIQUE, 0, op, 901 op->statusmsg (
1325 "The shopkeeper gives you a friendly wave."); 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1326 else if (opinion > 0.75) 903 : opinion >= 0.75 ? "The shopkeeper waves to you."
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 904 : opinion >= 0.50 ? "The shopkeeper ignores you."
1328 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else
1331 new_draw_info (NDI_UNIQUE, 0, op,
1332 "The shopkeeper glares at you with contempt."); 905 : "The shopkeeper glares at you with contempt."
906 );
1333 } 907 }
1334 } 908 }
1335 else 909 else
1336 { 910 {
1337 /* if we get here, a player tried to leave a shop but was not able 911 /* if we get here, a player tried to leave a shop but was not able
1338 * to afford the items he has. We try to move the player so that 912 * to afford the items he has. We try to move the player so that
1339 * they are not on the mat anymore 913 * they are not on the mat anymore
1340 */ 914 */
1341
1342 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
1343 if (i == -1) 917 if (i == -1)
1344 {
1345 LOG (llevError, "Internal shop-mat problem.\n"); 918 LOG (llevError, "Internal shop-mat problem.\n");
1346 }
1347 else 919 else
1348 { 920 {
1349 remove_ob (op); 921 op->remove ();
1350 op->x += freearr_x[i]; 922 op->x += freearr_x[i];
1351 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1352 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;
1353 } 925 }
1354 } 926 }
1355 CLEAR_FLAG (op, FLAG_NO_APPLY); 927
928 op->clr_flag (FLAG_NO_APPLY);
1356 return rv; 929 return rv;
1357} 930}
1358 931
1359/** 932/**
1360 * Handles applying a sign. 933 * Handles applying a sign.
1361 */ 934 */
935static void
1362static void apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1363{ 937{
1364 readable_message_type* msgType; 938 if (!op->is_player())
1365 char newbuf[HUGE_BUF];
1366 if (sign->msg == NULL) {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1368 return;
1369 }
1370
1371 if (sign->stats.food) {
1372 if (sign->last_eat >= sign->stats.food) {
1373 if (!sign->move_on)
1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1375 return;
1376 }
1377
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1379 sign->last_eat++;
1380 }
1381
1382 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1383 * No way to know for sure. The presumption is basically that if
1384 * move_on is zero, it needs to be manually applied (doesn't talk
1385 * to us).
1386 */
1387 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1388 new_draw_info (NDI_UNIQUE, 0, op,
1389 "You are unable to read while blind.");
1390 return;
1391 }
1392 msgType=get_readable_message_type(sign);
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1394 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1395}
1396
1397
1398/**
1399 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap'
1401 * effect is determined by move_on/move_off of trap and move_type of victime.
1402 *
1403 * originator: Player, monster or other object that caused 'victim' to move
1404 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1405 * However, some types of traps require an originator to function.
1406 */
1407void move_apply (object *trap, object *victim, object *originator)
1408{
1409 static int recursion_depth = 0;
1410
1411 /* Only exits affect DMs. */
1412 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1413 return; 939 return;
1414 940
1415 /* move_apply() is the most likely candidate for causing unwanted and 941 if (sign->has_dialogue ())
1416 * 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).
1417 */ 974 */
1418 /* The following was changed because it was causing perfeclty correct 975 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1419 * maps to fail. 1) it's not an error to recurse: 976 {
1420 * rune detonates, summoning monster. monster lands on nearby rune. 977 op->failmsg ("You are unable to read while blind!");
1421 * nearby rune detonates. This sort of recursion is expected and 978 return;
1422 * 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
1423 */ 1002 */
1424 if (recursion_depth >= 500) {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return;
1429 }
1430 recursion_depth++;
1431 if (trap->head) trap=trap->head;
1432
1433 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1434 goto leave;
1435
1436 switch (trap->type) {
1437 case PLAYERMOVER:
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1439 !should_director_abort(trap, victim)) {
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1441
1442 /* Is this correct? From the docs, it doesn't look like it
1443 * should be divided by trap->speed
1444 */
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1446
1447 /* Just put in some sanity check. I think there is a bug in the
1448 * above with some objects have zero speed, and thus the player
1449 * getting permanently paralyzed.
1450 */
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1452 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1453 }
1454 goto leave;
1455
1456 case SPINNER:
1457 if(victim->direction) {
1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1459 update_turn_face(victim);
1460 }
1461 goto leave;
1462
1463 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) {
1465 victim->direction=trap->stats.sp;
1466 update_turn_face(victim);
1467 }
1468 goto leave;
1469
1470 case BUTTON:
1471 case PEDESTAL:
1472 update_button(trap);
1473 goto leave;
1474
1475 case ALTAR:
1476 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator);
1478 goto leave;
1479
1480 case THROWN_OBJ:
1481 if (trap->inv == NULL)
1482 goto leave;
1483 /* fallthrough */
1484
1485 case ARROW:
1486
1487 /* bad bug: monster throw a object, make a step forwards, step on object ,
1488 * trigger this here and get hit by own missile - and will be own enemy.
1489 * Victim then is his own enemy and will start to kill herself (this is
1490 * removed) but we have not synced victim and his missile. To avoid senseless
1491 * action, we avoid hits here
1492 */
1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494 hit_with_arrow (trap, victim);
1495 goto leave;
1496
1497 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim);
1499 goto leave;
1500
1501 case TRAPDOOR:
1502 {
1503 int max, sound_was_played;
1504 object *ab, *ab_next;
1505 if(!trap->value) {
1506 int tot;
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510
1511 if(!(trap->value=(tot>trap->weight)?1:0))
1512 goto leave;
1513
1514 SET_ANIMATION(trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE);
1516 }
1517
1518 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1519 /* need to set this up, since if we do transfer the object,
1520 * ab->above would be bogus
1521 */
1522 ab_next = ab->above;
1523
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1525 if ( ! sound_was_played) {
1526 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1527 sound_was_played = 1;
1528 }
1529 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1530 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1531 }
1532 }
1533 goto leave;
1534 }
1535
1536
1537 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) {
1539 object *op;
1540
1541 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1542
1543 op = get_archetype("burnout");
1544 if (op != NULL) {
1545 op->x = trap->x;
1546 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0);
1548 }
1549 }
1550 goto leave;
1551
1552 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim);
1556 goto leave;
1557
1558 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim);
1560 goto leave;
1561
1562 case CHECK_INV:
1563 check_inv (victim, trap);
1564 goto leave;
1565
1566 case HOLE:
1567 /* Hole not open? */
1568 if(trap->stats.wc > 0)
1569 goto leave;
1570
1571 /* Is this a multipart monster and not the head? If so, return.
1572 * Processing will happen if the head runs into the pit
1573 */
1574 if (victim->head) 1003 if (victim->head)
1575 goto leave;
1576
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581
1582 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584 /* Basically, don't show exits leading to random maps the
1585 * players output.
1586 */
1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1589 enter_exit (victim, trap);
1590 }
1591 goto leave;
1592
1593 case ENCOUNTER:
1594 /* may be some leftovers on this */
1595 goto leave;
1596
1597 case SHOP_MAT:
1598 apply_shop_mat (trap, victim);
1599 goto leave;
1600
1601 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator);
1604 goto leave;
1605
1606 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */
1609
1610 apply_sign (victim, trap, 1);
1611 goto leave;
1612
1613 case CONTAINER:
1614 if (victim->type==PLAYER)
1615 (void) esrv_apply_container (victim, trap);
1616 else
1617 (void) apply_container (victim, trap);
1618 goto leave;
1619
1620 case RUNE:
1621 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1623 spring_trap(trap, victim);
1624 }
1625 goto leave;
1626
1627 default:
1628 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1629 "handled in move_apply()\n", trap->name, trap->arch->name,
1630 trap->type);
1631 goto leave;
1632 }
1633
1634 leave:
1635 recursion_depth--;
1636}
1637
1638/**
1639 * Handles reading a regular (ie not containing a spell) book.
1640 */
1641static void apply_book (object *op, object *tmp)
1642{
1643 int lev_diff;
1644 object *skill_ob;
1645
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1647 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1648 return;
1649 }
1650 if(tmp->msg==NULL) {
1651 new_draw_info_format(NDI_UNIQUE, 0, op,
1652 "You open the %s and find it empty.", tmp->name);
1653 return;
1654 }
1655
1656 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill);
1658 if ( ! skill_ob) {
1659 new_draw_info(NDI_UNIQUE, 0,op,
1660 "You are unable to decipher the strange symbols.");
1661 return;
1662 }
1663 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1665 if (lev_diff < 2)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1667 else if (lev_diff < 3)
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1669 else if (lev_diff < 5)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1671 else if (lev_diff < 8)
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1673 else if (lev_diff < 15)
1674 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1675 else
1676 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1677 return;
1678 }
1679
1680 readable_message_type* msgType = get_readable_message_type(tmp);
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype,
1683 "You open the %s and start reading.\n%s",
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg);
1686
1687 /* gain xp from reading */
1688 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1691 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED);
1693 /* If in a container, update how it looks */
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1695 else op->contr->socket.update_look=1;
1696 }
1697 change_exp(op,exp_gain, skill_ob->skill, 0);
1698 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1699 }
1700}
1701
1702/**
1703 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * op is the person learning the skill, tmp is the skill scroll object
1705 */
1706static void apply_skillscroll (object *op, object *tmp)
1707{
1708 switch ((int) learn_skill (op, tmp)) {
1709 case 0:
1710 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1712 return;
1713
1714 case 1:
1715 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1716 tmp->skill);
1717 new_draw_info_format(NDI_UNIQUE, 0, op,
1718 "Type 'bind ready_skill %s",tmp->skill);
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp);
1721 return;
1722
1723 default:
1724 new_draw_info_format(NDI_UNIQUE,0,op,
1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1726 decrease_ob(tmp);
1727 return;
1728 }
1729}
1730
1731/**
1732 * Actually makes op learn spell.
1733 * Informs player of what happens.
1734 */
1735void do_learn_spell (object *op, object *spell, int special_prayer)
1736{
1737 object *tmp;
1738
1739 if (op->type != PLAYER) {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return;
1742 }
1743
1744 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1747 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1748 return;
1749 }
1750 return;
1751 }
1752
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1754 tmp = get_object();
1755 copy_object(spell, tmp);
1756 insert_ob_in_ob(tmp, op);
1757
1758 if (special_prayer) {
1759 SET_FLAG(tmp, FLAG_STARTEQUIP);
1760 }
1761
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp);
1766}
1767
1768/**
1769 * Erases spell from player's inventory.
1770 */
1771void do_forget_spell (object *op, const char *spell)
1772{
1773 object *spob;
1774
1775 if (op->type != PLAYER) {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return;
1778 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return;
1782 }
1783
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1785 "You lose knowledge of %s.", spell);
1786 player_unready_range_ob(op->contr, spob);
1787 esrv_remove_spell(op->contr, spob);
1788 remove_ob(spob);
1789 free_object(spob);
1790}
1791
1792/**
1793 * Handles player applying a spellbook.
1794 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1795 * stuff like that. Random learning failure too.
1796 */
1797static void apply_spellbook (object *op, object *tmp)
1798{
1799 object *skop, *spell, *spell_skill;
1800
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1802 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1803 return;
1804 }
1805
1806 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks
1809 */
1810
1811 if(tmp->slaying != NULL) {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1813 if (!spell) {
1814 new_draw_info_format(NDI_UNIQUE, 0, op,
1815 "The book's formula for %s is incomplete", tmp->slaying);
1816 return;
1817 }
1818 else
1819 insert_ob_in_ob(spell, tmp);
1820 free_string(tmp->slaying);
1821 tmp->slaying=NULL;
1822 }
1823
1824 skop = find_skill_by_name(op, tmp->skill);
1825
1826 /* need a literacy skill to learn spells. Also, having a literacy level
1827 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1830 return;
1831 }
1832
1833 spell = tmp->inv;
1834 if (!spell) {
1835 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1836 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1837 return; 1004 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return;
1842 }
1843 1005
1844 new_draw_info_format(NDI_UNIQUE, 0, op, 1006 // now find all possible locations and randomly pick one
1845 "The spellbook contains the %s level spell %s.", 1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1846 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);
1847 1012
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1013 if (dir < 0)
1849 identify(tmp);
1850 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1852 else
1853 op->contr->socket.update_look=1;
1854 }
1855
1856 /* I removed the check for special_prayer_mark here - it didn't make
1857 * a lot of sense - special prayers are not found in spellbooks, and
1858 * if the player doesn't know the spell, doesn't make a lot of sense that
1859 * they would have a special prayer mark.
1860 */
1861 if (check_spell_known (op, spell->name)) {
1862 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1863 return;
1864 }
1865
1866 if (spell->skill) {
1867 spell_skill = find_skill_by_name(op, spell->skill);
1868 if (!spell_skill) {
1869 new_draw_info_format(NDI_UNIQUE, 0, op,
1870 "You lack the skill %s to use this spell",
1871 spell->skill);
1872 return;
1873 }
1874 if (spell_skill->level < spell->level) {
1875 new_draw_info_format(NDI_UNIQUE, 0, op,
1876 "You need to be level %d in %s to learn this spell.",
1877 spell->level, spell->skill);
1878 return;
1879 }
1880 }
1881
1882 /* Logic as follows
1883 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 *
1886 * 2- The learner's skill level in literacy adjusts the chance to learn
1887 * a spell.
1888 *
1889 * 3 -Automatically fail to learn if you read while confused
1890 *
1891 * Overall, chances are the same but a player will find having a high
1892 * literacy rate very useful! -b.t.
1893 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1895 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1896 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1898 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1900
1901 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1902 do_learn_spell (op, spell, 0);
1903
1904 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1907 } else {
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1909 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1910 }
1911 decrease_ob(tmp);
1912}
1913
1914/**
1915 * Handles applying a spell scroll.
1916 */
1917void apply_scroll (object *op, object *tmp, int dir)
1918{
1919 object *skop;
1920
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1922 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1923 return;
1924 }
1925
1926 if (!tmp->inv || tmp->inv->type != SPELL) {
1927 new_draw_info (NDI_UNIQUE, 0, op,
1928 "The scroll just doesn't make sense!");
1929 return;
1930 }
1931
1932 if(op->type==PLAYER) {
1933 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0;
1935
1936 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell.
1938 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1940
1941 if ( ! skop) {
1942 new_draw_info(NDI_UNIQUE, 0,op,
1943 "You are unable to decipher the strange symbols.");
1944 return;
1945 }
1946
1947 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0);
1949 }
1950
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1952 identify(tmp);
1953
1954 new_draw_info_format(NDI_BLACK, 0, op,
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956
1957
1958 cast_spell(op,tmp,dir,tmp->inv, NULL);
1959 decrease_ob(tmp);
1960}
1961
1962/**
1963 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure
1965 * chest.
1966 */
1967static void apply_treasure (object *op, object *tmp)
1968{
1969 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971
1972
1973 /* Nice side effect of new treasure creation method is that the treasure
1974 * for the chest is done when the chest is created, and put into the chest
1975 * inventory. So that when the chest burns up, the items still exist. Also
1976 * prevents people fromt moving chests to more difficult maps to get better
1977 * treasure
1978 */
1979
1980 treas = tmp->inv;
1981 if(treas==NULL) {
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1983 decrease_ob(tmp);
1984 return;
1985 }
1986 while (tmp->inv) {
1987 treas = tmp->inv;
1988
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x;
1994 treas->y=op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1996
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op);
2000 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed
2004 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2006 break;
2007 }
2008
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010 decrease_ob (tmp);
2011
2012}
2013
2014/**
2015 * op eats food.
2016 * If player, takes care of messages and dragon special food.
2017 */
2018static void apply_food (object *op, object *tmp)
2019{
2020 int capacity_remaining;
2021
2022 if(op->type!=PLAYER)
2023 op->stats.hp=op->stats.maxhp;
2024 else {
2025 /* check if this is a dragon (player), eating some flesh */
2026 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2027 ;
2028 else {
2029 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) {
2031 if(tmp->type==FOOD || tmp->type==FLESH)
2032 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2033 else
2034 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2035 }
2036
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2038 char buf[MAX_BUF];
2039
2040 if (!is_dragon_pl(op)) {
2041 /* eating message for normal players*/
2042 if(tmp->type==DRINK)
2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2044 else
2045 sprintf(buf,"The %s tasted %s",tmp->name,
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/
2050 sprintf(buf,"The %s tasted terrible!",tmp->name);
2051 }
2052
2053 new_draw_info(NDI_UNIQUE, 0,op,buf);
2054 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50;
2058 else
2059 op->stats.hp+=tmp->stats.food/50;
2060 if(op->stats.hp>op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp;
2062 if (op->stats.food > 999)
2063 op->stats.food = 999;
2064 }
2065
2066 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2068 eat_special_food(op,tmp);
2069 }
2070 }
2071 handle_apply_yield(tmp);
2072 decrease_ob(tmp);
2073}
2074
2075/**
2076 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * there is a chance for the dragon's skin to get improved.
2078 *
2079 * attributes:
2080 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return:
2083 * int 1 if eating successful, 0 if it doesn't work
2084 */
2085int dragon_eat_flesh(object *op, object *meal) {
2086 object *skin = NULL; /* pointer to dragon skin force*/
2087 object *abil = NULL; /* pointer to dragon ability force*/
2088 object *tmp = NULL; /* tmp. object */
2089
2090 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */
2097 int i; /* index */
2098
2099 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op))
2101 return 0; 1014 return;
2102
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 from the player's inventory */
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2106 if (tmp->type == FORCE) {
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2108 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2110 abil = tmp;
2111 }
2112 }
2113
2114 /* if either skin or ability are missing, this is an old player
2115 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0;
2117
2118 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50;
2121 else
2122 op->stats.hp += meal->stats.food/50;
2123 if(op->stats.hp>op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp;
2125
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2127
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2129
2130 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2133 /* got positive resistance, now calculate improvement chance (0-100) */
2134
2135 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2137 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */
2139
2140 /* monster bonus increases with level, because high-level
2141 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level);
2143
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2145 ((double)settings.max_level)) - skin->resist[i];
2146
2147 if (chance >= 0.)
2148 chance += 1.;
2149 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2151
2152 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2154
2155 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.);
2158
2159 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) {
2161 atnr_winner[winners] = i;
2162 winners++;
2163 }
2164
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2166
2167 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2168 }
2169 }
2170
2171 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100;
2173 /* print message according to totalchance */
2174 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2176 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name);
2178 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name);
2180 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name);
2182 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name);
2184 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2185 sprintf(buf, "The %s tasted strange.", meal->name);
2186 else
2187 sprintf(buf, "The %s had no taste.", meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf);
2189
2190 /* now choose a winner if we have any */
2191 i = -1;
2192 if (winners>0)
2193 i = atnr_winner[RANDOM()%winners];
2194
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2196 /* resistance increased! */
2197 skin->resist[i]++;
2198 fix_player(op);
2199
2200 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2202 }
2203
2204 /* if this flesh contains a new ability focus, we mark it
2205 into the ability_force and it will take effect on next level */
2206 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2207 && meal->last_eat != abil->last_eat) {
2208 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2209
2210 if (meal->last_eat != abil->stats.exp) {
2211 sprintf(buf, "Your metabolism prepares to focus on %s!",
2212 change_resist_msg[meal->last_eat]);
2213 new_draw_info(NDI_UNIQUE, 0, op, buf);
2214 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2215 new_draw_info(NDI_UNIQUE, 0, op, buf);
2216 }
2217 else {
2218 sprintf(buf, "Your metabolism will continue to focus on %s.",
2219 change_resist_msg[meal->last_eat]);
2220 new_draw_info(NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0;
2222 }
2223 }
2224 return 1;
2225}
2226 1015
2227static void apply_savebed (object *pl) 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2228{ 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
2229#ifndef COZY_SERVER
2230 if(!pl->contr->name_changed||!pl->stats.exp) {
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2232 return;
2233 }
2234#endif
2235 INVOKE_PLAYER (LOGOUT, pl->contr);
2236 /* Need to call terminate_all_pets() before we remove the player ob */
2237 terminate_all_pets(pl);
2238 remove_ob(pl);
2239 pl->direction=0;
2240 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2241 "%s leaves the game.",pl->name);
2242
2243 /* update respawn position */
2244 strcpy(pl->contr->savebed_map, pl->map->path);
2245 pl->contr->bed_x = pl->x;
2246 pl->contr->bed_y = pl->y;
2247
2248 strcpy(pl->contr->killer,"left");
2249 check_score(pl); /* Always check score */
2250 (void)save_player(pl,0);
2251 pl->map->players--;
2252#if MAP_MAXTIMEOUT
2253 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2254#endif
2255 play_again(pl);
2256 pl->speed = 0;
2257 update_ob_speed(pl);
2258}
2259 1018
2260/** 1019 transfer_ob (victim,
2261 * Handles applying an improve armor scroll. 1020 EXIT_X (trap) + freearr_x[dir],
2262 * Does some sanity checks, then calls improve_armour. 1021 EXIT_Y (trap) + freearr_y[dir],
2263 */ 1022 0, victim);
2264static void apply_armour_improver (object *op, object *tmp)
2265{
2266 object *armor;
2267
2268 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2269 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2270 return;
2271 }
2272 armor=find_marked_object(op);
2273 if ( ! armor) {
2274 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2275 return;
2276 }
2277 if (armor->type != ARMOUR
2278 && armor->type != CLOAK
2279 && armor->type != BOOTS && armor->type != GLOVES
2280 && armor->type != BRACERS && armor->type != SHIELD
2281 && armor->type != HELMET)
2282 {
2283 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2284 return;
2285 }
2286
2287 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2288 improve_armour(op,tmp,armor);
2289}
2290
2291
2292extern void apply_poison (object *op, object *tmp)
2293{
2294 if (op->type == PLAYER) {
2295 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2296 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2297 strcpy(op->contr->killer,"poisonous booze");
2298 }
2299 if (tmp->stats.hp > 0) {
2300 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2301 tmp->stats.hp);
2302 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2303 }
2304 op->stats.food-=op->stats.food/4;
2305 handle_apply_yield(tmp);
2306 decrease_ob(tmp);
2307}
2308
2309/**
2310 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2311 * A valid 2 way exit means:
2312 * -You can come back (there is another exit at the other side)
2313 * -You are
2314 * ° the owner of the exit
2315 * ° or in the same party as the owner
2316 *
2317 * Note: a owner in a 2 way exit is saved as the owner's name
2318 * in the field exit->name cause the field exit->owner doesn't
2319 * survive in the swapping (in fact the whole exit doesn't survive).
2320 */
2321int is_legal_2ways_exit (object* op, object *exit)
2322 {
2323 object * tmp;
2324 object * exit_owner;
2325 player * pp;
2326 mapstruct * exitmap;
2327 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2328 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2329 /* To know if an exit has a correspondant, we look at
2330 * all the exits in destination and try to find one with same path as
2331 * the current exit's position */
2332 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2333 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2334 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2335 if (exitmap)
2336 {
2337 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2338 if (!tmp) return 0;
2339 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2340 {
2341 if (tmp->type!=EXIT) continue; /*Not an exit*/
2342 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2343 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2344 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2345
2346 /* From here we have found the exit is valid. However we do
2347 * here the check of the exit owner. It is important for the
2348 * town portals to prevent strangers from visiting your appartments
2349 */
2350 if (!exit->race) return 1; /*No owner, free for all!*/
2351 exit_owner=NULL;
2352 for (pp=first_player;pp;pp=pp->next)
2353 {
2354 if (!pp->ob) continue;
2355 if (pp->ob->name!=exit->race) continue;
2356 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2357 break;
2358 }
2359 if (!exit_owner) return 0; /* No more owner*/
2360 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2361 if ( exit_owner && /*There is a owner*/
2362 (op->contr) && /*A player tries to pass */
2363 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2364 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2365 return 0;
2366 return 1;
2367 }
2368 }
2369 return 0;
2370 }
2371
2372
2373/**
2374 * Main apply handler.
2375 *
2376 * Checks for unpaid items before applying.
2377 *
2378 * Return value:
2379 * 0: player or monster can't apply objects of that type
2380 * 1: has been applied, or there was an error applying the object
2381 * 2: objects of that type can't be applied if not in inventory
2382 *
2383 * op is the object that is causing object to be applied, tmp is the object
2384 * being applied.
2385 *
2386 * aflag is special (always apply/unapply) flags. Nothing is done with
2387 * them in this function - they are passed to apply_special
2388 */
2389
2390int manual_apply (object *op, object *tmp, int aflag)
2391{
2392 if (tmp->head) tmp=tmp->head;
2393
2394 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2395 if (op->type == PLAYER) {
2396 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2397 return 1;
2398 } else {
2399 return 0; /* monsters just skip unpaid items */
2400 }
2401 }
2402
2403 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2404 return RESULT_INT (0);
2405
2406 switch (tmp->type) {
2407
2408 case CF_HANDLE:
2409 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2410 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2411 tmp->value=tmp->value?0:1;
2412 SET_ANIMATION(tmp, tmp->value);
2413 update_object(tmp,UP_OBJ_FACE);
2414 push_button(tmp);
2415 return 1;
2416
2417 case TRIGGER:
2418 if (check_trigger (tmp, op)) {
2419 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2420 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2421 } else {
2422 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2423 }
2424 return 1;
2425
2426 case EXIT:
2427 if (op->type != PLAYER)
2428 return 0;
2429 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2430 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2431 query_name(tmp));
2432 } else {
2433 /* Don't display messages for random maps. */
2434 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2435 strncmp(EXIT_PATH(tmp), "/random/", 8))
2436 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2437 enter_exit(op,tmp);
2438 }
2439 return 1;
2440
2441 case SIGN:
2442 apply_sign (op, tmp, 0);
2443 return 1;
2444
2445 case BOOK:
2446 if (op->type == PLAYER) {
2447 apply_book (op, tmp);
2448 return 1;
2449 } else {
2450 return 0;
2451 }
2452
2453 case SKILLSCROLL:
2454 if (op->type == PLAYER) {
2455 apply_skillscroll (op, tmp);
2456 return 1;
2457 }
2458 return 0;
2459
2460 case SPELLBOOK:
2461 if (op->type == PLAYER) {
2462 apply_spellbook (op, tmp);
2463 return 1;
2464 }
2465 return 0;
2466
2467 case SCROLL:
2468 apply_scroll (op, tmp, 0);
2469 return 1;
2470
2471 case POTION:
2472 (void) apply_potion(op, tmp);
2473 return 1;
2474
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 case CLOSE_CON:
2477 if (op->type==PLAYER)
2478 (void) esrv_apply_container (op, tmp->env);
2479 else
2480 (void) apply_container (op, tmp->env);
2481 return 1;
2482
2483 case CONTAINER:
2484 if (op->type==PLAYER)
2485 (void) esrv_apply_container (op, tmp);
2486 else
2487 (void) apply_container (op, tmp);
2488 return 1;
2489
2490 case TREASURE:
2491 if (op->type == PLAYER) {
2492 apply_treasure (op, tmp);
2493 return 1;
2494 } else {
2495 return 0;
2496 }
2497
2498 case WEAPON:
2499 case ARMOUR:
2500 case BOOTS:
2501 case GLOVES:
2502 case AMULET:
2503 case GIRDLE:
2504 case BRACERS:
2505 case SHIELD:
2506 case HELMET:
2507 case RING:
2508 case CLOAK:
2509 case WAND:
2510 case ROD:
2511 case HORN:
2512 case SKILL:
2513 case BOW:
2514 case LAMP:
2515 case BUILDER:
2516 case SKILL_TOOL:
2517 if (tmp->env != op)
2518 return 2; /* not in inventory */
2519 (void) apply_special (op, tmp, aflag);
2520 return 1;
2521
2522 case DRINK:
2523 case FOOD:
2524 case FLESH:
2525 apply_food (op, tmp);
2526 return 1;
2527
2528 case POISON:
2529 apply_poison (op, tmp);
2530 return 1;
2531
2532 case SAVEBED:
2533 if (op->type == PLAYER) {
2534 apply_savebed (op);
2535 return 1;
2536 } else {
2537 return 0;
2538 }
2539
2540 case ARMOUR_IMPROVER:
2541 if (op->type == PLAYER) {
2542 apply_armour_improver (op, tmp);
2543 return 1;
2544 } else {
2545 return 0;
2546 }
2547
2548 case WEAPON_IMPROVER:
2549 (void) check_improve_weapon(op, tmp);
2550 return 1;
2551
2552 case CLOCK:
2553 if (op->type == PLAYER) {
2554 char buf[MAX_BUF];
2555 timeofday_t tod;
2556
2557 get_tod(&tod);
2558 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2559 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2560 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2561 ((tod.hour >= 14) ? "pm" : "am"));
2562 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2563 new_draw_info(NDI_UNIQUE, 0,op, buf);
2564 return 1;
2565 } else {
2566 return 0;
2567 }
2568
2569 case MENU:
2570 if (op->type == PLAYER) {
2571 shop_listing (op);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case POWER_CRYSTAL:
2578 apply_power_crystal(op,tmp); /* see egoitem.c */
2579 return 1;
2580
2581 case LIGHTER: /* for lighting torches/lanterns/etc */
2582 if (op->type == PLAYER) {
2583 apply_lighter(op,tmp);
2584 return 1;
2585 } else {
2586 return 0;
2587 }
2588
2589 case ITEM_TRANSFORMER:
2590 apply_item_transformer( op, tmp );
2591 return 1;
2592
2593 default:
2594 return 0;
2595 }
2596}
2597
2598
2599/* quiet suppresses the "don't know how to apply" and "you must get it first"
2600 * messages as needed by player_apply_below(). But there can still be
2601 * "but you are floating high above the ground" messages.
2602 *
2603 * Same return value as apply() function.
2604 */
2605int player_apply (object *pl, object *op, int aflag, int quiet)
2606{
2607 int tmp;
2608
2609 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2610 /* player is flying and applying object not in inventory */
2611 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2612 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2613 "above the ground!");
2614 return 0;
2615 }
2616 }
2617
2618 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2619 * applied.
2620 */
2621 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2622 {
2623 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2624 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2625 "of smoke!");
2626 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2627 remove_ob (op);
2628 free_object (op);
2629 return 1;
2630 }
2631
2632 pl->contr->last_used = op;
2633 pl->contr->last_used_id = op->count;
2634
2635 tmp = manual_apply (pl, op, aflag);
2636 if ( ! quiet) {
2637 if (tmp == 0)
2638 new_draw_info_format (NDI_UNIQUE, 0, pl,
2639 "I don't know how to apply the %s.",
2640 query_name (op));
2641 else if (tmp == 2)
2642 new_draw_info_format (NDI_UNIQUE, 0, pl,
2643 "You must get it first!\n");
2644 }
2645 return tmp;
2646}
2647
2648/**
2649 * player_apply_below attempts to apply the object 'below' the player.
2650 * If the player has an open container, we use that for below, otherwise
2651 * we use the ground.
2652 */
2653
2654void player_apply_below (object *pl)
2655{
2656 object *tmp, *next;
2657 int floors;
2658
2659 /* If using a container, set the starting item to be the top
2660 * item in the container. Otherwise, use the map.
2661 */
2662 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2663
2664 /* This is perhaps more complicated. However, I want to make sure that
2665 * we don't use a corrupt pointer for the next object, so we get the
2666 * next object in the stack before applying. This is can only be a
2667 * problem if player_apply() has a bug in that it uses the object but does
2668 * not return a proper value.
2669 */
2670 for (floors = 0; tmp!=NULL; tmp=next) {
2671 next = tmp->below;
2672 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2673 floors++;
2674 else if (floors > 0)
2675 return; /* process only floor objects after first floor object */
2676
2677 /* If it is visible, player can apply it. If it is applied by
2678 * person moving on it, also activate. Added code to make it
2679 * so that at least one of players movement types be that which
2680 * the item needs.
2681 */
2682 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2683 if (player_apply (pl, tmp, 0, 1) == 1)
2684 return;
2685 }
2686 if (floors >= 2)
2687 return; /* process at most two floor objects */
2688 }
2689} 1023}
2690 1024
2691/** 1025/**
2692 * Unapplies specified item. 1026 * Unapplies specified item.
2693 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2694 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2695 * 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.
2696 */ 1030 */
1031static bool
2697static int unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2698{ 1033{
2699 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2700 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2701 return RESULT_INT (0); 1036 return RESULT_INT (0);
2702 1037
2703 object *tmp2; 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
2704 1040
2705 CLEAR_FLAG(op, FLAG_APPLIED); 1041 op->flag [FLAG_APPLIED] = false;
1042
2706 switch(op->type) { 1043 switch (op->type)
2707 case WEAPON: 1044 {
2708 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2709
2710 (void) change_abil (who,op);
2711 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2712 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2713 clear_skill(who);
2714 break;
2715
2716 case SKILL: /* allows objects to impart skills */
2717 case SKILL_TOOL: 1045 case SKILL:
2718 if (op != who->chosen_skill) { 1046 if (player *pl = who->contr)
2719 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2720 }
2721 if (who->type==PLAYER) {
2722 if (who->contr->shoottype == range_skill)
2723 who->contr->shoottype = range_none;
2724 if ( ! op->invisible) { 1047 if (op->invisible)
2725 new_draw_info_format (NDI_UNIQUE, 0, who, 1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2726 "You stop using the %s.", query_name(op)); 1049 else
2727 } else { 1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2728 new_draw_info_format (NDI_UNIQUE, 0, who, 1051
2729 "You can no longer use the skill: %s.",
2730 op->skill);
2731 }
2732 }
2733 (void) change_abil (who, op); 1052 change_abil (who, op);
2734 who->chosen_skill = NULL; 1053 who->flag [FLAG_READY_SKILL] = false;
2735 CLEAR_FLAG (who, FLAG_READY_SKILL);
2736 break;
2737
2738 case ARMOUR:
2739 case HELMET:
2740 case SHIELD:
2741 case RING:
2742 case BOOTS:
2743 case GLOVES:
2744 case AMULET:
2745 case GIRDLE:
2746 case BRACERS:
2747 case CLOAK:
2748 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2749 (void) change_abil (who,op);
2750 break;
2751 case LAMP:
2752 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2753 op->name);
2754 tmp2 = arch_to_object(op->other_arch);
2755 tmp2->x = op->x;
2756 tmp2->y = op->y;
2757 tmp2->map = op->map;
2758 tmp2->below = op->below;
2759 tmp2->above = op->above;
2760 tmp2->stats.food = op->stats.food;
2761 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2762 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2763 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2764 if (who->type == PLAYER)
2765 esrv_del_item(who->contr, (tag_t)op->count);
2766 remove_ob(op);
2767 free_object(op);
2768 insert_ob_in_ob(tmp2, who);
2769 fix_player(who);
2770 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2771 if (who->type == PLAYER) {
2772 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2773 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776 if(who->type==PLAYER)
2777 esrv_send_item(who, tmp2);
2778 return 1; /* otherwise, an attempt to drop causes problems */
2779 break;
2780 case BOW:
2781 case WAND:
2782 case ROD:
2783 case HORN:
2784 clear_skill(who);
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 if(who->type==PLAYER) {
2787 who->contr->shoottype = range_none;
2788 } else {
2789 if (op->type == BOW)
2790 CLEAR_FLAG (who, FLAG_READY_BOW);
2791 else
2792 CLEAR_FLAG(who, FLAG_READY_RANGE);
2793 }
2794 break;
2795
2796 case BUILDER:
2797 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2798 who->contr->shoottype = range_none;
2799 who->contr->ranges[ range_builder ] = NULL;
2800 break; 1054 break;
2801 1055
1056 case WEAPON:
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
1068 break;
1069
1070 case BOW:
1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
1075 if (player *pl = who->contr)
1076 {
1077 who->statusmsg (format ("You unready %s.", query_name (op)));
1078 change_abil (who, op);
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
2802 default: 1110 default:
2803 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2804 break; 1112 break;
2805 } 1113 }
2806 1114
2807 fix_player(who); 1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2808 1116 if (object *pl = op->visible_to ())
2809 if ( ! (aflags & AP_NO_MERGE)) {
2810 object *tmp;
2811
2812 tag_t del_tag = op->count;
2813 tmp = merge_ob (op, NULL);
2814 if (who->type == PLAYER) {
2815 if (tmp) { /* it was merged */
2816 esrv_del_item (who->contr, del_tag);
2817 op = tmp;
2818 }
2819 esrv_send_item (who, op); 1117 esrv_send_item (pl, op);
2820 } 1118
2821 } 1119 who->update_stats ();
1120
2822 return 0; 1121 return 1;
2823} 1122}
2824 1123
2825/** 1124/**
2826 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2827 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2828 * 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
2829 * something like: 1128 * something like:
2830 * tmp = get_item_from_body_location(who->inv, 1); 1129 * tmp = get_next_item_from_body_location(who->inv, 1);
2831 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1130 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2832 * to find the second object that may use this location, etc. 1131 * to find the second object that may use this location, etc.
2833 * Returns NULL if no match is found. 1132 * Returns NULL if no match is found.
2834 * 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.
2835 * don't return invisible objects unless they are skill objects 1134 * don't return invisible objects unless they are skill objects
2836 * invisible other objects that use 1135 * invisible other objects that use
2837 * up body locations can be used as restrictions. 1136 * up body locations can be used as restrictions.
2838 */ 1137 */
2839object *get_item_from_body_location(object *start, int loc) 1138static object *
1139get_next_item_from_body_location (int loc, object *start)
2840{ 1140{
2841 object *tmp;
2842
2843 if (!start) return NULL;
2844
2845 for (tmp=start; tmp; tmp=tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
2846 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 1142 if (tmp->flag [FLAG_APPLIED]
2847 (!tmp->invisible || tmp->type==SKILL)) return tmp; 1143 && tmp->slot [loc].info
1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1145 return tmp;
2848 1146
2849 return NULL; 1147 return 0;
2850} 1148}
2851
2852
2853 1149
2854/** 1150/**
2855 * '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.
2856 * This should only be called when it is known 1152 * This should only be called when it is known
2857 * that there are objects to unapply. This makes pretty heavy 1153 * that there are objects to unapply. This makes pretty heavy
2860 * Returns 0 on success, returns 1 if there is some problem. 1156 * Returns 0 on success, returns 1 if there is some problem.
2861 * 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
2862 * 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
2863 * another function that does just that. 1159 * another function that does just that.
2864 */ 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
2865int unapply_for_ob(object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
2866{ 1169{
2867 int i; 1170 if (op->is_range ())
2868 object *tmp=NULL, *last;
2869
2870 /* If we are applying a shield or weapon, unapply any equipped shield
2871 * or weapons first - only allowed to use one weapon/shield at a time.
2872 */
2873 if (op->type == WEAPON || op->type == SHIELD) {
2874 for (tmp=who->inv; tmp; tmp=tmp->below) { 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2875 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2876 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]))
2877 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 1174 {
2878 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
2879 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 1176 who->failmsg (query_name (tmp));
2880 else 1177 else
2881 unapply_special(who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
1179 }
1180 else
1181 {
1182 /* In this case, we want to try and remove a cursed item.
1183 * While we know it won't work, we want unapply_special to
1184 * at least generate the message.
1185 */
1186 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1187 return 1;
1188 }
1189
1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1191 {
1192 /* this used up a slot that we need to free */
1193 if (op->slot[i].info)
1194 {
1195 object *last = who->inv;
1196
1197 /* We do a while loop - may need to remove several items in order
1198 * to free up enough slots.
1199 */
1200 while ((who->slot[i].used + op->slot[i].info) < 0)
1201 {
1202 object *tmp = get_next_item_from_body_location (i, last);
1203
1204 if (!tmp)
1205 {
1206#if 0
1207 /* Not a bug - we'll get this if the player has cursed items
1208 * equipped.
1209 */
1210 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1211#endif
1212 return 1;
2882 } 1213 }
1214
1215 /* If we are just printing, we don't care about cursed status */
1216 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1217 {
1218 if (aflags & AP_PRINT)
1219 who->failmsg (query_name (tmp));
2883 else { 1220 else
2884 /* In this case, we want to try and remove a cursed item. 1221 unapply_special (who, tmp, aflags);
2885 * While we know it won't work, we want unapply_special to
2886 * at least generate the message.
2887 */
2888 new_draw_info_format(NDI_UNIQUE, 0, who,
2889 "No matter how hard you try, you just can't\nremove %s.",
2890 query_name(tmp));
2891 return 1;
2892 } 1222 }
1223 else
1224 {
1225 /* Cursed item that we can't unequip - tell the player.
1226 * Note this could be annoying if this is just one of a few,
1227 * so it may not be critical (eg, putting on a ring and you have
1228 * one cursed ring.)
1229 */
1230 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1231 }
2893 1232
1233 last = tmp->below;
2894 } 1234 }
2895 }
2896 }
2897
2898 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2899 /* this used up a slot that we need to free */
2900 if (op->body_info[i]) {
2901 last = who->inv;
2902
2903 /* We do a while loop - may need to remove several items in order
2904 * to free up enough slots.
2905 */
2906 while ((who->body_used[i] + op->body_info[i]) < 0) {
2907 tmp = get_item_from_body_location(last, i);
2908 if (!tmp) {
2909#if 0
2910 /* Not a bug - we'll get this if the player has cursed items
2911 * equipped.
2912 */
2913 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2914 i, body_locations[i].save_name, who->name);
2915#endif
2916 return 1;
2917 }
2918 /* If we are just printing, we don't care about cursed status */
2919 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2920 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2921 if (aflags & AP_PRINT)
2922 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2923 else
2924 unapply_special(who, tmp, aflags);
2925 }
2926 else {
2927 /* Cursed item that we can't unequip - tell the player.
2928 * Note this could be annoying if this is just one of a few,
2929 * so it may not be critical (eg, putting on a ring and you have
2930 * one cursed ring.)
2931 */
2932 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2933 }
2934 last = tmp->below;
2935 }
2936 /* 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
2937 * return in the !tmp would have kicked in. 1236 * return in the !tmp would have kicked in.
2938 */ 1237 */
2939 } /* if op is using this body location */ 1238 } /* if op is using this body location */
2940 } /* for body lcoations */ 1239 } /* for body lcoations */
1240
2941 return 0; 1241 return 0;
2942} 1242}
2943 1243
2944/** 1244/**
2945 * Checks to see if 'who' can apply object 'op'. 1245 * Checks to see if 'who' can apply object 'op'.
2946 * Returns 0 if apply can be done without anything special. 1246 * Returns 0 if apply can be done without anything special.
2947 * Otherwise returns a bitmask - potentially several of these may be 1247 * Otherwise returns a bitmask - potentially several of these may be
2948 * set, but largely depends on circumstance - in the future, processing 1248 * set, but largely depends on circumstance - in the future, processing
2949 * 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
2950 * 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?)
2951 * 1251 *
2952 * See include/define.h for detailed description of the meaning of 1252 * See include/define.h for detailed description of the meaning of
2953 * these return values. 1253 * these return values.
2954 */ 1254 */
1255int
2955int can_apply_object(object *who, object *op) 1256can_apply_object (object *who, object *op)
2956{ 1257{
2957 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 1258 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2958 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2959 return RESULT_INT (0); 1259 return RESULT_INT (0);
2960 1260
2961 int i, retval=0; 1261 int retval = 0;
2962 object *tmp=NULL, *ws=NULL; 1262 object *tmp = 0, *ws = 0;
2963 1263
2964 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1264 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2965 * 2 weapons, but we don't want to let them do that. So if they are 1265 {
2966 * trying to equip a weapon or shield, see if they already have one 1266 if (op->slot[i].info)
2967 * in place and store that way. 1267 {
2968 */ 1268 /* Item uses more slots than we have */
2969 if (op->type == WEAPON || op->type == SHIELD) { 1269 if (who->slot[i].info + op->slot [i].info < 0)
2970 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 1270 {
2971 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 1271 /* Could return now for efficiency - rest of info below isn't
1272 * really needed.
1273 */
2972 retval = CAN_APPLY_UNAPPLY; 1274 retval |= CAN_APPLY_NEVER;
2973 ws = tmp;
2974 } 1275 }
2975 } 1276 else if (who->slot[i].used + op->slot[i].info < 0)
2976 }
2977 1277 {
2978 1278 /* in this case, equipping this would use more free spots than
2979 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 1279 * we have.
2980 if (op->body_info[i]) {
2981 /* Item uses more slots than we have */
2982 if (FABS(op->body_info[i]) > who->body_info[i]) {
2983 /* Could return now for efficiently - rest of info below isn'
2984 * really needed.
2985 */ 1280 */
1281
1282 /* if we have an applied weapon/shield, and unapply it would free
1283 * enough slots to equip the new item, then just set "can
1284 * apply unapply". We don't care about the logic below - if you have a
1285 * shield equipped and try to equip another shield, there is only
1286 * one choice. However, the check for the number of body locations
1287 * does take into the account cases where what is being applied
1288 * may be two handed for example.
1289 */
1290 if (ws)
1291 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1292 {
1293 retval |= CAN_APPLY_UNAPPLY;
1294 continue;
1295 }
1296
1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
1298 if (!tmp1)
2986 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
2987 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 1300 else
2988 /* in this case, equipping this would use more free spots than 1301 {
2989 * we have. 1302 /* need to unapply something. However, if this something
1303 * is different than we had found before, it means they need
1304 * to apply multiple objects
2990 */ 1305 */
2991 object *tmp1; 1306 retval |= CAN_APPLY_UNAPPLY;
2992 1307
1308 if (!tmp)
1309 tmp = tmp1;
1310 else if (tmp != tmp1)
1311 retval |= CAN_APPLY_UNAPPLY_MULT;
2993 1312
2994 /* if we have an applied weapon/shield, and unapply it would free 1313 /* This object isn't using up all the slots, so there must
2995 * enough slots to equip the new item, then just set this can 1314 * be another. If so, and it the new item doesn't need all
2996 * continue. We don't care about the logic below - if you have 1315 * the slots, the player then has a choice.
2997 * shield equipped and try to equip another shield, there is only
2998 * one choice. However, the check for the number of body locations
2999 * does take into the account cases where what is being applied
3000 * may be two handed for example.
3001 */ 1316 */
3002 if (ws) { 1317 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3003 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 1318 && abs (op->slot[i].info) < who->slot[i].info)
1319 retval |= CAN_APPLY_UNAPPLY_CHOICE;
1320
1321 /* Does unequippint 'tmp1' free up enough slots for this to be
1322 * equipped? If not, there must be something else to unapply.
1323 */
1324 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3004 retval |= CAN_APPLY_UNAPPLY; 1325 retval |= CAN_APPLY_UNAPPLY_MULT;
3005 continue;
3006 }
3007 } 1326 }
3008
3009 tmp1 = get_item_from_body_location(who->inv, i);
3010 if (!tmp1) {
3011#if 0
3012 /* This is sort of an error, but happens a lot when old players
3013 * join in with more stuff equipped than they are now allowed.
3014 */
3015 LOG(llevError,"Can't find object using location %d on %s\n",
3016 i, who->name);
3017#endif
3018 retval |= CAN_APPLY_NEVER;
3019 } else {
3020 /* need to unapply something. However, if this something
3021 * is different than we had found before, it means they need
3022 * to apply multiple objects
3023 */
3024 retval |= CAN_APPLY_UNAPPLY;
3025 if (!tmp) tmp = tmp1;
3026 else if (tmp != tmp1) {
3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3028 }
3029 /* This object isn't using up all the slots, so there must
3030 * be another. If so, and it the new item doesn't need all
3031 * the slots, the player then has a choice.
3032 */
3033 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3034 (FABS(op->body_info[i]) < who->body_info[i]))
3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3036
3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3038 * equipped? If not, there must be something else to unapply.
3039 */
3040 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3042
3043 }
3044 } /* if not enough free slots */ 1327 } /* if not enough free slots */
3045 } /* if this object uses location i */ 1328 } /* if this object uses location i */
3046 } /* for i -> num_body_locations loop */ 1329 } /* for i -> num_body_locations loop */
3047 1330
3048 /* 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
3049 * really be controlled by use of body locations. We do have 1332 * really be controlled by use of body locations. We do have
3050 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3051 * 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,
3052 * 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
3053 * all use the same location. 1336 * all use the same location.
3054 */ 1337 */
3055 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1339 retval |= CAN_APPLY_RESTRICTION;
1340
1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1342 retval |= CAN_APPLY_RESTRICTION;
1343
1344 if (who->type != PLAYER)
1345 {
1346 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3056 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3057 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 1348
1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3058 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
3059 1351
3060 1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
3061 if (who->type != PLAYER) {
3062 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3063 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3064 retval |= CAN_APPLY_RESTRICTION;
3065 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3066 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3067 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 1354
1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3068 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3069 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3070 retval |= CAN_APPLY_RESTRICTION;
3071 } 1357 }
1358
3072 return retval; 1359 return retval;
3073} 1360}
3074
3075
3076 1361
3077/** 1362/**
3078 * 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.
3079 * 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,
3080 * 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
3089 * AP_UNAPPLY=always unapply). 1374 * AP_UNAPPLY=always unapply).
3090 * 1375 *
3091 * Optional flags: 1376 * Optional flags:
3092 * 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
3093 * 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
3094 * 1380 *
3095 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1381 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3096 * 1382 *
3097 * apply_special() doesn't check for unpaid items. 1383 * apply_special() doesn't check for unpaid items.
3098 */ 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
3099int apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3100{ 1391{
3101 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3102 object *tmp, *tmp2, *skop=NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3103 int i;
3104 1394
3105 if(who==NULL) { 1395 if (who == NULL)
1396 {
3106 LOG(llevError,"apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3107 return 1; 1398 return 1;
3108 } 1399 }
3109 1400
1401 //TODO: remove these when apply_special is no longer exposed
3110 if(op->env!=who) 1402 if (op->env != who)
3111 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3112 1404
3113 /* trying to unequip op */ 1405 /* trying to unequip op */
3114 if (QUERY_FLAG(op,FLAG_APPLIED)) { 1406 if (op->flag [FLAG_APPLIED])
1407 {
3115 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3116 if (basic_flag == AP_APPLY) return 0; 1409 if (basic_flag == AP_APPLY)
1410 return 0;
3117 1411
3118 if ( ! (aflags & AP_IGNORE_CURSE) 1412 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3119 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 1413 {
3120 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));
3121 "No matter how hard you try, you just can't\nremove %s.", 1415 return 1;
3122 query_name(op)); 1416 }
1417
1418 return unapply_special (who, op, aflags);
1419 }
1420 else if (basic_flag == AP_UNAPPLY)
1421 return 0;
1422
1423 splay (op);
1424
1425 /* Can't just apply this object. Lets see what not and what to do */
1426 if (int i = can_apply_object (who, op))
1427 {
1428 if (i & CAN_APPLY_NEVER)
1429 {
1430 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
1431 return 1;
1432 }
1433 else if (i & CAN_APPLY_RESTRICTION)
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 );
1440 return 1;
1441 }
1442
1443 if (who->type != PLAYER)
1444 {
1445 /* Some error, so don't try to equip something more */
1446 if (unapply_for_ob (who, op, aflags))
3123 return 1; 1447 return 1;
3124 } 1448 }
3125 return unapply_special(who, op, aflags); 1449 else
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:");
1454 unapply_for_ob (who, op, AP_PRINT);
1455 return 1;
1456 }
1457 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1458 if (unapply_for_ob (who, op, aflags))
1459 return 1;
1460 }
1461 }
1462
1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3126 } 1464 {
1465 // try to ready attached skill first
1466 skop = find_skill_by_name (who, op->skill);
3127 1467
3128 if (basic_flag == AP_UNAPPLY) return 0; 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 }
3129 1479
3130 i = can_apply_object(who, op); 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);
1483 return 1;
1484 }
3131 1485
3132 /* Can't just apply this object. Lets see what not and what to do */ 1486 /* Ok. We are now at the state where we can apply the new object.
3133 if (i) { 1487 * Note that we don't have the checks for can_use_...
3134 if (i & CAN_APPLY_NEVER) { 1488 * below - that is already taken care of by can_apply_object.
3135 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 1489 */
1490
1491 // split away all the other items from the stack, so only one item is left
1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1493
1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1495 return RESULT_INT (0);
1496
1497 switch (op->type)
1498 {
1499 case WEAPON:
1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1501 {
1502 /* if the weapon does not have the name as the character, can't use it. */
1503 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1504 who->failmsg ("The weapon does not recognize you as its owner. "
1505 "H<Its name indicates that it belongs to somebody else.>");
1506 if (tmp) who->insert (tmp);
3136 return 1; 1507 return 1;
3137 } else if (i & CAN_APPLY_RESTRICTION) { 1508 }
3138 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 1509
1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
1513 {
1514 who->statusmsg (format ("You wield %s.", query_name (op)));
1515 change_abil (who, op);
1516 }
1517
1518 op->flag [FLAG_READY_WEAPON] = true;
1519 break;
1520
1521 case ARMOUR:
1522 case HELMET:
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;
1535
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;
1542
1543 case SKILL:
1544 if (!(aflags & AP_NO_SLOT))
1545 {
1546 // skill is used on it's own, as opposed to being a chosen_skill
1547
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 }
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);
3139 return 1; 1599 return 1;
3140 } 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
1669 /* We exclude spell casting objects. The fire code will set the
1670 * been applied flag when they are used - until that point,
1671 * you don't know anything about them.
1672 */
1673 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1674 op->set_flag (FLAG_BEEN_APPLIED);
1675
1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3141 if (who->type != PLAYER) { 1677 if (who->type == PLAYER)
3142 /* Some error, so don't try to equip something more */ 1678 {
3143 if (unapply_for_ob(who, op, aflags)) return 1; 1679 who->failmsg (
3144 } else { 1680 "Oops, it feels deadly cold! "
3145 if (who->contr->unapply == unapply_never || 1681 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3146 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 1682 );
3147 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1683 op->set_flag (FLAG_KNOWN_CURSED);
3148 unapply_for_ob(who, op, AP_PRINT); 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)
1755 return 0;
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;
1762
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))
3149 return 1; 1795 break;
3150 } 1796 }
3151 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 1797 else
3152 i = unapply_for_ob(who, op, aflags); 1798 {
3153 if (i) return 1; 1799 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1800 break;
3154 } 1801 }
3155 } 1802 }
3156 } 1803 }
3157 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 1804
3158 skop=find_skill_by_name(who, op->skill); 1805 if (buf.empty ())
3159 if (!skop) { 1806 pl->failmsg ("You have nothing that needs identifying");
3160 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 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)
1819{
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 ();
3161 return 1; 1860 return 1;
3162 } else {
3163 /* While experience will be credited properly, we want to change the
3164 * skill so that the dam and wc get updated
3165 */
3166 change_skill(who, skop, 0);
3167 }
3168 }
3169 1861 }
3170 if (who->type == PLAYER && op->item_power && 1862
3171 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 1863 if (!(at = archetype::find (shstr_depletion)))
3172 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3173 return 1;
3174 }
3175 1864 {
1865 LOG (llevError, "Could not find archetype depletion\n");
1866 return 0;
1867 }
3176 1868
3177 /* Ok. We are now at the state where we can apply the new object. 1869 depl = present_arch_in_ob (at, op);
3178 * Note that we don't have the checks for can_use_...
3179 * below - that is already taken care of by can_apply_object.
3180 */
3181
3182 1870
3183 if(op->nrof > 1) 1871 if (depl)
3184 tmp = get_split_ob(op,op->nrof - 1); 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 }
3185 else 1880 else
3186 tmp = NULL; 1881 op->statusmsg ("Your potion had no effect.");
3187 1882
3188 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) 1883 tmp->decrease ();
3189 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3190 return RESULT_INT (0);
3191
3192 switch(op->type) {
3193 case WEAPON:
3194 if (!check_weapon_power(who, op->last_eat)) {
3195 new_draw_info(NDI_UNIQUE, 0,who,
3196 "That weapon is too powerful for you to use.");
3197 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3198 if(tmp!=NULL)
3199 (void) insert_ob_in_ob(tmp,who);
3200 return 1; 1884 return 1;
1885 }
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])
3201 } 1893 {
3202 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 1894 if (op->contr->levhp[i] != 1)
3203 /* if the weapon does not have the name as the character, can't use it. */ 1895 {
3204 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1896 op->contr->levhp[i] = 1;
3205 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3206 if(tmp!=NULL)
3207 (void) insert_ob_in_ob(tmp,who);
3208 return 1; 1897 break;
3209 } 1898 }
3210 SET_FLAG(op, FLAG_APPLIED);
3211 1899
3212 if (skop) change_skill(who, skop, 1); 1900 if (op->contr->levsp[i] != 1)
3213 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 1901 {
3214 SET_FLAG(who, FLAG_READY_WEAPON); 1902 op->contr->levsp[i] = 1;
3215
3216 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3217
3218 (void) change_abil (who,op);
3219 break; 1903 break;
3220
3221 case ARMOUR:
3222 case HELMET:
3223 case SHIELD:
3224 case BOOTS:
3225 case GLOVES:
3226 case GIRDLE:
3227 case BRACERS:
3228 case CLOAK:
3229 case RING:
3230 case AMULET:
3231 SET_FLAG(op, FLAG_APPLIED);
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3233 (void) change_abil (who,op);
3234 break;
3235 case LAMP:
3236 if (op->stats.food < 1) {
3237 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3238 " fuel!", op->name);
3239 return 1;
3240 } 1904 }
3241 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3242 op->name);
3243 tmp2 = arch_to_object(op->other_arch);
3244 tmp2->stats.food = op->stats.food;
3245 SET_FLAG(tmp2, FLAG_APPLIED);
3246 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3247 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3248 insert_ob_in_ob(tmp2, who);
3249 1905
3250 /* Remove the old lantern */ 1906 if (op->contr->levgrace[i] != 1)
3251 if (who->type == PLAYER)
3252 esrv_del_item(who->contr, (tag_t)op->count);
3253 remove_ob(op);
3254 free_object(op);
3255
3256 /* insert the portion that was split off */
3257 if(tmp!=NULL) {
3258 (void) insert_ob_in_ob(tmp,who);
3259 if(who->type==PLAYER)
3260 esrv_send_item(who, tmp);
3261 } 1907 {
3262 fix_player(who); 1908 op->contr->levgrace[i] = 1;
3263 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 1909 break;
3264 if (who->type == PLAYER) {
3265 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3266 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3267 } 1910 }
3268 } 1911 }
3269 if(who->type==PLAYER) 1912 else
3270 esrv_send_item(who, tmp2);
3271 return 0;
3272 break;
3273
3274 /* this part is needed for skill-tools */
3275 case SKILL:
3276 case SKILL_TOOL:
3277 if (who->chosen_skill) {
3278 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3279 return 1;
3280 } 1913 {
3281 if (who->type == PLAYER) { 1914 if (op->contr->levhp[i] < 9)
3282 who->contr->shoottype = range_skill;
3283 who->contr->ranges[range_skill] = op;
3284 if ( ! op->invisible) {
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3286 query_name (op));
3287 new_draw_info_format (NDI_UNIQUE, 0, who,
3288 "You can now use the skill: %s.",
3289 op->skill);
3290 } else { 1915 {
3291 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", 1916 op->contr->levhp[i] = 9;
3292 op->skill? op->skill:op->name); 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;
3293 } 1930 }
3294 } 1931 }
3295 SET_FLAG (op, FLAG_APPLIED); 1932 }
3296 (void) change_abil (who, op); 1933
3297 who->chosen_skill = op; 1934 /* Just makes checking easier */
3298 SET_FLAG (who, FLAG_READY_SKILL); 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
2051/**
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.
2055 *
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.
2059 */
2060void
2061move_apply (object *trap, object *victim, object *originator)
2062{
2063 static int recursion_depth = 0;
2064
2065 /* Only exits affect DMs. */
2066 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2067 return;
2068
2069 /* move_apply() is the most likely candidate for causing unwanted and
2070 * possibly unlimited recursion.
2071 */
2072 /* The following was changed because it was causing perfectly correct
2073 * maps to fail. 1) it's not an error to recurse:
2074 * rune detonates, summoning monster. monster lands on nearby rune.
2075 * nearby rune detonates. This sort of recursion is expected and
2076 * proper. This code was causing needless crashes.
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)
3299 break; 2142 break;
3300 2143 /* fallthrough */
2144
3301 case BOW: 2145 case ARROW:
3302 if (!check_weapon_power(who, op->last_eat)) { 2146 /* bad bug: monster throw a object, make a step forwards, step on object ,
3303 new_draw_info(NDI_UNIQUE, 0, who, 2147 * trigger this here and get hit by own missile - and will be own enemy.
3304 "That item is too powerful for you to use."); 2148 * Victim then is his own enemy and will start to kill herself (this is
3305 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 2149 * removed) but we have not synced victim and his missile. To avoid senseless
3306 if(tmp != NULL) 2150 * action, we avoid hits here
3307 (void)insert_ob_in_ob(tmp,who); 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))
3308 return 1; 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);
3309 } 2208 }
3310 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 2209
3311 new_draw_info(NDI_UNIQUE, 0, who, 2210 break;
3312 "The weapon does not recognize you as its owner."); 2211
3313 if(tmp != NULL) 2212 case TRIGGER_BUTTON:
3314 (void)insert_ob_in_ob(tmp,who); 2213 case TRIGGER_PEDESTAL:
3315 return 1; 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);
3316 } 2241 }
3317 /*FALLTHROUGH*/ 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
3318 case WAND: 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
3319 case ROD: 2264 case CONTAINER:
2265 apply_container (victim, trap);
2266 break;
2267
3320 case HORN: 2268 case RUNE:
3321 /* check for skill, alter player status */ 2269 case TRAP:
3322 SET_FLAG(op, FLAG_APPLIED); 2270 if (trap->level && victim->flag [FLAG_ALIVE])
3323 if (skop) change_skill(who, skop, 0); 2271 spring_trap (trap, victim);
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 2272 break;
3325 2273
3326 if(who->type==PLAYER) { 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])
2559 identify (tmp);
2560
2561 /* I removed the check for special_prayer_mark here - it didn't make
2562 * a lot of sense - special prayers are not found in spellbooks, and
2563 * if the player doesn't know the spell, doesn't make a lot of sense that
2564 * they would have a special prayer mark.
2565 */
2566 if (check_spell_known (op, spell->name))
2567 {
2568 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2569 return;
2570 }
2571
2572 if (spell->skill)
2573 {
2574 spell_skill = find_skill_by_name (op, spell->skill);
2575
2576 if (!spell_skill)
2577 {
2578 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2579 return;
2580 }
2581
2582 if (spell_skill->level < spell->level)
2583 {
2584 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2585 return;
2586 }
2587 }
2588
2589 /* Logic as follows
2590 *
2591 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2592 *
2593 * 2- The learner's skill level in literacy adjusts the chance to learn
2594 * a spell.
2595 *
2596 * 3 -Automatically fail to learn if you read while confused
2597 *
2598 * Overall, chances are the same but a player will find having a high
2599 * literacy rate very useful! -b.t.
2600 */
2601 if (op->flag [FLAG_CONFUSED])
2602 {
2603 op->failmsg ("In your confused state you flub the wording of the text!");
2604 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
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])
2608 {
2609 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2610 do_learn_spell (op, spell, 0);
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 */
3327 if (op->type == BOW) { 2922 if (tmp->type == DRINK)
3328 (void)change_abil(who, op); 2923 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
3329 new_draw_info_format (NDI_UNIQUE, 0, who,
3330 "You will now fire %s with %s.",
3331 op->race ? op->race : "nothing", query_name(op));
3332 who->contr->shoottype = range_bow;
3333 } else { 2924 else
3334 who->contr->shoottype = range_misc; 2925 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
3335 } 2926 }
3336 } else {
3337 if (op->type == BOW)
3338 SET_FLAG (who, FLAG_READY_BOW);
3339 else 2927 else
3340 SET_FLAG (who, FLAG_READY_RANGE); 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);
3341 } 2942 }
3342 break;
3343 2943
3344 case BUILDER: 2944 /* special food hack -b.t. */
3345 if ( who->contr->ranges[ range_builder ] ) 2945 if (tmp->title || tmp->flag [FLAG_CURSED])
3346 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 2946 eat_special_food (op, tmp);
3347 who->contr->shoottype = range_builder;
3348 who->contr->ranges[ range_builder ] = op;
3349 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3350 break;
3351
3352 default:
3353 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3354 } /* end of switch op->type */
3355
3356 SET_FLAG(op, FLAG_APPLIED);
3357
3358 if(tmp!=NULL)
3359 tmp = insert_ob_in_ob(tmp,who);
3360
3361 fix_player(who);
3362
3363 /* We exclude spell casting objects. The fire code will set the
3364 * been applied flag when they are used - until that point,
3365 * you don't know anything about them.
3366 */
3367 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3368 op->type!=ROD)
3369 SET_FLAG(op,FLAG_BEEN_APPLIED);
3370
3371 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3372 if (who->type == PLAYER) {
3373 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3374 SET_FLAG(op,FLAG_KNOWN_CURSED);
3375 } 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))
3376 } 2962 {
3377 if(who->type==PLAYER) { 2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
3378 /* if multiple objects were applied, update both slots */
3379 if (tmp)
3380 esrv_send_item(who, tmp);
3381 esrv_send_item(who, op);
3382 }
3383 return 0; 2964 return;
3384} 2965 }
3385 2966
2967 object *armor = op->mark ();
3386 2968
3387int monster_apply_special (object *who, object *op, int aflags) 2969 if (!armor)
3388{ 2970 {
3389 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
3390 return 1; 2972 return;
3391 return apply_special (who, op, aflags); 2973 }
3392}
3393 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
3394/** 3018/**
3395 * Map was just loaded, handle op's initialisation. 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.
3396 * 3022 *
3397 * Generates shop floor's item, and treasures. 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
3398 */ 3026 */
3399int auto_apply (object *op) { 3027static object *
3400 object *tmp = NULL, *tmp2; 3028auto_apply_lighter (object *who, object *op, object *lighter)
3401 int i; 3029{
3402 3030 if (lighter == 0)
3403 switch(op->type) { 3031 {
3404 case SHOP_FLOOR: 3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3405 if (!HAS_RANDOM_ITEMS(op)) return 0; 3033 {
3034 if (tmp->type == LIGHTER)
3406 do { 3035 {
3407 i=10; /* let's give it 10 tries */ 3036 lighter = tmp;
3408 while((tmp=generate_treasure(op->randomitems,
3409 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3410 if(tmp==NULL)
3411 return 0;
3412 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3413 free_object(tmp);
3414 tmp = NULL;
3415 }
3416 } while(!tmp);
3417 tmp->x=op->x;
3418 tmp->y=op->y;
3419 SET_FLAG(tmp,FLAG_UNPAID);
3420 insert_ob_in_map(tmp,op->map,NULL,0);
3421 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3422 identify(tmp);
3423 break; 3037 break;
3424
3425 case TREASURE:
3426 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3427 return 0;
3428 while ((op->stats.hp--)>0)
3429 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3430 op->stats.exp ? (int)op->stats.exp :
3431 op->map == NULL ? 14: op->map->difficulty,0);
3432
3433 /* If we generated an object and put it in this object inventory,
3434 * move it to the parent object as the current object is about
3435 * to disappear. An example of this item is the random_* stuff
3436 * that is put inside other objects.
3437 */
3438 for (tmp=op->inv; tmp; tmp=tmp2) {
3439 tmp2 = tmp->below;
3440 remove_ob(tmp);
3441 if (op->env) insert_ob_in_ob(tmp, op->env);
3442 else free_object(tmp);
3443 } 3038 }
3444 remove_ob(op);
3445 free_object(op);
3446 break;
3447 }
3448 return tmp ? 1 : 0;
3449}
3450
3451/**
3452 * fix_auto_apply goes through the entire map (only the first time
3453 * when an original map is loaded) and performs special actions for
3454 * certain objects (most initialization of chests and creation of
3455 * treasures and stuff). Calls auto_apply if appropriate.
3456 */
3457
3458void fix_auto_apply(mapstruct *m) {
3459 object *tmp,*above=NULL;
3460 int x,y;
3461
3462 if(m==NULL) return;
3463
3464 for(x=0;x<MAP_WIDTH(m);x++)
3465 for(y=0;y<MAP_HEIGHT(m);y++)
3466 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3467 above=tmp->above;
3468
3469 if (tmp->inv) {
3470 object *invtmp, *invnext;
3471
3472 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3473 invnext = invtmp->below;
3474
3475 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3476 auto_apply(invtmp);
3477 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3478 while ((invtmp->stats.hp--)>0)
3479 create_treasure(invtmp->randomitems, invtmp, 0,
3480 m->difficulty,0);
3481 invtmp->randomitems = NULL;
3482 }
3483 else if (invtmp && invtmp->arch &&
3484 invtmp->type!=TREASURE &&
3485 invtmp->type != SPELL &&
3486 invtmp->type != CLASS &&
3487 HAS_RANDOM_ITEMS(invtmp)) {
3488 create_treasure(invtmp->randomitems, invtmp, 0,
3489 m->difficulty,0);
3490 /* Need to clear this so that we never try to create
3491 * treasure again for this object
3492 */
3493 invtmp->randomitems = NULL;
3494 }
3495 }
3496 /* This is really temporary - the code at the bottom will
3497 * also set randomitems to null. The problem is there are bunches
3498 * of maps/players already out there with items that have spells
3499 * which haven't had the randomitems set to null yet.
3500 * MSW 2004-05-13
3501 *
3502 * And if it's a spellbook, it's better to set randomitems to NULL too,
3503 * else you get two spells in the book ^_-
3504 * Ryo 2004-08-16
3505 */
3506 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3507 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3508 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3509 tmp->randomitems = NULL;
3510
3511 }
3512
3513 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3514 auto_apply(tmp);
3515 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3516 while ((tmp->stats.hp--)>0)
3517 create_treasure(tmp->randomitems, tmp, 0,
3518 m->difficulty,0);
3519 tmp->randomitems = NULL;
3520 }
3521 else if(tmp->type==TIMED_GATE) {
3522 object *head = tmp->head != NULL ? tmp->head : tmp;
3523 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3524 tmp->speed = 0;
3525 update_ob_speed(tmp);
3526 }
3527 }
3528 /* This function can be called everytime a map is loaded, even when
3529 * swapping back in. As such, we don't want to create the treasure
3530 * over and ove again, so after we generate the treasure, blank out
3531 * randomitems so if it is swapped in again, it won't make anything.
3532 * This is a problem for the above objects, because they have counters
3533 * which say how many times to make the treasure.
3534 */
3535 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3536 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3537 HAS_RANDOM_ITEMS(tmp)) {
3538 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3539 m->difficulty,0);
3540 tmp->randomitems = NULL;
3541 }
3542 } 3039 }
3543 3040
3544 for(x=0;x<MAP_WIDTH(m);x++) 3041 if (!lighter)
3545 for(y=0;y<MAP_HEIGHT(m);y++)
3546 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3547 if (tmp->above &&
3548 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3549 check_trigger (tmp, tmp->above);
3550}
3551
3552/**
3553 * Handles player eating food that temporarily changes status (resistances, stats).
3554 * This used to call cast_change_attr(), but
3555 * that doesn't work with the new spell code. Since we know what
3556 * the food changes, just grab a force and use that instead.
3557 */
3558
3559void eat_special_food(object *who, object *food) {
3560 object *force;
3561 int i, did_one=0;
3562 sint8 k;
3563
3564 force = get_archetype(FORCE_NAME);
3565
3566 for (i=0; i < NUM_STATS; i++) {
3567 k = get_attr_value(&food->stats, i);
3568 if (k) {
3569 set_attr_value(&force->stats, i, k);
3570 did_one = 1;
3571 } 3042 {
3572 } 3043 who->failmsgf (
3573 3044 "You can't light up the %s with your bare hands! "
3574 /* check if we can protect the eater */ 3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3575 for (i=0; i<NROFATTACKS; i++) { 3046 &op->name
3576 if (food->resist[i]>0) {
3577 force->resist[i] = food->resist[i] / 2;
3578 did_one = 1;
3579 } 3047 );
3580 } 3048 return 0;
3581 if (did_one) {
3582 force->speed = 0.1;
3583 update_ob_speed(force);
3584 /* bigger morsel of food = longer effect time */
3585 force->stats.food = food->stats.food / 5;
3586 SET_FLAG(force, FLAG_IS_USED_UP);
3587 SET_FLAG(force, FLAG_APPLIED);
3588 change_abil(who, force);
3589 insert_ob_in_ob(force, who);
3590 } else {
3591 free_object(force);
3592 }
3593
3594 /* check for hp, sp change */
3595 if(food->stats.hp!=0) {
3596 if(QUERY_FLAG(food, FLAG_CURSED)) {
3597 strcpy(who->contr->killer,food->name);
3598 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3599 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3600 } else {
3601 if(food->stats.hp>0)
3602 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3603 else
3604 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3605 who->stats.hp += food->stats.hp;
3606 }
3607 }
3608 if(food->stats.sp!=0) {
3609 if(QUERY_FLAG(food, FLAG_CURSED)) {
3610 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3611 who->stats.sp -= food->stats.sp;
3612 if(who->stats.sp<0) who->stats.sp=0;
3613 } else {
3614 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3615 who->stats.sp += food->stats.sp;
3616 /* place limit on max sp from food? */
3617 } 3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3618 } 3054 {
3619 fix_player(who); 3055 /* lighter gets used up */
3620} 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 }
3621 3069
3070 return lighter;
3071}
3622 3072
3623/** 3073/**
3624 * Designed primarily to light torches/lanterns/etc. 3074 * Designed primarily to light torches/lanterns/etc.
3625 * 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
3626 * the selected object to "burn". -b.t. 3076 * the selected object to "burn". -b.t.
3627 */ 3077 */
3628 3078static void
3629void apply_lighter(object *who, object *lighter) { 3079apply_lighter (object *who, object *lighter)
3630 object *item; 3080{
3631 int is_player_env=0; 3081 int is_player_env = 0;
3632 uint32 nrof;
3633 tag_t count;
3634 char item_name[MAX_BUF];
3635 3082
3636 item=find_marked_object(who); 3083 if (object *item = who->mark ())
3637 if(item) { 3084 {
3638 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3085 if (!auto_apply_lighter (who, item, lighter))
3639 /* Split multiple lighters if they're being used up. Otherwise *
3640 * one charge from each would be used up. --DAMN */
3641 if(lighter->nrof > 1) {
3642 object *oneLighter = get_object();
3643 copy_object(lighter, oneLighter);
3644 lighter->nrof -= 1;
3645 oneLighter->nrof = 1;
3646 oneLighter->stats.food--;
3647 esrv_send_item(who, lighter);
3648 oneLighter=insert_ob_in_ob(oneLighter, who);
3649 esrv_send_item(who, oneLighter);
3650 } else {
3651 lighter->stats.food--;
3652 }
3653
3654 } else if(lighter->last_eat) { /* no charges left in lighter */
3655 new_draw_info_format(NDI_UNIQUE, 0,who,
3656 "You attempt to light the %s with a used up %s.",
3657 item->name, lighter->name);
3658 return; 3086 return;
3659 } 3087
3660 /* 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?
3661 * 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
3662 * objects at once. 3090 * objects at once.
3663 */ 3091 */
3664 nrof=item->nrof;
3665 count=item->count;
3666 /* If the item is destroyed, we don't have a valid pointer to the
3667 * name object, so make a copy so the message we print out makes
3668 * some sense.
3669 */
3670 strcpy(item_name, item->name);
3671 if (who == is_player_inv(item)) is_player_env=1;
3672 3092
3673 save_throw_object(item,AT_FIRE,who); 3093 save_throw_object (item, AT_FIRE, who);
3674 /* Change to check count and not freed, since the object pointer 3094
3675 * may have gotten recycled 3095 if (item->destroyed ()
3676 */ 3096 || ((item->type == LAMP || item->type == TORCH)
3677 if ((nrof != item->nrof ) || (count != item->count)) { 3097 && item->glow_radius > 0))
3678 new_draw_info_format(NDI_UNIQUE, 0,who, 3098 who->statusmsg (format (
3679 "You light the %s with the %s.",item_name,lighter->name); 3099 "You light the %s with the %s.",
3680 /* Need to update the player so that the players glow radius 3100 &item->name, &lighter->name
3681 * gets changed. 3101 ));
3682 */
3683 if (is_player_env) fix_player(who);
3684 } else { 3102 else
3685 new_draw_info_format(NDI_UNIQUE, 0,who, 3103 who->failmsgf (
3686 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3104 "You attempt to light the %s with the %s and fail.",
3105 &item->name, &lighter->name
3106 );
3107 }
3108 else
3109 who->failmsg ("You need to mark a lightable object.");
3110}
3111
3112/**
3113 * This function generates a cursed effect for cursed lamps and torches.
3114 */
3115static void
3116player_apply_lamp_cursed_effect (object *who, object *op)
3117{
3118 if (op->level)
3119 {
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);
3125 }
3126 else
3127 {
3128 who->failmsgf (
3129 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3130 &op->name
3131 );
3132 }
3133
3134 op->destroy ();
3135}
3136
3137/**
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)
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)
3687 } 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 }
3688 3172
3689 } else /* nothing to light */ 3173 if (op->flag [FLAG_CURSED])
3690 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3691
3692}
3693
3694/**
3695 * op made some mistake with a scroll, this takes care of punishment.
3696 * scroll_failure()- hacked directly from spell_failure
3697 */
3698void scroll_failure(object *op, int failure, int power)
3699{
3700 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3701
3702 if(failure<= -1&&failure > -15) {/* wonder */
3703 object *tmp;
3704
3705 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3706 tmp=get_archetype(SPELL_WONDER);
3707 cast_wonder(op, op, 0, tmp);
3708 free_object(tmp);
3709 } else if (failure <= -15&&failure > -35) {/* drain mana */
3710 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3711 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3712 if(op->stats.sp<0) op->stats.sp = 0;
3713 } else if (settings.spell_failure_effects == TRUE) {
3714 if (failure <= -35&&failure > -60) { /* confusion */
3715 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3716 confuse_player(op,op,power);
3717 } else if (failure <= -60&&failure> -70) {/* paralysis */
3718 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3719 "you!");
3720 paralyze_player(op,op,power);
3721 } else if (failure <= -70&&failure> -80) {/* blind */
3722 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3723 blind_player(op,op,power);
3724 } else if (failure <= -80) {/* blast the immediate area */
3725 object *tmp;
3726 tmp=get_archetype(LOOSE_MANA);
3727 cast_magic_storm(op,tmp, power);
3728 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3729 free_object(tmp);
3730 } 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
3731 } 3186 {
3732} 3187 if (op->flag [FLAG_CURSED])
3188 {
3189 player_apply_lamp_cursed_effect (who, op);
3190 return;
3191 }
3733 3192
3734void apply_changes_to_player(object *pl, object *change) { 3193 if (op->type == TORCH)
3735 int excess_stat=0; /* if the stat goes over the maximum 3194 {
3736 for the race, put the excess stat some 3195 if (!op->flag [FLAG_IS_LIGHTABLE])
3737 where else. */
3738
3739 switch (change->type) {
3740 case CLASS: {
3741 living *stats = &(pl->contr->orig_stats);
3742 living *ns = &(change->stats);
3743 object *walk;
3744 int flag_change_face=1;
3745
3746 /* the following code assigns stats up to the stat max
3747 * for the race, and if the stat max is exceeded,
3748 * tries to randomly reassign the excess stat
3749 */ 3196 {
3750 int i,j; 3197 who->statusmsg (format (
3751 for(i=0;i<NUM_STATS;i++) { 3198 "You put out the %s. "
3752 sint8 stat=get_attr_value(stats,i); 3199 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3753 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3200 &op->name, &op->name));
3754 stat += get_attr_value(ns,i);
3755 if(stat > 20 + race_bonus) {
3756 excess_stat++;
3757 stat = 20+race_bonus;
3758 }
3759 set_attr_value(stats,i,stat);
3760 } 3201 }
3761
3762 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3763 int i = rndm(0, 6);
3764 int stat=get_attr_value(stats,i);
3765 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3766 if(i==CHA) continue; /* exclude cha from this */
3767 if( stat < 20 + race_bonus) {
3768 change_attr_value(stats,i,1);
3769 excess_stat--;
3770 }
3771 }
3772
3773 /* insert the randomitems from the change's treasurelist into
3774 * the player ref: player.c
3775 */
3776 if(change->randomitems!=NULL)
3777 give_initial_items(pl,change->randomitems);
3778
3779
3780 /* set up the face, for some races. */
3781
3782 /* first, look for the force object banning
3783 * changing the face. Certain races never change face with class.
3784 */
3785 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3786 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3787
3788 if(flag_change_face) {
3789 pl->animation_id = GET_ANIM_ID(change);
3790 pl->face = change->face;
3791
3792 if(QUERY_FLAG(change,FLAG_ANIMATE))
3793 SET_FLAG(pl,FLAG_ANIMATE);
3794 else 3202 else
3795 CLEAR_FLAG(pl,FLAG_ANIMATE); 3203 who->statusmsg (format (
3204 "You put out the %s."
3205 "H<Torches wear out if you put them out.>",
3206 &op->name));
3796 } 3207 }
3208 else
3209 who->statusmsg (format ("You turn off the %s.", &op->name));
3210 }
3797 3211
3798 /* check the special case of can't use weapons */ 3212 apply_lamp (op, switch_on);
3799 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3213}
3800 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3801 3214
3802 break; 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])
3803 } 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;
3804 } 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);
3805} 3269}
3806 3270
3807/** 3271/**
3808 * This handles items of type 'transformer'. 3272 * This handles items of type 'transformer'.
3809 * 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
3812 * 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.
3813 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3277 * The format is as follow: transformer:[number ]yield[;transformer:...].
3814 * 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.
3815 * 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.
3816 */ 3280 */
3281static void
3817void apply_item_transformer( object* pl, object* transformer ) 3282apply_item_transformer (object *pl, object *transformer)
3818 { 3283{
3819 object* marked;
3820 object* new_item; 3284 object *new_item;
3821 char* find; 3285 const char *find;
3822 char* separator; 3286 char *separator;
3823 int yield; 3287 int yield;
3824 char got[ MAX_BUF ]; 3288 char got[MAX_BUF];
3825 int len; 3289 int len;
3826 3290
3827 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);
3828 return; 3581 return;
3829 marked = find_marked_object( pl ); 3582 }
3830 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)
3831 { 3593 {
3832 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
3833 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))
3834 } 3632 {
3835 if ( !marked->slaying ) 3633 /* player is flying and applying object not in inventory */
3836 { 3634 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3837 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3838 return;
3839 }
3840 /* check whether they are compatible or not */
3841 find = strstr( marked->slaying, transformer->arch->name );
3842 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3843 {
3844 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3845 return;
3846 }
3847 find += strlen( transformer->arch->name ) + 1;
3848 /* Item can be used, now find how many and what it yields */
3849 if ( isdigit( *( find ) ) )
3850 {
3851 yield = atoi( find );
3852 if ( yield < 1 )
3853 { 3635 {
3854 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! "
3855 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;
3856 } 3640 }
3857 } 3641 }
3858 else
3859 yield = 1;
3860 3642
3861 while ( isdigit( *find ) ) 3643 contr->last_used = ob;
3862 find++; 3644 }
3863 while ( *find == ' ' ) 3645
3864 find++; 3646 bool want_apply =
3865 memset( got, 0, MAX_BUF ); 3647 aflags & AP_APPLY ? true
3866 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
3867 { 3750 {
3868 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 }
3869 } 3766 }
3870 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)
3871 { 3818 {
3872 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;
3873 } 3858 }
3874 if ( len > MAX_BUF-1)
3875 len = MAX_BUF-1;
3876 strcpy( got, find );
3877 got[len] = '\0';
3878 3859
3879 /* Now create new item, remove used ones when required. */ 3860 if (tmp->flag [FLAG_AUTO_APPLY])
3880 new_item = get_archetype( got ); 3861 auto_apply (tmp);
3881 if ( !new_item ) 3862 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3882 { 3863 {
3883 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
3884 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;
3885 } 3945 }
3886 new_item->nrof = yield; 3946
3887 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 */
3888 insert_ob_in_ob( new_item, pl ); 3948 for (i = 0; i < NROFATTACKS; i++)
3889 esrv_send_inventory( pl, pl ); 3949 {
3890 /* Eat up one item */ 3950 if (food->resist[i] > 0)
3891 decrease_ob_nr( marked, 1 ); 3951 {
3892 /* Eat one transformer if needed */ 3952 force->resist[i] = food->resist[i];
3893 if ( transformer->stats.food ) 3953 did_one = 1;
3894 if ( --transformer->stats.food == 0 ) 3954 }
3895 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)
3896 } 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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