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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.34 by root, Sun Dec 3 20:38:08 2006 UTC vs.
Revision 1.257 by root, Thu Apr 15 00:36:51 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
38#include <math.h>
39
40/**
41 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue.
43 */
44int
45should_director_abort (object *op, object *victim)
46{ 38{
47 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
48
49 /* Get flags to determine what of arch, name, and race should be checked.
50 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
51 * the next is the name flag, and the last is the race flag. Also note,
52 * if subtype is set to zero, that also goes to defaults of all affecting
53 * it. Examples:
54 * subtype 1: only arch
55 * subtype 3: arch or name
56 * subtype 5: arch or race
57 * subtype 7: all three
58 */
59 if (op->subtype)
60 { 40 {
61 arch_flag = (op->subtype & 1); 41 set (WEAPON);
62 name_flag = (op->subtype & 2); 42 set (ARMOUR);
63 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
64 } 61 }
65 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
66 { 69 {
67 arch_flag = 1; 70 set (EXIT);
68 name_flag = 1; 71 set (BOOK);
69 race_flag = 1; 72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
70 } 84 }
71 /* If the director has race set, only affect objects with a arch, 85} apply_types_player_only;
72 * name or race that matches. 86
73 */ 87// applying these _can_ be attempted, others cannot
74 if ((op->race) && 88// be applied at all. used by e.g. apply below.
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 89
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 90static const struct apply_types : typeset
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 91{
92 apply_types ()
93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
78 { 94 {
79 return 1; 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);
80 } 109 }
81 /* If the director has slaying set, only affect objects where none 110} apply_types;
82 * of arch, name, or race match.
83 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
88 return 1;
89 }
90 return 0;
91}
92
93/**
94 * This handles a player dropping money on an altar to identify stuff.
95 * It'll identify marked item, if none all items up to dropped money.
96 * Return value: 1 if money was destroyed, 0 if not.
97 */
98static int
99apply_id_altar (object *money, object *altar, object *pl)
100{
101 object *id, *marked;
102 int success = 0;
103
104 if (pl == NULL || pl->type != PLAYER)
105 return 0;
106
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be.
109 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0;
112
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory.
116 */
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 {
119 if (operate_altar (altar, &money))
120 {
121 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
123 if (marked->msg)
124 {
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL;
129 }
130 }
131
132 for (id = pl->inv; id; id = id->below)
133 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 {
136 if (operate_altar (altar, &money))
137 {
138 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
140 if (id->msg)
141 {
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break;
149 }
150 else
151 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break;
154 }
155 }
156 }
157 if (!success)
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
159 return money == NULL;
160}
161
162/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item.
165 **/
166static void
167handle_apply_yield (object *tmp)
168{
169 const char *yield;
170
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189}
190
191/**
192 * Handles applying a potion.
193 */
194int
195apply_potion (object *op, object *tmp)
196{
197 int got_one = 0, i;
198 object *force = 0, *floor = 0;
199
200 floor = get_map_ob (op->map, op->x, op->y);
201
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0;
208 }
209
210 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp);
214 }
215
216 handle_apply_yield (tmp);
217
218 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
220 {
221 object *depl;
222 archetype *at;
223
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 {
226 drain_stat (op);
227 fix_player (op);
228 decrease_ob (tmp);
229 return 1;
230 }
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
232 {
233 LOG (llevError, "Could not find archetype depletion\n");
234 return 0;
235 }
236 depl = present_arch_in_ob (at, op);
237 if (depl != NULL)
238 {
239 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i))
241 {
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
243 }
244 remove_ob (depl);
245 free_object (depl);
246 fix_player (op);
247 }
248 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
250
251 decrease_ob (tmp);
252 return 1;
253 }
254
255 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257 {
258
259 for (i = 1; i < MIN (11, op->level); i++)
260 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 {
263 if (op->contr->levhp[i] != 1)
264 {
265 op->contr->levhp[i] = 1;
266 break;
267 }
268 if (op->contr->levsp[i] != 1)
269 {
270 op->contr->levsp[i] = 1;
271 break;
272 }
273 if (op->contr->levgrace[i] != 1)
274 {
275 op->contr->levgrace[i] = 1;
276 break;
277 }
278 }
279 else
280 {
281 if (op->contr->levhp[i] < 9)
282 {
283 op->contr->levhp[i] = 9;
284 break;
285 }
286 if (op->contr->levsp[i] < 6)
287 {
288 op->contr->levsp[i] = 6;
289 break;
290 }
291 if (op->contr->levgrace[i] < 3)
292 {
293 op->contr->levgrace[i] = 3;
294 break;
295 }
296 }
297 }
298 /* Just makes checking easier */
299 if (i < MIN (11, op->level))
300 got_one = 1;
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 {
303 if (got_one)
304 {
305 fix_player (op);
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
309 }
310 else
311 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
312 }
313 else
314 { /* cursed potion */
315 if (got_one)
316 {
317 fix_player (op);
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
319 }
320 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
322 }
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 }
348 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350
351 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op);
355 return 1;
356 }
357
358 /* Deal with protection potions */
359 force = NULL;
360 for (i = 0; i < NROFATTACKS; i++)
361 {
362 if (tmp->resist[i])
363 {
364 if (!force)
365 force = get_archetype (FORCE_NAME);
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */
369 }
370 }
371 /* This is a protection potion */
372 if (force)
373 {
374 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 {
377 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 }
382 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force);
387 decrease_ob (tmp);
388 return 1;
389 }
390
391 /* Only thing left are the stat potions */
392 if (op->type == PLAYER)
393 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else
397 SET_FLAG (tmp, FLAG_APPLIED);
398 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
400 }
401
402 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears
405 * up all the stats.
406 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op);
409 decrease_ob (tmp);
410 return 1;
411}
412 111
413/**************************************************************************** 112/****************************************************************************
414 * Weapon improvement code follows 113 * Weapon improvement code follows
415 ****************************************************************************/ 114 ****************************************************************************/
416 115
417/** 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/**
418 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
419 */ 133 */
420static int 134static int
421check_item (object *op, const char *item) 135check_item (object *op, shstr_cmp item)
422{ 136{
423 int count = 0; 137 int count = 0;
424 138
425 139 if (!item)
426 if (item == NULL)
427 return 0; 140 return 0;
428 op = op->below; 141
429 while (op != NULL) 142 for (op = op->below; op; op = op->below)
430 { 143 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0) 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 146 count += op->number_of ();
440 } 147
441 }
442 op = op->below;
443 }
444 return count; 148 return count;
445} 149}
446 150
447/** 151/**
448 * This removes 'nrof' of what item->slaying says to remove. 152 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 153 * op is typically the player, which is only
450 * really used to determine what space to look at. 154 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
452 */ 156 */
453static void 157static void
454eat_item (object *op, const char *item, uint32 nrof) 158eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 159{
456 object *prev; 160 object *prev;
457 161
458 prev = op; 162 prev = op;
459 op = op->below; 163 op = op->below;
460 164
461 while (op != NULL) 165 while (op)
462 { 166 {
463 if (strcmp (op->arch->name, item) == 0) 167 if (op->arch->archname == item)
464 { 168 {
465 if (op->nrof >= nrof) 169 if (op->nrof >= nrof)
466 { 170 {
467 decrease_ob_nr (op, nrof); 171 op->decrease (nrof);
468 return; 172 return;
469 } 173 }
470 else 174 else
471 { 175 {
472 decrease_ob_nr (op, op->nrof); 176 op->decrease (nrof);
473 nrof -= op->nrof; 177 nrof -= op->nrof;
474 } 178 }
179
475 op = prev; 180 op = prev;
476 } 181 }
182
477 prev = op; 183 prev = op;
478 op = op->below; 184 op = op->below;
479 } 185 }
480} 186}
481 187
482/** 188/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * 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.
536 * 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.
537 */ 191 */
538static int 192static int
539check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
540{ 194{
541 int count = 0; 195 int count = 0;
542 196
543 if (improver->slaying != NULL) 197 if (improver->slaying)
544 { 198 {
545 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
546 if (count < 1) 200 if (count < 1)
547 { 201 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 203 return 0;
553 } 204 }
554 } 205 }
555 else 206 else
556 count = 1; 207 count = 1;
559} 210}
560 211
561/** 212/**
562 * Actually improves the weapon, and tells user. 213 * Actually improves the weapon, and tells user.
563 */ 214 */
564int 215static int
565improve_weapon_stat (object *op, object *improver, object *weapon, 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)
566{ 217{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 218 stat += sacrifice_count;
570 weapon->last_eat++; 219 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 220 improver->decrease ();
572 decrease_ob (improver);
573 221
574 /* So it updates the players stats and the window */ 222 /* So it updates the players stats and the window */
575 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
576 return 1; 231 return 1;
577} 232}
578 233
579/* Types of improvements, hidden in the sp field. */ 234/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 235#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 236#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 237#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 238#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 239#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 240#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 241#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 242#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 243#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 244#define IMPROVE_INT 10
590#define IMPROVE_POW 11 245#define IMPROVE_POW 11
591
592 246
593/** 247/**
594 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
596 */ 250 */
597 251static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
600{ 253{
601 int sacrifice_count, i; 254 int sacrifice_count, i;
602 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
603 256
604 if (weapon->level != 0) 257 if (weapon->level != 0)
605 { 258 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
607 return 0; 260 return 0;
608 } 261 }
262
609 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 264 if (weapon->resist[i])
611 break; 265 break;
612 266
613 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
620 { 274 {
621 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.>");
622 return 0; 278 return 0;
623 } 279 }
280
624 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
626 return 0; 283 return 0;
284
627 weapon->level = isqrt (sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
630 287
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
632 293
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 295 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 297 slot at once! */
637 decrease_ob (improver); 298 improver->decrease ();
638 weapon->last_eat = 0; 299 weapon->last_eat = 0;
639 return 1; 300 return 1;
640} 301}
641
642 302
643/** 303/**
644 * 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.
645 * This is the new improve weapon code. 305 * This is the new improve weapon code.
646 * 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.
649 * 309 *
650 * 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
651 * 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 ??
652 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
653 */ 313 */
654int 314static int
655improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
656{ 316{
657 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
658 318
659 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
662 } 321
663 if (weapon->level == 0) 322 if (weapon->level == 0)
664 { 323 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 327 return 0;
667 } 328 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 329
330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 332 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 334 return 0;
672 } 335 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 336
337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
674 { 339 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 340 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 341 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 342 "really want to improve it.");
678 return 0; 343 return 0;
679 } 344 }
345
680 /* 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
681 * 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,
682 * 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
683 * weapon can be improved. 349 * weapon can be improved.
684 */ 350 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 352 {
687 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "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));
690 weapon->last_eat++; 356 weapon->last_eat++;
691 357
692 weapon->item_power++; 358 weapon->item_power++;
693 decrease_ob (improver); 359 improver->decrease ();
694 return 1; 360 return 1;
695 } 361 }
362
696 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 364 {
698 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 366 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 367 if (weapon->weight < 1)
701 weapon->weight = 1; 368 weapon->weight = 1;
369
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 371 weapon->last_eat++;
704 weapon->item_power++; 372 weapon->item_power++;
705 decrease_ob (improver); 373 improver->decrease ();
706 return 1; 374 return 1;
707 } 375 }
376
708 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 378 {
710 weapon->magic++; 379 weapon->magic++;
711 weapon->last_eat++; 380 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 382 improver->decrease ();
714 weapon->item_power++; 383 weapon->item_power++;
715 return 1; 384 return 1;
716 } 385 }
717 386
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
724 393
725 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
727 { 396 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
729 return 0; 398 return 0;
730 } 399 }
400
731 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 402 weapon->item_power++;
733 403
734 switch (improver->stats.sp) 404 switch (improver->stats.sp)
735 { 405 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 406 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 407 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 408 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 409 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 410 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 411 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 412 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 413 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
752 } 415 }
416
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 418 return 0;
755} 419}
756 420
757/** 421/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * 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, ...),
760 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
761 */ 425 */
762int 426static int
763check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
764{ 428{
765 object *otmp;
766
767 if (op->type != PLAYER) 429 if (op->type != PLAYER)
768 return 0; 430 return 0;
431
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 433 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 434 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 435 return 0;
773 } 436 }
774 otmp = find_marked_object (op); 437
438 object *otmp = op->mark ();
439
775 if (!otmp) 440 if (!otmp)
776 { 441 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 442 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 443 return 0;
779 } 444 }
445
780 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 447 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 448 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 449 return 0;
784 } 450 }
785 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
786 improve_weapon (op, tmp, otmp); 460 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 461 esrv_send_item (op, otmp);
788 return 1; 462 return 1;
789} 463}
790 464
808 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 483 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 485 * changing of physical area right now.
812 */ 486 */
813int 487static int
814improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
815{ 489{
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
819 { 491 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 492 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 493 return 0;
822 } 494 }
495
823 /* 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,
824 * 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.
825 * 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
826 * of gnarg and what not?) 499 * of gnarg and what not?)
827 */ 500 */
828 if (armour->title) 501 if (armour->title)
829 { 502 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 504 return 0;
832 } 505 }
833 506
834 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
836 */ 509 */
837 if (armour->nrof > 1) 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 511
842 armour->magic++; 512 armour->magic++;
843 513
844 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
845 { 515 {
850 { 520 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 522 pow++;
853 } 523 }
854 524
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 526 }
857 else 527 else
858 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;
859 529
860 if (!settings.armor_weight_linear) 530 if (!settings.armor_weight_linear)
861 { 531 {
862 int base = 100; 532 int base = 100;
863 int pow = 0; 533 int pow = 0;
866 { 536 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 538 pow++;
869 } 539 }
870 540
871 armour->weight = (armour->arch->clone.weight * base) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
872 } 542 }
873 else 543 else
874 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;
875 545
876 if (armour->weight <= 0) 546 if (armour->weight <= 0)
877 { 547 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 549 armour->weight = 1;
880 } 550 }
881 551
882 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);
883 553
884 if (op->type == PLAYER) 554 if (op->type == PLAYER)
885 { 555 {
886 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557
888 fix_player (op); 558 if (armour->flag [FLAG_APPLIED])
559 op->update_stats ();
889 } 560 }
890 decrease_ob (improver); 561
562 improver->decrease ();
563
891 if (tmp) 564 if (tmp)
892 { 565 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 566
894 esrv_send_item (op, tmp);
895 }
896 return 1; 567 return 1;
897} 568}
898
899 569
900/* 570/*
901 * 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
902 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
903 */ 573 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 574 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
911 * 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
912 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
913 */ 578 */
914int 579int
915convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
916{ 581{
917 int nr = 0; 582 sint64 nr = 0, price_in;
918 uint32 price_in; 583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
919 591
920 /* 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,
921 * 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
922 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
923 */ 595 */
924 if (!strcmp (CONV_FROM (converter), "money")) 596 if (conv_from == shstr_money)
925 { 597 {
926 int cost;
927
928 if (item->type != MONEY) 598 if (item->type != MONEY)
929 return 0; 599 return 0;
930 600
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 602 if (!nr)
933 return 0; 603 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 604
935 /* take into account rounding errors */ 605 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 606
937 cost++; 607 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 608
609 item->decrease (cost);
939 610
940 price_in = cost * item->value; 611 price_in = cost * item->value;
941 } 612 }
942 else 613 else
943 { 614 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 615 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
946 return 0; 618 return 0;
947 619
948 if (CONV_NEED (converter)) 620 converter->play_sound (sound_find ("convert_item"));
621
622 if (need)
949 { 623 {
950 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
953 } 627 }
954 else 628 else
955 { 629 {
956 price_in = item->value; 630 price_in = item->value;
957 remove_ob (item); 631 item->destroy ();
958 free_object (item);
959 } 632 }
960 } 633 }
961 634
962 if (converter->inv != NULL) 635 if (converter->inv)
963 { 636 {
964 object *ob; 637 object *ob;
965 int i; 638 int i;
966 object *ob_to_copy; 639 object *ob_to_copy;
967 640
968 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
970 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++)
971 {
972 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 645 ob_to_copy = ob;
975 } 646
976 } 647 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 650 }
981 else 651 else
982 { 652 {
983 if (converter->other_arch == NULL) 653 if (!conv_to)
984 { 654 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, converter->map->path, converter->x, converter->y); 656 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 657 return -1;
988 } 658 }
989 659
990 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 662 }
993 663
994 if (CONV_NR (converter)) 664 if (give)
995 item->nrof = CONV_NR (converter); 665 item->nrof = give;
666
996 if (nr) 667 if (nr)
997 item->nrof *= nr; 668 item->nrof *= nr;
998 if (is_in_shop (converter)) 669
999 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 }
1000 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 682 {
1002 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",
1003 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 685 /**
1006 * 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
1007 * propably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1008 */ 688 */
1009 } 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
1010 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);
1011 return 1; 697 return 1;
1012} 698}
1013 699
1014/** 700/**
1015 * Handle apply on containers. 701 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1017 * 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]
1018 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1019 */ 705 */
1020 706static int
1021int
1022apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1023{ 708{
1024 char buf[MAX_BUF]; 709 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 710 return 0; /* This might change */
1029 711
1030 if (sack == NULL || sack->type != CONTAINER) 712 if (!sack || sack->type != CONTAINER)
1031 { 713 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 714 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 715 return 0;
1034 } 716 }
1035 op->contr->last_used = NULL; 717
1036 op->contr->last_used_id = 0; 718 op->contr->last_used = 0;
1037 719
1038 if (sack->env != op) 720 if (sack->env && sack->env != op)
721 {
722 op->failmsg ("You must put it onto the floor or into your inventory first.");
723 return 1;
1039 { 724 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 725
726 // already applied == open on ground, or open in inv, or active in inv
727 if (sack->flag [FLAG_APPLIED])
728 {
729 if (op->container_ () == sack)
1041 { 730 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 731 // open on ground or inv, so close
732 op->close_container ();
1043 return 1; 733 return 1;
1044 } 734 }
1045 /* It's on the ground, the problems begin */ 735 else if (!sack->env)
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 736 {
1060 if (QUERY_FLAG (sack, FLAG_APPLIED)) 737 // active, but not ours: some other player has opened it
738 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
739 return 1;
1061 { 740 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1088 }
1089 741
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 742 // fall through to opening it (active in inv)
1091 { 743 }
744 else if (sack->env)
745 {
746 // it is in our env, so activate it, do not open yet
1092 if (op->container) 747 op->close_container ();
1093 { 748 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 749 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 750 op->statusmsg (format ("You ready %s.", query_name (sack)));
1096 tmp = op->container; 751 return 1;
1097 apply_container (op, tmp); 752 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 753
1099 op->container = sack; 754 // it's locked?
1100 strcat (buf, query_name (sack)); 755 if (sack->slaying)
1101 strcat (buf, "."); 756 {
1102 } 757 if (object *tmp = find_key (op, op, sack))
1103 else 758 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else 759 else
1111 { 760 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1113 sprintf (buf, "You open %s.", query_name (sack));
1114 SET_FLAG (sack, FLAG_APPLIED);
1115 op->container = sack;
1116 }
1117 }
1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 761 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1; 762 return 1;
1148 } 763 }
1149 }
1150 } 764 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 765
1152 if (op->contr) 766 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 767
1154 return 1; 768 return 1;
1155} 769}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 770
1282/** 771/**
1283 * Handles dropping things on altar. 772 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 773 * Returns true if sacrifice was accepted.
1285 */ 774 */
1288{ 777{
1289 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0; 780 return 0;
1292 781
1293 if (operate_altar (altar, &sacrifice)) 782 if (operate_altar (altar, &sacrifice, originator))
1294 { 783 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * 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
1297 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1298 */ 787 */
1299 if (altar->inv && altar->inv->type == SPELL) 788 if (altar->inv && altar->inv->type == SPELL)
1300 { 789 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 790 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 791 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 792 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 793 * old maps.
1305 */ 794 */
1306 795
1307/* push_button (altar);*/ 796/* push_button (altar);*/
1308 } 797 }
1309 else 798 else
1310 { 799 {
1311 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1312 push_button (altar); 801 push_button (altar, originator);
1313 } 802 }
1314 803
1315 return !sacrifice; 804 return !sacrifice;
1316 } 805 }
1317 else 806 else
1330{ 819{
1331 int rv = 0; 820 int rv = 0;
1332 double opinion; 821 double opinion;
1333 object *tmp, *next; 822 object *tmp, *next;
1334 823
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1336 825
1337 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 ())
1338 { 838 {
1339 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1341 * the shop. 841 * the shop.
1342 */ 842 */
1343 for (tmp = op->inv; tmp; tmp = next) 843 for (tmp = op->inv; tmp; tmp = next)
1344 { 844 {
1345 next = tmp->below; 845 next = tmp->below;
1346 846
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (tmp->flag [FLAG_UNPAID])
1348 { 848 {
1349 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);
1350 850
1351 remove_ob (tmp);
1352
1353 if (i == -1) 851 if (i >= 0)
1354 i = 0; 852 tmp->move (i);
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 } 853 }
1361 } 854 }
1362 855
1363 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (op->flag [FLAG_NO_PICK])
1365 return 0; 858 return 0;
1366 859
1367 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1369 */ 862 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1371 { 864 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 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);
1375 867
1376 if (i != -1) 868 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 869 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378 870
1379 return 0; 871 return 0;
1380 } 872 }
873
1381 /* Removed code that checked for multipart objects - it appears that 874 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine. 875 * the teleport function should be able to handle this just fine.
1383 */ 876 */
1384 rv = teleport (shop_mat, SHOP_MAT, op); 877 rv = teleport (shop_mat, SHOP_MAT, op);
1385 } 878 }
1386 else if (can_pay (op) && get_payment (op)) 879 else if (can_pay (op) && get_payment (op))
1387 { 880 {
1388 /* this is only used for players */ 881 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1390 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
1391 if (shop_mat->msg) 891 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1393 /* 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,
1394 * 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
1395 * actually the shop floor. 895 * actually the shop floor.
1396 */ 896 */
1397 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1398 { 898 {
1399 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1400 900
1401 if (opinion > 0.9) 901 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 903 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 904 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 905 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 906 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 907 }
1410 } 908 }
1411 else 909 else
1412 { 910 {
1413 /* 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
1414 * 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
1415 * they are not on the mat anymore 913 * they are not on the mat anymore
1416 */ 914 */
1417 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);
1418 916
1419 if (i == -1) 917 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 918 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 919 else
1424 { 920 {
1425 remove_ob (op); 921 op->remove ();
1426 op->x += freearr_x[i]; 922 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1428 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;
1429 } 925 }
1430 } 926 }
1431 927
1432 CLEAR_FLAG (op, FLAG_NO_APPLY); 928 op->clr_flag (FLAG_NO_APPLY);
1433 return rv; 929 return rv;
1434} 930}
1435 931
1436/** 932/**
1437 * Handles applying a sign. 933 * Handles applying a sign.
1438 */ 934 */
1439static void 935static void
1440apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1441{ 937{
1442 readable_message_type *msgType; 938 if (!op->is_player())
1443 char newbuf[HUGE_BUF]; 939 return;
1444 940
1445 if (sign->msg == NULL) 941 if (sign->has_dialogue ())
1446 { 942 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 943 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1448 return; 944 return;
1449 } 945 }
1450 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
1451 if (sign->stats.food) 956 if (sign->stats.food)
1452 { 957 {
1453 if (sign->last_eat >= sign->stats.food) 958 if (sign->last_eat >= sign->stats.food)
1454 { 959 {
1455 if (!sign->move_on) 960 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
962
1457 return; 963 return;
1458 } 964 }
1459 965
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!op->flag [FLAG_WIZPASS])
1461 sign->last_eat++; 967 sign->last_eat++;
1462 } 968 }
1463 969
1464 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 970 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1465 * No way to know for sure. The presumption is basically that if 971 * No way to know for sure. The presumption is basically that if
1466 * move_on is zero, it needs to be manually applied (doesn't talk 972 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us). 973 * to us).
1468 */ 974 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 975 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1470 { 976 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 977 op->failmsg ("You are unable to read while blind!");
1472 return; 978 return;
1473 } 979 }
1474 msgType = get_readable_message_type (sign);
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1477}
1478 980
1479/** 981 if (op->contr)
1480 * 'victim' moves onto 'trap' 982 if (client *ns = op->contr->ns)
1481 * 'victim' leaves 'trap' 983 {
1482 * effect is determined by move_on/move_off of trap and move_type of victime. 984 if (sign->sound)
1483 * 985 ns->play_sound (sign->sound);
1484 * originator: Player, monster or other object that caused 'victim' to move 986 else if (autoapply)
1485 * onto 'trap'. Will receive messages caused by this action. May be NULL. 987 ns->play_sound (sound_find ("msg_voice"));
1486 * However, some types of traps require an originator to function. 988
1487 */ 989 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1488void 990 }
991}
992
993static void
1489move_apply (object *trap, object *victim, object *originator) 994move_apply_hole (object *trap, object *victim)
1490{ 995{
1491 static int recursion_depth = 0; 996 /* Hole not open? */
1492 997 if (trap->stats.wc > 0)
1493 /* Only exits affect DMs. */
1494 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1495 return; 998 return;
1496 999
1497 /* move_apply() is the most likely candidate for causing unwanted and 1000 /* Is this a multipart monster and not the head? If so, return.
1498 * possibly unlimited recursion. 1001 * Processing will happen if the head runs into the pit
1499 */ 1002 */
1500 /* The following was changed because it was causing perfeclty correct 1003 if (victim->head)
1501 * maps to fail. 1) it's not an error to recurse:
1502 * rune detonates, summoning monster. monster lands on nearby rune.
1503 * nearby rune detonates. This sort of recursion is expected and
1504 * proper. This code was causing needless crashes.
1505 */
1506 if (recursion_depth >= 500)
1507 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1510 return; 1004 return;
1511 }
1512 recursion_depth++;
1513 if (trap->head)
1514 trap = trap->head;
1515 1005
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1006 // now find all possible locations and randomly pick one
1517 goto leave; 1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1008 trap->range >= 3 ? SIZEOFFREE3 + 1
1009 : trap->range >= 2 ? SIZEOFFREE2 + 1
1010 : trap->range >= 1 ? SIZEOFFREE1 + 1
1011 : SIZEOFFREE0 + 1);
1518 1012
1519 switch (trap->type) 1013 if (dir < 0)
1520 {
1521 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523 {
1524 if (!trap->stats.maxsp)
1525 trap->stats.maxsp = 2;
1526
1527 /* Is this correct? From the docs, it doesn't look like it
1528 * should be divided by trap->speed
1529 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531
1532 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed.
1535 */
1536 if (victim->speed_left < -50.0)
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 }
1540 goto leave;
1541
1542 case SPINNER:
1543 if (victim->direction)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 {
1595 int tot;
1596
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 }
1607
1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 {
1610 /* need to set this up, since if we do transfer the object,
1611 * ab->above would be bogus
1612 */
1613 ab_next = ab->above;
1614
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 {
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 }
1626 goto leave;
1627 }
1628
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 }
1645 goto leave;
1646
1647 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR:
1650 check_trigger (trap, victim);
1651 goto leave;
1652
1653 case DEEP_SWAMP:
1654 walk_on_deep_swamp (trap, victim);
1655 goto leave;
1656
1657 case CHECK_INV:
1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1664 goto leave;
1665
1666 /* Is this a multipart monster and not the head? If so, return.
1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1682 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685 enter_exit (victim, trap);
1686 }
1687 goto leave;
1688
1689 case ENCOUNTER:
1690 /* may be some leftovers on this */
1691 goto leave;
1692
1693 case SHOP_MAT:
1694 apply_shop_mat (trap, victim);
1695 goto leave;
1696
1697 /* Drop a certain amount of gold, and have one item identified */
1698 case IDENTIFY_ALTAR:
1699 apply_id_altar (victim, trap, originator);
1700 goto leave;
1701
1702 case SIGN:
1703 if (victim->type != PLAYER && trap->stats.food > 0)
1704 goto leave; /* monsters musn't apply magic_mouths with counters */
1705
1706 apply_sign (victim, trap, 1);
1707 goto leave;
1708
1709 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap);
1714 goto leave;
1715
1716 case RUNE:
1717 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1720 spring_trap (trap, victim);
1721 }
1722 goto leave;
1723
1724 default:
1725 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1727 goto leave;
1728 }
1729
1730leave:
1731 recursion_depth--;
1732}
1733
1734/**
1735 * Handles reading a regular (ie not containing a spell) book.
1736 */
1737static void
1738apply_book (object *op, object *tmp)
1739{
1740 int lev_diff;
1741 object *skill_ob;
1742
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1746 return; 1014 return;
1747 }
1748 if (tmp->msg == NULL)
1749 {
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1751 return;
1752 }
1753 1015
1754 /* need a literacy skill to read stuff! */ 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1755 skill_ob = find_skill_by_name (op, tmp->skill); 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
1756 if (!skill_ob)
1757 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1759 return;
1760 }
1761 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 {
1764 if (lev_diff < 2)
1765 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1766 else if (lev_diff < 3)
1767 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1768 else if (lev_diff < 5)
1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1770 else if (lev_diff < 8)
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1772 else if (lev_diff < 15)
1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1774 else
1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1776 return;
1777 }
1778 1018
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1019 transfer_ob (victim,
1780 1020 EXIT_X (trap) + freearr_x[dir],
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1021 EXIT_Y (trap) + freearr_y[dir],
1782 msgType->message_type, msgType->message_subtype, 1022 0, victim);
1783 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1784
1785 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 {
1792 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED);
1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else
1798 op->contr->socket.update_look = 1;
1799 }
1800 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 }
1803}
1804
1805/**
1806 * Handles the applying of a skill scroll, calling learn_skill straight.
1807 * op is the person learning the skill, tmp is the skill scroll object
1808 */
1809static void
1810apply_skillscroll (object *op, object *tmp)
1811{
1812 switch ((int) learn_skill (op, tmp))
1813 {
1814 case 0:
1815 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1817 return;
1818
1819 case 1:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1821 decrease_ob (tmp);
1822 return;
1823
1824 default:
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1826 decrease_ob (tmp);
1827 return;
1828 }
1829}
1830
1831/**
1832 * Actually makes op learn spell.
1833 * Informs player of what happens.
1834 */
1835void
1836do_learn_spell (object *op, object *spell, int special_prayer)
1837{
1838 object *tmp;
1839
1840 if (op->type != PLAYER)
1841 {
1842 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1843 return;
1844 }
1845
1846 /* Upgrade special prayers to normal prayers */
1847 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1848 {
1849 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1850 {
1851 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1852 return;
1853 }
1854 return;
1855 }
1856
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1858 tmp = get_object ();
1859 copy_object (spell, tmp);
1860 insert_ob_in_ob (tmp, op);
1861
1862 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866
1867 esrv_add_spells (op->contr, tmp);
1868}
1869
1870/**
1871 * Erases spell from player's inventory.
1872 */
1873void
1874do_forget_spell (object *op, const char *spell)
1875{
1876 object *spob;
1877
1878 if (op->type != PLAYER)
1879 {
1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1881 return;
1882 }
1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return;
1887 }
1888
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob);
1893 free_object (spob);
1894}
1895
1896/**
1897 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1899 * stuff like that. Random learning failure too.
1900 */
1901static void
1902apply_spellbook (object *op, object *tmp)
1903{
1904 object *skop, *spell, *spell_skill;
1905
1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1909 return;
1910 }
1911
1912 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks
1915 */
1916
1917 if (tmp->slaying != NULL)
1918 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell)
1921 {
1922 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1923 return;
1924 }
1925 else
1926 insert_ob_in_ob (spell, tmp);
1927 tmp->slaying = NULL;
1928 }
1929
1930 skop = find_skill_by_name (op, tmp->skill);
1931
1932 /* need a literacy skill to learn spells. Also, having a literacy level
1933 * lower than the spell will make learning the spell more difficult */
1934 if (!skop)
1935 {
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1937 return;
1938 }
1939
1940 spell = tmp->inv;
1941
1942 if (!spell)
1943 {
1944 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1945 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1946 return;
1947 }
1948
1949 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1950 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1952 return;
1953 }
1954
1955 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1956
1957 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1958 {
1959 identify (tmp);
1960 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else
1963 op->contr->socket.update_look = 1;
1964 }
1965
1966 /* I removed the check for special_prayer_mark here - it didn't make
1967 * a lot of sense - special prayers are not found in spellbooks, and
1968 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark.
1970 */
1971 if (check_spell_known (op, spell->name))
1972 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1974 return;
1975 }
1976
1977 if (spell->skill)
1978 {
1979 spell_skill = find_skill_by_name (op, spell->skill);
1980
1981 if (!spell_skill)
1982 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1984 return;
1985 }
1986
1987 if (spell_skill->level < spell->level)
1988 {
1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1990 return;
1991 }
1992 }
1993
1994 /* Logic as follows
1995 *
1996 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1997 *
1998 * 2- The learner's skill level in literacy adjusts the chance to learn
1999 * a spell.
2000 *
2001 * 3 -Automatically fail to learn if you read while confused
2002 *
2003 * Overall, chances are the same but a player will find having a high
2004 * literacy rate very useful! -b.t.
2005 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 {
2008 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2009 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013 {
2014
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0);
2017
2018 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 }
2022 else
2023 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 }
2027 decrease_ob (tmp);
2028}
2029
2030/**
2031 * Handles applying a spell scroll.
2032 */
2033void
2034apply_scroll (object *op, object *tmp, int dir)
2035{
2036 object *skop;
2037
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2041 return;
2042 }
2043
2044 if (!tmp->inv || tmp->inv->type != SPELL)
2045 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2047 return;
2048 }
2049
2050 if (op->type == PLAYER)
2051 {
2052 /* players need a literacy skill to read stuff! */
2053 int exp_gain = 0;
2054
2055 /* hard code literacy - tmp->skill points to where the exp
2056 * should go for anything killed by the spell.
2057 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059
2060 if (!skop)
2061 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2063 return;
2064 }
2065
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0);
2068 }
2069
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp);
2072
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074
2075
2076 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp);
2078}
2079
2080/**
2081 * Applies a treasure object - by default, chest. op
2082 * is the person doing the applying, tmp is the treasure
2083 * chest.
2084 */
2085static void
2086apply_treasure (object *op, object *tmp)
2087{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better
2095 * treasure
2096 */
2097
2098 treas = tmp->inv;
2099 if (treas == NULL)
2100 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp);
2103 return;
2104 }
2105 while (tmp->inv)
2106 {
2107 treas = tmp->inv;
2108
2109 remove_ob (treas);
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111
2112 treas->x = op->x;
2113 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op);
2118 /* If either player or container was destroyed, no need to do
2119 * further processing. I think this should be enclused with
2120 * spring trap above, as I don't think there is otherwise
2121 * any way for the treasure chest or player to get killed
2122 */
2123 if (op->destroyed () || tmp->destroyed ())
2124 break;
2125 }
2126
2127 if (!tmp->destroyed () && tmp->inv == NULL)
2128 decrease_ob (tmp);
2129
2130}
2131
2132/**
2133 * op eats food.
2134 * If player, takes care of messages and dragon special food.
2135 */
2136static void
2137apply_food (object *op, object *tmp)
2138{
2139 int capacity_remaining;
2140
2141 if (op->type != PLAYER)
2142 op->stats.hp = op->stats.maxhp;
2143 else
2144 {
2145 /* check if this is a dragon (player), eating some flesh */
2146 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2147 ;
2148 else
2149 {
2150 /* usual case - no dragon meal: */
2151 if (op->stats.food + tmp->stats.food > 999)
2152 {
2153 if (tmp->type == FOOD || tmp->type == FLESH)
2154 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2155 else
2156 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2157 }
2158
2159 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2160 {
2161 char buf[MAX_BUF];
2162
2163 if (!is_dragon_pl (op))
2164 {
2165 /* eating message for normal players */
2166 if (tmp->type == DRINK)
2167 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2168 else
2169 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2170 }
2171 else
2172 {
2173 /* eating message for dragon players */
2174 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2175 }
2176
2177 new_draw_info (NDI_UNIQUE, 0, op, buf);
2178 capacity_remaining = 999 - op->stats.food;
2179 op->stats.food += tmp->stats.food;
2180 if (capacity_remaining < tmp->stats.food)
2181 op->stats.hp += capacity_remaining / 50;
2182 else
2183 op->stats.hp += tmp->stats.food / 50;
2184 if (op->stats.hp > op->stats.maxhp)
2185 op->stats.hp = op->stats.maxhp;
2186 if (op->stats.food > 999)
2187 op->stats.food = 999;
2188 }
2189
2190 /* special food hack -b.t. */
2191 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2192 eat_special_food (op, tmp);
2193 }
2194 }
2195 handle_apply_yield (tmp);
2196 decrease_ob (tmp);
2197}
2198
2199/**
2200 * A dragon is eating some flesh. If the flesh contains resistances,
2201 * there is a chance for the dragon's skin to get improved.
2202 *
2203 * attributes:
2204 * object *op the object (dragon player) eating the flesh
2205 * object *meal the flesh item, getting chewed in dragon's mouth
2206 * return:
2207 * int 1 if eating successful, 0 if it doesn't work
2208 */
2209int
2210dragon_eat_flesh (object *op, object *meal)
2211{
2212 object *skin = NULL; /* pointer to dragon skin force */
2213 object *abil = NULL; /* pointer to dragon ability force */
2214 object *tmp = NULL; /* tmp. object */
2215
2216 char buf[MAX_BUF]; /* tmp. string buffer */
2217 double chance; /* improvement-chance of one resistance type */
2218 double totalchance = 1; /* total chance of gaining one resistance */
2219 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2220 double mbonus = 0; /* monster bonus */
2221 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2222 int winners = 0; /* number of winners */
2223 int i; /* index */
2224
2225 /* let's make sure and doublecheck the parameters */
2226 if (meal->type != FLESH || !is_dragon_pl (op))
2227 return 0;
2228
2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230 from the player's inventory */
2231 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2232 {
2233 if (tmp->type == FORCE)
2234 {
2235 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2236 skin = tmp;
2237 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2238 abil = tmp;
2239 }
2240 }
2241
2242 /* if either skin or ability are missing, this is an old player
2243 which is not to be considered a dragon -> bail out */
2244 if (skin == NULL || abil == NULL)
2245 return 0;
2246
2247 /* now start by filling stomache and health, according to food-value */
2248 if ((999 - op->stats.food) < meal->stats.food)
2249 op->stats.hp += (999 - op->stats.food) / 50;
2250 else
2251 op->stats.hp += meal->stats.food / 50;
2252 if (op->stats.hp > op->stats.maxhp)
2253 op->stats.hp = op->stats.maxhp;
2254
2255 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2256
2257 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2258
2259 /* on to the interesting part: chances for adding resistance */
2260 for (i = 0; i < NROFATTACKS; i++)
2261 {
2262 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2263 {
2264 /* got positive resistance, now calculate improvement chance (0-100) */
2265
2266 /* this bonus makes resistance increase easier at lower levels */
2267 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2268 if (i == abil->stats.exp)
2269 bonus += 5; /* additional bonus for resistance of ability-focus */
2270
2271 /* monster bonus increases with level, because high-level
2272 flesh is too rare */
2273 mbonus = op->level * 20. / ((double) settings.max_level);
2274
2275 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2276 ((double) settings.max_level)) - skin->resist[i];
2277
2278 if (chance >= 0.)
2279 chance += 1.;
2280 else
2281 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2282
2283 /* chance is proportional to amount of resistance (max. 50) */
2284 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2285
2286 /* doubled chance for resistance of ability-focus */
2287 if (i == abil->stats.exp)
2288 chance = MIN (100., chance * 2.);
2289
2290 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2291 if (RANDOM () % 10000 < (int) (chance * 100))
2292 {
2293 atnr_winner[winners] = i;
2294 winners++;
2295 }
2296
2297 if (chance >= 0.01)
2298 totalchance *= 1 - chance / 100;
2299
2300 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2301 }
2302 }
2303
2304 /* inverse totalchance as until now we have the failure-chance */
2305 totalchance = 100 - totalchance * 100;
2306 /* print message according to totalchance */
2307 if (totalchance > 50.)
2308 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2309 else if (totalchance > 10.)
2310 sprintf (buf, "The %s tasted very good.", &meal->name);
2311 else if (totalchance > 1.)
2312 sprintf (buf, "The %s tasted good.", &meal->name);
2313 else if (totalchance > 0.1)
2314 sprintf (buf, "The %s tasted bland.", &meal->name);
2315 else if (totalchance >= 0.01)
2316 sprintf (buf, "The %s had a boring taste.", &meal->name);
2317 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2318 sprintf (buf, "The %s tasted strange.", &meal->name);
2319 else
2320 sprintf (buf, "The %s had no taste.", &meal->name);
2321 new_draw_info (NDI_UNIQUE, 0, op, buf);
2322
2323 /* now choose a winner if we have any */
2324 i = -1;
2325 if (winners > 0)
2326 i = atnr_winner[RANDOM () % winners];
2327
2328 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2329 {
2330 /* resistance increased! */
2331 skin->resist[i]++;
2332 fix_player (op);
2333
2334 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2335 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2336 }
2337
2338 /* if this flesh contains a new ability focus, we mark it
2339 into the ability_force and it will take effect on next level */
2340 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2341 {
2342 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2343
2344 if (meal->last_eat != abil->stats.exp)
2345 {
2346 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2347 new_draw_info (NDI_UNIQUE, 0, op, buf);
2348 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2349 new_draw_info (NDI_UNIQUE, 0, op, buf);
2350 }
2351 else
2352 {
2353 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2355 abil->last_eat = 0;
2356 }
2357 }
2358 return 1;
2359}
2360
2361static void
2362apply_savebed (object *pl)
2363{
2364#ifndef COZY_SERVER
2365 if (!pl->contr->name_changed || !pl->stats.exp)
2366 {
2367 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2368 return;
2369 }
2370#endif
2371 INVOKE_PLAYER (LOGOUT, pl->contr);
2372 /* Need to call terminate_all_pets() before we remove the player ob */
2373 terminate_all_pets (pl);
2374 remove_ob (pl);
2375 pl->direction = 0;
2376 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2377
2378 /* update respawn position */
2379 strcpy (pl->contr->savebed_map, pl->map->path);
2380 pl->contr->bed_x = pl->x;
2381 pl->contr->bed_y = pl->y;
2382
2383 strcpy (pl->contr->killer, "left");
2384 check_score (pl); /* Always check score */
2385 (void) save_player (pl, 0);
2386 pl->map->players--;
2387#if MAP_MAXTIMEOUT
2388 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2389#endif
2390 play_again (pl);
2391 pl->speed = 0;
2392 update_ob_speed (pl);
2393}
2394
2395/**
2396 * Handles applying an improve armor scroll.
2397 * Does some sanity checks, then calls improve_armour.
2398 */
2399static void
2400apply_armour_improver (object *op, object *tmp)
2401{
2402 object *armor;
2403
2404 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2405 {
2406 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2407 return;
2408 }
2409 armor = find_marked_object (op);
2410 if (!armor)
2411 {
2412 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2413 return;
2414 }
2415 if (armor->type != ARMOUR
2416 && armor->type != CLOAK
2417 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2418 {
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2420 return;
2421 }
2422
2423 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2424 improve_armour (op, tmp, armor);
2425}
2426
2427
2428extern void
2429apply_poison (object *op, object *tmp)
2430{
2431 if (op->type == PLAYER)
2432 {
2433 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2434 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2435 strcpy (op->contr->killer, "poisonous booze");
2436 }
2437 if (tmp->stats.hp > 0)
2438 {
2439 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2440 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2441 }
2442 op->stats.food -= op->stats.food / 4;
2443 handle_apply_yield (tmp);
2444 decrease_ob (tmp);
2445}
2446
2447/**
2448 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2449 * A valid 2 way exit means:
2450 * -You can come back (there is another exit at the other side)
2451 * -You are
2452 * ° the owner of the exit
2453 * ° or in the same party as the owner
2454 *
2455 * Note: a owner in a 2 way exit is saved as the owner's name
2456 * in the field exit->name cause the field exit->owner doesn't
2457 * survive in the swapping (in fact the whole exit doesn't survive).
2458 */
2459int
2460is_legal_2ways_exit (object *op, object *exit)
2461{
2462 object *tmp;
2463 object *exit_owner;
2464 player *pp;
2465 maptile *exitmap;
2466
2467 if (exit->stats.exp != 1)
2468 return 1; /*This is not a 2 way, so it is legal */
2469 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2470 return 0; /* This is a reset town portal */
2471 /* To know if an exit has a correspondant, we look at
2472 * all the exits in destination and try to find one with same path as
2473 * the current exit's position */
2474 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2475 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2476 else
2477 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2478 if (exitmap)
2479 {
2480 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2481 if (!tmp)
2482 return 0;
2483 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2484 {
2485 if (tmp->type != EXIT)
2486 continue; /*Not an exit */
2487 if (!EXIT_PATH (tmp))
2488 continue; /*Not a valid exit */
2489 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2490 continue; /*Not in the same place */
2491 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2492 continue; /*Not in the same map */
2493
2494 /* From here we have found the exit is valid. However we do
2495 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments
2497 */
2498 if (!exit->race)
2499 return 1; /*No owner, free for all! */
2500 exit_owner = NULL;
2501 for (pp = first_player; pp; pp = pp->next)
2502 {
2503 if (!pp->ob)
2504 continue;
2505 if (pp->ob->name != exit->race)
2506 continue;
2507 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2508 break;
2509 }
2510 if (!exit_owner)
2511 return 0; /* No more owner */
2512 if (exit_owner->contr == op->contr)
2513 return 1; /*It is your exit */
2514 if (exit_owner && /*There is a owner */
2515 (op->contr) && /*A player tries to pass */
2516 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2517 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2518 return 0;
2519 return 1;
2520 }
2521 }
2522 return 0;
2523}
2524
2525
2526/**
2527 * Main apply handler.
2528 *
2529 * Checks for unpaid items before applying.
2530 *
2531 * Return value:
2532 * 0: player or monster can't apply objects of that type
2533 * 1: has been applied, or there was an error applying the object
2534 * 2: objects of that type can't be applied if not in inventory
2535 *
2536 * op is the object that is causing object to be applied, tmp is the object
2537 * being applied.
2538 *
2539 * aflag is special (always apply/unapply) flags. Nothing is done with
2540 * them in this function - they are passed to apply_special
2541 */
2542
2543int
2544manual_apply (object *op, object *tmp, int aflag)
2545{
2546 if (tmp->head)
2547 tmp = tmp->head;
2548
2549 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2550 {
2551 if (op->type == PLAYER)
2552 {
2553 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2554 return 1;
2555 }
2556 else
2557 {
2558 return 0; /* monsters just skip unpaid items */
2559 }
2560 }
2561
2562 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2563 return RESULT_INT (0);
2564
2565 switch (tmp->type)
2566 {
2567
2568 case CF_HANDLE:
2569 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2570 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2571 tmp->value = tmp->value ? 0 : 1;
2572 SET_ANIMATION (tmp, tmp->value);
2573 update_object (tmp, UP_OBJ_FACE);
2574 push_button (tmp);
2575 return 1;
2576
2577 case TRIGGER:
2578 if (check_trigger (tmp, op))
2579 {
2580 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2581 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2582 }
2583 else
2584 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2586 }
2587 return 1;
2588
2589 case EXIT:
2590 if (op->type != PLAYER)
2591 return 0;
2592 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2593 {
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2595 }
2596 else
2597 {
2598 /* Don't display messages for random maps. */
2599 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2600 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2601 enter_exit (op, tmp);
2602 }
2603 return 1;
2604
2605 case SIGN:
2606 apply_sign (op, tmp, 0);
2607 return 1;
2608
2609 case BOOK:
2610 if (op->type == PLAYER)
2611 {
2612 apply_book (op, tmp);
2613 return 1;
2614 }
2615 else
2616 {
2617 return 0;
2618 }
2619
2620 case SKILLSCROLL:
2621 if (op->type == PLAYER)
2622 {
2623 apply_skillscroll (op, tmp);
2624 return 1;
2625 }
2626 return 0;
2627
2628 case SPELLBOOK:
2629 if (op->type == PLAYER)
2630 {
2631 apply_spellbook (op, tmp);
2632 return 1;
2633 }
2634 return 0;
2635
2636 case SCROLL:
2637 apply_scroll (op, tmp, 0);
2638 return 1;
2639
2640 case POTION:
2641 (void) apply_potion (op, tmp);
2642 return 1;
2643
2644 /* Eneq(@csd.uu.se): Handle apply on containers. */
2645 case CLOSE_CON:
2646 if (op->type == PLAYER)
2647 (void) esrv_apply_container (op, tmp->env);
2648 else
2649 (void) apply_container (op, tmp->env);
2650 return 1;
2651
2652 case CONTAINER:
2653 if (op->type == PLAYER)
2654 (void) esrv_apply_container (op, tmp);
2655 else
2656 (void) apply_container (op, tmp);
2657 return 1;
2658
2659 case TREASURE:
2660 if (op->type == PLAYER)
2661 {
2662 apply_treasure (op, tmp);
2663 return 1;
2664 }
2665 else
2666 {
2667 return 0;
2668 }
2669
2670 case WEAPON:
2671 case ARMOUR:
2672 case BOOTS:
2673 case GLOVES:
2674 case AMULET:
2675 case GIRDLE:
2676 case BRACERS:
2677 case SHIELD:
2678 case HELMET:
2679 case RING:
2680 case CLOAK:
2681 case WAND:
2682 case ROD:
2683 case HORN:
2684 case SKILL:
2685 case BOW:
2686 case LAMP:
2687 case BUILDER:
2688 case SKILL_TOOL:
2689 if (tmp->env != op)
2690 return 2; /* not in inventory */
2691 (void) apply_special (op, tmp, aflag);
2692 return 1;
2693
2694 case DRINK:
2695 case FOOD:
2696 case FLESH:
2697 apply_food (op, tmp);
2698 return 1;
2699
2700 case POISON:
2701 apply_poison (op, tmp);
2702 return 1;
2703
2704 case SAVEBED:
2705 if (op->type == PLAYER)
2706 {
2707 apply_savebed (op);
2708 return 1;
2709 }
2710 else
2711 {
2712 return 0;
2713 }
2714
2715 case ARMOUR_IMPROVER:
2716 if (op->type == PLAYER)
2717 {
2718 apply_armour_improver (op, tmp);
2719 return 1;
2720 }
2721 else
2722 {
2723 return 0;
2724 }
2725
2726 case WEAPON_IMPROVER:
2727 (void) check_improve_weapon (op, tmp);
2728 return 1;
2729
2730 case CLOCK:
2731 if (op->type == PLAYER)
2732 {
2733 char buf[MAX_BUF];
2734 timeofday_t tod;
2735
2736 get_tod (&tod);
2737 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2738 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2739 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2740 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2741 new_draw_info (NDI_UNIQUE, 0, op, buf);
2742 return 1;
2743 }
2744 else
2745 {
2746 return 0;
2747 }
2748
2749 case MENU:
2750 if (op->type == PLAYER)
2751 {
2752 shop_listing (op);
2753 return 1;
2754 }
2755 else
2756 {
2757 return 0;
2758 }
2759
2760 case POWER_CRYSTAL:
2761 apply_power_crystal (op, tmp); /* see egoitem.c */
2762 return 1;
2763
2764 case LIGHTER: /* for lighting torches/lanterns/etc */
2765 if (op->type == PLAYER)
2766 {
2767 apply_lighter (op, tmp);
2768 return 1;
2769 }
2770 else
2771 {
2772 return 0;
2773 }
2774
2775 case ITEM_TRANSFORMER:
2776 apply_item_transformer (op, tmp);
2777 return 1;
2778
2779 default:
2780 return 0;
2781 }
2782}
2783
2784
2785/* quiet suppresses the "don't know how to apply" and "you must get it first"
2786 * messages as needed by player_apply_below(). But there can still be
2787 * "but you are floating high above the ground" messages.
2788 *
2789 * Same return value as apply() function.
2790 */
2791int
2792player_apply (object *pl, object *op, int aflag, int quiet)
2793{
2794 int tmp;
2795
2796 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2797 {
2798 /* player is flying and applying object not in inventory */
2799 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2800 {
2801 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2802 return 0;
2803 }
2804 }
2805
2806 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2807 * applied.
2808 */
2809 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2810 {
2811 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2812 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2813 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2814 remove_ob (op);
2815 free_object (op);
2816 return 1;
2817 }
2818
2819 pl->contr->last_used = op;
2820 pl->contr->last_used_id = op->count;
2821
2822 tmp = manual_apply (pl, op, aflag);
2823 if (!quiet)
2824 {
2825 if (tmp == 0)
2826 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2827 else if (tmp == 2)
2828 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2829 }
2830 return tmp;
2831}
2832
2833/**
2834 * player_apply_below attempts to apply the object 'below' the player.
2835 * If the player has an open container, we use that for below, otherwise
2836 * we use the ground.
2837 */
2838
2839void
2840player_apply_below (object *pl)
2841{
2842 object *tmp, *next;
2843 int floors;
2844
2845 /* If using a container, set the starting item to be the top
2846 * item in the container. Otherwise, use the map.
2847 */
2848 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2849
2850 /* This is perhaps more complicated. However, I want to make sure that
2851 * we don't use a corrupt pointer for the next object, so we get the
2852 * next object in the stack before applying. This is can only be a
2853 * problem if player_apply() has a bug in that it uses the object but does
2854 * not return a proper value.
2855 */
2856 for (floors = 0; tmp != NULL; tmp = next)
2857 {
2858 next = tmp->below;
2859 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2860 floors++;
2861 else if (floors > 0)
2862 return; /* process only floor objects after first floor object */
2863
2864 /* If it is visible, player can apply it. If it is applied by
2865 * person moving on it, also activate. Added code to make it
2866 * so that at least one of players movement types be that which
2867 * the item needs.
2868 */
2869 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2870 {
2871 if (player_apply (pl, tmp, 0, 1) == 1)
2872 return;
2873 }
2874 if (floors >= 2)
2875 return; /* process at most two floor objects */
2876 }
2877} 1023}
2878 1024
2879/** 1025/**
2880 * Unapplies specified item. 1026 * Unapplies specified item.
2881 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2882 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2883 * 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.
2884 */ 1030 */
2885static int 1031static bool
2886unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2887{ 1033{
2888 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2889 return RESULT_INT (0); 1036 return RESULT_INT (0);
2890 1037
2891 object *tmp2; 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
2892 1040
2893 CLEAR_FLAG (op, FLAG_APPLIED); 1041 op->flag [FLAG_APPLIED] = false;
1042
2894 switch (op->type) 1043 switch (op->type)
2895 { 1044 {
1045 case SKILL:
1046 if (player *pl = who->contr)
1047 if (op->invisible)
1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1049 else
1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1051
1052 change_abil (who, op);
1053 who->flag [FLAG_READY_SKILL] = false;
1054 break;
1055
2896 case WEAPON: 1056 case WEAPON:
2897 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
2898
2899 (void) change_abil (who, op); 1058 change_abil (who, op);
2900 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1059 who->flag [FLAG_READY_WEAPON] = false;
2901 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1060
2902 clear_skill (who); 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
2903 break; 1068 break;
2904 1069
2905 case SKILL: /* allows objects to impart skills */ 1070 case BOW:
2906 case SKILL_TOOL: 1071 case WAND:
2907 if (op != who->chosen_skill) 1072 case ROD:
1073 case HORN:
1074 case RANGED:
1075 if (player *pl = who->contr)
2908 { 1076 {
2909 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
1078 change_abil (who, op);
2910 } 1079 }
2911 if (who->type == PLAYER) 1080 else
2912 { 1081 {
2913 if (who->contr->shoottype == range_skill) 1082 if (op->type == BOW)
2914 who->contr->shoottype = range_none; 1083 op->flag [FLAG_READY_BOW ] = false;
2915 if (!op->invisible)
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2918 }
2919 else 1084 else
2920 { 1085 op->flag [FLAG_READY_RANGE] = false;
2921 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2922 }
2923 } 1086 }
2924 (void) change_abil (who, op); 1087
2925 who->chosen_skill = NULL;
2926 CLEAR_FLAG (who, FLAG_READY_SKILL);
2927 break; 1088 break;
2928 1089
2929 case ARMOUR: 1090 case ARMOUR:
2930 case HELMET: 1091 case HELMET:
2931 case SHIELD: 1092 case SHIELD:
2934 case GLOVES: 1095 case GLOVES:
2935 case AMULET: 1096 case AMULET:
2936 case GIRDLE: 1097 case GIRDLE:
2937 case BRACERS: 1098 case BRACERS:
2938 case CLOAK: 1099 case CLOAK:
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2940 (void) change_abil (who, op); 1101 change_abil (who, op);
2941 break; 1102 break;
1103
2942 case LAMP: 1104 case SPELL:
2943 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1105 case BUILDER:
2944 tmp2 = arch_to_object (op->other_arch); 1106 who->statusmsg (format ("You unready %s.", query_name (op)));
2945 tmp2->x = op->x;
2946 tmp2->y = op->y;
2947 tmp2->map = op->map;
2948 tmp2->below = op->below;
2949 tmp2->above = op->above;
2950 tmp2->stats.food = op->stats.food;
2951 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2952
2953 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2954 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2955
2956 if (who->type == PLAYER)
2957 esrv_del_item (who->contr, op->count);
2958
2959 remove_ob (op);
2960 free_object (op);
2961 insert_ob_in_ob (tmp2, who);
2962 fix_player (who);
2963 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2964 {
2965 if (who->type == PLAYER)
2966 {
2967 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2968 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2969 }
2970 }
2971 if (who->type == PLAYER)
2972 esrv_send_item (who, tmp2);
2973 return 1; /* otherwise, an attempt to drop causes problems */
2974 break; 1107 break;
2975 case BOW: 1108
2976 case WAND: 1109 //case SKILL_TOOL://TODO
2977 case ROD: 1110 default:
2978 case HORN: 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2979 clear_skill (who);
2980 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2981 if (who->type == PLAYER)
2982 {
2983 who->contr->shoottype = range_none;
2984 }
2985 else
2986 {
2987 if (op->type == BOW)
2988 CLEAR_FLAG (who, FLAG_READY_BOW);
2989 else
2990 CLEAR_FLAG (who, FLAG_READY_RANGE);
2991 }
2992 break; 1112 break;
2993
2994 case BUILDER:
2995 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2996 who->contr->shoottype = range_none;
2997 who->contr->ranges[range_builder] = NULL;
2998 break;
2999
3000 default:
3001 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3002 break;
3003 }
3004
3005 fix_player (who);
3006
3007 if (!(aflags & AP_NO_MERGE))
3008 { 1113 }
3009 object *tmp;
3010 1114
3011 tmp = merge_ob (op, NULL); 1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3012 if (who->type == PLAYER) 1116 if (object *pl = op->visible_to ())
3013 {
3014 if (tmp)
3015 { /* it was merged */
3016 esrv_del_item (who->contr, op->count);
3017 op = tmp;
3018 }
3019
3020 esrv_send_item (who, op); 1117 esrv_send_item (pl, op);
3021 } 1118
3022 } 1119 who->update_stats ();
1120
3023 return 0; 1121 return 1;
3024} 1122}
3025 1123
3026/** 1124/**
3027 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
3028 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
3029 * 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
3030 * something like: 1128 * something like:
3031 * tmp = get_item_from_body_location(who->inv, 1); 1129 * tmp = get_next_item_from_body_location(who->inv, 1);
3032 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1130 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3033 * to find the second object that may use this location, etc. 1131 * to find the second object that may use this location, etc.
3034 * Returns NULL if no match is found. 1132 * Returns NULL if no match is found.
3035 * 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.
3036 * don't return invisible objects unless they are skill objects 1134 * don't return invisible objects unless they are skill objects
3037 * invisible other objects that use 1135 * invisible other objects that use
3038 * up body locations can be used as restrictions. 1136 * up body locations can be used as restrictions.
3039 */ 1137 */
3040object * 1138static object *
3041get_item_from_body_location (object *start, int loc) 1139get_next_item_from_body_location (int loc, object *start)
3042{ 1140{
3043 object *tmp;
3044
3045 if (!start)
3046 return NULL;
3047
3048 for (tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
3049 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1142 if (tmp->flag [FLAG_APPLIED]
1143 && tmp->slot [loc].info
1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3050 return tmp; 1145 return tmp;
3051 1146
3052 return NULL; 1147 return 0;
3053} 1148}
3054
3055
3056 1149
3057/** 1150/**
3058 * '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.
3059 * This should only be called when it is known 1152 * This should only be called when it is known
3060 * that there are objects to unapply. This makes pretty heavy 1153 * that there are objects to unapply. This makes pretty heavy
3063 * Returns 0 on success, returns 1 if there is some problem. 1156 * Returns 0 on success, returns 1 if there is some problem.
3064 * 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
3065 * 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
3066 * another function that does just that. 1159 * another function that does just that.
3067 */ 1160 */
3068int 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
3069unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
3070{ 1169{
3071 int i; 1170 if (op->is_range ())
3072 object *tmp = NULL, *last;
3073
3074 /* If we are applying a shield or weapon, unapply any equipped shield
3075 * or weapons first - only allowed to use one weapon/shield at a time.
3076 */
3077 if (op->type == WEAPON || op->type == SHIELD)
3078 {
3079 for (tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3080 { 1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3081 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1173 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3082 { 1174 {
3083 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3084 {
3085 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
3086 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1176 who->failmsg (query_name (tmp));
3087 else 1177 else
3088 unapply_special (who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
3089 } 1179 }
3090 else 1180 else
3091 { 1181 {
3092 /* In this case, we want to try and remove a cursed item. 1182 /* In this case, we want to try and remove a cursed item.
3093 * While we know it won't work, we want unapply_special to 1183 * While we know it won't work, we want unapply_special to
3094 * at least generate the message. 1184 * at least generate the message.
3095 */ 1185 */
3096 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1186 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3097 return 1; 1187 return 1;
3098 }
3099
3100 } 1188 }
3101 }
3102 }
3103 1189
3104 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3105 { 1191 {
3106 /* this used up a slot that we need to free */ 1192 /* this used up a slot that we need to free */
3107 if (op->body_info[i]) 1193 if (op->slot[i].info)
3108 { 1194 {
3109 last = who->inv; 1195 object *last = who->inv;
3110 1196
3111 /* We do a while loop - may need to remove several items in order 1197 /* We do a while loop - may need to remove several items in order
3112 * to free up enough slots. 1198 * to free up enough slots.
3113 */ 1199 */
3114 while ((who->body_used[i] + op->body_info[i]) < 0) 1200 while ((who->slot[i].used + op->slot[i].info) < 0)
3115 { 1201 {
3116 tmp = get_item_from_body_location (last, i); 1202 object *tmp = get_next_item_from_body_location (i, last);
1203
3117 if (!tmp) 1204 if (!tmp)
3118 { 1205 {
3119#if 0 1206#if 0
3120 /* Not a bug - we'll get this if the player has cursed items 1207 /* Not a bug - we'll get this if the player has cursed items
3121 * equipped. 1208 * equipped.
3122 */ 1209 */
3123 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1210 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3124#endif 1211#endif
3125 return 1; 1212 return 1;
3126 } 1213 }
1214
3127 /* If we are just printing, we don't care about cursed status */ 1215 /* If we are just printing, we don't care about cursed status */
3128 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1216 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3129 { 1217 {
3130 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
3131 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1219 who->failmsg (query_name (tmp));
3132 else 1220 else
3133 unapply_special (who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
3134 } 1222 }
3135 else 1223 else
3136 { 1224 {
3137 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
3138 * Note this could be annoying if this is just one of a few, 1226 * Note this could be annoying if this is just one of a few,
3139 * so it may not be critical (eg, putting on a ring and you have 1227 * so it may not be critical (eg, putting on a ring and you have
3140 * one cursed ring.) 1228 * one cursed ring.)
3141 */ 1229 */
3142 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1230 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3143 } 1231 }
1232
3144 last = tmp->below; 1233 last = tmp->below;
3145 } 1234 }
3146 /* 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
3147 * return in the !tmp would have kicked in. 1236 * return in the !tmp would have kicked in.
3148 */ 1237 */
3149 } /* if op is using this body location */ 1238 } /* if op is using this body location */
3150 } /* for body lcoations */ 1239 } /* for body lcoations */
1240
3151 return 0; 1241 return 0;
3152} 1242}
3153 1243
3154/** 1244/**
3155 * Checks to see if 'who' can apply object 'op'. 1245 * Checks to see if 'who' can apply object 'op'.
3156 * Returns 0 if apply can be done without anything special. 1246 * Returns 0 if apply can be done without anything special.
3157 * Otherwise returns a bitmask - potentially several of these may be 1247 * Otherwise returns a bitmask - potentially several of these may be
3158 * set, but largely depends on circumstance - in the future, processing 1248 * set, but largely depends on circumstance - in the future, processing
3159 * 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
3160 * 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?)
3161 * 1251 *
3162 * See include/define.h for detailed description of the meaning of 1252 * See include/define.h for detailed description of the meaning of
3163 * these return values. 1253 * these return values.
3164 */ 1254 */
3165int 1255int
3166can_apply_object (object *who, object *op) 1256can_apply_object (object *who, object *op)
3167{ 1257{
3168 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1258 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3169 return RESULT_INT (0); 1259 return RESULT_INT (0);
3170 1260
3171 int i, retval = 0; 1261 int retval = 0;
3172 object *tmp = NULL, *ws = NULL; 1262 object *tmp = 0, *ws = 0;
3173 1263
3174 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1264 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3175 * 2 weapons, but we don't want to let them do that. So if they are
3176 * trying to equip a weapon or shield, see if they already have one
3177 * in place and store that way.
3178 */
3179 if (op->type == WEAPON || op->type == SHIELD)
3180 { 1265 {
3181 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1266 if (op->slot[i].info)
3182 { 1267 {
3183 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1268 /* Item uses more slots than we have */
1269 if (who->slot[i].info + op->slot [i].info < 0)
3184 { 1270 {
3185 retval = CAN_APPLY_UNAPPLY;
3186 ws = tmp;
3187 }
3188 }
3189 }
3190
3191
3192 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3193 {
3194 if (op->body_info[i])
3195 {
3196 /* Item uses more slots than we have */
3197 if (FABS (op->body_info[i]) > who->body_info[i])
3198 {
3199 /* Could return now for efficiently - rest of info below isn' 1271 /* Could return now for efficiency - rest of info below isn't
3200 * really needed. 1272 * really needed.
3201 */ 1273 */
3202 retval |= CAN_APPLY_NEVER; 1274 retval |= CAN_APPLY_NEVER;
3203 } 1275 }
3204 else if ((who->body_used[i] + op->body_info[i]) < 0) 1276 else if (who->slot[i].used + op->slot[i].info < 0)
3205 { 1277 {
3206 /* in this case, equipping this would use more free spots than 1278 /* in this case, equipping this would use more free spots than
3207 * we have. 1279 * we have.
3208 */ 1280 */
3209 object *tmp1;
3210
3211 1281
3212 /* if we have an applied weapon/shield, and unapply it would free 1282 /* if we have an applied weapon/shield, and unapply it would free
3213 * enough slots to equip the new item, then just set this can 1283 * enough slots to equip the new item, then just set "can
3214 * continue. We don't care about the logic below - if you have 1284 * apply unapply". We don't care about the logic below - if you have a
3215 * shield equipped and try to equip another shield, there is only 1285 * shield equipped and try to equip another shield, there is only
3216 * one choice. However, the check for the number of body locations 1286 * one choice. However, the check for the number of body locations
3217 * does take into the account cases where what is being applied 1287 * does take into the account cases where what is being applied
3218 * may be two handed for example. 1288 * may be two handed for example.
3219 */ 1289 */
3220 if (ws) 1290 if (ws)
3221 { 1291 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3222 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3223 { 1292 {
3224 retval |= CAN_APPLY_UNAPPLY; 1293 retval |= CAN_APPLY_UNAPPLY;
3225 continue; 1294 continue;
3226 } 1295 }
3227 }
3228 1296
3229 tmp1 = get_item_from_body_location (who->inv, i); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3230 if (!tmp1) 1298 if (!tmp1)
3231 {
3232#if 0
3233 /* This is sort of an error, but happens a lot when old players
3234 * join in with more stuff equipped than they are now allowed.
3235 */
3236 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3237#endif
3238 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
3239 }
3240 else 1300 else
3241 { 1301 {
3242 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3243 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3244 * to apply multiple objects 1304 * to apply multiple objects
3245 */ 1305 */
3246 retval |= CAN_APPLY_UNAPPLY; 1306 retval |= CAN_APPLY_UNAPPLY;
1307
3247 if (!tmp) 1308 if (!tmp)
3248 tmp = tmp1; 1309 tmp = tmp1;
3249 else if (tmp != tmp1) 1310 else if (tmp != tmp1)
3250 {
3251 retval |= CAN_APPLY_UNAPPLY_MULT; 1311 retval |= CAN_APPLY_UNAPPLY_MULT;
3252 } 1312
3253 /* This object isn't using up all the slots, so there must 1313 /* This object isn't using up all the slots, so there must
3254 * be another. If so, and it the new item doesn't need all 1314 * be another. If so, and it the new item doesn't need all
3255 * the slots, the player then has a choice. 1315 * the slots, the player then has a choice.
3256 */ 1316 */
3257 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1317 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1318 && abs (op->slot[i].info) < who->slot[i].info)
3258 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1319 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3259 1320
3260 /* Does unequippint 'tmp1' free up enough slots for this to be 1321 /* Does unequippint 'tmp1' free up enough slots for this to be
3261 * equipped? If not, there must be something else to unapply. 1322 * equipped? If not, there must be something else to unapply.
3262 */ 1323 */
3263 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1324 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3264 retval |= CAN_APPLY_UNAPPLY_MULT; 1325 retval |= CAN_APPLY_UNAPPLY_MULT;
3265
3266 } 1326 }
3267 } /* if not enough free slots */ 1327 } /* if not enough free slots */
3268 } /* if this object uses location i */ 1328 } /* if this object uses location i */
3269 } /* for i -> num_body_locations loop */ 1329 } /* for i -> num_body_locations loop */
3270 1330
3273 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3274 * 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,
3275 * 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
3276 * all use the same location. 1336 * all use the same location.
3277 */ 1337 */
3278 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3279 retval |= CAN_APPLY_RESTRICTION; 1339 retval |= CAN_APPLY_RESTRICTION;
1340
3280 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3281 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3282 1343
3283
3284 if (who->type != PLAYER) 1344 if (who->type != PLAYER)
3285 { 1345 {
3286 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1346 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3287 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
1348
3288 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3289 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
1351
3290 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
3291 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
1354
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3293 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3294 } 1357 }
1358
3295 return retval; 1359 return retval;
3296} 1360}
3297
3298
3299 1361
3300/** 1362/**
3301 * 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.
3302 * 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,
3303 * 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
3312 * AP_UNAPPLY=always unapply). 1374 * AP_UNAPPLY=always unapply).
3313 * 1375 *
3314 * Optional flags: 1376 * Optional flags:
3315 * 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
3316 * 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
3317 * 1380 *
3318 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1381 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3319 * 1382 *
3320 * apply_special() doesn't check for unpaid items. 1383 * apply_special() doesn't check for unpaid items.
3321 */ 1384 */
3322int 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
3323apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3324{ 1391{
3325 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3326 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3327 int i;
3328 1394
3329 if (who == NULL) 1395 if (who == NULL)
3330 { 1396 {
3331 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3332 return 1; 1398 return 1;
3333 } 1399 }
3334 1400
1401 //TODO: remove these when apply_special is no longer exposed
3335 if (op->env != who) 1402 if (op->env != who)
3336 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3337 1404
3338 /* trying to unequip op */ 1405 /* trying to unequip op */
3339 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (op->flag [FLAG_APPLIED])
3340 { 1407 {
3341 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3342 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3343 return 0; 1410 return 0;
3344 1411
3345 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1412 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3346 { 1413 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1414 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3348 return 1; 1415 return 1;
3349 } 1416 }
1417
3350 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3351 } 1419 }
3352
3353 if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3354 return 0; 1421 return 0;
3355 1422
3356 i = can_apply_object (who, op); 1423 splay (op);
3357 1424
3358 /* Can't just apply this object. Lets see what not and what to do */ 1425 /* Can't just apply this object. Lets see what not and what to do */
3359 if (i) 1426 if (int i = can_apply_object (who, op))
3360 { 1427 {
3361 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3362 { 1429 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1430 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3364 return 1; 1431 return 1;
3365 } 1432 }
3366 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3367 { 1434 {
3368 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 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 );
3369 return 1; 1440 return 1;
3370 } 1441 }
1442
3371 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3372 { 1444 {
3373 /* Some error, so don't try to equip something more */ 1445 /* Some error, so don't try to equip something more */
3374 if (unapply_for_ob (who, op, aflags)) 1446 if (unapply_for_ob (who, op, aflags))
3375 return 1; 1447 return 1;
3376 } 1448 }
3377 else 1449 else
3378 { 1450 {
3379 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1451 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3380 { 1452 {
3381 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1453 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3382 unapply_for_ob (who, op, AP_PRINT); 1454 unapply_for_ob (who, op, AP_PRINT);
3383 return 1; 1455 return 1;
3384 } 1456 }
3385 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1457 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3386 {
3387 i = unapply_for_ob (who, op, aflags); 1458 if (unapply_for_ob (who, op, aflags))
3388 if (i)
3389 return 1; 1459 return 1;
3390 } 1460 }
3391 }
3392 } 1461 }
1462
3393 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3394 { 1464 {
1465 // try to ready attached skill first
3395 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
1467
3396 if (!skop) 1468 if (!skop)
3397 { 1469 {
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1470 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3399 return 1; 1471 return 1;
3400 } 1472 }
3401 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3402 {
3403 /* While experience will be credited properly, we want to change the
3404 * skill so that the dam and wc get updated
3405 */
3406 change_skill (who, skop, 0);
3407 } 1474 {
3408 } 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3409 1476 return 1;
3410 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1477 }
3411 { 1478 }
3412 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 1479
1480 if (!check_item_power (who, op->item_power))
1481 {
1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3413 return 1; 1483 return 1;
3414 } 1484 }
3415
3416 1485
3417 /* Ok. We are now at the state where we can apply the new object. 1486 /* Ok. We are now at the state where we can apply the new object.
3418 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3419 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3420 */ 1489 */
3421 1490
3422 1491 // split away all the other items from the stack, so only one item is left
3423 if (op->nrof > 1) 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3424 tmp = get_split_ob (op, op->nrof - 1);
3425 else
3426 tmp = NULL;
3427 1493
3428 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3429 return RESULT_INT (0); 1495 return RESULT_INT (0);
3430 1496
3431 switch (op->type) 1497 switch (op->type)
3432 { 1498 {
3433 case WEAPON: 1499 case WEAPON:
3434 if (!check_weapon_power (who, op->last_eat)) 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3435 {
3436 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3437 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3438 if (tmp != NULL)
3439 (void) insert_ob_in_ob (tmp, who);
3440 return 1;
3441 }
3442 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3443 { 1501 {
3444 /* if the weapon does not have the name as the character, can't use it. */ 1502 /* if the weapon does not have the name as the character, can't use it. */
3445 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1503 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3446 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3447 if (tmp != NULL) 1505 "H<Its name indicates that it belongs to somebody else.>");
3448 (void) insert_ob_in_ob (tmp, who); 1506 if (tmp) who->insert (tmp);
3449 return 1; 1507 return 1;
3450 } 1508 }
3451 SET_FLAG (op, FLAG_APPLIED);
3452 1509
3453 if (skop) 1510 op->flag [FLAG_APPLIED] = true;
3454 change_skill (who, skop, 1);
3455 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3456 SET_FLAG (who, FLAG_READY_WEAPON);
3457 1511
3458 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 1512 if (player *pl = who->contr)
3459 1513 {
1514 who->statusmsg (format ("You wield %s.", query_name (op)));
3460 (void) change_abil (who, op); 1515 change_abil (who, op);
1516 }
1517
1518 op->flag [FLAG_READY_WEAPON] = true;
3461 break; 1519 break;
3462 1520
3463 case ARMOUR: 1521 case ARMOUR:
3464 case HELMET: 1522 case HELMET:
3465 case SHIELD: 1523 case SHIELD:
3468 case GIRDLE: 1526 case GIRDLE:
3469 case BRACERS: 1527 case BRACERS:
3470 case CLOAK: 1528 case CLOAK:
3471 case RING: 1529 case RING:
3472 case AMULET: 1530 case AMULET:
3473 SET_FLAG (op, FLAG_APPLIED); 1531 op->set_flag (FLAG_APPLIED);
3474 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1532 who->statusmsg (format ("You wear %s.", query_name (op)));
3475 (void) change_abil (who, op); 1533 change_abil (who, op);
3476 break; 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
3477 case LAMP: 1543 case SKILL:
3478 if (op->stats.food < 1) 1544 if (!(aflags & AP_NO_SLOT))
3479 { 1545 {
3480 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 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);
3481 return 1; 1599 return 1;
3482 } 1600 }
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3484 tmp2 = arch_to_object (op->other_arch);
3485 tmp2->stats.food = op->stats.food;
3486 SET_FLAG (tmp2, FLAG_APPLIED);
3487 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3488 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3489 insert_ob_in_ob (tmp2, who);
3490 1601
3491 /* Remove the old lantern */ 1602 if (player *pl = who->contr)
3492 if (who->type == PLAYER)
3493 esrv_del_item (who->contr, op->count);
3494
3495 remove_ob (op);
3496 free_object (op);
3497
3498 /* insert the portion that was split off */
3499 if (tmp != NULL)
3500 { 1603 {
3501 (void) insert_ob_in_ob (tmp, who); 1604 op->flag [FLAG_APPLIED] = true;
3502 if (who->type == PLAYER) 1605 who->statusmsg (format ("You wield the %s.", query_name (op)));
3503 esrv_send_item (who, tmp); 1606 change_abil (who, op);
3504 } 1607 }
3505 fix_player (who); 1608 break;
3506 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1609
1610 case RANGED:
1611 if (player *pl = who->contr)
3507 { 1612 {
3508 if (who->type == PLAYER) 1613 op->flag [FLAG_APPLIED] = true;
3509 { 1614 who->statusmsg (format ("You applied the %s.", query_name (op)));
3510 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3511 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3512 }
3513 } 1615 }
3514 if (who->type == PLAYER)
3515 esrv_send_item (who, tmp2);
3516 return 0;
3517 break; 1616 break;
3518 1617
3519 /* this part is needed for skill-tools */
3520 case SKILL: 1618 case SPELL:
3521 case SKILL_TOOL: 1619 if (player *pl = who->contr)
3522 if (who->chosen_skill)
3523 { 1620 {
3524 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1621 op->flag [FLAG_APPLIED] = true;
3525 return 1; 1622 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3526 } 1623 }
3527 if (who->type == PLAYER)
3528 {
3529 who->contr->shoottype = range_skill;
3530 who->contr->ranges[range_skill] = op;
3531 if (!op->invisible)
3532 {
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3535 }
3536 else
3537 {
3538 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3539 }
3540 }
3541 SET_FLAG (op, FLAG_APPLIED);
3542 (void) change_abil (who, op);
3543 who->chosen_skill = op;
3544 SET_FLAG (who, FLAG_READY_SKILL);
3545 break; 1624 break;
3546 1625
1626 /*FALLTHROUGH*/
3547 case BOW: 1627 case WAND:
3548 if (!check_weapon_power (who, op->last_eat))
3549 {
3550 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3551 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3552 if (tmp != NULL)
3553 (void) insert_ob_in_ob (tmp, who);
3554 return 1;
3555 }
3556 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3557 {
3558 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3559 if (tmp != NULL)
3560 (void) insert_ob_in_ob (tmp, who);
3561 return 1;
3562 }
3563 /*FALLTHROUGH*/ case WAND:
3564 case ROD: 1628 case ROD:
3565 case HORN: 1629 case HORN:
3566 /* check for skill, alter player status */ 1630 op->flag [FLAG_APPLIED] = true;
3567 SET_FLAG (op, FLAG_APPLIED);
3568 if (skop)
3569 change_skill (who, skop, 0);
3570 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3571 1631
3572 if (who->type == PLAYER) 1632 if (player *pl = who->contr)
3573 { 1633 {
1634 who->statusmsg (format ("You ready %s.", query_name (op)));
1635
3574 if (op->type == BOW) 1636 if (op->type == BOW)
3575 { 1637 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1638
3576 (void) change_abil (who, op); 1639 change_abil (who, op);
3577 new_draw_info_format (NDI_UNIQUE, 0, who,
3578 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3579 who->contr->shoottype = range_bow;
3580 }
3581 else
3582 {
3583 who->contr->shoottype = range_misc;
3584 }
3585 } 1640 }
3586 else 1641 else
3587 { 1642 {
3588 if (op->type == BOW) 1643 if (op->type == BOW)
3589 SET_FLAG (who, FLAG_READY_BOW); 1644 op->flag [FLAG_READY_BOW ] = true;
3590 else 1645 else
3591 SET_FLAG (who, FLAG_READY_RANGE); 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?
3592 } 1656 }
3593 break; 1657 break;
3594 1658
3595 case BUILDER:
3596 if (who->contr->ranges[range_builder])
3597 unapply_special (who, who->contr->ranges[range_builder], 0);
3598 who->contr->shoottype = range_builder;
3599 who->contr->ranges[range_builder] = op;
3600 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3601 break;
3602
3603 default: 1659 default:
3604 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1660 who->statusmsg (format ("You apply %s.", query_name (op)));
3605 } /* end of switch op->type */ 1661 }
3606 1662
3607 SET_FLAG (op, FLAG_APPLIED); 1663 op->set_flag (FLAG_APPLIED);
3608 1664
3609 if (tmp != NULL) 1665 if (tmp) who->insert (tmp);
3610 tmp = insert_ob_in_ob (tmp, who);
3611 1666
3612 fix_player (who); 1667 who->update_stats ();
3613 1668
3614 /* We exclude spell casting objects. The fire code will set the 1669 /* We exclude spell casting objects. The fire code will set the
3615 * been applied flag when they are used - until that point, 1670 * been applied flag when they are used - until that point,
3616 * you don't know anything about them. 1671 * you don't know anything about them.
3617 */ 1672 */
3618 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1673 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3619 SET_FLAG (op, FLAG_BEEN_APPLIED); 1674 op->set_flag (FLAG_BEEN_APPLIED);
3620 1675
3621 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3622 {
3623 if (who->type == PLAYER) 1677 if (who->type == PLAYER)
3624 { 1678 {
3625 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1679 who->failmsg (
3626 SET_FLAG (op, FLAG_KNOWN_CURSED); 1680 "Oops, it feels deadly cold! "
1681 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1682 );
1683 op->set_flag (FLAG_KNOWN_CURSED);
3627 } 1684 }
3628 } 1685
3629 if (who->type == PLAYER) 1686 if (object *pl = op->visible_to ())
3630 {
3631 /* if multiple objects were applied, update both slots */
3632 if (tmp)
3633 esrv_send_item (who, tmp);
3634 esrv_send_item (who, op); 1687 esrv_send_item (pl, op);
3635 } 1688
3636 return 0; 1689 return 0;
3637} 1690}
3638 1691
3639 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 */
3640int 1696int
3641monster_apply_special (object *who, object *op, int aflags) 1697should_director_abort (object *op, object *victim)
3642{ 1698{
3643 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 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)))
3644 return 1; 1731 return 1;
3645 return apply_special (who, op, aflags);
3646}
3647 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
3648/** 1744/**
3649 * Map was just loaded, handle op's initialisation. 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.
3650 * 1748 */
3651 * Generates shop floor's item, and treasures. 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))
1795 break;
1796 }
1797 else
1798 {
1799 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1800 break;
1801 }
1802 }
1803 }
1804
1805 if (buf.empty ())
1806 pl->failmsg ("You have nothing that needs identifying");
1807 else
1808 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1809
1810 return !money;
1811}
1812
1813/**
1814 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1815 * matching item.
1816 **/
1817void
1818handle_apply_yield (object *tmp)
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.
3652 */ 1826 */
3653int 1827int
3654auto_apply (object *op) 1828apply_potion (object *op, object *tmp)
3655{ 1829{
3656 object *tmp = NULL, *tmp2; 1830 int got_one = 0, i;
3657 int i; 1831 object *force = 0;
3658 1832
3659 switch (op->type) 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;
3660 { 1841 }
3661 case SHOP_FLOOR: 1842
3662 if (!HAS_RANDOM_ITEMS (op)) 1843 if (op->type == PLAYER)
1844 if (!tmp->flag [FLAG_IDENTIFIED])
1845 identify (tmp);
1846
1847 handle_apply_yield (tmp);
1848
1849 /* Potion of restoration - only for players */
1850 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1851 {
1852 object *depl;
1853 archetype *at;
1854
1855 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1856 {
1857 op->drain_stat ();
1858 op->update_stats ();
1859 tmp->decrease ();
1860 return 1;
1861 }
1862
1863 if (!(at = archetype::find (shstr_depletion)))
1864 {
1865 LOG (llevError, "Could not find archetype depletion\n");
3663 return 0; 1866 return 0;
3664 do
3665 {
3666 i = 10; /* let's give it 10 tries */
3667 while ((tmp = generate_treasure (op->randomitems,
3668 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3669 if (tmp == NULL)
3670 return 0;
3671 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3672 {
3673 free_object (tmp);
3674 tmp = NULL;
3675 }
3676 } 1867 }
3677 while (!tmp);
3678 tmp->x = op->x;
3679 tmp->y = op->y;
3680 SET_FLAG (tmp, FLAG_UNPAID);
3681 insert_ob_in_map (tmp, op->map, NULL, 0);
3682 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 identify (tmp);
3684 break;
3685 1868
3686 case TREASURE: 1869 depl = present_arch_in_ob (at, op);
3687 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3688 return 0;
3689 while ((op->stats.hp--) > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 1870
3693 /* If we generated an object and put it in this object inventory, 1871 if (depl)
3694 * move it to the parent object as the current object is about
3695 * to disappear. An example of this item is the random_* stuff
3696 * that is put inside other objects.
3697 */
3698 for (tmp = op->inv; tmp; tmp = tmp2)
3699 { 1872 {
3700 tmp2 = tmp->below; 1873 for (i = 0; i < NUM_STATS; i++)
3701 remove_ob (tmp); 1874 if (depl->stats.stat (i))
3702 if (op->env) 1875 op->statusmsg (restore_msg[i]);
3703 insert_ob_in_ob (tmp, op->env); 1876
3704 else 1877 depl->destroy ();
3705 free_object (tmp); 1878 op->update_stats ();
3706 } 1879 }
3707 remove_ob (op); 1880 else
3708 free_object (op); 1881 op->statusmsg ("Your potion had no effect.");
3709 break;
3710 }
3711 return tmp ? 1 : 0;
3712}
3713 1882
3714/** 1883 tmp->decrease ();
3715 * fix_auto_apply goes through the entire map (only the first time
3716 * when an original map is loaded) and performs special actions for
3717 * certain objects (most initialization of chests and creation of
3718 * treasures and stuff). Calls auto_apply if appropriate.
3719 */
3720void
3721fix_auto_apply (maptile *m)
3722{
3723 object *tmp, *above = NULL;
3724 int x, y;
3725
3726 if (m == NULL)
3727 return; 1884 return 1;
1885 }
3728 1886
3729 for (x = 0; x < MAP_WIDTH (m); x++) 1887 /* improvement potion - only for players */
3730 for (y = 0; y < MAP_HEIGHT (m); y++) 1888 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
3731 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 1889 {
1890 for (i = 1; i < min (11, op->level); i++)
3732 { 1891 {
3733 above = tmp->above; 1892 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3734
3735 if (tmp->inv)
3736 { 1893 {
3737 object *invtmp, *invnext; 1894 if (op->contr->levhp[i] != 1)
3738
3739 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3740 { 1895 {
3741 invnext = invtmp->below; 1896 op->contr->levhp[i] = 1;
3742
3743 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3744 auto_apply (invtmp);
3745 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3746 { 1897 break;
3747 while ((invtmp->stats.hp--) > 0)
3748 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3749
3750 invtmp->randomitems = NULL;
3751 }
3752 else if (invtmp && invtmp->arch
3753 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3754 {
3755 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3756 /* Need to clear this so that we never try to create
3757 * treasure again for this object
3758 */
3759 invtmp->randomitems = NULL;
3760 }
3761 } 1898 }
3762 /* This is really temporary - the code at the bottom will
3763 * also set randomitems to null. The problem is there are bunches
3764 * of maps/players already out there with items that have spells
3765 * which haven't had the randomitems set to null yet.
3766 * MSW 2004-05-13
3767 *
3768 * And if it's a spellbook, it's better to set randomitems to NULL too,
3769 * else you get two spells in the book ^_-
3770 * Ryo 2004-08-16
3771 */
3772 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3773 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3774 tmp->randomitems = NULL;
3775 1899
3776 } 1900 if (op->contr->levsp[i] != 1)
3777
3778 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3779 auto_apply (tmp);
3780 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3781 {
3782 while ((tmp->stats.hp--) > 0)
3783 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3784 tmp->randomitems = NULL;
3785 }
3786 else if (tmp->type == TIMED_GATE)
3787 {
3788 object *head = tmp->head != NULL ? tmp->head : tmp;
3789
3790 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3791 { 1901 {
3792 tmp->speed = 0; 1902 op->contr->levsp[i] = 1;
3793 update_ob_speed (tmp); 1903 break;
1904 }
1905
1906 if (op->contr->levgrace[i] != 1)
1907 {
1908 op->contr->levgrace[i] = 1;
1909 break;
3794 } 1910 }
3795 } 1911 }
3796 /* This function can be called everytime a map is loaded, even when 1912 else
3797 * swapping back in. As such, we don't want to create the treasure 1913 {
3798 * over and ove again, so after we generate the treasure, blank out 1914 if (op->contr->levhp[i] < 9)
3799 * randomitems so if it is swapped in again, it won't make anything. 1915 {
3800 * This is a problem for the above objects, because they have counters 1916 op->contr->levhp[i] = 9;
3801 * which say how many times to make the treasure. 1917 break;
1918 }
1919
1920 if (op->contr->levsp[i] < 6)
1921 {
1922 op->contr->levsp[i] = 6;
1923 break;
1924 }
1925
1926 if (op->contr->levgrace[i] < 3)
1927 {
1928 op->contr->levgrace[i] = 3;
1929 break;
1930 }
1931 }
1932 }
1933
1934 /* Just makes checking easier */
1935 if (i < min (11, op->level))
1936 got_one = 1;
1937
1938 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1939 {
1940 if (got_one)
1941 {
1942 op->update_stats ();
1943 op->statusmsg ("The Gods smile upon you and remake you "
1944 "a little more in their image. "
1945 "You feel a little more perfect.", NDI_GREEN);
1946 }
1947 else
1948 op->statusmsg ("The potion had no effect - you are already perfect.");
1949 }
1950 else
1951 { /* cursed potion */
1952 if (got_one)
1953 {
1954 op->update_stats ();
1955 op->failmsg ("The Gods are angry and punish you.");
1956 }
1957 else
1958 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1959 }
1960
1961 tmp->decrease ();
1962 return 1;
1963 }
1964
1965
1966 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1967 * and heroism all fit into this category. Given the spell object code,
1968 * there is no limit to the number of spells that potions can be cast,
1969 * but direction is problematic to try and imbue fireball potions for example.
1970 */
1971 if (tmp->inv)
1972 {
1973 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1974 {
1975 op->failmsg ("Yech! Your lungs are on fire!");
1976 create_exploding_ball_at (op, op->level);
1977 }
1978 else
1979 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1980
1981 tmp->decrease ();
1982
1983 /* if youre dead, no point in doing this... */
1984 if (!op->flag [FLAG_REMOVED])
1985 op->update_stats ();
1986
1987 return 1;
1988 }
1989
1990 /* Deal with protection potions */
1991 force = NULL;
1992 for (i = 0; i < NROFATTACKS; i++)
1993 {
1994 if (tmp->resist[i])
1995 {
1996 if (!force)
1997 force = get_archetype (FORCE_NAME);
1998
1999 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2000 force->type = POTION_EFFECT;
2001 break; /* Only need to find one protection since we copy entire batch */
2002 }
2003 }
2004
2005 /* This is a protection potion */
2006 if (force)
2007 {
2008 /* cursed items last longer */
2009 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2010 {
2011 force->stats.food *= 10;
2012 for (i = 0; i < NROFATTACKS; i++)
2013 if (force->resist[i] > 0)
2014 force->resist[i] = -force->resist[i]; /* prot => vuln */
2015 }
2016
2017 force->speed_left = -1;
2018 force = insert_ob_in_ob (force, op);
2019 tmp->clr_flag (FLAG_APPLIED);
2020 force->set_flag (FLAG_APPLIED);
2021 change_abil (op, force);
2022 tmp->decrease ();
2023 return 1;
2024 }
2025
2026 /* Only thing left are the stat potions */
2027 if (op->type == PLAYER)
2028 { /* only for players */
2029 if ((tmp->flag [FLAG_CURSED]
2030 || tmp->flag [FLAG_DAMNED])
2031 && tmp->value != 0)
2032 tmp->clr_flag (FLAG_APPLIED);
2033 else
2034 tmp->set_flag (FLAG_APPLIED);
2035
2036 if (!change_abil (op, tmp))
2037 op->statusmsg ("Nothing happened.");
2038 }
2039
2040 /* CLEAR_FLAG is so that if the character has other potions
2041 * that were grouped with the one consumed, his
2042 * stat will not be raised by them. fix_player just clears
2043 * up all the stats.
2044 */
2045 tmp->clr_flag (FLAG_APPLIED);
2046 op->update_stats ();
2047 tmp->decrease ();
2048 return 1;
2049}
2050
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)
2142 break;
2143 /* fallthrough */
2144
2145 case ARROW:
2146 /* bad bug: monster throw a object, make a step forwards, step on object ,
2147 * trigger this here and get hit by own missile - and will be own enemy.
2148 * Victim then is his own enemy and will start to kill herself (this is
2149 * removed) but we have not synced victim and his missile. To avoid senseless
2150 * action, we avoid hits here
3802 */ 2151 */
3803 else if (tmp && tmp->arch && tmp->type != PLAYER 2152 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
3804 && tmp->type != TREASURE && tmp->type != SPELL 2153 && trap->owner != victim)
3805 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 2154 hit_with_arrow (trap, victim);
2155 break;
2156
2157 case SPELL_EFFECT:
2158 apply_spell_effect (trap, victim);
2159 break;
2160
2161 case TRAPDOOR:
2162 {
2163 int max, sound_was_played;
2164 object *ab, *ab_next;
2165
2166 if (!trap->value)
2167 {
2168 int tot;
2169
2170 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2171 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2172 tot += ab->head_ ()->total_weight ();
2173
2174 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2175 break;
2176
2177 SET_ANIMATION (trap, trap->value);
2178 update_object (trap, UP_OBJ_FACE);
2179 }
2180
2181 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2182 {
2183 /* need to set this up, since if we do transfer the object,
2184 * ab->above would be bogus
2185 */
2186 ab_next = ab->above;
2187
2188 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2189 {
2190 if (!sound_was_played)
2191 {
2192 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2193 sound_was_played = 1;
2194 }
2195
2196 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2197 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2198 }
2199 }
2200 break;
2201 }
2202
2203 case CONVERTER:
2204 if (convert_item (victim, trap) < 0)
3806 { 2205 {
3807 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 2206 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
3808 tmp->randomitems = NULL; 2207 archetype::get (shstr_burnout)->insert_at (trap, trap);
3809 } 2208 }
2209
2210 break;
2211
2212 case TRIGGER_BUTTON:
2213 case TRIGGER_PEDESTAL:
2214 case TRIGGER_ALTAR:
2215 check_trigger (trap, victim, originator);
2216 break;
2217
2218 case DEEP_SWAMP:
2219 walk_on_deep_swamp (trap, victim);
2220 break;
2221
2222 case CHECK_INV:
2223 check_inv (victim, trap);
2224 break;
2225
2226 case HOLE:
2227 move_apply_hole (trap, victim);
2228 break;
2229
2230 case EXIT:
2231 if (victim->type == PLAYER && EXIT_PATH (trap))
2232 {
2233 /* Basically, don't show exits leading to random maps the
2234 * players output.
2235 */
2236 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2237 victim->statusmsg (trap->msg, NDI_NAVY);
2238
2239 trap->play_sound (trap->sound);
2240 victim->enter_exit (trap);
2241 }
2242 break;
2243
2244 case ENCOUNTER:
2245 /* may be some leftovers on this */
2246 break;
2247
2248 case SHOP_MAT:
2249 apply_shop_mat (trap, victim);
2250 break;
2251
2252 /* Drop a certain amount of gold, and have one item identified */
2253 case IDENTIFY_ALTAR:
2254 apply_id_altar (victim, trap, originator);
2255 break;
2256
2257 case SIGN:
2258 if (victim->type != PLAYER && trap->stats.food > 0)
2259 break; /* monsters musn't apply magic_mouths with counters */
2260
2261 apply_sign (victim, trap, 1);
2262 break;
2263
2264 case CONTAINER:
2265 apply_container (victim, trap);
2266 break;
2267
2268 case RUNE:
2269 case TRAP:
2270 if (trap->level && victim->flag [FLAG_ALIVE])
2271 spring_trap (trap, victim);
2272 break;
2273
2274 default:
2275 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2276 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2277 break;
2278 }
2279
2280 recursion_depth--;
2281}
2282
2283/**
2284 * Handles reading a regular (ie not containing a spell) book.
2285 */
2286static void
2287apply_book (object *op, object *tmp)
2288{
2289 int lev_diff;
2290 object *skill_ob;
2291
2292 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2293 {
2294 op->failmsg ("You are unable to read while blind!");
2295 return;
2296 }
2297
2298 if (!tmp->msg)
2299 {
2300 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2301 return;
2302 }
2303
2304 /* need a literacy skill to read stuff! */
2305 skill_ob = find_skill_by_name (op, tmp->skill);
2306 if (!skill_ob)
2307 {
2308 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2309 return;
2310 }
2311
2312 lev_diff = tmp->level - (skill_ob->level + 5);
2313 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2314 {
2315 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2316 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2317 : lev_diff < 5 ? "This book is beyond your comprehension."
2318 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2319 : lev_diff < 15 ? "This book is way beyond your comprehension."
2320 : "This book is totally beyond your comprehension.");
2321 return;
2322 }
2323
2324 // we currently don't use the message types for anything.
2325 // readable_message_type *msgType = get_readable_message_type (tmp);
2326
2327 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2328
2329 if (player *pl = op->contr)
2330 if (client *ns = pl->ns)
2331 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2332
2333 /* gain xp from reading */
2334 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2335 { /* only if not read before */
2336 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2337
2338 if (!tmp->flag [FLAG_IDENTIFIED])
3810 } 2339 {
2340 /*exp_gain *= 2; because they just identified it too */
2341 tmp->set_flag (FLAG_IDENTIFIED);
3811 2342
3812 for (x = 0; x < MAP_WIDTH (m); x++) 2343 if (object *pl = tmp->visible_to ())
3813 for (y = 0; y < MAP_HEIGHT (m); y++) 2344 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
3814 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 2345 }
3815 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3816 check_trigger (tmp, tmp->above);
3817}
3818 2346
3819/** 2347 change_exp (op, exp_gain, skill_ob->skill, 0);
3820 * Handles player eating food that temporarily changes status (resistances, stats). 2348 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
3821 * This used to call cast_change_attr(), but 2349 }
3822 * that doesn't work with the new spell code. Since we know what 2350}
3823 * the food changes, just grab a force and use that instead.
3824 */
3825 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 */
3826void 2437void
3827eat_special_food (object *who, object *food) 2438do_learn_spell (object *op, object *spell, int special_prayer)
3828{ 2439{
3829 object *force; 2440 object *tmp;
3830 int i, did_one = 0;
3831 sint8 k;
3832 2441
3833 force = get_archetype (FORCE_NAME); 2442 if (op->type != PLAYER)
3834 2443 {
3835 for (i = 0; i < NUM_STATS; i++) 2444 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2445 return;
3836 { 2446 }
3837 k = get_attr_value (&food->stats, i); 2447
3838 if (k) 2448 /* Upgrade special prayers to normal prayers */
3839 { 2449 if ((tmp = check_spell_known (op, spell->name)) != NULL)
3840 set_attr_value (&force->stats, i, k); 2450 {
3841 did_one = 1; 2451 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
3842 } 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)
3843 } 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 }
3844 2488
3845 /* check if we can protect the eater */ 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 */
3846 for (i = 0; i < NROFATTACKS; i++) 2777 for (i = 0; i < NROFATTACKS; i++)
3847 { 2778 {
3848 if (food->resist[i] > 0) 2779 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
3849 {
3850 force->resist[i] = food->resist[i] / 2;
3851 did_one = 1;
3852 } 2780 {
3853 } 2781 /* got positive resistance, now calculate improvement chance (0-100) */
3854 if (did_one) 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 }
3855 { 2819 }
3856 force->speed = 0.1; 2820
3857 update_ob_speed (force); 2821 /* inverse totalchance as until now we have the failure-chance */
3858 /* bigger morsel of food = longer effect time */ 2822 totalchance = 100 - totalchance * 100;
3859 force->stats.food = food->stats.food / 5; 2823
3860 SET_FLAG (force, FLAG_IS_USED_UP); 2824 /* print message according to totalchance */
3861 SET_FLAG (force, FLAG_APPLIED); 2825 const char *buf;
3862 change_abil (who, force); 2826 if (totalchance > 50.)
3863 insert_ob_in_ob (force, who); 2827 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
3864 } 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);
3865 else 2838 else
3866 { 2839 buf = format ("The %s had no taste.", &meal->name);
3867 free_object (force); 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)
3868 } 2849 {
2850 /* resistance increased! */
2851 skin->resist[i]++;
2852 op->update_stats ();
3869 2853
3870 /* check for hp, sp change */ 2854 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
3871 if (food->stats.hp != 0)
3872 { 2855 }
3873 if (QUERY_FLAG (food, FLAG_CURSED)) 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
3874 { 2869 ));
3875 strcpy (who->contr->killer, food->name);
3876 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3877 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3878 }
3879 else 2870 else
3880 { 2871 {
3881 if (food->stats.hp > 0) 2872 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
3882 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 2873 abil->last_eat = 0;
3883 else
3884 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3885 who->stats.hp += food->stats.hp;
3886 }
3887 }
3888 if (food->stats.sp != 0)
3889 {
3890 if (QUERY_FLAG (food, FLAG_CURSED))
3891 { 2874 }
3892 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 2875 }
3893 who->stats.sp -= food->stats.sp; 2876
3894 if (who->stats.sp < 0) 2877 return 1;
3895 who->stats.sp = 0; 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))
3896 } 2895 ;
3897 else 2896 else
3898 { 2897 {
3899 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 2898 /* usual case - no dragon meal: */
3900 who->stats.sp += food->stats.sp; 2899 if (op->stats.food + tmp->stats.food > MAX_FOOD)
3901 /* place limit on max sp from food? */ 2900 {
2901 if (tmp->type == FOOD || tmp->type == FLESH)
2902 op->failmsg ("You feel full, but what a waste of food!");
2903 else
2904 op->statusmsg ("Most of the drink goes down your face not your throat!");
2905 }
2906
2907 tmp->play_sound (
2908 tmp->sound
2909 ? tmp->sound
2910 : tmp->type == DRINK
2911 ? sound_find ("eat_drink")
2912 : sound_find ("eat_food")
2913 );
2914
2915 if (!tmp->flag [FLAG_CURSED])
2916 {
2917 const char *buf;
2918
2919 if (!op->is_dragon ())
2920 {
2921 /* eating message for normal players */
2922 if (tmp->type == DRINK)
2923 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2924 else
2925 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2926 }
2927 else
2928 /* eating message for dragon players */
2929 buf = format ("The %s tasted terrible!", &tmp->name);
2930
2931 op->statusmsg (buf);
2932
2933 capacity_remaining = MAX_FOOD - op->stats.food;
2934 op->stats.food += tmp->stats.food;
2935 if (capacity_remaining < tmp->stats.food)
2936 op->stats.hp += capacity_remaining / 50;
2937 else
2938 op->stats.hp += tmp->stats.food / 50;
2939
2940 min_it (op->stats.hp, op->stats.maxhp);
2941 min_it (op->stats.food, MAX_FOOD);
2942 }
2943
2944 /* special food hack -b.t. */
2945 if (tmp->title || tmp->flag [FLAG_CURSED])
2946 eat_special_food (op, tmp);
2947 }
2948 }
2949
2950 handle_apply_yield (tmp);
2951 tmp->decrease ();
2952}
2953
2954/**
2955 * Handles applying an improve armor scroll.
2956 * Does some sanity checks, then calls improve_armour.
2957 */
2958static void
2959apply_armour_improver (object *op, object *tmp)
2960{
2961 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 {
2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964 return;
2965 }
2966
2967 object *armor = op->mark ();
2968
2969 if (!armor)
2970 {
2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972 return;
2973 }
2974
2975 if (armor->type != ARMOUR
2976 && armor->type != CLOAK
2977 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978 {
2979 op->failmsg ("Your marked item is not armour!\n");
2980 return;
2981 }
2982
2983 if (!op->apply (armor, AP_UNAPPLY))
2984 {
2985 op->failmsg ("You are unable to take off your armour to improve it!");
2986 return;
2987 }
2988
2989 op->statusmsg ("Applying armour enchantment.");
2990 improve_armour (op, tmp, armor);
2991}
2992
2993void
2994apply_poison (object *op, object *tmp)
2995{
2996 // need to do it now when it is still on the map
2997 handle_apply_yield (tmp);
2998
2999 object *poison = tmp->split (1);
3000
3001 if (op->type == PLAYER)
3002 {
3003 op->contr->play_sound (sound_find ("drink_poison"));
3004 op->failmsg ("Yech! That tasted poisonous!");
3005 op->contr->killer = poison;
3006 }
3007
3008 if (poison->stats.hp > 0)
3009 {
3010 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012 }
3013
3014 op->stats.food -= op->stats.food / 4;
3015 poison->destroy ();
3016}
3017
3018/**
3019 * This function will try to apply a lighter and in case no lighter
3020 * is specified it will try to find a lighter in the players inventory,
3021 * and inform him about this requirement.
3022 *
3023 * who - the player
3024 * op - the item we want to light
3025 * lighter - the lighter or 0 if a lighter has yet to be found
3026 */
3027static object *
3028auto_apply_lighter (object *who, object *op, object *lighter)
3029{
3030 if (lighter == 0)
3031 {
3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3902 } 3033 {
3034 if (tmp->type == LIGHTER)
3035 {
3036 lighter = tmp;
3037 break;
3038 }
3039 }
3040
3041 if (!lighter)
3042 {
3043 who->failmsgf (
3044 "You can't light up the %s with your bare hands! "
3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 &op->name
3047 );
3048 return 0;
3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3903 } 3054 {
3904 fix_player (who); 3055 /* lighter gets used up */
3905} 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 }
3906 3069
3070 return lighter;
3071}
3907 3072
3908/** 3073/**
3909 * Designed primarily to light torches/lanterns/etc. 3074 * Designed primarily to light torches/lanterns/etc.
3910 * 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
3911 * the selected object to "burn". -b.t. 3076 * the selected object to "burn". -b.t.
3912 */ 3077 */
3913 3078static void
3914void
3915apply_lighter (object *who, object *lighter) 3079apply_lighter (object *who, object *lighter)
3916{ 3080{
3917 object *item;
3918 int is_player_env = 0; 3081 int is_player_env = 0;
3919 char item_name[MAX_BUF];
3920 3082
3921 item = find_marked_object (who); 3083 if (object *item = who->mark ())
3922 if (item)
3923 { 3084 {
3924 if (lighter->last_eat && lighter->stats.food) 3085 if (!auto_apply_lighter (who, item, lighter))
3925 { /* lighter gets used up */
3926 /* Split multiple lighters if they're being used up. Otherwise *
3927 * one charge from each would be used up. --DAMN */
3928 if (lighter->nrof > 1)
3929 {
3930 object *oneLighter = get_object ();
3931
3932 copy_object (lighter, oneLighter);
3933 lighter->nrof -= 1;
3934 oneLighter->nrof = 1;
3935 oneLighter->stats.food--;
3936 esrv_send_item (who, lighter);
3937 oneLighter = insert_ob_in_ob (oneLighter, who);
3938 esrv_send_item (who, oneLighter);
3939 }
3940 else
3941 lighter->stats.food--;
3942 }
3943 else if (lighter->last_eat)
3944 { /* no charges left in lighter */
3945 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3946 return; 3086 return;
3947 } 3087
3948 /* 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?
3949 * 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
3950 * objects at once. 3090 * objects at once.
3951 */ 3091 */
3952 /* If the item is destroyed, we don't have a valid pointer to the
3953 * name object, so make a copy so the message we print out makes
3954 * some sense.
3955 */
3956 strcpy (item_name, item->name);
3957 if (who == is_player_inv (item))
3958 is_player_env = 1;
3959 3092
3960 save_throw_object (item, AT_FIRE, who); 3093 save_throw_object (item, AT_FIRE, who);
3961 /* Change to check count and not freed, since the object pointer 3094
3962 * may have gotten recycled
3963 */
3964 if (item->destroyed ()) 3095 if (item->destroyed ()
3096 || ((item->type == LAMP || item->type == TORCH)
3097 && item->glow_radius > 0))
3098 who->statusmsg (format (
3099 "You light the %s with the %s.",
3100 &item->name, &lighter->name
3965 { 3101 ));
3966 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3967 /* Need to update the player so that the players glow radius
3968 * gets changed.
3969 */
3970 if (is_player_env)
3971 fix_player (who);
3972 }
3973 else 3102 else
3974 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3103 who->failmsgf (
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)
3975 } 3119 {
3976 else /* nothing to light */ 3120 who->failmsgf (
3977 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3121 "The %s was cursed, it explodes in a big fireball!",
3978 3122 &op->name
3979} 3123 );
3980 3124 create_exploding_ball_at (who, op->level);
3981/** 3125 }
3982 * op made some mistake with a scroll, this takes care of punishment. 3126 else
3983 * scroll_failure()- hacked directly from spell_failure
3984 */
3985void
3986scroll_failure (object *op, int failure, int power)
3987{
3988 if (abs (failure / 4) > power)
3989 power = abs (failure / 4); /* set minimum effect */
3990
3991 if (failure <= -1 && failure > -15)
3992 { /* wonder */
3993 object *tmp;
3994
3995 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3996 tmp = get_archetype (SPELL_WONDER);
3997 cast_wonder (op, op, 0, tmp);
3998 free_object (tmp);
3999 } 3127 {
4000 else if (failure <= -15 && failure > -35) 3128 who->failmsgf (
4001 { /* drain mana */ 3129 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
4002 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3130 &op->name
4003 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 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
4004 if (op->stats.sp < 0) 3156 if (op->stats.food < 1)
4005 op->stats.sp = 0;
4006 }
4007 else if (settings.spell_failure_effects == TRUE)
4008 {
4009 if (failure <= -35 && failure > -60)
4010 { /* confusion */
4011 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4012 confuse_player (op, op, power);
4013 } 3157 {
4014 else if (failure <= -60 && failure > -70) 3158 if (op->type == LAMP)
4015 { /* paralysis */ 3159 who->failmsgf (
4016 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3160 "The %s is out of fuel! "
4017 paralyze_player (op, op, power); 3161 "H<Lamps and similar items need fuel. They cannot be refilled.>",
4018 } 3162 &op->name
4019 else if (failure <= -70 && failure > -80) 3163 );
4020 { /* blind */ 3164 else
4021 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3165 who->failmsgf (
4022 blind_player (op, op, power); 3166 "The %s is burnt out! "
4023 } 3167 "H<Torches and similar items burn out and become worthless.>",
4024 else if (failure <= -80) 3168 &op->name
4025 { /* blast the immediate area */ 3169 );
4026 object *tmp; 3170 return;
4027
4028 tmp = get_archetype (LOOSE_MANA);
4029 cast_magic_storm (op, tmp, power);
4030 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4031 free_object (tmp);
4032 }
4033 }
4034}
4035
4036void
4037apply_changes_to_player (object *pl, object *change)
4038{
4039 int excess_stat = 0; /* if the stat goes over the maximum
4040 for the race, put the excess stat some
4041 where else. */
4042
4043 switch (change->type)
4044 {
4045 case CLASS:
4046 { 3171 }
4047 living *stats = &(pl->contr->orig_stats);
4048 living *ns = &(change->stats);
4049 object *walk;
4050 int flag_change_face = 1;
4051 3172
4052 /* the following code assigns stats up to the stat max 3173 if (op->flag [FLAG_CURSED])
4053 * for the race, and if the stat max is exceeded, 3174 {
4054 * tries to randomly reassign the excess stat 3175 player_apply_lamp_cursed_effect (who, op);
4055 */ 3176 return;
4056 int i, j; 3177 }
4057 3178
4058 for (i = 0; i < NUM_STATS; i++) 3179 if (lighter)
3180 who->statusmsg (format (
3181 "You light up the %s with the %s.", &op->name, &lighter->name));
3182 else
3183 who->statusmsg (format ("You light up the %s.", &op->name));
3184 }
3185 else
3186 {
3187 if (op->flag [FLAG_CURSED])
3188 {
3189 player_apply_lamp_cursed_effect (who, op);
3190 return;
3191 }
3192
3193 if (op->type == TORCH)
3194 {
3195 if (!op->flag [FLAG_IS_LIGHTABLE])
4059 { 3196 {
4060 sint8 stat = get_attr_value (stats, i); 3197 who->statusmsg (format (
4061 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3198 "You put out the %s. "
4062 3199 "H<The %s can't be used anymore, as it can't be lighted up again.>",
4063 stat += get_attr_value (ns, i); 3200 &op->name, &op->name));
4064 if (stat > 20 + race_bonus)
4065 {
4066 excess_stat++;
4067 stat = 20 + race_bonus;
4068 }
4069 set_attr_value (stats, i, stat);
4070 } 3201 }
4071
4072 for (j = 0; excess_stat > 0 && j < 100; j++)
4073 { /* try 100 times to assign excess stats */
4074 int i = rndm (0, 6);
4075 int stat = get_attr_value (stats, i);
4076 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4077
4078 if (i == CHA)
4079 continue; /* exclude cha from this */
4080 if (stat < 20 + race_bonus)
4081 {
4082 change_attr_value (stats, i, 1);
4083 excess_stat--;
4084 }
4085 }
4086
4087 /* insert the randomitems from the change's treasurelist into
4088 * the player ref: player.c
4089 */
4090 if (change->randomitems != NULL)
4091 give_initial_items (pl, change->randomitems);
4092
4093
4094 /* set up the face, for some races. */
4095
4096 /* first, look for the force object banning
4097 * changing the face. Certain races never change face with class.
4098 */
4099 for (walk = pl->inv; walk != NULL; walk = walk->below)
4100 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4101 flag_change_face = 0;
4102
4103 if (flag_change_face)
4104 {
4105 pl->animation_id = GET_ANIM_ID (change);
4106 pl->face = change->face;
4107
4108 if (QUERY_FLAG (change, FLAG_ANIMATE))
4109 SET_FLAG (pl, FLAG_ANIMATE);
4110 else 3202 else
4111 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));
4112 } 3207 }
3208 else
3209 who->statusmsg (format ("You turn off the %s.", &op->name));
3210 }
4113 3211
4114 /* check the special case of can't use weapons */ 3212 apply_lamp (op, switch_on);
4115 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3213}
4116 if (!strcmp (change->name, "monk"))
4117 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4118 3214
4119 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])
4120 } 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;
4121 } 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);
4122} 3269}
4123 3270
4124/** 3271/**
4125 * This handles items of type 'transformer'. 3272 * This handles items of type 'transformer'.
4126 * 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
4129 * 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.
4130 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3277 * The format is as follow: transformer:[number ]yield[;transformer:...].
4131 * 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.
4132 * 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.
4133 */ 3280 */
4134void 3281static void
4135apply_item_transformer (object *pl, object *transformer) 3282apply_item_transformer (object *pl, object *transformer)
4136{ 3283{
4137 object *marked;
4138 object *new_item; 3284 object *new_item;
4139 char *find; 3285 const char *find;
4140 char *separator; 3286 char *separator;
4141 int yield; 3287 int yield;
4142 char got[MAX_BUF]; 3288 char got[MAX_BUF];
4143 int len; 3289 int len;
4144 3290
4145 if (!pl || !transformer) 3291 if (!pl || !transformer)
4146 return; 3292 return;
4147 marked = find_marked_object (pl); 3293
3294 object *marked = pl->mark ();
3295
4148 if (!marked) 3296 if (!marked)
4149 { 3297 {
4150 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3298 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
4151 return; 3299 return;
4152 } 3300 }
3301
4153 if (!marked->slaying) 3302 if (!marked->slaying)
4154 { 3303 {
4155 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3304 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4156 return; 3305 return;
4157 } 3306 }
3307
4158 /* check whether they are compatible or not */ 3308 /* check whether they are compatible or not */
4159 find = strstr (marked->slaying, transformer->arch->name); 3309 find = strstr (&marked->slaying, transformer->arch->archname);
4160 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3310 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4161 { 3311 {
4162 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3312 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4163 return; 3313 return;
4164 } 3314 }
3315
4165 find += strlen (transformer->arch->name) + 1; 3316 find += strlen (transformer->arch->archname) + 1;
4166 /* Item can be used, now find how many and what it yields */ 3317 /* Item can be used, now find how many and what it yields */
4167 if (isdigit (*(find))) 3318 if (isdigit (*(find)))
4168 { 3319 {
4169 yield = atoi (find); 3320 yield = atoi (find);
4170 if (yield < 1) 3321 if (yield < 1)
4176 else 3327 else
4177 yield = 1; 3328 yield = 1;
4178 3329
4179 while (isdigit (*find)) 3330 while (isdigit (*find))
4180 find++; 3331 find++;
3332
4181 while (*find == ' ') 3333 while (*find == ' ')
4182 find++; 3334 find++;
3335
4183 memset (got, 0, MAX_BUF); 3336 memset (got, 0, MAX_BUF);
3337
4184 if ((separator = strchr (find, ';')) != NULL) 3338 if ((separator = (char *) strchr (find, ';')))
4185 {
4186 len = separator - find; 3339 len = separator - find;
4187 }
4188 else 3340 else
4189 {
4190 len = strlen (find); 3341 len = strlen (find);
4191 } 3342
4192 if (len > MAX_BUF - 1) 3343 min_it (len, MAX_BUF - 1);
4193 len = MAX_BUF - 1; 3344
4194 strcpy (got, find); 3345 strcpy (got, find);
4195 got[len] = '\0'; 3346 got[len] = '\0';
4196 3347
4197 /* Now create new item, remove used ones when required. */ 3348 /* Now create new item, remove used ones when required. */
4198 new_item = get_archetype (got); 3349 new_item = get_archetype (got);
4199 if (!new_item) 3350 if (!new_item)
4200 { 3351 {
4201 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 3352 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
4202 return; 3353 return;
4203 } 3354 }
4204 3355
4205 new_item->nrof = yield; 3356 new_item->nrof = yield;
3357
4206 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 3358 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4207 insert_ob_in_ob (new_item, pl); 3359
4208 esrv_send_inventory (pl, pl); 3360 pl->insert (new_item);
4209 /* Eat up one item */ 3361 /* Eat up one item */
4210 decrease_ob_nr (marked, 1); 3362 marked->decrease ();
3363
4211 /* Eat one transformer if needed */ 3364 /* Eat one transformer if needed */
4212 if (transformer->stats.food) 3365 if (transformer->stats.food)
4213 if (--transformer->stats.food == 0) 3366 if (--transformer->stats.food == 0)
4214 decrease_ob_nr (transformer, 1); 3367 transformer->decrease ();
4215} 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);
3581 return;
3582 }
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)
3593 {
3594 // TODO: all this should move to examine
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))
3632 {
3633 /* player is flying and applying object not in inventory */
3634 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3635 {
3636 failmsg ("But you are floating high above the ground! "
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;
3640 }
3641 }
3642
3643 contr->last_used = ob;
3644 }
3645
3646 bool want_apply =
3647 aflags & AP_APPLY ? true
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
3750 {
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 }
3766 }
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)
3818 {
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;
3858 }
3859
3860 if (tmp->flag [FLAG_AUTO_APPLY])
3861 auto_apply (tmp);
3862 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3863 {
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
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;
3945 }
3946
3947 /* check if we can protect the eater */
3948 for (i = 0; i < NROFATTACKS; i++)
3949 {
3950 if (food->resist[i] > 0)
3951 {
3952 force->resist[i] = food->resist[i];
3953 did_one = 1;
3954 }
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)
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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