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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.58 by root, Thu Jan 4 16:19:32 2007 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#include <sproto.h> 33#include <sproto.h>
31 34
32/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
33#include <sounds.h>
34 36
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
36#include <math.h>
37
38/**
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42int
43should_director_abort (object *op, object *victim)
44{ 38{
45 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 { 40 {
59 arch_flag = (op->subtype & 1); 41 set (WEAPON);
60 name_flag = (op->subtype & 2); 42 set (ARMOUR);
61 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);
62 } 61 }
63 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 ()
64 { 69 {
65 arch_flag = 1; 70 set (EXIT);
66 name_flag = 1; 71 set (BOOK);
67 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 */
68 } 84 }
69 /* If the director has race set, only affect objects with a arch, 85} apply_types_player_only;
70 * name or race that matches. 86
71 */ 87// applying these _can_ be attempted, others cannot
72 if ((op->race) && 88// be applied at all. used by e.g. apply below.
73 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 89
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 90static const struct apply_types : typeset
75 ((!(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)
76 { 94 {
77 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);
78 } 109 }
79 /* If the director has slaying set, only affect objects where none 110} apply_types;
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
85 {
86 return 1;
87 }
88 return 0;
89}
90
91/**
92 * This handles a player dropping money on an altar to identify stuff.
93 * It'll identify marked item, if none all items up to dropped money.
94 * Return value: 1 if money was destroyed, 0 if not.
95 */
96static int
97apply_id_altar (object *money, object *altar, object *pl)
98{
99 object *id, *marked;
100 int success = 0;
101
102 if (pl == NULL || pl->type != PLAYER)
103 return 0;
104
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be.
107 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0;
110
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory.
114 */
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 {
117 if (operate_altar (altar, &money))
118 {
119 identify (marked);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 if (marked->msg)
122 {
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 }
126 return money == NULL;
127 }
128 }
129
130 for (id = pl->inv; id; id = id->below)
131 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 {
134 if (operate_altar (altar, &money))
135 {
136 identify (id);
137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
138 if (id->msg)
139 {
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money))
146 break;
147 }
148 else
149 {
150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151 break;
152 }
153 }
154 }
155 if (!success)
156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
157 return money == NULL;
158}
159
160/**
161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162 * matching item.
163 **/
164static void
165handle_apply_yield (object *tmp)
166{
167 const char *yield;
168
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187}
188
189/**
190 * Handles applying a potion.
191 */
192int
193apply_potion (object *op, object *tmp)
194{
195 int got_one = 0, i;
196 object *force = 0, *floor = 0;
197
198 floor = GET_MAP_OB (op->map, op->x, op->y);
199
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 {
202 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
204 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0;
206 }
207
208 if (op->type == PLAYER)
209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
210 identify (tmp);
211
212 handle_apply_yield (tmp);
213
214 /* Potion of restoration - only for players */
215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
216 {
217 object *depl;
218 archetype *at;
219
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 {
222 op->drain_stat ();
223 op->update_stats ();
224 decrease_ob (tmp);
225 return 1;
226 }
227
228 if (!(at = archetype::find (ARCH_DEPLETION)))
229 {
230 LOG (llevError, "Could not find archetype depletion\n");
231 return 0;
232 }
233 depl = present_arch_in_ob (at, op);
234
235 if (depl)
236 {
237 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240
241 depl->destroy ();
242 op->update_stats ();
243 }
244 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
246
247 decrease_ob (tmp);
248 return 1;
249 }
250
251 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
253 {
254 for (i = 1; i < MIN (11, op->level); i++)
255 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 {
258 if (op->contr->levhp[i] != 1)
259 {
260 op->contr->levhp[i] = 1;
261 break;
262 }
263 if (op->contr->levsp[i] != 1)
264 {
265 op->contr->levsp[i] = 1;
266 break;
267 }
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281 if (op->contr->levsp[i] < 6)
282 {
283 op->contr->levsp[i] = 6;
284 break;
285 }
286 if (op->contr->levgrace[i] < 3)
287 {
288 op->contr->levgrace[i] = 3;
289 break;
290 }
291 }
292 }
293
294 /* Just makes checking easier */
295 if (i < MIN (11, op->level))
296 got_one = 1;
297
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 {
300 if (got_one)
301 {
302 op->update_stats ();
303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
306 }
307 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
309 }
310 else
311 { /* cursed potion */
312 if (got_one)
313 {
314 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 }
317 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
319 }
320
321 decrease_ob (tmp);
322 return 1;
323 }
324
325
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
327 * and heroism all fit into this category. Given the spell object code,
328 * there is no limit to the number of spells that potions can be cast,
329 * but direction is problematic to try and imbue fireball potions for example.
330 */
331 if (tmp->inv)
332 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 {
335 object *fball;
336
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x;
343 fball->y = op->y;
344 insert_ob_in_map (fball, op->map, NULL, 0);
345 }
346 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348
349 decrease_ob (tmp);
350 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats ();
353 return 1;
354 }
355
356 /* Deal with protection potions */
357 force = NULL;
358 for (i = 0; i < NROFATTACKS; i++)
359 {
360 if (tmp->resist[i])
361 {
362 if (!force)
363 force = get_archetype (FORCE_NAME);
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT;
366 break; /* Only need to find one protection since we copy entire batch */
367 }
368 }
369 /* This is a protection potion */
370 if (force)
371 {
372 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 {
375 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 }
380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force);
385 decrease_ob (tmp);
386 return 1;
387 }
388
389 /* Only thing left are the stat potions */
390 if (op->type == PLAYER)
391 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else
395 SET_FLAG (tmp, FLAG_APPLIED);
396 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 }
399
400 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears
403 * up all the stats.
404 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats ();
407 decrease_ob (tmp);
408 return 1;
409}
410 111
411/**************************************************************************** 112/****************************************************************************
412 * Weapon improvement code follows 113 * Weapon improvement code follows
413 ****************************************************************************/ 114 ****************************************************************************/
414 115
415/** 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/**
416 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
417 */ 133 */
418static int 134static int
419check_item (object *op, const char *item) 135check_item (object *op, shstr_cmp item)
420{ 136{
421 int count = 0; 137 int count = 0;
422 138
423 139 if (!item)
424 if (item == NULL)
425 return 0; 140 return 0;
426 op = op->below; 141
427 while (op != NULL) 142 for (op = op->below; op; op = op->below)
428 { 143 if (op->arch->archname == item)
429 if (strcmp (op->arch->name, item) == 0) 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 146 count += op->number_of ();
438 } 147
439 }
440 op = op->below;
441 }
442 return count; 148 return count;
443} 149}
444 150
445/** 151/**
446 * This removes 'nrof' of what item->slaying says to remove. 152 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 153 * op is typically the player, which is only
448 * really used to determine what space to look at. 154 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
450 */ 156 */
451static void 157static void
452eat_item (object *op, const char *item, uint32 nrof) 158eat_item (object *op, shstr_cmp item, uint32 nrof)
453{ 159{
454 object *prev; 160 object *prev;
455 161
456 prev = op; 162 prev = op;
457 op = op->below; 163 op = op->below;
458 164
459 while (op != NULL) 165 while (op)
460 { 166 {
461 if (strcmp (op->arch->name, item) == 0) 167 if (op->arch->archname == item)
462 { 168 {
463 if (op->nrof >= nrof) 169 if (op->nrof >= nrof)
464 { 170 {
465 decrease_ob_nr (op, nrof); 171 op->decrease (nrof);
466 return; 172 return;
467 } 173 }
468 else 174 else
469 { 175 {
470 decrease_ob_nr (op, op->nrof); 176 op->decrease (nrof);
471 nrof -= op->nrof; 177 nrof -= op->nrof;
472 } 178 }
179
473 op = prev; 180 op = prev;
474 } 181 }
182
475 prev = op; 183 prev = op;
476 op = op->below; 184 op = op->below;
477 } 185 }
478} 186}
479 187
480/** 188/**
481 * This checks to see of the player (who) is sufficient level to use a weapon
482 * with improvs improvements (typically last_eat). We take an int here
483 * instead of the object so that the improvement code can pass along the
484 * increased value to see if the object is usuable.
485 * we return 1 (true) if the player can use the weapon.
486 */
487static int
488check_weapon_power (const object *who, int improvs)
489{
490
491/* Old code is below (commented out). Basically, since weapons are the only
492 * object players really have any control to improve, it's a bit harsh to
493 * require high level in some combat skill, so we just use overall level.
494 */
495#if 1
496 if (((who->level / 5) + 5) >= improvs)
497 return 1;
498 else
499 return 0;
500
501#else
502 int level = 0;
503
504 /* The skill system hands out wc and dam bonuses to fighters
505 * more generously than the old system (see fix_player). Thus
506 * we need to curtail the power of player enchanted weapons.
507 * I changed this to 1 improvement per "fighter" level/5 -b.t.
508 * Note: Nothing should break by allowing this ratio to be different or
509 * using normal level - it is just a matter of play balance.
510 */
511 if (who->type == PLAYER)
512 {
513 object *wc_obj = NULL;
514
515 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
516 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
517 level = wc_obj->level;
518
519 if (!level)
520 {
521 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
522 level = who->level;
523 }
524 }
525 else
526 level = who->level;
527
528 return (improvs <= ((level / 5) + 5));
529#endif
530}
531
532/**
533 * 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.
534 * 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.
535 */ 191 */
536static int 192static int
537check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
538{ 194{
539 int count = 0; 195 int count = 0;
540 196
541 if (improver->slaying != NULL) 197 if (improver->slaying)
542 { 198 {
543 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
544 if (count < 1) 200 if (count < 1)
545 { 201 {
546 char buf[200];
547
548 sprintf (buf, "The gods want more %ss", &improver->slaying); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
549 new_draw_info (NDI_UNIQUE, 0, op, buf);
550 return 0; 203 return 0;
551 } 204 }
552 } 205 }
553 else 206 else
554 count = 1; 207 count = 1;
557} 210}
558 211
559/** 212/**
560 * Actually improves the weapon, and tells user. 213 * Actually improves the weapon, and tells user.
561 */ 214 */
562int 215static int
563improve_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)
564{ 217{
565
566 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
567 *stat += sacrifice_count; 218 stat += sacrifice_count;
568 weapon->last_eat++; 219 weapon->last_eat++;
569 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 220 improver->decrease ();
570 decrease_ob (improver);
571 221
572 /* So it updates the players stats and the window */ 222 /* So it updates the players stats and the window */
573 op->update_stats (); 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
574 return 1; 231 return 1;
575} 232}
576 233
577/* Types of improvements, hidden in the sp field. */ 234/* Types of improvements, hidden in the sp field. */
578#define IMPROVE_PREPARE 1 235#define IMPROVE_PREPARE 1
579#define IMPROVE_DAMAGE 2 236#define IMPROVE_DAMAGE 2
580#define IMPROVE_WEIGHT 3 237#define IMPROVE_WEIGHT 3
581#define IMPROVE_ENCHANT 4 238#define IMPROVE_ENCHANT 4
582#define IMPROVE_STR 5 239#define IMPROVE_STR 5
583#define IMPROVE_DEX 6 240#define IMPROVE_DEX 6
584#define IMPROVE_CON 7 241#define IMPROVE_CON 7
585#define IMPROVE_WIS 8 242#define IMPROVE_WIS 8
586#define IMPROVE_CHA 9 243#define IMPROVE_CHA 9
587#define IMPROVE_INT 10 244#define IMPROVE_INT 10
588#define IMPROVE_POW 11 245#define IMPROVE_POW 11
589
590 246
591/** 247/**
592 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
593 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
594 */ 250 */
595 251static int
596int
597prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
598{ 253{
599 int sacrifice_count, i; 254 int sacrifice_count, i;
600 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
601 256
602 if (weapon->level != 0) 257 if (weapon->level != 0)
603 { 258 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
605 return 0; 260 return 0;
606 } 261 }
262
607 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
608 if (weapon->resist[i]) 264 if (weapon->resist[i])
609 break; 265 break;
610 266
611 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
614 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
615 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
616 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
617 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
618 { 274 {
619 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.>");
620 return 0; 278 return 0;
621 } 279 }
280
622 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
623 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
624 return 0; 283 return 0;
284
625 weapon->level = isqrt (sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
627 eat_item (op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
628 287
629 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 ));
630 293
631 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 sprintf (buf, "%s's %s", &op->name, &weapon->name);
632 weapon->name = weapon->name_pl = buf; 295 weapon->name = weapon->name_pl = buf;
633 weapon->nrof = 0; /* prevents preparing n weapons in the same 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
634 slot at once! */ 297 slot at once! */
635 decrease_ob (improver); 298 improver->decrease ();
636 weapon->last_eat = 0; 299 weapon->last_eat = 0;
637 return 1; 300 return 1;
638} 301}
639
640 302
641/** 303/**
642 * 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.
643 * This is the new improve weapon code. 305 * This is the new improve weapon code.
644 * 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.
647 * 309 *
648 * 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
649 * 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 ??
650 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
651 */ 313 */
652int 314static int
653improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
654{ 316{
655 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
656 318
657 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
658 {
659 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
660 } 321
661 if (weapon->level == 0) 322 if (weapon->level == 0)
662 { 323 {
663 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.>");
664 return 0; 327 return 0;
665 } 328 }
666 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
667 { 332 {
668 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
669 return 0; 334 return 0;
670 } 335 }
671 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))
672 { 339 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 340 op->failmsg ("Improving the weapon will make it too "
674 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 "
675 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 342 "really want to improve it.");
676 return 0; 343 return 0;
677 } 344 }
345
678 /* 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
679 * 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,
680 * 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
681 * weapon can be improved. 349 * weapon can be improved.
682 */ 350 */
683 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
684 { 352 {
685 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
686 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
687 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));
688 weapon->last_eat++; 356 weapon->last_eat++;
689 357
690 weapon->item_power++; 358 weapon->item_power++;
691 decrease_ob (improver); 359 improver->decrease ();
692 return 1; 360 return 1;
693 } 361 }
362
694 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
695 { 364 {
696 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
697 weapon->weight = (weapon->weight * 8) / 10; 366 weapon->weight = (weapon->weight * 8) / 10;
698 if (weapon->weight < 1) 367 if (weapon->weight < 1)
699 weapon->weight = 1; 368 weapon->weight = 1;
369
700 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));
701 weapon->last_eat++; 371 weapon->last_eat++;
702 weapon->item_power++; 372 weapon->item_power++;
703 decrease_ob (improver); 373 improver->decrease ();
704 return 1; 374 return 1;
705 } 375 }
376
706 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
707 { 378 {
708 weapon->magic++; 379 weapon->magic++;
709 weapon->last_eat++; 380 weapon->last_eat++;
710 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));
711 decrease_ob (improver); 382 improver->decrease ();
712 weapon->item_power++; 383 weapon->item_power++;
713 return 1; 384 return 1;
714 } 385 }
715 386
716 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
721 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
722 393
723 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
724 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
725 { 396 {
726 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);
727 return 0; 398 return 0;
728 } 399 }
400
729 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
730 weapon->item_power++; 402 weapon->item_power++;
731 403
732 switch (improver->stats.sp) 404 switch (improver->stats.sp)
733 { 405 {
734 case IMPROVE_STR:
735 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");
736 case IMPROVE_DEX:
737 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");
738 case IMPROVE_CON:
739 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");
740 case IMPROVE_WIS:
741 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");
742 case IMPROVE_CHA:
743 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");
744 case IMPROVE_INT:
745 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");
746 case IMPROVE_POW:
747 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");
748 default: 413 default:
749 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
750 } 415 }
416
751 LOG (llevError, "improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
752 return 0; 418 return 0;
753} 419}
754 420
755/** 421/**
756 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
757 * 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, ...),
758 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
759 */ 425 */
760int 426static int
761check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
762{ 428{
763 object *otmp;
764
765 if (op->type != PLAYER) 429 if (op->type != PLAYER)
766 return 0; 430 return 0;
431
767 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))
768 { 433 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 434 op->failmsg ("Something blocks the magic of the scroll!");
770 return 0; 435 return 0;
771 } 436 }
772 otmp = find_marked_object (op); 437
438 object *otmp = op->mark ();
439
773 if (!otmp) 440 if (!otmp)
774 { 441 {
775 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.>");
776 return 0; 443 return 0;
777 } 444 }
445
778 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 447 {
780 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!");
781 return 0; 449 return 0;
782 } 450 }
783 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
784 improve_weapon (op, tmp, otmp); 460 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 461 esrv_send_item (op, otmp);
786 return 1; 462 return 1;
787} 463}
788 464
806 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
807 * the users level or 90) 483 * the users level or 90)
808 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
809 * changing of physical area right now. 485 * changing of physical area right now.
810 */ 486 */
811int 487static int
812improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
813{ 489{
814 object *tmp;
815
816 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
817 { 491 {
818 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!");
819 return 0; 493 return 0;
820 } 494 }
495
821 /* 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,
822 * 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.
823 * 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
824 * of gnarg and what not?) 499 * of gnarg and what not?)
825 */ 500 */
826 if (armour->title) 501 if (armour->title)
827 { 502 {
828 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
829 return 0; 504 return 0;
830 } 505 }
831 506
832 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
833 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
834 */ 509 */
835 if (armour->nrof > 1) 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
836 tmp = get_split_ob (armour, armour->nrof - 1);
837 else
838 tmp = NULL;
839 511
840 armour->magic++; 512 armour->magic++;
841 513
842 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
843 { 515 {
848 { 520 {
849 base = base - (base * settings.armor_speed_improvement) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
850 pow++; 522 pow++;
851 } 523 }
852 524
853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
854 } 526 }
855 else 527 else
856 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;
857 529
858 if (!settings.armor_weight_linear) 530 if (!settings.armor_weight_linear)
859 { 531 {
860 int base = 100; 532 int base = 100;
861 int pow = 0; 533 int pow = 0;
864 { 536 {
865 base = base - (base * settings.armor_weight_reduction) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
866 pow++; 538 pow++;
867 } 539 }
868 540
869 armour->weight = (armour->arch->clone.weight * base) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
870 } 542 }
871 else 543 else
872 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;
873 545
874 if (armour->weight <= 0) 546 if (armour->weight <= 0)
875 { 547 {
876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877 armour->weight = 1; 549 armour->weight = 1;
878 } 550 }
879 551
880 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);
881 553
882 if (op->type == PLAYER) 554 if (op->type == PLAYER)
883 { 555 {
884 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
885 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557
558 if (armour->flag [FLAG_APPLIED])
886 op->update_stats (); 559 op->update_stats ();
887 } 560 }
888 decrease_ob (improver); 561
562 improver->decrease ();
563
889 if (tmp) 564 if (tmp)
890 { 565 op->insert (tmp);
891 insert_ob_in_ob (tmp, op); 566
892 esrv_send_item (op, tmp);
893 }
894 return 1; 567 return 1;
895} 568}
896
897 569
898/* 570/*
899 * 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
900 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
901 */ 573 *
902#define CONV_FROM(xyz) xyz->slaying
903#define CONV_TO(xyz) xyz->other_arch
904#define CONV_NR(xyz) xyz->stats.sp
905#define CONV_NEED(xyz) xyz->stats.food
906
907/* Takes one items and makes another. 574 * Takes one type of items and makes another.
908 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
909 * 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
910 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
911 */ 578 */
912int 579int
913convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
914{ 581{
915 int nr = 0; 582 sint64 nr = 0, price_in;
916 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;
917 591
918 /* 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,
919 * 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
920 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
921 */ 595 */
922 if (!strcmp (CONV_FROM (converter), "money")) 596 if (conv_from == shstr_money)
923 { 597 {
924 int cost;
925
926 if (item->type != MONEY) 598 if (item->type != MONEY)
927 return 0; 599 return 0;
928 600
929 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
930 if (!nr) 602 if (!nr)
931 return 0; 603 return 0;
932 cost = nr * CONV_NEED (converter) / item->value; 604
933 /* take into account rounding errors */ 605 converter->play_sound (sound_find ("shop_buy"));
934 if (nr * CONV_NEED (converter) % item->value) 606
935 cost++; 607 sint64 cost = (nr * need + item->value - 1) / item->value;
936 decrease_ob_nr (item, cost); 608
609 item->decrease (cost);
937 610
938 price_in = cost * item->value; 611 price_in = cost * item->value;
939 } 612 }
940 else 613 else
941 { 614 {
942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 615 if (item->type == PLAYER
943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
944 return 0; 618 return 0;
945 619
946 if (CONV_NEED (converter)) 620 converter->play_sound (sound_find ("convert_item"));
621
622 if (need)
947 { 623 {
948 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
949 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
950 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
951 } 627 }
952 else 628 else
953 { 629 {
954 price_in = item->value; 630 price_in = item->value;
955 item->destroy (); 631 item->destroy ();
956 } 632 }
957 } 633 }
958 634
959 if (converter->inv != NULL) 635 if (converter->inv)
960 { 636 {
961 object *ob; 637 object *ob;
962 int i; 638 int i;
963 object *ob_to_copy; 639 object *ob_to_copy;
964 640
965 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
966 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
967 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++)
968 {
969 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
970 {
971 ob_to_copy = ob; 645 ob_to_copy = ob;
972 } 646
973 } 647 item = ob_to_copy->deep_clone ();
974 item = object_create_clone (ob_to_copy); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
976 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
977 } 650 }
978 else 651 else
979 { 652 {
980 if (converter->other_arch == NULL) 653 if (!conv_to)
981 { 654 {
982 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",
983 &converter->name, &converter->map->path, converter->x, converter->y); 656 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 657 return -1;
985 } 658 }
986 659
987 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
989 } 662 }
990 663
991 if (CONV_NR (converter)) 664 if (give)
992 item->nrof = CONV_NR (converter); 665 item->nrof = give;
666
993 if (nr) 667 if (nr)
994 item->nrof *= nr; 668 item->nrof *= nr;
995 if (is_in_shop (converter)) 669
996 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 }
997 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
998 { 682 {
999 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",
1000 &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);
1001
1002 /** 685 /**
1003 * 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
1004 * propably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1005 */ 688 */
1006 } 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
1007 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);
1008 return 1; 697 return 1;
1009} 698}
1010 699
1011/** 700/**
1012 * Handle apply on containers. 701 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1014 * 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]
1015 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1016 */ 705 */
1017 706static int
1018int
1019apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1020{ 708{
1021 char buf[MAX_BUF]; 709 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 710 return 0; /* This might change */
1026 711
1027 if (sack == NULL || sack->type != CONTAINER) 712 if (!sack || sack->type != CONTAINER)
1028 { 713 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 714 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0; 715 return 0;
1031 } 716 }
1032 717
1033 op->contr->last_used = 0; 718 op->contr->last_used = 0;
1034 719
1035 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;
1036 { 724 }
1037 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)
1038 { 730 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 731 // open on ground or inv, so close
732 op->close_container ();
1040 return 1; 733 return 1;
1041 } 734 }
1042 735 else if (!sack->env)
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1;
1055 }
1056 }
1057 } 736 {
1058 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;
1059 { 740 }
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079 741
1080 if (tmp && tmp->type == CLOSE_CON) 742 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 743 }
744 else if (sack->env)
745 {
746 // it is in our env, so activate it, do not open yet
1088 if (op->container) 747 op->close_container ();
1089 { 748 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 749 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 750 op->statusmsg (format ("You ready %s.", query_name (sack)));
1092 tmp = op->container; 751 return 1;
1093 apply_container (op, tmp); 752 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 753
1095 op->container = sack; 754 // it's locked?
1096 strcat (buf, query_name (sack)); 755 if (sack->slaying)
1097 strcat (buf, "."); 756 {
1098 } 757 if (object *tmp = find_key (op, op, sack))
1099 else 758 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else 759 else
1107 { 760 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 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)));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1; 762 return 1;
1144 } 763 }
1145 }
1146 } 764 }
1147 765
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 766 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 767
1153 return 1; 768 return 1;
1154} 769}
1155
1156/**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170int
1171esrv_apply_container (object *op, object *sack)
1172{
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278}
1279
1280 770
1281/** 771/**
1282 * Handles dropping things on altar. 772 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 773 * Returns true if sacrifice was accepted.
1284 */ 774 */
1287{ 777{
1288 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1289 if (altar->inv && (!originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1290 return 0; 780 return 0;
1291 781
1292 if (operate_altar (altar, &sacrifice)) 782 if (operate_altar (altar, &sacrifice, originator))
1293 { 783 {
1294 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1295 * 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
1296 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1297 */ 787 */
1298 if (altar->inv && altar->inv->type == SPELL) 788 if (altar->inv && altar->inv->type == SPELL)
1299 { 789 {
1300 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));
1301 cast_spell (originator, altar, 0, altar->inv, NULL); 791 cast_spell (originator, altar, 0, altar->inv, NULL);
1302 /* If it is connected, push the button. Fixes some problems with 792 /* If it is connected, push the button. Fixes some problems with
1303 * old maps. 793 * old maps.
1304 */ 794 */
1305 795
1306/* push_button (altar);*/ 796/* push_button (altar);*/
1307 } 797 }
1308 else 798 else
1309 { 799 {
1310 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1311 push_button (altar); 801 push_button (altar, originator);
1312 } 802 }
1313 803
1314 return !sacrifice; 804 return !sacrifice;
1315 } 805 }
1316 else 806 else
1329{ 819{
1330 int rv = 0; 820 int rv = 0;
1331 double opinion; 821 double opinion;
1332 object *tmp, *next; 822 object *tmp, *next;
1333 823
1334 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1335 825
1336 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 ())
1337 { 838 {
1338 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1339 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1340 * the shop. 841 * the shop.
1341 */ 842 */
1342 for (tmp = op->inv; tmp; tmp = next) 843 for (tmp = op->inv; tmp; tmp = next)
1343 { 844 {
1344 next = tmp->below; 845 next = tmp->below;
1345 846
1346 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (tmp->flag [FLAG_UNPAID])
1347 { 848 {
1348 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);
1349 850
851 if (i >= 0)
1350 tmp->remove (); 852 tmp->move (i);
1351
1352 if (i == -1)
1353 i = 0;
1354
1355 tmp->map = op->map;
1356 tmp->x = op->x + freearr_x[i];
1357 tmp->y = op->y + freearr_y[i];
1358 insert_ob_in_map (tmp, op->map, op, 0);
1359 } 853 }
1360 } 854 }
1361 855
1362 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1363 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (op->flag [FLAG_NO_PICK])
1364 return 0; 858 return 0;
1365 859
1366 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1367 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1368 */ 862 */
1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1370 { 864 {
1371
1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1373 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);
1374 867
1375 if (i != -1) 868 if (i != -1)
1376 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);
1377 870
1378 return 0; 871 return 0;
1379 } 872 }
873
1380 /* Removed code that checked for multipart objects - it appears that 874 /* Removed code that checked for multipart objects - it appears that
1381 * the teleport function should be able to handle this just fine. 875 * the teleport function should be able to handle this just fine.
1382 */ 876 */
1383 rv = teleport (shop_mat, SHOP_MAT, op); 877 rv = teleport (shop_mat, SHOP_MAT, op);
1384 } 878 }
1385 else if (can_pay (op) && get_payment (op)) 879 else if (can_pay (op) && get_payment (op))
1386 { 880 {
1387 /* this is only used for players */ 881 /* this is only used for players */
1388 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1389 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
1390 if (shop_mat->msg) 891 if (shop_mat->msg)
1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1392 /* 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,
1393 * 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
1394 * actually the shop floor. 895 * actually the shop floor.
1395 */ 896 */
1396 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1397 { 898 {
1398 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1399 900
1400 if (opinion > 0.9) 901 op->statusmsg (
1401 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."
1402 else if (opinion > 0.75) 903 : opinion >= 0.75 ? "The shopkeeper waves to you."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 904 : opinion >= 0.50 ? "The shopkeeper ignores you."
1404 else if (opinion > 0.5) 905 : "The shopkeeper glares at you with contempt."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1406 else 906 );
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1408 } 907 }
1409 } 908 }
1410 else 909 else
1411 { 910 {
1412 /* 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
1413 * 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
1414 * they are not on the mat anymore 913 * they are not on the mat anymore
1415 */ 914 */
1416 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);
1417 916
1418 if (i == -1) 917 if (i == -1)
1419 {
1420 LOG (llevError, "Internal shop-mat problem.\n"); 918 LOG (llevError, "Internal shop-mat problem.\n");
1421 }
1422 else 919 else
1423 { 920 {
1424 op->remove (); 921 op->remove ();
1425 op->x += freearr_x[i]; 922 op->x += freearr_x[i];
1426 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1427 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;
1428 } 925 }
1429 } 926 }
1430 927
1431 CLEAR_FLAG (op, FLAG_NO_APPLY); 928 op->clr_flag (FLAG_NO_APPLY);
1432 return rv; 929 return rv;
1433} 930}
1434 931
1435/** 932/**
1436 * Handles applying a sign. 933 * Handles applying a sign.
1437 */ 934 */
1438static void 935static void
1439apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1440{ 937{
1441 readable_message_type *msgType; 938 if (!op->is_player())
1442 char newbuf[HUGE_BUF]; 939 return;
1443 940
1444 if (sign->msg == NULL) 941 if (sign->has_dialogue ())
1445 { 942 {
1446 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));
1447 return; 944 return;
1448 } 945 }
1449 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
1450 if (sign->stats.food) 956 if (sign->stats.food)
1451 { 957 {
1452 if (sign->last_eat >= sign->stats.food) 958 if (sign->last_eat >= sign->stats.food)
1453 { 959 {
1454 if (!sign->move_on) 960 if (!sign->move_on)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
962
1456 return; 963 return;
1457 } 964 }
1458 965
1459 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!op->flag [FLAG_WIZPASS])
1460 sign->last_eat++; 967 sign->last_eat++;
1461 } 968 }
1462 969
1463 /* 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?
1464 * 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
1465 * 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
1466 * to us). 973 * to us).
1467 */ 974 */
1468 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)
1469 { 976 {
1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 977 op->failmsg ("You are unable to read while blind!");
1471 return; 978 return;
1472 } 979 }
1473 msgType = get_readable_message_type (sign);
1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1475 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1476}
1477 980
1478/** 981 if (op->contr)
1479 * 'victim' moves onto 'trap' 982 if (client *ns = op->contr->ns)
1480 * 'victim' leaves 'trap' 983 {
1481 * effect is determined by move_on/move_off of trap and move_type of victime. 984 if (sign->sound)
1482 * 985 ns->play_sound (sign->sound);
1483 * originator: Player, monster or other object that caused 'victim' to move 986 else if (autoapply)
1484 * onto 'trap'. Will receive messages caused by this action. May be NULL. 987 ns->play_sound (sound_find ("msg_voice"));
1485 * However, some types of traps require an originator to function. 988
1486 */ 989 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1487void 990 }
991}
992
993static void
1488move_apply (object *trap, object *victim, object *originator) 994move_apply_hole (object *trap, object *victim)
1489{ 995{
1490 static int recursion_depth = 0; 996 /* Hole not open? */
1491 997 if (trap->stats.wc > 0)
1492 /* Only exits affect DMs. */
1493 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1494 return; 998 return;
1495 999
1496 /* move_apply() is the most likely candidate for causing unwanted and 1000 /* Is this a multipart monster and not the head? If so, return.
1497 * possibly unlimited recursion. 1001 * Processing will happen if the head runs into the pit
1498 */ 1002 */
1499 /* The following was changed because it was causing perfeclty correct 1003 if (victim->head)
1500 * maps to fail. 1) it's not an error to recurse:
1501 * rune detonates, summoning monster. monster lands on nearby rune.
1502 * nearby rune detonates. This sort of recursion is expected and
1503 * proper. This code was causing needless crashes.
1504 */
1505 if (recursion_depth >= 500)
1506 {
1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1508 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1509 return; 1004 return;
1510 }
1511 recursion_depth++;
1512 if (trap->head)
1513 trap = trap->head;
1514 1005
1515 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1006 // now find all possible locations and randomly pick one
1516 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);
1517 1012
1518 switch (trap->type) 1013 if (dir < 0)
1519 {
1520 case PLAYERMOVER:
1521 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1522 {
1523 if (!trap->stats.maxsp)
1524 trap->stats.maxsp = 2;
1525
1526 /* Is this correct? From the docs, it doesn't look like it
1527 * should be divided by trap->speed
1528 */
1529 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1530
1531 /* Just put in some sanity check. I think there is a bug in the
1532 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed.
1534 */
1535 if (victim->speed_left < -50.0)
1536 victim->speed_left = -50.0;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 }
1539 goto leave;
1540
1541 case SPINNER:
1542 if (victim->direction)
1543 {
1544 victim->direction = absdir (victim->direction - trap->stats.sp);
1545 update_turn_face (victim);
1546 }
1547 goto leave;
1548
1549 case DIRECTOR:
1550 if (victim->direction && !should_director_abort (trap, victim))
1551 {
1552 victim->direction = trap->stats.sp;
1553 update_turn_face (victim);
1554 }
1555 goto leave;
1556
1557 case BUTTON:
1558 case PEDESTAL:
1559 update_button (trap);
1560 goto leave;
1561
1562 case ALTAR:
1563 /* sacrifice victim on trap */
1564 apply_altar (trap, victim, originator);
1565 goto leave;
1566
1567 case THROWN_OBJ:
1568 if (trap->inv == NULL)
1569 goto leave;
1570 /* fallthrough */
1571
1572 case ARROW:
1573 /* bad bug: monster throw a object, make a step forwards, step on object ,
1574 * trigger this here and get hit by own missile - and will be own enemy.
1575 * Victim then is his own enemy and will start to kill herself (this is
1576 * removed) but we have not synced victim and his missile. To avoid senseless
1577 * action, we avoid hits here
1578 */
1579 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1580 hit_with_arrow (trap, victim);
1581 goto leave;
1582
1583 case SPELL_EFFECT:
1584 apply_spell_effect (trap, victim);
1585 goto leave;
1586
1587 case TRAPDOOR:
1588 {
1589 int max, sound_was_played;
1590 object *ab, *ab_next;
1591
1592 if (!trap->value)
1593 {
1594 int tot;
1595
1596 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1597 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1598 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1599
1600 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1601 goto leave;
1602
1603 SET_ANIMATION (trap, trap->value);
1604 update_object (trap, UP_OBJ_FACE);
1605 }
1606
1607 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1608 {
1609 /* need to set this up, since if we do transfer the object,
1610 * ab->above would be bogus
1611 */
1612 ab_next = ab->above;
1613
1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1615 {
1616 if (!sound_was_played)
1617 {
1618 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1619 sound_was_played = 1;
1620 }
1621 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1622 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1623 }
1624 }
1625 goto leave;
1626 }
1627
1628
1629 case CONVERTER:
1630 if (convert_item (victim, trap) < 0)
1631 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 }
1643 }
1644 goto leave;
1645
1646 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim);
1650 goto leave;
1651
1652 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim);
1654 goto leave;
1655
1656 case CHECK_INV:
1657 check_inv (victim, trap);
1658 goto leave;
1659
1660 case HOLE:
1661 /* Hole not open? */
1662 if (trap->stats.wc > 0)
1663 goto leave;
1664
1665 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit
1667 */
1668 if (victim->head)
1669 goto leave;
1670
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave;
1675
1676 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 {
1679 /* Basically, don't show exits leading to random maps the
1680 * players output.
1681 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1684
1685 victim->enter_exit (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
1795 /* If in a container, update how it looks */
1796 if (tmp->env)
1797 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1798 else
1799 op->contr->ns->floorbox_update ();
1800 }
1801
1802 change_exp (op, exp_gain, skill_ob->skill, 0);
1803 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1804 }
1805}
1806
1807/**
1808 * Handles the applying of a skill scroll, calling learn_skill straight.
1809 * op is the person learning the skill, tmp is the skill scroll object
1810 */
1811static void
1812apply_skillscroll (object *op, object *tmp)
1813{
1814 switch ((int) learn_skill (op, tmp))
1815 {
1816 case 0:
1817 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1818 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1819 return;
1820
1821 case 1:
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1823 decrease_ob (tmp);
1824 return;
1825
1826 default:
1827 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1828 decrease_ob (tmp);
1829 return;
1830 }
1831}
1832
1833/**
1834 * Actually makes op learn spell.
1835 * Informs player of what happens.
1836 */
1837void
1838do_learn_spell (object *op, object *spell, int special_prayer)
1839{
1840 object *tmp;
1841
1842 if (op->type != PLAYER)
1843 {
1844 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1845 return;
1846 }
1847
1848 /* Upgrade special prayers to normal prayers */
1849 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1850 {
1851 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1852 {
1853 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1854 return;
1855 }
1856 return;
1857 }
1858
1859 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1860 tmp = spell->clone ();
1861 insert_ob_in_ob (tmp, op);
1862
1863 if (special_prayer)
1864 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865
1866 esrv_add_spells (op->contr, tmp);
1867}
1868
1869/**
1870 * Erases spell from player's inventory.
1871 */
1872void
1873do_forget_spell (object *op, const char *spell)
1874{
1875 object *spob;
1876
1877 if (op->type != PLAYER)
1878 {
1879 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1880 return;
1881 }
1882 if ((spob = check_spell_known (op, spell)) == NULL)
1883 {
1884 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1885 return;
1886 }
1887
1888 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1889 player_unready_range_ob (op->contr, spob);
1890 esrv_remove_spell (op->contr, spob);
1891 spob->destroy ();
1892}
1893
1894/**
1895 * Handles player applying a spellbook.
1896 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1897 * stuff like that. Random learning failure too.
1898 */
1899static void
1900apply_spellbook (object *op, object *tmp)
1901{
1902 object *skop, *spell, *spell_skill;
1903
1904 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1905 {
1906 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1907 return;
1908 }
1909
1910 /* artifact_spellbooks have 'slaying' field point to a spell name,
1911 * instead of having their spell stored in stats.sp. These are
1912 * legacy spellbooks
1913 */
1914
1915 if (tmp->slaying != NULL)
1916 {
1917 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1918 if (!spell)
1919 {
1920 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1921 return;
1922 }
1923 else
1924 insert_ob_in_ob (spell, tmp);
1925 tmp->slaying = NULL;
1926 }
1927
1928 skop = find_skill_by_name (op, tmp->skill);
1929
1930 /* need a literacy skill to learn spells. Also, having a literacy level
1931 * lower than the spell will make learning the spell more difficult */
1932 if (!skop)
1933 {
1934 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1935 return;
1936 }
1937
1938 spell = tmp->inv;
1939
1940 if (!spell)
1941 {
1942 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1943 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1944 return;
1945 }
1946
1947 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1948 {
1949 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1950 return;
1951 }
1952
1953 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1954
1955 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1956 {
1957 identify (tmp);
1958
1959 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else
1962 op->contr->ns->floorbox_update ();
1963 }
1964
1965 /* I removed the check for special_prayer_mark here - it didn't make
1966 * a lot of sense - special prayers are not found in spellbooks, and
1967 * if the player doesn't know the spell, doesn't make a lot of sense that
1968 * they would have a special prayer mark.
1969 */
1970 if (check_spell_known (op, spell->name))
1971 {
1972 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1973 return;
1974 }
1975
1976 if (spell->skill)
1977 {
1978 spell_skill = find_skill_by_name (op, spell->skill);
1979
1980 if (!spell_skill)
1981 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1983 return;
1984 }
1985
1986 if (spell_skill->level < spell->level)
1987 {
1988 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1989 return;
1990 }
1991 }
1992
1993 /* Logic as follows
1994 *
1995 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1996 *
1997 * 2- The learner's skill level in literacy adjusts the chance to learn
1998 * a spell.
1999 *
2000 * 3 -Automatically fail to learn if you read while confused
2001 *
2002 * Overall, chances are the same but a player will find having a high
2003 * literacy rate very useful! -b.t.
2004 */
2005 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2008 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2009 }
2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2011 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2012 {
2013
2014 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2015 do_learn_spell (op, spell, 0);
2016
2017 /* xp gain to literacy for spell learning */
2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2019 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2020 }
2021 else
2022 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2025 }
2026 decrease_ob (tmp);
2027}
2028
2029/**
2030 * Handles applying a spell scroll.
2031 */
2032void
2033apply_scroll (object *op, object *tmp, int dir)
2034{
2035 object *skop;
2036
2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 {
2039 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2040 return;
2041 }
2042
2043 if (!tmp->inv || tmp->inv->type != SPELL)
2044 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2046 return;
2047 }
2048
2049 if (op->type == PLAYER)
2050 {
2051 /* players need a literacy skill to read stuff! */
2052 int exp_gain = 0;
2053
2054 /* hard code literacy - tmp->skill points to where the exp
2055 * should go for anything killed by the spell.
2056 */
2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2058
2059 if (!skop)
2060 {
2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2062 return;
2063 }
2064
2065 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2066 change_exp (op, exp_gain, skop->skill, 0);
2067 }
2068
2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070 identify (tmp);
2071
2072 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2073
2074
2075 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076 decrease_ob (tmp);
2077}
2078
2079/**
2080 * Applies a treasure object - by default, chest. op
2081 * is the person doing the applying, tmp is the treasure
2082 * chest.
2083 */
2084static void
2085apply_treasure (object *op, object *tmp)
2086{
2087 object *treas;
2088
2089
2090 /* Nice side effect of new treasure creation method is that the treasure
2091 * for the chest is done when the chest is created, and put into the chest
2092 * inventory. So that when the chest burns up, the items still exist. Also
2093 * prevents people fromt moving chests to more difficult maps to get better
2094 * treasure
2095 */
2096
2097 treas = tmp->inv;
2098 if (treas == NULL)
2099 {
2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2101 decrease_ob (tmp);
2102 return;
2103 }
2104 while (tmp->inv)
2105 {
2106 treas = tmp->inv;
2107
2108 treas->remove ();
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110
2111 treas->x = op->x;
2112 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op);
2117
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 op->update_stats ();
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
2361/**
2362 * Handles applying an improve armor scroll.
2363 * Does some sanity checks, then calls improve_armour.
2364 */
2365static void
2366apply_armour_improver (object *op, object *tmp)
2367{
2368 object *armor;
2369
2370 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2371 {
2372 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2373 return;
2374 }
2375
2376 armor = find_marked_object (op);
2377
2378 if (!armor)
2379 {
2380 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2381 return;
2382 }
2383
2384 if (armor->type != ARMOUR
2385 && armor->type != CLOAK
2386 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2387 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2389 return;
2390 }
2391
2392 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2393 improve_armour (op, tmp, armor);
2394}
2395
2396extern void
2397apply_poison (object *op, object *tmp)
2398{
2399 if (op->type == PLAYER)
2400 {
2401 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2402 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2403 strcpy (op->contr->killer, "poisonous booze");
2404 }
2405 if (tmp->stats.hp > 0)
2406 {
2407 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2408 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2409 }
2410 op->stats.food -= op->stats.food / 4;
2411 handle_apply_yield (tmp);
2412 decrease_ob (tmp);
2413}
2414
2415/**
2416 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2417 * A valid 2 way exit means:
2418 * -You can come back (there is another exit at the other side)
2419 * -You are
2420 * ° the owner of the exit
2421 * ° or in the same party as the owner
2422 *
2423 * Note: a owner in a 2 way exit is saved as the owner's name
2424 * in the field exit->name cause the field exit->owner doesn't
2425 * survive in the swapping (in fact the whole exit doesn't survive).
2426 */
2427int
2428is_legal_2ways_exit (object *op, object *exit)
2429{
2430 if (exit->stats.exp != 1)
2431 return 1; /*This is not a 2 way, so it is legal */
2432
2433#if 0 //TODO
2434 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2435 return 0; /* This is a reset town portal */
2436#endif
2437
2438 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2439
2440 if (exitmap)
2441 {
2442 exitmap->load_sync ();
2443
2444 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2445
2446 if (!tmp)
2447 return 0;
2448
2449 for (; tmp; tmp = tmp->above)
2450 {
2451 if (tmp->type != EXIT)
2452 continue; /*Not an exit */
2453
2454 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */
2456
2457 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2458 continue; /*Not in the same place */
2459
2460 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2461 continue; /*Not in the same map */
2462
2463 /* From here we have found the exit is valid. However we do
2464 * here the check of the exit owner. It is important for the
2465 * town portals to prevent strangers from visiting your appartments
2466 */
2467 if (!exit->race)
2468 return 1; /*No owner, free for all! */
2469
2470 object *exit_owner = 0;
2471
2472 for_all_players (pp)
2473 {
2474 if (!pp->ob)
2475 continue;
2476
2477 if (pp->ob->name != exit->race)
2478 continue;
2479
2480 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2481 break;
2482 }
2483
2484 if (!exit_owner)
2485 return 0; /* No more owner */
2486
2487 if (exit_owner->contr == op->contr)
2488 return 1; /*It is your exit */
2489
2490 if (exit_owner && /*There is a owner */
2491 (op->contr) && /*A player tries to pass */
2492 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2493 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2494 return 0;
2495
2496 return 1;
2497 }
2498 }
2499
2500 return 0;
2501}
2502
2503
2504/**
2505 * Main apply handler.
2506 *
2507 * Checks for unpaid items before applying.
2508 *
2509 * Return value:
2510 * 0: player or monster can't apply objects of that type
2511 * 1: has been applied, or there was an error applying the object
2512 * 2: objects of that type can't be applied if not in inventory
2513 *
2514 * op is the object that is causing object to be applied, tmp is the object
2515 * being applied.
2516 *
2517 * aflag is special (always apply/unapply) flags. Nothing is done with
2518 * them in this function - they are passed to apply_special
2519 */
2520
2521int
2522manual_apply (object *op, object *tmp, int aflag)
2523{
2524 if (tmp->head)
2525 tmp = tmp->head;
2526
2527 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2528 {
2529 if (op->type == PLAYER)
2530 {
2531 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2532 return 1;
2533 }
2534 else
2535 return 0; /* monsters just skip unpaid items */
2536 }
2537
2538 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2539 return RESULT_INT (0);
2540
2541 switch (tmp->type)
2542 {
2543 case CF_HANDLE:
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2546 tmp->value = tmp->value ? 0 : 1;
2547 SET_ANIMATION (tmp, tmp->value);
2548 update_object (tmp, UP_OBJ_FACE);
2549 push_button (tmp);
2550 return 1;
2551
2552 case TRIGGER:
2553 if (check_trigger (tmp, op))
2554 {
2555 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2556 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2557 }
2558 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2560
2561 return 1;
2562
2563 case EXIT:
2564 if (op->type != PLAYER)
2565 return 0;
2566
2567 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2568 {
2569 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2570 }
2571 else
2572 {
2573 /* Don't display messages for random maps. */
2574 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2575 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2576
2577 op->enter_exit (tmp);
2578 }
2579 return 1;
2580
2581 case SIGN:
2582 apply_sign (op, tmp, 0);
2583 return 1;
2584
2585 case BOOK:
2586 if (op->type == PLAYER)
2587 {
2588 apply_book (op, tmp);
2589 return 1;
2590 }
2591 else
2592 {
2593 return 0;
2594 }
2595
2596 case SKILLSCROLL:
2597 if (op->type == PLAYER)
2598 {
2599 apply_skillscroll (op, tmp);
2600 return 1;
2601 }
2602 return 0;
2603
2604 case SPELLBOOK:
2605 if (op->type == PLAYER)
2606 {
2607 apply_spellbook (op, tmp);
2608 return 1;
2609 }
2610 return 0;
2611
2612 case SCROLL:
2613 apply_scroll (op, tmp, 0);
2614 return 1;
2615
2616 case POTION:
2617 (void) apply_potion (op, tmp);
2618 return 1;
2619
2620 /* Eneq(@csd.uu.se): Handle apply on containers. */
2621 case CLOSE_CON:
2622 if (op->type == PLAYER)
2623 (void) esrv_apply_container (op, tmp->env);
2624 else
2625 (void) apply_container (op, tmp->env);
2626 return 1;
2627
2628 case CONTAINER:
2629 if (op->type == PLAYER)
2630 (void) esrv_apply_container (op, tmp);
2631 else
2632 (void) apply_container (op, tmp);
2633 return 1;
2634
2635 case TREASURE:
2636 if (op->type == PLAYER)
2637 {
2638 apply_treasure (op, tmp);
2639 return 1;
2640 }
2641 else
2642 {
2643 return 0;
2644 }
2645
2646 case WEAPON:
2647 case ARMOUR:
2648 case BOOTS:
2649 case GLOVES:
2650 case AMULET:
2651 case GIRDLE:
2652 case BRACERS:
2653 case SHIELD:
2654 case HELMET:
2655 case RING:
2656 case CLOAK:
2657 case WAND:
2658 case ROD:
2659 case HORN:
2660 case SKILL:
2661 case BOW:
2662 case LAMP:
2663 case BUILDER:
2664 case SKILL_TOOL:
2665 if (tmp->env != op)
2666 return 2; /* not in inventory */
2667 (void) apply_special (op, tmp, aflag);
2668 return 1;
2669
2670 case DRINK:
2671 case FOOD:
2672 case FLESH:
2673 apply_food (op, tmp);
2674 return 1;
2675
2676 case POISON:
2677 apply_poison (op, tmp);
2678 return 1;
2679
2680 case SAVEBED:
2681 return 1;
2682
2683 case ARMOUR_IMPROVER:
2684 if (op->type == PLAYER)
2685 {
2686 apply_armour_improver (op, tmp);
2687 return 1;
2688 }
2689 else
2690 return 0;
2691
2692 case WEAPON_IMPROVER:
2693 (void) check_improve_weapon (op, tmp);
2694 return 1;
2695
2696 case CLOCK:
2697 if (op->type == PLAYER)
2698 {
2699 char buf[MAX_BUF];
2700 timeofday_t tod;
2701
2702 get_tod (&tod);
2703 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2704 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2705 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2706 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2707 new_draw_info (NDI_UNIQUE, 0, op, buf);
2708 return 1;
2709 }
2710 else
2711 {
2712 return 0;
2713 }
2714
2715 case MENU:
2716 if (op->type == PLAYER)
2717 {
2718 shop_listing (op);
2719 return 1;
2720 }
2721 else
2722 {
2723 return 0;
2724 }
2725
2726 case POWER_CRYSTAL:
2727 apply_power_crystal (op, tmp); /* see egoitem.c */
2728 return 1;
2729
2730 case LIGHTER: /* for lighting torches/lanterns/etc */
2731 if (op->type == PLAYER)
2732 {
2733 apply_lighter (op, tmp);
2734 return 1;
2735 }
2736 else
2737 {
2738 return 0;
2739 }
2740
2741 case ITEM_TRANSFORMER:
2742 apply_item_transformer (op, tmp);
2743 return 1;
2744
2745 default:
2746 return 0;
2747 }
2748}
2749
2750
2751/* quiet suppresses the "don't know how to apply" and "you must get it first"
2752 * messages as needed by player_apply_below(). But there can still be
2753 * "but you are floating high above the ground" messages.
2754 *
2755 * Same return value as apply() function.
2756 */
2757int
2758player_apply (object *pl, object *op, int aflag, int quiet)
2759{
2760 int tmp;
2761
2762 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2763 {
2764 /* player is flying and applying object not in inventory */
2765 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2766 {
2767 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2768 return 0;
2769 }
2770 }
2771
2772 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2773 * applied.
2774 */
2775 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2776 {
2777 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2778 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2779 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2780 op->destroy ();
2781 return 1;
2782 }
2783
2784 pl->contr->last_used = op;
2785
2786 tmp = manual_apply (pl, op, aflag);
2787 if (!quiet)
2788 {
2789 if (tmp == 0)
2790 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2791 else if (tmp == 2)
2792 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2793 }
2794 return tmp;
2795}
2796
2797/**
2798 * player_apply_below attempts to apply the object 'below' the player.
2799 * If the player has an open container, we use that for below, otherwise
2800 * we use the ground.
2801 */
2802
2803void
2804player_apply_below (object *pl)
2805{
2806 object *tmp, *next;
2807 int floors;
2808
2809 /* If using a container, set the starting item to be the top
2810 * item in the container. Otherwise, use the map.
2811 */
2812 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2813
2814 /* This is perhaps more complicated. However, I want to make sure that
2815 * we don't use a corrupt pointer for the next object, so we get the
2816 * next object in the stack before applying. This is can only be a
2817 * problem if player_apply() has a bug in that it uses the object but does
2818 * not return a proper value.
2819 */
2820 for (floors = 0; tmp != NULL; tmp = next)
2821 {
2822 next = tmp->below;
2823 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2824 floors++;
2825 else if (floors > 0)
2826 return; /* process only floor objects after first floor object */
2827
2828 /* If it is visible, player can apply it. If it is applied by
2829 * person moving on it, also activate. Added code to make it
2830 * so that at least one of players movement types be that which
2831 * the item needs.
2832 */
2833 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2834 {
2835 if (player_apply (pl, tmp, 0, 1) == 1)
2836 return;
2837 }
2838 if (floors >= 2)
2839 return; /* process at most two floor objects */
2840 }
2841} 1023}
2842 1024
2843/** 1025/**
2844 * Unapplies specified item. 1026 * Unapplies specified item.
2845 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2846 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2847 * 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.
2848 */ 1030 */
2849static int 1031static bool
2850unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2851{ 1033{
2852 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)))
2853 return RESULT_INT (0); 1036 return RESULT_INT (0);
2854 1037
2855 object *tmp2; 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
2856 1040
2857 CLEAR_FLAG (op, FLAG_APPLIED); 1041 op->flag [FLAG_APPLIED] = false;
1042
2858 switch (op->type) 1043 switch (op->type)
2859 { 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
2860 case WEAPON: 1056 case WEAPON:
2861 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
2862
2863 (void) change_abil (who, op); 1058 change_abil (who, op);
2864 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1059 who->flag [FLAG_READY_WEAPON] = false;
2865 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1060
2866 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
2867 break; 1068 break;
2868 1069
2869 case SKILL: /* allows objects to impart skills */ 1070 case BOW:
2870 case SKILL_TOOL: 1071 case WAND:
2871 if (op != who->chosen_skill) 1072 case ROD:
1073 case HORN:
1074 case RANGED:
1075 if (player *pl = who->contr)
2872 { 1076 {
2873 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);
2874 } 1079 }
2875 if (who->type == PLAYER) 1080 else
2876 { 1081 {
2877 if (who->contr->shoottype == range_skill) 1082 if (op->type == BOW)
2878 who->contr->shoottype = range_none; 1083 op->flag [FLAG_READY_BOW ] = false;
2879 if (!op->invisible)
2880 {
2881 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2882 }
2883 else 1084 else
2884 { 1085 op->flag [FLAG_READY_RANGE] = false;
2885 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2886 }
2887 } 1086 }
2888 (void) change_abil (who, op); 1087
2889 who->chosen_skill = NULL;
2890 CLEAR_FLAG (who, FLAG_READY_SKILL);
2891 break; 1088 break;
2892 1089
2893 case ARMOUR: 1090 case ARMOUR:
2894 case HELMET: 1091 case HELMET:
2895 case SHIELD: 1092 case SHIELD:
2898 case GLOVES: 1095 case GLOVES:
2899 case AMULET: 1096 case AMULET:
2900 case GIRDLE: 1097 case GIRDLE:
2901 case BRACERS: 1098 case BRACERS:
2902 case CLOAK: 1099 case CLOAK:
2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2904 (void) change_abil (who, op); 1101 change_abil (who, op);
2905 break; 1102 break;
1103
2906 case LAMP: 1104 case SPELL:
2907 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1105 case BUILDER:
2908 tmp2 = arch_to_object (op->other_arch); 1106 who->statusmsg (format ("You unready %s.", query_name (op)));
2909 tmp2->x = op->x;
2910 tmp2->y = op->y;
2911 tmp2->map = op->map;
2912 tmp2->below = op->below;
2913 tmp2->above = op->above;
2914 tmp2->stats.food = op->stats.food;
2915 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2916
2917 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2918 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2919
2920 if (who->type == PLAYER)
2921 esrv_del_item (who->contr, op->count);
2922
2923 op->destroy ();
2924 insert_ob_in_ob (tmp2, who);
2925 who->update_stats ();
2926 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2927 {
2928 if (who->type == PLAYER)
2929 {
2930 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2931 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2932 }
2933 }
2934 if (who->type == PLAYER)
2935 esrv_send_item (who, tmp2);
2936 return 1; /* otherwise, an attempt to drop causes problems */
2937 break; 1107 break;
2938 case BOW: 1108
2939 case WAND: 1109 //case SKILL_TOOL://TODO
2940 case ROD: 1110 default:
2941 case HORN: 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2942 clear_skill (who);
2943 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2944 if (who->type == PLAYER)
2945 {
2946 who->contr->shoottype = range_none;
2947 }
2948 else
2949 {
2950 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else
2953 CLEAR_FLAG (who, FLAG_READY_RANGE);
2954 }
2955 break; 1112 break;
2956
2957 case BUILDER:
2958 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2959 who->contr->shoottype = range_none;
2960 who->contr->ranges[range_builder] = NULL;
2961 break;
2962
2963 default:
2964 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2965 break;
2966 } 1113 }
1114
1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116 if (object *pl = op->visible_to ())
1117 esrv_send_item (pl, op);
2967 1118
2968 who->update_stats (); 1119 who->update_stats ();
2969 1120
2970 if (!(aflags & AP_NO_MERGE))
2971 {
2972 object *tmp;
2973
2974 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER)
2976 {
2977 if (tmp)
2978 { /* it was merged */
2979 esrv_del_item (who->contr, op->count);
2980 op = tmp;
2981 }
2982
2983 esrv_send_item (who, op);
2984 }
2985 }
2986 return 0; 1121 return 1;
2987} 1122}
2988 1123
2989/** 1124/**
2990 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2991 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2992 * 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
2993 * something like: 1128 * something like:
2994 * tmp = get_item_from_body_location(who->inv, 1); 1129 * tmp = get_next_item_from_body_location(who->inv, 1);
2995 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1130 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2996 * to find the second object that may use this location, etc. 1131 * to find the second object that may use this location, etc.
2997 * Returns NULL if no match is found. 1132 * Returns NULL if no match is found.
2998 * 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.
2999 * don't return invisible objects unless they are skill objects 1134 * don't return invisible objects unless they are skill objects
3000 * invisible other objects that use 1135 * invisible other objects that use
3001 * up body locations can be used as restrictions. 1136 * up body locations can be used as restrictions.
3002 */ 1137 */
3003object * 1138static object *
3004get_item_from_body_location (object *start, int loc) 1139get_next_item_from_body_location (int loc, object *start)
3005{ 1140{
3006 object *tmp;
3007
3008 if (!start)
3009 return NULL;
3010
3011 for (tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
3012 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))
3013 return tmp; 1145 return tmp;
3014 1146
3015 return NULL; 1147 return 0;
3016} 1148}
3017
3018
3019 1149
3020/** 1150/**
3021 * '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.
3022 * This should only be called when it is known 1152 * This should only be called when it is known
3023 * that there are objects to unapply. This makes pretty heavy 1153 * that there are objects to unapply. This makes pretty heavy
3026 * Returns 0 on success, returns 1 if there is some problem. 1156 * Returns 0 on success, returns 1 if there is some problem.
3027 * 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
3028 * 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
3029 * another function that does just that. 1159 * another function that does just that.
3030 */ 1160 */
3031int 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
3032unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
3033{ 1169{
3034 int i; 1170 if (op->is_range ())
3035 object *tmp = NULL, *last;
3036
3037 /* If we are applying a shield or weapon, unapply any equipped shield
3038 * or weapons first - only allowed to use one weapon/shield at a time.
3039 */
3040 if (op->type == WEAPON || op->type == SHIELD)
3041 {
3042 for (tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3043 { 1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3044 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]))
3045 { 1174 {
3046 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3047 {
3048 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
3049 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1176 who->failmsg (query_name (tmp));
3050 else 1177 else
3051 unapply_special (who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
3052 } 1179 }
3053 else 1180 else
3054 { 1181 {
3055 /* 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.
3056 * 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
3057 * at least generate the message. 1184 * at least generate the message.
3058 */ 1185 */
3059 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));
3060 return 1; 1187 return 1;
3061 }
3062
3063 } 1188 }
3064 }
3065 }
3066 1189
3067 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3068 { 1191 {
3069 /* this used up a slot that we need to free */ 1192 /* this used up a slot that we need to free */
3070 if (op->body_info[i]) 1193 if (op->slot[i].info)
3071 { 1194 {
3072 last = who->inv; 1195 object *last = who->inv;
3073 1196
3074 /* 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
3075 * to free up enough slots. 1198 * to free up enough slots.
3076 */ 1199 */
3077 while ((who->body_used[i] + op->body_info[i]) < 0) 1200 while ((who->slot[i].used + op->slot[i].info) < 0)
3078 { 1201 {
3079 tmp = get_item_from_body_location (last, i); 1202 object *tmp = get_next_item_from_body_location (i, last);
1203
3080 if (!tmp) 1204 if (!tmp)
3081 { 1205 {
3082#if 0 1206#if 0
3083 /* 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
3084 * equipped. 1208 * equipped.
3085 */ 1209 */
3086 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);
3087#endif 1211#endif
3088 return 1; 1212 return 1;
3089 } 1213 }
1214
3090 /* 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 */
3091 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])))
3092 { 1217 {
3093 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
3094 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1219 who->failmsg (query_name (tmp));
3095 else 1220 else
3096 unapply_special (who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
3097 } 1222 }
3098 else 1223 else
3099 { 1224 {
3100 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
3101 * 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,
3102 * 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
3103 * one cursed ring.) 1228 * one cursed ring.)
3104 */ 1229 */
3105 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));
3106 } 1231 }
1232
3107 last = tmp->below; 1233 last = tmp->below;
3108 } 1234 }
3109 /* 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
3110 * return in the !tmp would have kicked in. 1236 * return in the !tmp would have kicked in.
3111 */ 1237 */
3112 } /* if op is using this body location */ 1238 } /* if op is using this body location */
3113 } /* for body lcoations */ 1239 } /* for body lcoations */
1240
3114 return 0; 1241 return 0;
3115} 1242}
3116 1243
3117/** 1244/**
3118 * Checks to see if 'who' can apply object 'op'. 1245 * Checks to see if 'who' can apply object 'op'.
3119 * Returns 0 if apply can be done without anything special. 1246 * Returns 0 if apply can be done without anything special.
3120 * Otherwise returns a bitmask - potentially several of these may be 1247 * Otherwise returns a bitmask - potentially several of these may be
3121 * set, but largely depends on circumstance - in the future, processing 1248 * set, but largely depends on circumstance - in the future, processing
3122 * 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
3123 * 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?)
3124 * 1251 *
3125 * See include/define.h for detailed description of the meaning of 1252 * See include/define.h for detailed description of the meaning of
3126 * these return values. 1253 * these return values.
3127 */ 1254 */
3128int 1255int
3129can_apply_object (object *who, object *op) 1256can_apply_object (object *who, object *op)
3130{ 1257{
3131 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)))
3132 return RESULT_INT (0); 1259 return RESULT_INT (0);
3133 1260
3134 int i, retval = 0; 1261 int retval = 0;
3135 object *tmp = NULL, *ws = NULL; 1262 object *tmp = 0, *ws = 0;
3136 1263
3137 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1264 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3138 * 2 weapons, but we don't want to let them do that. So if they are
3139 * trying to equip a weapon or shield, see if they already have one
3140 * in place and store that way.
3141 */
3142 if (op->type == WEAPON || op->type == SHIELD)
3143 { 1265 {
3144 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1266 if (op->slot[i].info)
3145 { 1267 {
3146 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)
3147 { 1270 {
3148 retval = CAN_APPLY_UNAPPLY;
3149 ws = tmp;
3150 }
3151 }
3152 }
3153
3154
3155 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3156 {
3157 if (op->body_info[i])
3158 {
3159 /* Item uses more slots than we have */
3160 if (FABS (op->body_info[i]) > who->body_info[i])
3161 {
3162 /* Could return now for efficiently - rest of info below isn' 1271 /* Could return now for efficiency - rest of info below isn't
3163 * really needed. 1272 * really needed.
3164 */ 1273 */
3165 retval |= CAN_APPLY_NEVER; 1274 retval |= CAN_APPLY_NEVER;
3166 } 1275 }
3167 else if ((who->body_used[i] + op->body_info[i]) < 0) 1276 else if (who->slot[i].used + op->slot[i].info < 0)
3168 { 1277 {
3169 /* in this case, equipping this would use more free spots than 1278 /* in this case, equipping this would use more free spots than
3170 * we have. 1279 * we have.
3171 */ 1280 */
3172 object *tmp1;
3173
3174 1281
3175 /* 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
3176 * enough slots to equip the new item, then just set this can 1283 * enough slots to equip the new item, then just set "can
3177 * 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
3178 * shield equipped and try to equip another shield, there is only 1285 * shield equipped and try to equip another shield, there is only
3179 * one choice. However, the check for the number of body locations 1286 * one choice. However, the check for the number of body locations
3180 * does take into the account cases where what is being applied 1287 * does take into the account cases where what is being applied
3181 * may be two handed for example. 1288 * may be two handed for example.
3182 */ 1289 */
3183 if (ws) 1290 if (ws)
3184 { 1291 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3185 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3186 { 1292 {
3187 retval |= CAN_APPLY_UNAPPLY; 1293 retval |= CAN_APPLY_UNAPPLY;
3188 continue; 1294 continue;
3189 } 1295 }
3190 }
3191 1296
3192 tmp1 = get_item_from_body_location (who->inv, i); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3193 if (!tmp1) 1298 if (!tmp1)
3194 {
3195#if 0
3196 /* This is sort of an error, but happens a lot when old players
3197 * join in with more stuff equipped than they are now allowed.
3198 */
3199 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3200#endif
3201 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
3202 }
3203 else 1300 else
3204 { 1301 {
3205 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3206 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3207 * to apply multiple objects 1304 * to apply multiple objects
3208 */ 1305 */
3209 retval |= CAN_APPLY_UNAPPLY; 1306 retval |= CAN_APPLY_UNAPPLY;
1307
3210 if (!tmp) 1308 if (!tmp)
3211 tmp = tmp1; 1309 tmp = tmp1;
3212 else if (tmp != tmp1) 1310 else if (tmp != tmp1)
3213 {
3214 retval |= CAN_APPLY_UNAPPLY_MULT; 1311 retval |= CAN_APPLY_UNAPPLY_MULT;
3215 } 1312
3216 /* 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
3217 * 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
3218 * the slots, the player then has a choice. 1315 * the slots, the player then has a choice.
3219 */ 1316 */
3220 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)
3221 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1319 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3222 1320
3223 /* Does unequippint 'tmp1' free up enough slots for this to be 1321 /* Does unequippint 'tmp1' free up enough slots for this to be
3224 * equipped? If not, there must be something else to unapply. 1322 * equipped? If not, there must be something else to unapply.
3225 */ 1323 */
3226 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)
3227 retval |= CAN_APPLY_UNAPPLY_MULT; 1325 retval |= CAN_APPLY_UNAPPLY_MULT;
3228
3229 } 1326 }
3230 } /* if not enough free slots */ 1327 } /* if not enough free slots */
3231 } /* if this object uses location i */ 1328 } /* if this object uses location i */
3232 } /* for i -> num_body_locations loop */ 1329 } /* for i -> num_body_locations loop */
3233 1330
3236 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3237 * 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,
3238 * 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
3239 * all use the same location. 1336 * all use the same location.
3240 */ 1337 */
3241 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3242 retval |= CAN_APPLY_RESTRICTION; 1339 retval |= CAN_APPLY_RESTRICTION;
1340
3243 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3244 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3245 1343
3246
3247 if (who->type != PLAYER) 1344 if (who->type != PLAYER)
3248 { 1345 {
3249 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])
3250 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
1348
3251 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3252 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
1351
3253 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
3254 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
1354
3255 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3256 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3257 } 1357 }
1358
3258 return retval; 1359 return retval;
3259} 1360}
3260
3261
3262 1361
3263/** 1362/**
3264 * 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.
3265 * 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,
3266 * 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
3275 * AP_UNAPPLY=always unapply). 1374 * AP_UNAPPLY=always unapply).
3276 * 1375 *
3277 * Optional flags: 1376 * Optional flags:
3278 * 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
3279 * 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
3280 * 1380 *
3281 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1381 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3282 * 1382 *
3283 * apply_special() doesn't check for unpaid items. 1383 * apply_special() doesn't check for unpaid items.
3284 */ 1384 */
3285int 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
3286apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3287{ 1391{
3288 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3289 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3290 int i;
3291 1394
3292 if (who == NULL) 1395 if (who == NULL)
3293 { 1396 {
3294 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3295 return 1; 1398 return 1;
3296 } 1399 }
3297 1400
1401 //TODO: remove these when apply_special is no longer exposed
3298 if (op->env != who) 1402 if (op->env != who)
3299 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3300 1404
3301 /* trying to unequip op */ 1405 /* trying to unequip op */
3302 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (op->flag [FLAG_APPLIED])
3303 { 1407 {
3304 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3305 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3306 return 0; 1410 return 0;
3307 1411
3308 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]))
3309 { 1413 {
3310 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));
3311 return 1; 1415 return 1;
3312 } 1416 }
1417
3313 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3314 } 1419 }
3315
3316 if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3317 return 0; 1421 return 0;
3318 1422
3319 i = can_apply_object (who, op); 1423 splay (op);
3320 1424
3321 /* 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 */
3322 if (i) 1426 if (int i = can_apply_object (who, op))
3323 { 1427 {
3324 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3325 { 1429 {
3326 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));
3327 return 1; 1431 return 1;
3328 } 1432 }
3329 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3330 { 1434 {
3331 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 );
3332 return 1; 1440 return 1;
3333 } 1441 }
1442
3334 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3335 { 1444 {
3336 /* Some error, so don't try to equip something more */ 1445 /* Some error, so don't try to equip something more */
3337 if (unapply_for_ob (who, op, aflags)) 1446 if (unapply_for_ob (who, op, aflags))
3338 return 1; 1447 return 1;
3339 } 1448 }
3340 else 1449 else
3341 { 1450 {
3342 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))
3343 { 1452 {
3344 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1453 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3345 unapply_for_ob (who, op, AP_PRINT); 1454 unapply_for_ob (who, op, AP_PRINT);
3346 return 1; 1455 return 1;
3347 } 1456 }
3348 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))
3349 {
3350 i = unapply_for_ob (who, op, aflags); 1458 if (unapply_for_ob (who, op, aflags))
3351 if (i)
3352 return 1; 1459 return 1;
3353 }
3354 } 1460 }
3355 } 1461 }
3356 1462
3357 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3358 { 1464 {
1465 // try to ready attached skill first
3359 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
1467
3360 if (!skop) 1468 if (!skop)
3361 { 1469 {
3362 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);
3363 return 1; 1471 return 1;
3364 } 1472 }
3365 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3366 {
3367 /* While experience will be credited properly, we want to change the
3368 * skill so that the dam and wc get updated
3369 */
3370 change_skill (who, skop, 0);
3371 } 1474 {
3372 } 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3373 1476 return 1;
3374 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1477 }
3375 { 1478 }
3376 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);
3377 return 1; 1483 return 1;
3378 } 1484 }
3379
3380 1485
3381 /* 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.
3382 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3383 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3384 */ 1489 */
3385 1490
3386 1491 // split away all the other items from the stack, so only one item is left
3387 if (op->nrof > 1) 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3388 tmp = get_split_ob (op, op->nrof - 1);
3389 else
3390 tmp = NULL;
3391 1493
3392 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)))
3393 return RESULT_INT (0); 1495 return RESULT_INT (0);
3394 1496
3395 switch (op->type) 1497 switch (op->type)
3396 { 1498 {
3397 case WEAPON: 1499 case WEAPON:
3398 if (!check_weapon_power (who, op->last_eat)) 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3399 {
3400 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3401 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3402 if (tmp != NULL)
3403 (void) insert_ob_in_ob (tmp, who);
3404 return 1;
3405 }
3406 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3407 { 1501 {
3408 /* 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. */
3409 /* (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) */
3410 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. "
3411 if (tmp != NULL) 1505 "H<Its name indicates that it belongs to somebody else.>");
3412 (void) insert_ob_in_ob (tmp, who); 1506 if (tmp) who->insert (tmp);
3413 return 1; 1507 return 1;
3414 } 1508 }
3415 SET_FLAG (op, FLAG_APPLIED);
3416 1509
3417 if (skop) 1510 op->flag [FLAG_APPLIED] = true;
3418 change_skill (who, skop, 1);
3419 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3420 SET_FLAG (who, FLAG_READY_WEAPON);
3421 1511
3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 1512 if (player *pl = who->contr)
3423 1513 {
1514 who->statusmsg (format ("You wield %s.", query_name (op)));
3424 (void) change_abil (who, op); 1515 change_abil (who, op);
1516 }
1517
1518 op->flag [FLAG_READY_WEAPON] = true;
3425 break; 1519 break;
3426 1520
3427 case ARMOUR: 1521 case ARMOUR:
3428 case HELMET: 1522 case HELMET:
3429 case SHIELD: 1523 case SHIELD:
3432 case GIRDLE: 1526 case GIRDLE:
3433 case BRACERS: 1527 case BRACERS:
3434 case CLOAK: 1528 case CLOAK:
3435 case RING: 1529 case RING:
3436 case AMULET: 1530 case AMULET:
3437 SET_FLAG (op, FLAG_APPLIED); 1531 op->set_flag (FLAG_APPLIED);
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1532 who->statusmsg (format ("You wear %s.", query_name (op)));
3439 (void) change_abil (who, op); 1533 change_abil (who, op);
3440 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
3441 case LAMP: 1543 case SKILL:
3442 if (op->stats.food < 1) 1544 if (!(aflags & AP_NO_SLOT))
3443 { 1545 {
3444 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);
3445 return 1; 1599 return 1;
3446 } 1600 }
3447 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3448 tmp2 = arch_to_object (op->other_arch);
3449 tmp2->stats.food = op->stats.food;
3450 SET_FLAG (tmp2, FLAG_APPLIED);
3451 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3452 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3453 insert_ob_in_ob (tmp2, who);
3454 1601
3455 /* Remove the old lantern */ 1602 if (player *pl = who->contr)
3456 if (who->type == PLAYER)
3457 esrv_del_item (who->contr, op->count);
3458
3459 op->destroy ();
3460
3461 /* insert the portion that was split off */
3462 if (tmp != NULL)
3463 { 1603 {
3464 (void) insert_ob_in_ob (tmp, who); 1604 op->flag [FLAG_APPLIED] = true;
3465 if (who->type == PLAYER) 1605 who->statusmsg (format ("You wield the %s.", query_name (op)));
3466 esrv_send_item (who, tmp); 1606 change_abil (who, op);
3467 } 1607 }
3468 who->update_stats (); 1608 break;
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1609
1610 case RANGED:
1611 if (player *pl = who->contr)
3470 { 1612 {
3471 if (who->type == PLAYER) 1613 op->flag [FLAG_APPLIED] = true;
3472 { 1614 who->statusmsg (format ("You applied the %s.", query_name (op)));
3473 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3474 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3475 }
3476 } 1615 }
3477 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp2);
3479 return 0;
3480 break; 1616 break;
3481 1617
3482 /* this part is needed for skill-tools */
3483 case SKILL: 1618 case SPELL:
3484 case SKILL_TOOL: 1619 if (player *pl = who->contr)
3485 if (who->chosen_skill)
3486 { 1620 {
3487 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1621 op->flag [FLAG_APPLIED] = true;
3488 return 1; 1622 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3489 } 1623 }
3490 if (who->type == PLAYER)
3491 {
3492 who->contr->shoottype = range_skill;
3493 who->contr->ranges[range_skill] = op;
3494 if (!op->invisible)
3495 {
3496 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3498 }
3499 else
3500 {
3501 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3502 }
3503 }
3504 SET_FLAG (op, FLAG_APPLIED);
3505 (void) change_abil (who, op);
3506 who->chosen_skill = op;
3507 SET_FLAG (who, FLAG_READY_SKILL);
3508 break; 1624 break;
3509 1625
1626 /*FALLTHROUGH*/
3510 case BOW: 1627 case WAND:
3511 if (!check_weapon_power (who, op->last_eat))
3512 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3514 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3515 if (tmp != NULL)
3516 (void) insert_ob_in_ob (tmp, who);
3517 return 1;
3518 }
3519 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3520 {
3521 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3522 if (tmp != NULL)
3523 (void) insert_ob_in_ob (tmp, who);
3524 return 1;
3525 }
3526 /*FALLTHROUGH*/ case WAND:
3527 case ROD: 1628 case ROD:
3528 case HORN: 1629 case HORN:
3529 /* check for skill, alter player status */ 1630 op->flag [FLAG_APPLIED] = true;
3530 SET_FLAG (op, FLAG_APPLIED);
3531 if (skop)
3532 change_skill (who, skop, 0);
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3534 1631
3535 if (who->type == PLAYER) 1632 if (player *pl = who->contr)
3536 { 1633 {
1634 who->statusmsg (format ("You ready %s.", query_name (op)));
1635
3537 if (op->type == BOW) 1636 if (op->type == BOW)
3538 { 1637 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1638
3539 (void) change_abil (who, op); 1639 change_abil (who, op);
3540 new_draw_info_format (NDI_UNIQUE, 0, who,
3541 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3542 who->contr->shoottype = range_bow;
3543 }
3544 else
3545 {
3546 who->contr->shoottype = range_misc;
3547 }
3548 } 1640 }
3549 else 1641 else
3550 { 1642 {
3551 if (op->type == BOW) 1643 if (op->type == BOW)
3552 SET_FLAG (who, FLAG_READY_BOW); 1644 op->flag [FLAG_READY_BOW ] = true;
3553 else 1645 else
3554 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?
3555 } 1656 }
3556 break; 1657 break;
3557 1658
3558 case BUILDER:
3559 if (who->contr->ranges[range_builder])
3560 unapply_special (who, who->contr->ranges[range_builder], 0);
3561 who->contr->shoottype = range_builder;
3562 who->contr->ranges[range_builder] = op;
3563 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3564 break;
3565
3566 default: 1659 default:
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1660 who->statusmsg (format ("You apply %s.", query_name (op)));
3568 } /* end of switch op->type */ 1661 }
3569 1662
3570 SET_FLAG (op, FLAG_APPLIED); 1663 op->set_flag (FLAG_APPLIED);
3571 1664
3572 if (tmp != NULL) 1665 if (tmp) who->insert (tmp);
3573 tmp = insert_ob_in_ob (tmp, who);
3574 1666
3575 who->update_stats (); 1667 who->update_stats ();
3576 1668
3577 /* We exclude spell casting objects. The fire code will set the 1669 /* We exclude spell casting objects. The fire code will set the
3578 * been applied flag when they are used - until that point, 1670 * been applied flag when they are used - until that point,
3579 * you don't know anything about them. 1671 * you don't know anything about them.
3580 */ 1672 */
3581 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)
3582 SET_FLAG (op, FLAG_BEEN_APPLIED); 1674 op->set_flag (FLAG_BEEN_APPLIED);
3583 1675
3584 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3585 {
3586 if (who->type == PLAYER) 1677 if (who->type == PLAYER)
3587 { 1678 {
3588 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1679 who->failmsg (
3589 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);
3590 } 1684 }
3591 } 1685
3592 if (who->type == PLAYER) 1686 if (object *pl = op->visible_to ())
3593 {
3594 /* if multiple objects were applied, update both slots */
3595 if (tmp)
3596 esrv_send_item (who, tmp);
3597 esrv_send_item (who, op); 1687 esrv_send_item (pl, op);
3598 } 1688
3599 return 0; 1689 return 0;
3600} 1690}
3601 1691
3602 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 */
3603int 1696int
3604monster_apply_special (object *who, object *op, int aflags) 1697should_director_abort (object *op, object *victim)
3605{ 1698{
3606 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)))
3607 return 1; 1731 return 1;
1732
1733 /* If the director has slaying set, only affect objects where none
1734 * of arch, name, or race match.
1735 */
1736 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1737 ((victim->name && name_flag && op->slaying == victim->name)) ||
1738 ((victim->race && race_flag && op->slaying == victim->race)))
1739 return 1;
1740
1741 return 0;
1742}
1743
1744/**
1745 * This handles a player dropping money on an altar to identify stuff.
1746 * It'll identify marked item, if none all items up to dropped money.
1747 * Return value: 1 if money was destroyed, 0 if not.
1748 */
1749static int
1750apply_id_altar (object *money, object *altar, object *pl)
1751{
1752 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1753
1754 if (!pl || pl->type != PLAYER)
1755 return 0;
1756
1757 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1758 * identifying' from being printed out more than it needs to be.
1759 */
1760 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1761 return 0;
1762
1763 /* if the player has a marked item, identify that if it needs to be
1764 * identified. If it doesn't, then go through the player inventory.
1765 */
1766 if (object *marked = pl->mark ())
1767 if (!marked->flag [FLAG_IDENTIFIED] && need_identify (marked))
1768 {
1769 if (operate_altar (altar, &money, pl))
1770 {
1771 identify (marked);
1772
1773 buf.printf ("You have %s.\r", long_desc (marked, pl));
1774 if (marked->msg)
1775 buf << "The item has a story:\r" << marked->msg << "\n\n";
1776
1777 return !money;
1778 }
1779 }
1780
1781 for (object *id = pl->inv; id; id = id->below)
1782 {
1783 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && need_identify (id))
1784 {
1785 if (operate_altar (altar, &money, pl))
1786 {
1787 identify (id);
1788
1789 buf.printf ("You have %s.\r", long_desc (id, pl));
1790 if (id->msg)
1791 buf << "The item has a story:\r" << id->msg << "\n\n";
1792
1793 /* If no more money, might as well quit now */
1794 if (!money || !check_altar_sacrifice (altar, money))
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.
1826 */
1827int
1828apply_potion (object *op, object *tmp)
1829{
1830 int got_one = 0, i;
1831 object *force = 0;
1832
1833 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1834
1835 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1836 {
1837 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1838
1839 tmp->clr_flag (FLAG_APPLIED);
1840 return 0;
1841 }
1842
1843 if (op->type == PLAYER)
1844 if (!tmp->flag [FLAG_IDENTIFIED])
1845 identify (tmp);
1846
1847 handle_apply_yield (tmp);
1848
1849 /* Potion of restoration - only for players */
1850 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1851 {
1852 object *depl;
1853 archetype *at;
1854
1855 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1856 {
1857 op->drain_stat ();
1858 op->update_stats ();
1859 tmp->decrease ();
1860 return 1;
1861 }
1862
1863 if (!(at = archetype::find (shstr_depletion)))
1864 {
1865 LOG (llevError, "Could not find archetype depletion\n");
1866 return 0;
1867 }
1868
1869 depl = present_arch_in_ob (at, op);
1870
1871 if (depl)
1872 {
1873 for (i = 0; i < NUM_STATS; i++)
1874 if (depl->stats.stat (i))
1875 op->statusmsg (restore_msg[i]);
1876
1877 depl->destroy ();
1878 op->update_stats ();
1879 }
1880 else
1881 op->statusmsg ("Your potion had no effect.");
1882
1883 tmp->decrease ();
1884 return 1;
1885 }
1886
1887 /* improvement potion - only for players */
1888 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1889 {
1890 for (i = 1; i < min (11, op->level); i++)
1891 {
1892 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1893 {
1894 if (op->contr->levhp[i] != 1)
1895 {
1896 op->contr->levhp[i] = 1;
1897 break;
1898 }
1899
1900 if (op->contr->levsp[i] != 1)
1901 {
1902 op->contr->levsp[i] = 1;
1903 break;
1904 }
1905
1906 if (op->contr->levgrace[i] != 1)
1907 {
1908 op->contr->levgrace[i] = 1;
1909 break;
1910 }
1911 }
1912 else
1913 {
1914 if (op->contr->levhp[i] < 9)
1915 {
1916 op->contr->levhp[i] = 9;
1917 break;
1918 }
1919
1920 if (op->contr->levsp[i] < 6)
1921 {
1922 op->contr->levsp[i] = 6;
1923 break;
1924 }
1925
1926 if (op->contr->levgrace[i] < 3)
1927 {
1928 op->contr->levgrace[i] = 3;
1929 break;
1930 }
1931 }
1932 }
1933
1934 /* Just makes checking easier */
1935 if (i < min (11, op->level))
1936 got_one = 1;
1937
1938 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1939 {
1940 if (got_one)
1941 {
1942 op->update_stats ();
1943 op->statusmsg ("The Gods smile upon you and remake you "
1944 "a little more in their image. "
1945 "You feel a little more perfect.", NDI_GREEN);
1946 }
1947 else
1948 op->statusmsg ("The potion had no effect - you are already perfect.");
1949 }
1950 else
1951 { /* cursed potion */
1952 if (got_one)
1953 {
1954 op->update_stats ();
1955 op->failmsg ("The Gods are angry and punish you.");
1956 }
1957 else
1958 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1959 }
1960
1961 tmp->decrease ();
1962 return 1;
1963 }
1964
1965
1966 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1967 * and heroism all fit into this category. Given the spell object code,
1968 * there is no limit to the number of spells that potions can be cast,
1969 * but direction is problematic to try and imbue fireball potions for example.
1970 */
1971 if (tmp->inv)
1972 {
1973 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1974 {
1975 op->failmsg ("Yech! Your lungs are on fire!");
1976 create_exploding_ball_at (op, op->level);
1977 }
1978 else
1979 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1980
1981 tmp->decrease ();
1982
1983 /* if youre dead, no point in doing this... */
1984 if (!op->flag [FLAG_REMOVED])
1985 op->update_stats ();
1986
1987 return 1;
1988 }
1989
1990 /* Deal with protection potions */
1991 force = NULL;
1992 for (i = 0; i < NROFATTACKS; i++)
1993 {
1994 if (tmp->resist[i])
1995 {
1996 if (!force)
1997 force = get_archetype (FORCE_NAME);
1998
1999 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2000 force->type = POTION_EFFECT;
2001 break; /* Only need to find one protection since we copy entire batch */
2002 }
2003 }
2004
2005 /* This is a protection potion */
2006 if (force)
2007 {
2008 /* cursed items last longer */
2009 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2010 {
2011 force->stats.food *= 10;
2012 for (i = 0; i < NROFATTACKS; i++)
2013 if (force->resist[i] > 0)
2014 force->resist[i] = -force->resist[i]; /* prot => vuln */
2015 }
2016
2017 force->speed_left = -1;
2018 force = insert_ob_in_ob (force, op);
2019 tmp->clr_flag (FLAG_APPLIED);
2020 force->set_flag (FLAG_APPLIED);
2021 change_abil (op, force);
2022 tmp->decrease ();
2023 return 1;
2024 }
2025
2026 /* Only thing left are the stat potions */
2027 if (op->type == PLAYER)
2028 { /* only for players */
2029 if ((tmp->flag [FLAG_CURSED]
2030 || tmp->flag [FLAG_DAMNED])
2031 && tmp->value != 0)
2032 tmp->clr_flag (FLAG_APPLIED);
2033 else
2034 tmp->set_flag (FLAG_APPLIED);
2035
2036 if (!change_abil (op, tmp))
2037 op->statusmsg ("Nothing happened.");
2038 }
2039
2040 /* CLEAR_FLAG is so that if the character has other potions
2041 * that were grouped with the one consumed, his
2042 * stat will not be raised by them. fix_player just clears
2043 * up all the stats.
2044 */
2045 tmp->clr_flag (FLAG_APPLIED);
2046 op->update_stats ();
2047 tmp->decrease ();
2048 return 1;
2049}
2050
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
2151 */
2152 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2153 && trap->owner != victim)
2154 hit_with_arrow (trap, victim);
2155 break;
2156
2157 case SPELL_EFFECT:
2158 apply_spell_effect (trap, victim);
2159 break;
2160
2161 case TRAPDOOR:
2162 {
2163 int max, sound_was_played;
2164 object *ab, *ab_next;
2165
2166 if (!trap->value)
2167 {
2168 int tot;
2169
2170 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2171 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2172 tot += ab->head_ ()->total_weight ();
2173
2174 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2175 break;
2176
2177 SET_ANIMATION (trap, trap->value);
2178 update_object (trap, UP_OBJ_FACE);
2179 }
2180
2181 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2182 {
2183 /* need to set this up, since if we do transfer the object,
2184 * ab->above would be bogus
2185 */
2186 ab_next = ab->above;
2187
2188 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2189 {
2190 if (!sound_was_played)
2191 {
2192 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2193 sound_was_played = 1;
2194 }
2195
2196 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2197 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2198 }
2199 }
2200 break;
2201 }
2202
2203 case CONVERTER:
2204 if (convert_item (victim, trap) < 0)
2205 {
2206 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2207 archetype::get (shstr_burnout)->insert_at (trap, trap);
2208 }
2209
2210 break;
2211
2212 case TRIGGER_BUTTON:
2213 case TRIGGER_PEDESTAL:
2214 case TRIGGER_ALTAR:
2215 check_trigger (trap, victim, originator);
2216 break;
2217
2218 case DEEP_SWAMP:
2219 walk_on_deep_swamp (trap, victim);
2220 break;
2221
2222 case CHECK_INV:
2223 check_inv (victim, trap);
2224 break;
2225
2226 case HOLE:
2227 move_apply_hole (trap, victim);
2228 break;
2229
2230 case EXIT:
2231 if (victim->type == PLAYER && EXIT_PATH (trap))
2232 {
2233 /* Basically, don't show exits leading to random maps the
2234 * players output.
2235 */
2236 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2237 victim->statusmsg (trap->msg, NDI_NAVY);
2238
2239 trap->play_sound (trap->sound);
2240 victim->enter_exit (trap);
2241 }
2242 break;
2243
2244 case ENCOUNTER:
2245 /* may be some leftovers on this */
2246 break;
2247
2248 case SHOP_MAT:
2249 apply_shop_mat (trap, victim);
2250 break;
2251
2252 /* Drop a certain amount of gold, and have one item identified */
2253 case IDENTIFY_ALTAR:
2254 apply_id_altar (victim, trap, originator);
2255 break;
2256
2257 case SIGN:
2258 if (victim->type != PLAYER && trap->stats.food > 0)
2259 break; /* monsters musn't apply magic_mouths with counters */
2260
2261 apply_sign (victim, trap, 1);
2262 break;
2263
2264 case CONTAINER:
2265 apply_container (victim, trap);
2266 break;
2267
2268 case RUNE:
2269 case TRAP:
2270 if (trap->level && victim->flag [FLAG_ALIVE])
2271 spring_trap (trap, victim);
2272 break;
2273
2274 default:
2275 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2276 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2277 break;
2278 }
2279
2280 recursion_depth--;
2281}
2282
2283/**
2284 * Handles reading a regular (ie not containing a spell) book.
2285 */
2286static void
2287apply_book (object *op, object *tmp)
2288{
2289 int lev_diff;
2290 object *skill_ob;
2291
2292 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2293 {
2294 op->failmsg ("You are unable to read while blind!");
2295 return;
2296 }
2297
2298 if (!tmp->msg)
2299 {
2300 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2301 return;
2302 }
2303
2304 /* need a literacy skill to read stuff! */
2305 skill_ob = find_skill_by_name (op, tmp->skill);
2306 if (!skill_ob)
2307 {
2308 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2309 return;
2310 }
2311
2312 lev_diff = tmp->level - (skill_ob->level + 5);
2313 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2314 {
2315 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2316 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2317 : lev_diff < 5 ? "This book is beyond your comprehension."
2318 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2319 : lev_diff < 15 ? "This book is way beyond your comprehension."
2320 : "This book is totally beyond your comprehension.");
2321 return;
2322 }
2323
2324 // we currently don't use the message types for anything.
2325 // readable_message_type *msgType = get_readable_message_type (tmp);
2326
2327 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2328
2329 if (player *pl = op->contr)
2330 if (client *ns = pl->ns)
2331 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2332
2333 /* gain xp from reading */
2334 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2335 { /* only if not read before */
2336 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2337
2338 if (!tmp->flag [FLAG_IDENTIFIED])
2339 {
2340 /*exp_gain *= 2; because they just identified it too */
2341 tmp->set_flag (FLAG_IDENTIFIED);
2342
2343 if (object *pl = tmp->visible_to ())
2344 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2345 }
2346
2347 change_exp (op, exp_gain, skill_ob->skill, 0);
2348 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2349 }
2350}
2351
2352/**
2353 * op made some mistake with a scroll, this takes care of punishment.
2354 * scroll_failure()- hacked directly from spell_failure
2355 */
2356static void
2357scroll_failure (object *op, int failure, int power)
2358{
2359 if (abs (failure / 4) > power)
2360 power = abs (failure / 4); /* set minimum effect */
2361
2362 if (failure <= -1 && failure > -15)
2363 { /* wonder */
2364 object *tmp;
2365
2366 op->failmsg ("Your spell warps!");
2367 tmp = get_archetype (SPELL_WONDER);
2368 cast_wonder (op, op, 0, tmp);
2369 tmp->destroy ();
2370 }
2371 else if (failure <= -15 && failure > -35)
2372 { /* drain mana */
2373 op->failmsg ("Your mana is drained!");
2374 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2375 if (op->stats.sp < 0)
2376 op->stats.sp = 0;
2377 }
2378 else if (settings.spell_failure_effects == TRUE)
2379 {
2380 if (failure <= -35 && failure > -60)
2381 { /* confusion */
2382 op->failmsg ("The magic recoils on you!");
2383 confuse_player (op, op, power);
2384 }
2385 else if (failure <= -60 && failure > -70)
2386 { /* paralysis */
2387 op->failmsg ("The magic recoils and paralyzes you!");
2388 paralyze_player (op, op, power);
2389 }
2390 else if (failure <= -70 && failure > -80)
2391 { /* blind */
2392 op->failmsg ("The magic recoils on you!");
2393 blind_player (op, op, power);
2394 }
2395 else if (failure <= -80)
2396 { /* blast the immediate area */
2397 object *tmp = get_archetype (LOOSE_MANA);
2398 cast_magic_storm (op, tmp, power);
2399 op->failmsg ("You unleash uncontrolled mana!");
2400 tmp->destroy ();
2401 }
2402 }
2403}
2404
2405/**
2406 * Handles the applying of a skill scroll, calling learn_skill straight.
2407 * op is the person learning the skill, tmp is the skill scroll object
2408 */
2409static void
2410apply_skillscroll (object *op, object *tmp)
2411{
2412 switch (learn_skill (op, tmp))
2413 {
2414 case 0:
2415 op->play_sound (sound_find ("generic_fail"));
2416 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2417 break;
2418
2419 case 1:
2420 tmp->decrease ();
2421 op->play_sound (sound_find ("skill_learn"));
2422 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2423 break;
2424
2425 default:
2426 tmp->decrease ();
2427 op->play_sound (sound_find ("generic_fail"));
2428 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2429 break;
2430 }
2431}
2432
2433/**
2434 * Actually makes op learn spell.
2435 * Informs player of what happens.
2436 */
2437void
2438do_learn_spell (object *op, object *spell, int special_prayer)
2439{
2440 object *tmp;
2441
2442 if (op->type != PLAYER)
2443 {
2444 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2445 return;
2446 }
2447
2448 /* Upgrade special prayers to normal prayers */
2449 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2450 {
2451 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2452 {
2453 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2454 return;
2455 }
2456 return;
2457 }
2458
2459 op->contr->play_sound (sound_find ("learn_spell"));
2460
2461 tmp = spell->clone ();
2462 insert_ob_in_ob (tmp, op);
2463
2464 if (special_prayer)
2465 tmp->set_flag (FLAG_STARTEQUIP);
2466
2467 esrv_add_spells (op->contr, tmp);
2468}
2469
2470/**
2471 * Erases spell from player's inventory.
2472 */
2473void
2474do_forget_spell (object *op, const char *spell)
2475{
2476 object *spob;
2477
2478 if (op->type != PLAYER)
2479 {
2480 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2481 return;
2482 }
2483 if ((spob = check_spell_known (op, spell)) == NULL)
2484 {
2485 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2486 return;
2487 }
2488
2489 op->failmsgf ("You lose knowledge of %s.", spell);
2490 esrv_remove_spell (op->contr, spob);
2491 spob->destroy ();
2492}
2493
2494/**
2495 * Handles player applying a spellbook.
2496 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2497 * stuff like that. Random learning failure too.
2498 */
2499static void
2500apply_spellbook (object *op, object *tmp)
2501{
2502 object *skop, *spell, *spell_skill;
2503
2504 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2505 {
2506 op->failmsg ("You are unable to read while blind.");
2507 return;
2508 }
2509
2510 /* artifact_spellbooks have 'slaying' field point to a spell name,
2511 * instead of having their spell stored in stats.sp. These are
2512 * legacy spellbooks
2513 */
2514 if (tmp->slaying)
2515 {
2516 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2517
2518 if (!spell)
2519 {
2520 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2521 return;
2522 }
2523 else
2524 insert_ob_in_ob (spell, tmp);
2525
2526 tmp->slaying = 0;
2527 }
2528
2529 skop = find_skill_by_name (op, tmp->skill);
2530
2531 /* need a literacy skill to learn spells. Also, having a literacy level
2532 * lower than the spell will make learning the spell more difficult */
2533 if (!skop)
2534 {
2535 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2536 return;
2537 }
2538
2539 spell = tmp->inv;
2540
2541 if (!spell)
2542 {
2543 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2544 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2545 return;
2546 }
2547
2548 int learn_level = sqrtf (spell->level) * 1.5f;
2549 if (skop->level < learn_level)
2550 {
2551 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2552 &tmp->skill, learn_level);
2553 return;
2554 }
2555
2556 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2557
2558 if (!tmp->flag [FLAG_IDENTIFIED])
2559 identify (tmp);
2560
2561 /* I removed the check for special_prayer_mark here - it didn't make
2562 * a lot of sense - special prayers are not found in spellbooks, and
2563 * if the player doesn't know the spell, doesn't make a lot of sense that
2564 * they would have a special prayer mark.
2565 */
2566 if (check_spell_known (op, spell->name))
2567 {
2568 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2569 return;
2570 }
2571
2572 if (spell->skill)
2573 {
2574 spell_skill = find_skill_by_name (op, spell->skill);
2575
2576 if (!spell_skill)
2577 {
2578 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2579 return;
2580 }
2581
2582 if (spell_skill->level < spell->level)
2583 {
2584 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2585 return;
2586 }
2587 }
2588
2589 /* Logic as follows
2590 *
2591 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2592 *
2593 * 2- The learner's skill level in literacy adjusts the chance to learn
2594 * a spell.
2595 *
2596 * 3 -Automatically fail to learn if you read while confused
2597 *
2598 * Overall, chances are the same but a player will find having a high
2599 * literacy rate very useful! -b.t.
2600 */
2601 if (op->flag [FLAG_CONFUSED])
2602 {
2603 op->failmsg ("In your confused state you flub the wording of the text!");
2604 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2605 }
2606 else if (tmp->flag [FLAG_STARTEQUIP] ||
2607 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2608 {
2609 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2610 do_learn_spell (op, spell, 0);
2611
2612 /* xp gain to literacy for spell learning */
2613 if (!tmp->flag [FLAG_STARTEQUIP])
2614 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2615 }
2616 else
2617 {
2618 op->contr->play_sound (sound_find ("fumble_spell"));
2619 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2620 }
2621
2622 tmp->decrease ();
2623}
2624
2625/**
2626 * Handles applying a spell scroll.
2627 */
2628void
2629apply_scroll (object *op, object *tmp, int dir)
2630{
2631 object *skop;
2632
2633 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2634 {
2635 op->failmsg ("You are unable to read while blind.");
2636 return;
2637 }
2638
2639 if (!tmp->inv || tmp->inv->type != SPELL)
2640 {
2641 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2642 return;
2643 }
2644
2645 if (op->type == PLAYER)
2646 {
2647 /* players need a literacy skill to read stuff! */
2648 int exp_gain = 0;
2649
2650 /* hard code literacy - tmp->skill points to where the exp
2651 * should go for anything killed by the spell.
2652 */
2653 skop = find_skill_by_name (op, shstr_literacy);
2654
2655 if (!skop)
2656 {
2657 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2658 return;
2659 }
2660
2661 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2662 change_exp (op, exp_gain, skop->skill, 0);
2663 }
2664
2665 if (!tmp->flag [FLAG_IDENTIFIED])
2666 identify (tmp);
2667
2668 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2669
2670 cast_spell (op, tmp, dir, tmp->inv, NULL);
2671 tmp->decrease ();
2672}
2673
2674/**
2675 * Applies a treasure object - by default, chest. op
2676 * is the person doing the applying, tmp is the treasure
2677 * chest.
2678 */
2679static void
2680apply_treasure (object *op, object *tmp)
2681{
2682 /* Nice side effect of this treasure creation method is that the treasure
2683 * for the chest is done when the chest is created, and put into the chest
2684 * inventory. So that when the chest burns up, the items still exist. Also
2685 * prevents people from moving chests to more difficult maps to get better
2686 * treasure
2687 */
2688 object *treas = tmp->inv;
2689
2690 if (!treas)
2691 {
2692 op->statusmsg ("The chest was empty.");
2693 tmp->decrease ();
2694 return;
2695 }
2696
2697 while (tmp->inv)
2698 {
2699 treas = tmp->inv;
2700 treas->remove ();
2701
2702 treas->x = op->x;
2703 treas->y = op->y;
2704 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2705
2706 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2707 spring_trap (treas, op);
2708
2709 /* If either player or container was destroyed, no need to do
2710 * further processing. I think this should be enclused with
2711 * spring trap above, as I don't think there is otherwise
2712 * any way for the treasure chest or player to get killed.
2713 */
2714 if (op->destroyed () || tmp->destroyed ())
2715 break;
2716 }
2717
2718 if (!tmp->destroyed () && !tmp->inv)
2719 tmp->decrease (true);
2720}
2721
2722/**
2723 * A dragon is eating some flesh. If the flesh contains resistances,
2724 * there is a chance for the dragon's skin to get improved.
2725 *
2726 * attributes:
2727 * object *op the object (dragon player) eating the flesh
2728 * object *meal the flesh item, getting chewed in dragon's mouth
2729 * return:
2730 * int 1 if eating successful, 0 if it doesn't work
2731 */
2732static int
2733dragon_eat_flesh (object *op, object *meal)
2734{
2735 object *skin = NULL; /* pointer to dragon skin force */
2736 object *abil = NULL; /* pointer to dragon ability force */
2737 object *tmp = NULL; /* tmp. object */
2738
2739 double chance; /* improvement-chance of one resistance type */
2740 double totalchance = 1; /* total chance of gaining one resistance */
2741 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2742 double mbonus = 0; /* monster bonus */
2743 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2744 int winners = 0; /* number of winners */
2745 int i; /* index */
2746
2747 /* let's make sure and doublecheck the parameters */
2748 if (meal->type != FLESH || !op->is_dragon ())
2749 return 0;
2750
2751 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2752 from the player's inventory */
2753 for (tmp = op->inv; tmp; tmp = tmp->below)
2754 if (tmp->type == FORCE)
2755 if (tmp->arch->archname == shstr_dragon_skin_force)
2756 skin = tmp;
2757 else if (tmp->arch->archname == shstr_dragon_ability_force)
2758 abil = tmp;
2759
2760 /* if either skin or ability are missing, this is an old player
2761 which is not to be considered a dragon -> bail out */
2762 if (skin == NULL || abil == NULL)
2763 return 0;
2764
2765 /* now start by filling stomache and health, according to food-value */
2766 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2767 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2768 else
2769 op->stats.hp += meal->stats.food / 50;
2770
2771 min_it (op->stats.hp, op->stats.maxhp);
2772 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2773
2774 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2775
2776 /* on to the interesting part: chances for adding resistance */
2777 for (i = 0; i < NROFATTACKS; i++)
2778 {
2779 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2780 {
2781 /* got positive resistance, now calculate improvement chance (0-100) */
2782
2783 /* this bonus makes resistance increase easier at lower levels */
2784 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2785 if (i == abil->stats.exp)
2786 bonus += 5; /* additional bonus for resistance of ability-focus */
2787
2788 /* monster bonus increases with level, because high-level
2789 flesh is too rare */
2790 mbonus = op->level * 20. / ((double) settings.max_level);
2791
2792 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2793 ((double)settings.max_level)) - skin->resist[i];
2794
2795 if (chance >= 0.)
2796 chance += 1.;
2797 else
2798 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2799
2800 /* chance is proportional to amount of resistance (max. 50) */
2801 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2802
2803 /* doubled chance for resistance of ability-focus */
2804 if (i == abil->stats.exp)
2805 chance = min (100., chance * 2.);
2806
2807 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2808 if (rndm (10000) < (unsigned int)(chance * 100))
2809 {
2810 atnr_winner[winners] = i;
2811 winners++;
2812 }
2813
2814 if (chance >= 0.01)
2815 totalchance *= 1 - chance / 100;
2816
2817 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2818 }
2819 }
2820
2821 /* inverse totalchance as until now we have the failure-chance */
2822 totalchance = 100 - totalchance * 100;
2823
2824 /* print message according to totalchance */
2825 const char *buf;
2826 if (totalchance > 50.)
2827 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2828 else if (totalchance > 10.)
2829 buf = format ("The %s tasted very good.", &meal->name);
2830 else if (totalchance > 1.)
2831 buf = format ("The %s tasted good.", &meal->name);
2832 else if (totalchance > 0.1)
2833 buf = format ("The %s tasted bland.", &meal->name);
2834 else if (totalchance >= 0.01)
2835 buf = format ("The %s had a boring taste.", &meal->name);
2836 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2837 buf = format ("The %s tasted strange.", &meal->name);
2838 else
2839 buf = format ("The %s had no taste.", &meal->name);
2840
2841 op->statusmsg (buf);
2842
2843 /* now choose a winner if we have any */
2844 i = -1;
2845 if (winners > 0)
2846 i = atnr_winner [rndm (winners)];
2847
2848 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2849 {
2850 /* resistance increased! */
2851 skin->resist[i]++;
2852 op->update_stats ();
2853
2854 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2855 }
2856
2857 /* if this flesh contains a new ability focus, we mark it
2858 into the ability_force and it will take effect on next level */
2859 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2860 {
2861 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2862
2863 if (meal->last_eat != abil->stats.exp)
2864 op->statusmsg (format (
2865 "Your metabolism prepares to focus on %s!\n"
2866 "The change will happen at level %d.",
2867 change_resist_msg[meal->last_eat],
2868 abil->level + 1
2869 ));
2870 else
2871 {
2872 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2873 abil->last_eat = 0;
2874 }
2875 }
2876
2877 return 1;
2878}
2879
2880/**
2881 * op eats food.
2882 * If player, takes care of messages and dragon special food.
2883 */
2884static void
2885apply_food (object *op, object *tmp)
2886{
2887 int capacity_remaining;
2888
2889 if (op->type != PLAYER)
2890 op->stats.hp = op->stats.maxhp;
2891 else
2892 {
2893 /* check if this is a dragon (player), eating some flesh */
2894 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2895 ;
2896 else
2897 {
2898 /* usual case - no dragon meal: */
2899 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2900 {
2901 if (tmp->type == FOOD || tmp->type == FLESH)
2902 op->failmsg ("You feel full, but what a waste of food!");
2903 else
2904 op->statusmsg ("Most of the drink goes down your face not your throat!");
2905 }
2906
2907 tmp->play_sound (
2908 tmp->sound
2909 ? tmp->sound
2910 : tmp->type == DRINK
2911 ? sound_find ("eat_drink")
2912 : sound_find ("eat_food")
2913 );
2914
2915 if (!tmp->flag [FLAG_CURSED])
2916 {
2917 const char *buf;
2918
2919 if (!op->is_dragon ())
2920 {
2921 /* eating message for normal players */
2922 if (tmp->type == DRINK)
2923 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2924 else
2925 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2926 }
2927 else
2928 /* eating message for dragon players */
2929 buf = format ("The %s tasted terrible!", &tmp->name);
2930
2931 op->statusmsg (buf);
2932
2933 capacity_remaining = MAX_FOOD - op->stats.food;
2934 op->stats.food += tmp->stats.food;
2935 if (capacity_remaining < tmp->stats.food)
2936 op->stats.hp += capacity_remaining / 50;
2937 else
2938 op->stats.hp += tmp->stats.food / 50;
2939
2940 min_it (op->stats.hp, op->stats.maxhp);
2941 min_it (op->stats.food, MAX_FOOD);
2942 }
2943
2944 /* special food hack -b.t. */
2945 if (tmp->title || tmp->flag [FLAG_CURSED])
2946 eat_special_food (op, tmp);
2947 }
2948 }
2949
2950 handle_apply_yield (tmp);
2951 tmp->decrease ();
2952}
2953
2954/**
2955 * Handles applying an improve armor scroll.
2956 * Does some sanity checks, then calls improve_armour.
2957 */
2958static void
2959apply_armour_improver (object *op, object *tmp)
2960{
2961 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 {
2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964 return;
2965 }
2966
2967 object *armor = op->mark ();
2968
2969 if (!armor)
2970 {
2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972 return;
2973 }
2974
2975 if (armor->type != ARMOUR
2976 && armor->type != CLOAK
2977 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978 {
2979 op->failmsg ("Your marked item is not armour!\n");
2980 return;
2981 }
2982
2983 if (!op->apply (armor, AP_UNAPPLY))
2984 {
2985 op->failmsg ("You are unable to take off your armour to improve it!");
2986 return;
2987 }
2988
2989 op->statusmsg ("Applying armour enchantment.");
2990 improve_armour (op, tmp, armor);
2991}
2992
2993void
2994apply_poison (object *op, object *tmp)
2995{
2996 // need to do it now when it is still on the map
2997 handle_apply_yield (tmp);
2998
2999 object *poison = tmp->split (1);
3000
3001 if (op->type == PLAYER)
3002 {
3003 op->contr->play_sound (sound_find ("drink_poison"));
3004 op->failmsg ("Yech! That tasted poisonous!");
3005 op->contr->killer = poison;
3006 }
3007
3008 if (poison->stats.hp > 0)
3009 {
3010 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012 }
3013
3014 op->stats.food -= op->stats.food / 4;
3015 poison->destroy ();
3016}
3017
3018/**
3019 * This function will try to apply a lighter and in case no lighter
3020 * is specified it will try to find a lighter in the players inventory,
3021 * and inform him about this requirement.
3022 *
3023 * who - the player
3024 * op - the item we want to light
3025 * lighter - the lighter or 0 if a lighter has yet to be found
3026 */
3027static object *
3028auto_apply_lighter (object *who, object *op, object *lighter)
3029{
3030 if (lighter == 0)
3031 {
3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3033 {
3034 if (tmp->type == LIGHTER)
3035 {
3036 lighter = tmp;
3037 break;
3038 }
3039 }
3040
3041 if (!lighter)
3042 {
3043 who->failmsgf (
3044 "You can't light up the %s with your bare hands! "
3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 &op->name
3047 );
3048 return 0;
3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3054 {
3055 /* lighter gets used up */
3056 lighter = lighter->split ();
3057 lighter->stats.food--;
3058 who->insert (lighter);
3059 }
3060 else if (lighter->last_eat)
3061 {
3062 /* no charges left in lighter */
3063 who->failmsgf (
3064 "You attempt to light the %s with a used up %s.",
3065 &op->name, &lighter->name
3066 );
3067 return 0;
3068 }
3069
3070 return lighter;
3071}
3072
3073/**
3074 * Designed primarily to light torches/lanterns/etc.
3075 * Also burns up burnable material too. First object in the inventory is
3076 * the selected object to "burn". -b.t.
3077 */
3078static void
3079apply_lighter (object *who, object *lighter)
3080{
3081 int is_player_env = 0;
3082
3083 if (object *item = who->mark ())
3084 {
3085 if (!auto_apply_lighter (who, item, lighter))
3086 return;
3087
3088 /* Perhaps we should split what we are trying to light on fire?
3089 * I can't see many times when you would want to light multiple
3090 * objects at once.
3091 */
3092
3093 save_throw_object (item, AT_FIRE, who);
3094
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
3101 ));
3102 else
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)
3119 {
3120 who->failmsgf (
3121 "The %s was cursed, it explodes in a big fireball!",
3122 &op->name
3123 );
3124 create_exploding_ball_at (who, op->level);
3125 }
3126 else
3127 {
3128 who->failmsgf (
3129 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3130 &op->name
3131 );
3132 }
3133
3134 op->destroy ();
3135}
3136
3137/**
3138 * Apply for players and lamps
3139 *
3140 * who - the player
3141 * op - the lamp
3142 */
3143static void
3144player_apply_lamp (object *who, object *op)
3145{
3146 bool switch_on = op->glow_radius ? false : true;
3147
3148 if (switch_on)
3149 {
3150 object *lighter = 0;
3151
3152 if (op->flag [FLAG_IS_LIGHTABLE]
3153 && !(lighter = auto_apply_lighter (who, op, 0)))
3154 return;
3155
3156 if (op->stats.food < 1)
3157 {
3158 if (op->type == LAMP)
3159 who->failmsgf (
3160 "The %s is out of fuel! "
3161 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3162 &op->name
3163 );
3164 else
3165 who->failmsgf (
3166 "The %s is burnt out! "
3167 "H<Torches and similar items burn out and become worthless.>",
3168 &op->name
3169 );
3170 return;
3171 }
3172
3173 if (op->flag [FLAG_CURSED])
3174 {
3175 player_apply_lamp_cursed_effect (who, op);
3176 return;
3177 }
3178
3179 if (lighter)
3180 who->statusmsg (format (
3181 "You light up the %s with the %s.", &op->name, &lighter->name));
3182 else
3183 who->statusmsg (format ("You light up the %s.", &op->name));
3184 }
3185 else
3186 {
3187 if (op->flag [FLAG_CURSED])
3188 {
3189 player_apply_lamp_cursed_effect (who, op);
3190 return;
3191 }
3192
3193 if (op->type == TORCH)
3194 {
3195 if (!op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 who->statusmsg (format (
3198 "You put out the %s. "
3199 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3200 &op->name, &op->name));
3201 }
3202 else
3203 who->statusmsg (format (
3204 "You put out the %s."
3205 "H<Torches wear out if you put them out.>",
3206 &op->name));
3207 }
3208 else
3209 who->statusmsg (format ("You turn off the %s.", &op->name));
3210 }
3211
3212 apply_lamp (op, switch_on);
3213}
3214
3215void get_animation_from_arch (object *op, arch_ptr a)
3216{
3217 op->animation_id = a->animation_id;
3218 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3219 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3220 op->anim_speed = a->anim_speed;
3221 op->last_anim = 0;
3222 op->state = 0;
3223 op->face = a->face;
3224
3225 if (NUM_ANIMATIONS(op) > 1)
3226 {
3227 SET_ANIMATION(op, 0);
3228 animate_object (op, op->direction);
3229 }
3230 else
3231 update_object (op, UP_OBJ_FACE);
3232}
3233
3234/**
3235 * Apply for LAMPs and TORCHes.
3236 *
3237 * op - the lamp
3238 * switch_on - a flag which says whether the lamp should be switched on or off
3239 */
3240void apply_lamp (object *op, bool switch_on)
3241{
3242 op->set_glow_radius (switch_on ? op->range : 0);
3243 op->set_speed (switch_on ? op->arch->speed : 0);
3244
3245 // torches wear out if you put them out
3246 if (op->type == TORCH && !switch_on)
3247 {
3248 if (op->flag [FLAG_IS_LIGHTABLE])
3249 {
3250 op->stats.food -= (double) op->arch->stats.food / 15;
3251 if (op->stats.food < 0)
3252 op->stats.food = 0;
3253 }
3254 else
3255 op->stats.food = 0;
3256 }
3257
3258 // lamps and torched get worthless when used up
3259 if (op->stats.food <= 0)
3260 op->value = 0;
3261
3262 // FIXME: This is a hack to make the more sane torches and lamps
3263 // still animated ;-/
3264 if (op->other_arch)
3265 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3266
3267 if (object *pl = op->visible_to ())
3268 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3269}
3270
3271/**
3272 * This handles items of type 'transformer'.
3273 * Basically those items, used with a marked item, transform both items into something
3274 * else.
3275 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3276 * Change information is contained in the 'slaying' field of the marked item.
3277 * The format is as follow: transformer:[number ]yield[;transformer:...].
3278 * This way an item can be transformed in many things, and/or many objects.
3279 * The 'slaying' field for transformer is used as verb for the action.
3280 */
3281static void
3282apply_item_transformer (object *pl, object *transformer)
3283{
3284 object *new_item;
3285 const char *find;
3286 char *separator;
3287 int yield;
3288 char got[MAX_BUF];
3289 int len;
3290
3291 if (!pl || !transformer)
3292 return;
3293
3294 object *marked = pl->mark ();
3295
3296 if (!marked)
3297 {
3298 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3299 return;
3300 }
3301
3302 if (!marked->slaying)
3303 {
3304 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3305 return;
3306 }
3307
3308 /* check whether they are compatible or not */
3309 find = strstr (&marked->slaying, transformer->arch->archname);
3310 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3311 {
3312 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3313 return;
3314 }
3315
3316 find += strlen (transformer->arch->archname) + 1;
3317 /* Item can be used, now find how many and what it yields */
3318 if (isdigit (*(find)))
3319 {
3320 yield = atoi (find);
3321 if (yield < 1)
3322 {
3323 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3324 yield = 1;
3325 }
3326 }
3327 else
3328 yield = 1;
3329
3330 while (isdigit (*find))
3331 find++;
3332
3333 while (*find == ' ')
3334 find++;
3335
3336 memset (got, 0, MAX_BUF);
3337
3338 if ((separator = (char *) strchr (find, ';')))
3339 len = separator - find;
3340 else
3341 len = strlen (find);
3342
3343 min_it (len, MAX_BUF - 1);
3344
3345 strcpy (got, find);
3346 got[len] = '\0';
3347
3348 /* Now create new item, remove used ones when required. */
3349 new_item = get_archetype (got);
3350 if (!new_item)
3351 {
3352 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3353 return;
3354 }
3355
3356 new_item->nrof = yield;
3357
3358 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3359
3360 pl->insert (new_item);
3361 /* Eat up one item */
3362 marked->decrease ();
3363
3364 /* Eat one transformer if needed */
3365 if (transformer->stats.food)
3366 if (--transformer->stats.food == 0)
3367 transformer->decrease ();
3368}
3369
3370/**
3371 * Main apply handler.
3372 *
3373 * Checks for unpaid items before applying.
3374 *
3375 * Return value is currently not used
3376 *
3377 * who is the object that is causing object to be applied, op is the object
3378 * being applied.
3379 *
3380 * aflag is special (always apply/unapply) flags. Nothing is done with
3381 * them in this function - they are passed to apply_special
3382 */
3383static bool
3384manual_apply (object *who, object *op, int aflag)
3385{
3386 op = op->head_ ();
3387
3388 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3389 {
3390 if (who->contr)
3391 {
3392 examine (who, op);
3393 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3394 return 1;
3395 }
3396 else
3397 return 0; /* monsters just skip unpaid items */
3398 }
3399
3400 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3401 return RESULT_INT (0);
3402 else if (apply_types_inv_only [op->type])
3403 {
3404 // special item, using slot system, needs to be in inv
3405 if (op->env == who)
3608 return apply_special (who, op, aflags); 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;
3609} 3728}
3610 3729
3611/** 3730/**
3612 * Map was just loaded, handle op's initialisation. 3731 * Map was just loaded, handle op's initialisation.
3613 * 3732 *
3616int 3735int
3617auto_apply (object *op) 3736auto_apply (object *op)
3618{ 3737{
3619 object *tmp = NULL, *tmp2; 3738 object *tmp = NULL, *tmp2;
3620 int i; 3739 int i;
3740
3741 op->clr_flag (FLAG_AUTO_APPLY);
3621 3742
3622 switch (op->type) 3743 switch (op->type)
3623 { 3744 {
3624 case SHOP_FLOOR: 3745 case SHOP_FLOOR:
3625 if (!op->has_random_items ()) 3746 if (!op->has_random_items ())
3627 3748
3628 do 3749 do
3629 { 3750 {
3630 i = 10; /* let's give it 10 tries */ 3751 i = 10; /* let's give it 10 tries */
3631 while ((tmp = generate_treasure (op->randomitems, 3752 while ((tmp = generate_treasure (op->randomitems,
3632 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3753 op->stats.exp
3754 ? (int) op->stats.exp
3755 : max (op->map->difficulty, 5)))
3756 == NULL && --i);
3757
3633 if (tmp == NULL) 3758 if (tmp == NULL)
3634 return 0; 3759 return 0;
3635 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3760
3761 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3636 { 3762 {
3637 tmp->destroy (); 3763 tmp->destroy ();
3638 tmp = NULL; 3764 tmp = NULL;
3639 } 3765 }
3640 } 3766 }
3641 while (!tmp); 3767 while (!tmp);
3642 3768
3643 tmp->x = op->x; 3769 tmp->x = op->x;
3644 tmp->y = op->y; 3770 tmp->y = op->y;
3645 SET_FLAG (tmp, FLAG_UNPAID); 3771 tmp->set_flag (FLAG_UNPAID);
3646 insert_ob_in_map (tmp, op->map, NULL, 0); 3772 insert_ob_in_map (tmp, op->map, NULL, 0);
3647 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3648 identify (tmp); 3773 identify (tmp);
3649 break; 3774 break;
3650 3775
3651 case TREASURE: 3776 case TREASURE:
3652 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3777 if (op->flag [FLAG_IS_A_TEMPLATE])
3653 return 0; 3778 return 0;
3654 3779
3655 while ((op->stats.hp--) > 0) 3780 while (op->stats.hp-- > 0)
3656 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3781 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3657 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3782 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3658 3783
3659 /* If we generated an object and put it in this object inventory, 3784 /* If we generated an object and put it in this object inventory,
3660 * move it to the parent object as the current object is about 3785 * move it to the parent object as the current object is about
3661 * to disappear. An example of this item is the random_* stuff 3786 * to disappear. An example of this item is the random_* stuff
3662 * that is put inside other objects. 3787 * that is put inside other objects.
3663 */ 3788 */
3664 for (tmp = op->inv; tmp; tmp = tmp2)
3665 {
3666 tmp2 = tmp->below;
3667 tmp->remove ();
3668
3669 if (op->env) 3789 if (op->env)
3670 insert_ob_in_ob (tmp, op->env); 3790 while (op->inv)
3671 else 3791 op->env->insert (op->inv);
3672 tmp->destroy ();
3673 }
3674 3792
3675 op->destroy (); 3793 op->destroy ();
3676 break; 3794 break;
3677 } 3795 }
3678 return tmp ? 1 : 0;
3679}
3680 3796
3797 return !!tmp;
3798}
3799
3681/** 3800/**
3682 * fix_auto_apply goes through the entire map (only the first time 3801 * fix_auto_apply goes through the entire map every time a map
3683 * when an original map is loaded) and performs special actions for 3802 * is loaded or swapped in and performs special actions for
3684 * certain objects (most initialization of chests and creation of 3803 * certain objects (most initialization of chests and creation of
3685 * treasures and stuff). Calls auto_apply if appropriate. 3804 * treasures and stuff). Calls auto_apply if appropriate.
3686 */ 3805 */
3687void 3806void
3688maptile::fix_auto_apply () 3807maptile::fix_auto_apply ()
3697 3816
3698 if (tmp->inv) 3817 if (tmp->inv)
3699 { 3818 {
3700 object *invtmp, *invnext; 3819 object *invtmp, *invnext;
3701 3820
3702 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3821 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3703 { 3822 {
3704 invnext = invtmp->below; 3823 invnext = invtmp->below;
3705 3824
3706 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3825 if (invtmp->flag [FLAG_AUTO_APPLY])
3707 auto_apply (invtmp); 3826 auto_apply (invtmp);
3708 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3827 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3709 { 3828 {
3710 while ((invtmp->stats.hp--) > 0) 3829 while (invtmp->stats.hp-- > 0)
3711 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3830 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3712 3831
3713 invtmp->randomitems = NULL; 3832 invtmp->randomitems = NULL;
3714 } 3833 }
3715 else if (invtmp && invtmp->arch 3834 else if (invtmp && invtmp->arch
3720 * treasure again for this object 3839 * treasure again for this object
3721 */ 3840 */
3722 invtmp->randomitems = NULL; 3841 invtmp->randomitems = NULL;
3723 } 3842 }
3724 } 3843 }
3844
3725 /* This is really temporary - the code at the bottom will 3845 /* This is really temporary - the code at the bottom will
3726 * also set randomitems to null. The problem is there are bunches 3846 * also set randomitems to null. The problem is there are bunches
3727 * of maps/players already out there with items that have spells 3847 * of maps/players already out there with items that have spells
3728 * which haven't had the randomitems set to null yet. 3848 * which haven't had the randomitems set to null yet.
3729 * MSW 2004-05-13 3849 * MSW 2004-05-13
3733 * Ryo 2004-08-16 3853 * Ryo 2004-08-16
3734 */ 3854 */
3735 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3855 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3736 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3856 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3737 tmp->randomitems = NULL; 3857 tmp->randomitems = NULL;
3738
3739 } 3858 }
3740 3859
3741 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3860 if (tmp->flag [FLAG_AUTO_APPLY])
3742 auto_apply (tmp); 3861 auto_apply (tmp);
3743 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3862 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3744 { 3863 {
3745 while ((tmp->stats.hp--) > 0) 3864 while ((tmp->stats.hp--) > 0)
3746 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3865 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3748 } 3867 }
3749 else if (tmp->type == TIMED_GATE) 3868 else if (tmp->type == TIMED_GATE)
3750 { 3869 {
3751 object *head = tmp->head != NULL ? tmp->head : tmp; 3870 object *head = tmp->head != NULL ? tmp->head : tmp;
3752 3871
3753 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3872 if (head->flag [FLAG_IS_LINKED])
3754 tmp->set_speed (0); 3873 tmp->set_speed (0);
3755 } 3874 }
3756 /* This function can be called everytime a map is loaded, even when 3875 /* This function can be called everytime a map is loaded, even when
3757 * swapping back in. As such, we don't want to create the treasure 3876 * swapping back in. As such, we don't want to create the treasure
3758 * over and ove again, so after we generate the treasure, blank out 3877 * over and ove again, so after we generate the treasure, blank out
3766 { 3885 {
3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3886 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3768 tmp->randomitems = NULL; 3887 tmp->randomitems = NULL;
3769 } 3888 }
3770 3889
3890 // close all containers
3891 else if (tmp->type == CONTAINER)
3892 tmp->flag [FLAG_APPLIED] = 0;
3893
3771 tmp = above; 3894 tmp = above;
3772 } 3895 }
3773 3896
3774 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3897 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3775 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3898 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3776 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3899 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3777 check_trigger (tmp, tmp->above); 3900 check_trigger (tmp, tmp->above, tmp->above);
3778} 3901}
3779 3902
3780/** 3903/**
3781 * Handles player eating food that temporarily changes status (resistances, stats). 3904 * Handles player eating food that temporarily changes status (resistances, stats).
3782 * This used to call cast_change_attr(), but 3905 * This used to call cast_change_attr(), but
3783 * that doesn't work with the new spell code. Since we know what 3906 * that doesn't work with the new spell code. Since we know what
3784 * the food changes, just grab a force and use that instead. 3907 * the food changes, just grab a force and use that instead.
3785 */ 3908 */
3786
3787void 3909void
3788eat_special_food (object *who, object *food) 3910eat_special_food (object *who, object *food)
3789{ 3911{
3790 object *force; 3912 object *force;
3791 int i, did_one = 0; 3913 int i, did_one = 0;
3792 sint8 k;
3793 3914
3794 force = get_archetype (FORCE_NAME); 3915 char buf[64];
3916 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3917 shstr key (buf);
3795 3918
3796 for (i = 0; i < NUM_STATS; i++)
3797 {
3798 k = get_attr_value (&food->stats, i);
3799 if (k)
3800 {
3801 set_attr_value (&force->stats, i, k);
3802 did_one = 1;
3803 }
3804 }
3805
3806 /* check if we can protect the eater */
3807 for (i = 0; i < NROFATTACKS; i++)
3808 {
3809 if (food->resist[i] > 0)
3810 {
3811 force->resist[i] = food->resist[i] / 2;
3812 did_one = 1;
3813 }
3814 }
3815
3816 if (did_one)
3817 {
3818 force->set_speed (0.1);
3819 /* bigger morsel of food = longer effect time */ 3919 /* bigger morsel of food = longer effect time */
3820 force->duration = food->stats.food / 5; 3920 int duration = TIME2TICK (food->stats.food);
3821 SET_FLAG (force, FLAG_APPLIED); 3921
3822 change_abil (who, force); 3922 if (force = who->force_find (key))
3823 insert_ob_in_ob (force, who); 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;
3824 } 3933 }
3825 else 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
3826 force->destroy (); 3965 force->destroy ();
3966 }
3827 3967
3828 /* check for hp, sp change */ 3968 /* check for hp, sp change */
3829 if (food->stats.hp != 0) 3969 if (food->stats.hp != 0)
3830 { 3970 {
3831 if (QUERY_FLAG (food, FLAG_CURSED)) 3971 if (food->flag [FLAG_CURSED])
3832 { 3972 {
3833 strcpy (who->contr->killer, food->name); 3973 who->contr->killer = food;
3834 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3974 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3835 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3975 who->failmsg ("Eck!...that was poisonous!");
3836 } 3976 }
3837 else 3977 else
3838 { 3978 {
3839 if (food->stats.hp > 0) 3979 if (food->stats.hp > 0)
3840 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3980 who->statusmsg ("You begin to feel better.");
3841 else 3981 else
3842 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3982 who->failmsg ("Eck!...that was poisonous!");
3983
3843 who->stats.hp += food->stats.hp; 3984 who->stats.hp += food->stats.hp;
3844 } 3985 }
3845 } 3986 }
3987
3846 if (food->stats.sp != 0) 3988 if (food->stats.sp != 0)
3847 { 3989 {
3848 if (QUERY_FLAG (food, FLAG_CURSED)) 3990 if (food->flag [FLAG_CURSED])
3849 { 3991 {
3850 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3992 who->failmsg ("You are drained of mana!");
3851 who->stats.sp -= food->stats.sp; 3993 who->stats.sp -= food->stats.sp;
3852 if (who->stats.sp < 0) 3994 if (who->stats.sp < 0)
3853 who->stats.sp = 0; 3995 who->stats.sp = 0;
3854 } 3996 }
3855 else 3997 else
3856 { 3998 {
3857 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3999 who->statusmsg ("You feel a rush of magical energy!");
3858 who->stats.sp += food->stats.sp; 4000 who->stats.sp += food->stats.sp;
3859 /* place limit on max sp from food? */ 4001 /* place limit on max sp from food? */
3860 } 4002 }
3861 } 4003 }
4004
3862 who->update_stats (); 4005 who->update_stats ();
3863}
3864
3865/**
3866 * Designed primarily to light torches/lanterns/etc.
3867 * Also burns up burnable material too. First object in the inventory is
3868 * the selected object to "burn". -b.t.
3869 */
3870void
3871apply_lighter (object *who, object *lighter)
3872{
3873 object *item;
3874 int is_player_env = 0;
3875
3876 item = find_marked_object (who);
3877 if (item)
3878 {
3879 if (lighter->last_eat && lighter->stats.food)
3880 { /* lighter gets used up */
3881 /* Split multiple lighters if they're being used up. Otherwise *
3882 * one charge from each would be used up. --DAMN */
3883 if (lighter->nrof > 1)
3884 {
3885 object *oneLighter = lighter->clone ();
3886
3887 lighter->nrof -= 1;
3888 oneLighter->nrof = 1;
3889 oneLighter->stats.food--;
3890 esrv_send_item (who, lighter);
3891 oneLighter = insert_ob_in_ob (oneLighter, who);
3892 esrv_send_item (who, oneLighter);
3893 }
3894 else
3895 lighter->stats.food--;
3896 }
3897 else if (lighter->last_eat)
3898 { /* no charges left in lighter */
3899 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3900 return;
3901 }
3902
3903 /* Perhaps we should split what we are trying to light on fire?
3904 * I can't see many times when you would want to light multiple
3905 * objects at once.
3906 */
3907
3908 if (who == item->in_player ())
3909 is_player_env = 1;
3910
3911 save_throw_object (item, AT_FIRE, who);
3912
3913 if (item->destroyed ())
3914 {
3915 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3916 /* Need to update the player so that the players glow radius
3917 * gets changed.
3918 */
3919 if (is_player_env)
3920 who->update_stats ();
3921 }
3922 else
3923 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3924 }
3925 else /* nothing to light */
3926 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3927
3928}
3929
3930/**
3931 * op made some mistake with a scroll, this takes care of punishment.
3932 * scroll_failure()- hacked directly from spell_failure
3933 */
3934void
3935scroll_failure (object *op, int failure, int power)
3936{
3937 if (abs (failure / 4) > power)
3938 power = abs (failure / 4); /* set minimum effect */
3939
3940 if (failure <= -1 && failure > -15)
3941 { /* wonder */
3942 object *tmp;
3943
3944 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3945 tmp = get_archetype (SPELL_WONDER);
3946 cast_wonder (op, op, 0, tmp);
3947 tmp->destroy ();
3948 }
3949 else if (failure <= -15 && failure > -35)
3950 { /* drain mana */
3951 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3952 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3953 if (op->stats.sp < 0)
3954 op->stats.sp = 0;
3955 }
3956 else if (settings.spell_failure_effects == TRUE)
3957 {
3958 if (failure <= -35 && failure > -60)
3959 { /* confusion */
3960 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3961 confuse_player (op, op, power);
3962 }
3963 else if (failure <= -60 && failure > -70)
3964 { /* paralysis */
3965 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3966 paralyze_player (op, op, power);
3967 }
3968 else if (failure <= -70 && failure > -80)
3969 { /* blind */
3970 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3971 blind_player (op, op, power);
3972 }
3973 else if (failure <= -80)
3974 { /* blast the immediate area */
3975 object *tmp;
3976
3977 tmp = get_archetype (LOOSE_MANA);
3978 cast_magic_storm (op, tmp, power);
3979 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3980 tmp->destroy ();
3981 }
3982 }
3983} 4006}
3984 4007
3985void 4008void
3986apply_changes_to_player (object *pl, object *change) 4009apply_changes_to_player (object *pl, object *change)
3987{ 4010{
4004 */ 4027 */
4005 int i, j; 4028 int i, j;
4006 4029
4007 for (i = 0; i < NUM_STATS; i++) 4030 for (i = 0; i < NUM_STATS; i++)
4008 { 4031 {
4009 sint8 stat = get_attr_value (stats, i); 4032 int race_bonus = pl->arch->stats.stat (i);
4010 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4033 sint8 stat = stats->stat (i) + ns->stat (i);
4011 4034
4012 stat += get_attr_value (ns, i);
4013 if (stat > 20 + race_bonus) 4035 if (stat > 20 + race_bonus)
4014 { 4036 {
4015 excess_stat++; 4037 excess_stat++;
4016 stat = 20 + race_bonus; 4038 stat = 20 + race_bonus;
4017 } 4039 }
4018 set_attr_value (stats, i, stat); 4040
4041 stats->stat (i) = stat;
4019 } 4042 }
4020 4043
4021 for (j = 0; excess_stat > 0 && j < 100; j++) 4044 for (j = 0; excess_stat > 0 && j < 100; j++)
4022 { /* try 100 times to assign excess stats */ 4045 { /* try 100 times to assign excess stats */
4023 int i = rndm (0, 6); 4046 int i = rndm (0, 6);
4024 int stat = get_attr_value (stats, i);
4025 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4026 4047
4027 if (i == CHA) 4048 if (i == CHA)
4028 continue; /* exclude cha from this */ 4049 continue; /* exclude cha from this */
4050
4051 int stat = stats->stat (i);
4052 int race_bonus = pl->arch->stats.stat (i);
4029 if (stat < 20 + race_bonus) 4053 if (stat < 20 + race_bonus)
4030 { 4054 {
4031 change_attr_value (stats, i, 1); 4055 change_attr_value (stats, i, 1);
4032 excess_stat--; 4056 excess_stat--;
4033 } 4057 }
4034 } 4058 }
4035 4059
4036 /* insert the randomitems from the change's treasurelist into 4060 /* insert the randomitems from the change's treasurelist into
4037 * the player ref: player.c 4061 * the player ref: player.c
4038 */ 4062 */
4039 if (change->randomitems != NULL) 4063 if (change->randomitems)
4040 give_initial_items (pl, change->randomitems); 4064 give_initial_items (pl, change->randomitems);
4041
4042 4065
4043 /* set up the face, for some races. */ 4066 /* set up the face, for some races. */
4044 4067
4045 /* first, look for the force object banning 4068 /* first, look for the force object banning
4046 * changing the face. Certain races never change face with class. 4069 * changing the face. Certain races never change face with class.
4047 */ 4070 */
4048 for (walk = pl->inv; walk != NULL; walk = walk->below) 4071 for (walk = pl->inv; walk; walk = walk->below)
4049 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4072 if (walk->name == shstr_NOCLASSFACECHANGE)
4050 flag_change_face = 0; 4073 flag_change_face = 0;
4051 4074
4052 if (flag_change_face) 4075 if (flag_change_face)
4053 { 4076 {
4054 pl->animation_id = GET_ANIM_ID (change);
4055 pl->face = change->face; 4077 pl->face = change->face;
4056 4078 pl->animation_id = change->animation_id;
4057 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4079 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4058 SET_FLAG (pl, FLAG_ANIMATE);
4059 else
4060 CLEAR_FLAG (pl, FLAG_ANIMATE);
4061 } 4080 }
4062 4081
4063 /* check the special case of can't use weapons */ 4082 /* check the special case of can't use weapons */
4064 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4083 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4065 if (!strcmp (change->name, "monk")) 4084 if (change->name == shstr_monk)
4066 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4085 pl->clr_flag (FLAG_USE_WEAPON);
4067 4086
4068 break; 4087 break;
4069 } 4088 }
4070 } 4089 }
4071} 4090}
4072 4091
4073/**
4074 * This handles items of type 'transformer'.
4075 * Basically those items, used with a marked item, transform both items into something
4076 * else.
4077 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4078 * Change information is contained in the 'slaying' field of the marked item.
4079 * The format is as follow: transformer:[number ]yield[;transformer:...].
4080 * This way an item can be transformed in many things, and/or many objects.
4081 * The 'slaying' field for transformer is used as verb for the action.
4082 */
4083void
4084apply_item_transformer (object *pl, object *transformer)
4085{
4086 object *marked;
4087 object *new_item;
4088 char *find;
4089 char *separator;
4090 int yield;
4091 char got[MAX_BUF];
4092 int len;
4093
4094 if (!pl || !transformer)
4095 return;
4096 marked = find_marked_object (pl);
4097 if (!marked)
4098 {
4099 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4100 return;
4101 }
4102 if (!marked->slaying)
4103 {
4104 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4105 return;
4106 }
4107 /* check whether they are compatible or not */
4108 find = strstr (marked->slaying, transformer->arch->name);
4109 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4110 {
4111 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4112 return;
4113 }
4114 find += strlen (transformer->arch->name) + 1;
4115 /* Item can be used, now find how many and what it yields */
4116 if (isdigit (*(find)))
4117 {
4118 yield = atoi (find);
4119 if (yield < 1)
4120 {
4121 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4122 yield = 1;
4123 }
4124 }
4125 else
4126 yield = 1;
4127
4128 while (isdigit (*find))
4129 find++;
4130 while (*find == ' ')
4131 find++;
4132 memset (got, 0, MAX_BUF);
4133 if ((separator = strchr (find, ';')) != NULL)
4134 {
4135 len = separator - find;
4136 }
4137 else
4138 {
4139 len = strlen (find);
4140 }
4141 if (len > MAX_BUF - 1)
4142 len = MAX_BUF - 1;
4143 strcpy (got, find);
4144 got[len] = '\0';
4145
4146 /* Now create new item, remove used ones when required. */
4147 new_item = get_archetype (got);
4148 if (!new_item)
4149 {
4150 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4151 return;
4152 }
4153
4154 new_item->nrof = yield;
4155 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4156 insert_ob_in_ob (new_item, pl);
4157 esrv_send_inventory (pl, pl);
4158 /* Eat up one item */
4159 decrease_ob_nr (marked, 1);
4160 /* Eat one transformer if needed */
4161 if (transformer->stats.food)
4162 if (--transformer->stats.food == 0)
4163 decrease_ob_nr (transformer, 1);
4164}

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