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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.70 by root, Sat Feb 10 21:01:10 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24
25#include <cmath>
24 26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
29#include <tod.h> 31#include <tod.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
34#include <sounds.h>
35 36
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
37#include <math.h>
38
39/**
40 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue.
42 */
43int
44should_director_abort (object *op, object *victim)
45{ 38{
46 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
47
48 /* Get flags to determine what of arch, name, and race should be checked.
49 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
50 * the next is the name flag, and the last is the race flag. Also note,
51 * if subtype is set to zero, that also goes to defaults of all affecting
52 * it. Examples:
53 * subtype 1: only arch
54 * subtype 3: arch or name
55 * subtype 5: arch or race
56 * subtype 7: all three
57 */
58 if (op->subtype)
59 { 40 {
60 arch_flag = (op->subtype & 1); 41 set (WEAPON);
61 name_flag = (op->subtype & 2); 42 set (ARMOUR);
62 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);
63 } 61 }
64 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 ()
65 { 69 {
66 arch_flag = 1; 70 set (EXIT);
67 name_flag = 1; 71 set (BOOK);
68 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 */
69 } 84 }
85} apply_types_player_only;
70 86
71 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
72 * name or race that matches. 88// be applied at all. used by e.g. apply below.
73 */
74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1;
79 89
80 /* If the director has slaying set, only affect objects where none 90static const struct apply_types : typeset
81 * of arch, name, or race match.
82 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
84 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race)))
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{ 91{
99 object *id, *marked; 92 apply_types ()
100 int success = 0; 93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
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 { 94 {
117 if (operate_altar (altar, &money)) 95 set (T_HANDLE);
118 { 96 set (TRIGGER);
119 identify (marked); 97 set (SCROLL);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 98 set (POTION);
121 if (marked->msg) 99 set (CLOSE_CON);
122 { 100 set (CONTAINER);
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 101 set (LAMP);
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 102 set (TORCH);
125 } 103 set (DRINK);
126 return money == NULL; 104 set (FOOD);
127 } 105 set (FLESH);
106 set (POISON);
107 set (POWER_CRYSTAL);
108 set (ITEM_TRANSFORMER);
128 } 109 }
129 110} apply_types;
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;
426 141
427 op = op->below; 142 for (op = op->below; op; op = op->below)
428 while (op != NULL) 143 if (op->arch->archname == item)
429 { 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 146 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 147
445 return count; 148 return count;
446} 149}
447 150
448/** 151/**
450 * op is typically the player, which is only 153 * op is typically the player, which is only
451 * really used to determine what space to look at. 154 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
453 */ 156 */
454static void 157static void
455eat_item (object *op, const char *item, uint32 nrof) 158eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 159{
457 object *prev; 160 object *prev;
458 161
459 prev = op; 162 prev = op;
460 op = op->below; 163 op = op->below;
461 164
462 while (op != NULL) 165 while (op)
463 { 166 {
464 if (strcmp (op->arch->name, item) == 0) 167 if (op->arch->archname == item)
465 { 168 {
466 if (op->nrof >= nrof) 169 if (op->nrof >= nrof)
467 { 170 {
468 decrease_ob_nr (op, nrof); 171 op->decrease (nrof);
469 return; 172 return;
470 } 173 }
471 else 174 else
472 { 175 {
473 decrease_ob_nr (op, op->nrof); 176 op->decrease (nrof);
474 nrof -= op->nrof; 177 nrof -= op->nrof;
475 } 178 }
179
476 op = prev; 180 op = prev;
477 } 181 }
182
478 prev = op; 183 prev = op;
479 op = op->below; 184 op = op->below;
480 } 185 }
481} 186}
482 187
483/** 188/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * 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.
537 * 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.
538 */ 191 */
539static int 192static int
540check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
541{ 194{
542 int count = 0; 195 int count = 0;
543 196
544 if (improver->slaying != NULL) 197 if (improver->slaying)
545 { 198 {
546 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
547 if (count < 1) 200 if (count < 1)
548 { 201 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 203 return 0;
554 } 204 }
555 } 205 }
556 else 206 else
557 count = 1; 207 count = 1;
560} 210}
561 211
562/** 212/**
563 * Actually improves the weapon, and tells user. 213 * Actually improves the weapon, and tells user.
564 */ 214 */
565int 215static int
566improve_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)
567{ 217{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 218 stat += sacrifice_count;
571 weapon->last_eat++; 219 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 220 improver->decrease ();
573 decrease_ob (improver);
574 221
575 /* So it updates the players stats and the window */ 222 /* So it updates the players stats and the window */
576 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
577 return 1; 231 return 1;
578} 232}
579 233
580/* Types of improvements, hidden in the sp field. */ 234/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 235#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 236#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 237#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 238#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 239#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 240#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 241#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 242#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 243#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 244#define IMPROVE_INT 10
591#define IMPROVE_POW 11 245#define IMPROVE_POW 11
592
593 246
594/** 247/**
595 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
597 */ 250 */
598 251static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
601{ 253{
602 int sacrifice_count, i; 254 int sacrifice_count, i;
603 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
604 256
605 if (weapon->level != 0) 257 if (weapon->level != 0)
606 { 258 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
608 return 0; 260 return 0;
609 } 261 }
262
610 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 264 if (weapon->resist[i])
612 break; 265 break;
613 266
614 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
621 { 274 {
622 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.>");
623 return 0; 278 return 0;
624 } 279 }
280
625 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
627 return 0; 283 return 0;
284
628 weapon->level = isqrt (sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
631 287
632 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 ));
633 293
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 295 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 297 slot at once! */
638 decrease_ob (improver); 298 improver->decrease ();
639 weapon->last_eat = 0; 299 weapon->last_eat = 0;
640 return 1; 300 return 1;
641} 301}
642
643 302
644/** 303/**
645 * 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.
646 * This is the new improve weapon code. 305 * This is the new improve weapon code.
647 * 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.
650 * 309 *
651 * 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
652 * 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 ??
653 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
654 */ 313 */
655int 314static int
656improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
657{ 316{
658 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
659 318
660 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
663 } 321
664 if (weapon->level == 0) 322 if (weapon->level == 0)
665 { 323 {
666 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.>");
667 return 0; 327 return 0;
668 } 328 }
669 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
670 { 332 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 334 return 0;
673 } 335 }
674 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))
675 { 339 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 340 op->failmsg ("Improving the weapon will make it too "
677 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 "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 342 "really want to improve it.");
679 return 0; 343 return 0;
680 } 344 }
345
681 /* 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
682 * 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,
683 * 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
684 * weapon can be improved. 349 * weapon can be improved.
685 */ 350 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 352 {
688 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
690 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));
691 weapon->last_eat++; 356 weapon->last_eat++;
692 357
693 weapon->item_power++; 358 weapon->item_power++;
694 decrease_ob (improver); 359 improver->decrease ();
695 return 1; 360 return 1;
696 } 361 }
362
697 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 364 {
699 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 366 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 367 if (weapon->weight < 1)
702 weapon->weight = 1; 368 weapon->weight = 1;
369
703 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));
704 weapon->last_eat++; 371 weapon->last_eat++;
705 weapon->item_power++; 372 weapon->item_power++;
706 decrease_ob (improver); 373 improver->decrease ();
707 return 1; 374 return 1;
708 } 375 }
376
709 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 378 {
711 weapon->magic++; 379 weapon->magic++;
712 weapon->last_eat++; 380 weapon->last_eat++;
713 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));
714 decrease_ob (improver); 382 improver->decrease ();
715 weapon->item_power++; 383 weapon->item_power++;
716 return 1; 384 return 1;
717 } 385 }
718 386
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
725 393
726 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
728 { 396 {
729 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);
730 return 0; 398 return 0;
731 } 399 }
400
732 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 402 weapon->item_power++;
734 403
735 switch (improver->stats.sp) 404 switch (improver->stats.sp)
736 { 405 {
737 case IMPROVE_STR:
738 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");
739 case IMPROVE_DEX:
740 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");
741 case IMPROVE_CON:
742 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");
743 case IMPROVE_WIS:
744 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");
745 case IMPROVE_CHA:
746 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");
747 case IMPROVE_INT:
748 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");
749 case IMPROVE_POW:
750 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");
751 default: 413 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
753 } 415 }
416
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 418 return 0;
756} 419}
757 420
758/** 421/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * 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, ...),
761 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
762 */ 425 */
763int 426static int
764check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
765{ 428{
766 object *otmp;
767
768 if (op->type != PLAYER) 429 if (op->type != PLAYER)
769 return 0; 430 return 0;
431
770 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))
771 { 433 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 434 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 435 return 0;
774 } 436 }
775 otmp = find_marked_object (op); 437
438 object *otmp = op->mark ();
439
776 if (!otmp) 440 if (!otmp)
777 { 441 {
778 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.>");
779 return 0; 443 return 0;
780 } 444 }
445
781 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 447 {
783 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!");
784 return 0; 449 return 0;
785 } 450 }
786 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
787 improve_weapon (op, tmp, otmp); 460 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 461 esrv_send_item (op, otmp);
789 return 1; 462 return 1;
790} 463}
791 464
809 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
810 * the users level or 90) 483 * the users level or 90)
811 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
812 * changing of physical area right now. 485 * changing of physical area right now.
813 */ 486 */
814int 487static int
815improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
816{ 489{
817 object *tmp;
818
819 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
820 { 491 {
821 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!");
822 return 0; 493 return 0;
823 } 494 }
495
824 /* 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,
825 * 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.
826 * 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
827 * of gnarg and what not?) 499 * of gnarg and what not?)
828 */ 500 */
829 if (armour->title) 501 if (armour->title)
830 { 502 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 504 return 0;
833 } 505 }
834 506
835 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
837 */ 509 */
838 if (armour->nrof > 1) 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 tmp = get_split_ob (armour, armour->nrof - 1);
840 else
841 tmp = NULL;
842 511
843 armour->magic++; 512 armour->magic++;
844 513
845 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
846 { 515 {
851 { 520 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 522 pow++;
854 } 523 }
855 524
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 526 }
858 else 527 else
859 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;
860 529
861 if (!settings.armor_weight_linear) 530 if (!settings.armor_weight_linear)
862 { 531 {
863 int base = 100; 532 int base = 100;
864 int pow = 0; 533 int pow = 0;
867 { 536 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 538 pow++;
870 } 539 }
871 540
872 armour->weight = (armour->arch->clone.weight * base) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
873 } 542 }
874 else 543 else
875 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;
876 545
877 if (armour->weight <= 0) 546 if (armour->weight <= 0)
878 { 547 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 549 armour->weight = 1;
881 } 550 }
882 551
883 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);
884 553
885 if (op->type == PLAYER) 554 if (op->type == PLAYER)
886 { 555 {
887 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557
558 if (armour->flag [FLAG_APPLIED])
889 op->update_stats (); 559 op->update_stats ();
890 } 560 }
891 decrease_ob (improver); 561
562 improver->decrease ();
563
892 if (tmp) 564 if (tmp)
893 { 565 op->insert (tmp);
894 insert_ob_in_ob (tmp, op); 566
895 esrv_send_item (op, tmp);
896 }
897 return 1; 567 return 1;
898} 568}
899
900 569
901/* 570/*
902 * 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
903 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
904 */ 573 *
905#define CONV_FROM(xyz) xyz->slaying
906#define CONV_TO(xyz) xyz->other_arch
907#define CONV_NR(xyz) xyz->stats.sp
908#define CONV_NEED(xyz) xyz->stats.food
909
910/* Takes one items and makes another. 574 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
912 * 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
913 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
914 */ 578 */
915int 579int
916convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
917{ 581{
918 int nr = 0; 582 sint64 nr = 0, price_in;
919 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;
920 591
921 /* 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,
922 * 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
923 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
924 */ 595 */
925 if (!strcmp (CONV_FROM (converter), "money")) 596 if (conv_from == shstr_money)
926 { 597 {
927 int cost;
928
929 if (item->type != MONEY) 598 if (item->type != MONEY)
930 return 0; 599 return 0;
931 600
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 602 if (!nr)
934 return 0; 603 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 604
936 /* take into account rounding errors */ 605 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 606
938 cost++; 607 sint64 cost = (nr * need + item->value - 1) / item->value;
939 decrease_ob_nr (item, cost); 608
609 item->decrease (cost);
940 610
941 price_in = cost * item->value; 611 price_in = cost * item->value;
942 } 612 }
943 else 613 else
944 { 614 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 615 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
947 return 0; 618 return 0;
948 619
949 if (CONV_NEED (converter)) 620 converter->play_sound (sound_find ("convert_item"));
621
622 if (need)
950 { 623 {
951 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
954 } 627 }
955 else 628 else
956 { 629 {
957 price_in = item->value; 630 price_in = item->value;
958 item->destroy (); 631 item->destroy ();
959 } 632 }
960 } 633 }
961 634
962 if (converter->inv != NULL) 635 if (converter->inv)
963 { 636 {
964 object *ob; 637 object *ob;
965 int i; 638 int i;
966 object *ob_to_copy; 639 object *ob_to_copy;
967 640
968 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 645 ob_to_copy = ob;
975 } 646
976 } 647 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 650 }
981 else 651 else
982 { 652 {
983 if (converter->other_arch == NULL) 653 if (!conv_to)
984 { 654 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y); 656 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 657 return -1;
988 } 658 }
989 659
990 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 662 }
993 663
994 if (CONV_NR (converter)) 664 if (give)
995 item->nrof = CONV_NR (converter); 665 item->nrof = give;
666
996 if (nr) 667 if (nr)
997 item->nrof *= nr; 668 item->nrof *= nr;
998 if (is_in_shop (converter)) 669
999 SET_FLAG (item, FLAG_UNPAID); 670 if (converter->flag [FLAG_PRECIOUS])
671 item->set_flag (FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 item->set_flag (FLAG_UNPAID);
680 }
1000 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 682 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 685 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1008 */ 688 */
1009 } 689 }
690
691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (need_identify (item))
694 identify (item);
695
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 696 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 697 return 1;
1012} 698}
1013 699
1014/** 700/**
1015 * Handle apply on containers. 701 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1019 */ 705 */
1020int 706static int
1021apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1022{ 708{
1023 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */ 710 return 0; /* This might change */
1025 711
1031 717
1032 op->contr->last_used = 0; 718 op->contr->last_used = 0;
1033 719
1034 if (sack->env && sack->env != op) 720 if (sack->env && sack->env != op)
1035 { 721 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 722 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 723 return 1;
1038 } 724 }
1039 725
1040 // already applied == open on ground, or open in inv, or active in inv 726 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1042 { 728 {
1043 if (op->container == sack) 729 if (op->container_ () == sack)
1044 { 730 {
1045 // open on ground or inv, so close 731 // open on ground or inv, so close
1046 op->close_container (); 732 op->close_container ();
1047 return 1; 733 return 1;
1048 } 734 }
1049 else if (!sack->env) 735 else if (!sack->env)
1050 { 736 {
1051 // active, but not ours: some other player has opened it 737 // active, but not ours: some other player has opened it
1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 738 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1053 return 1; 739 return 1;
1054 } 740 }
1055 741
1056 // fall through to opening it (active in inv) 742 // fall through to opening it (active in inv)
1057 } 743 }
1059 { 745 {
1060 // it is in our env, so activate it, do not open yet 746 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 747 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 748 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 749 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 750 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1; 751 return 1;
1066 } 752 }
1067 753
1068 // it's locked? 754 // it's locked?
1069 if (sack->slaying) 755 if (sack->slaying)
1070 { 756 {
1071 if (object *tmp = find_key (op, op, sack)) 757 if (object *tmp = find_key (op, op, sack))
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 758 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else 759 else
1074 { 760 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "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)));
1076 return 1; 762 return 1;
1077 } 763 }
1078 } 764 }
1079 765
1080 op->open_container (sack); 766 op->open_container (sack);
1091{ 777{
1092 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0; 780 return 0;
1095 781
1096 if (operate_altar (altar, &sacrifice)) 782 if (operate_altar (altar, &sacrifice, originator))
1097 { 783 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * 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
1100 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1101 */ 787 */
1102 if (altar->inv && altar->inv->type == SPELL) 788 if (altar->inv && altar->inv->type == SPELL)
1103 { 789 {
1104 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));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 791 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 792 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 793 * old maps.
1108 */ 794 */
1109 795
1110/* push_button (altar);*/ 796/* push_button (altar);*/
1111 } 797 }
1112 else 798 else
1113 { 799 {
1114 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1115 push_button (altar); 801 push_button (altar, originator);
1116 } 802 }
1117 803
1118 return !sacrifice; 804 return !sacrifice;
1119 } 805 }
1120 else 806 else
1133{ 819{
1134 int rv = 0; 820 int rv = 0;
1135 double opinion; 821 double opinion;
1136 object *tmp, *next; 822 object *tmp, *next;
1137 823
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1139 825
1140 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 ())
1141 { 838 {
1142 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1144 * the shop. 841 * the shop.
1145 */ 842 */
1146 for (tmp = op->inv; tmp; tmp = next) 843 for (tmp = op->inv; tmp; tmp = next)
1147 { 844 {
1148 next = tmp->below; 845 next = tmp->below;
1149 846
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (tmp->flag [FLAG_UNPAID])
1151 { 848 {
1152 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);
1153 850
851 if (i >= 0)
1154 tmp->remove (); 852 tmp->move (i);
1155
1156 if (i == -1)
1157 i = 0;
1158
1159 tmp->map = op->map;
1160 tmp->x = op->x + freearr_x[i];
1161 tmp->y = op->y + freearr_y[i];
1162 insert_ob_in_map (tmp, op->map, op, 0);
1163 } 853 }
1164 } 854 }
1165 855
1166 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1167 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (op->flag [FLAG_NO_PICK])
1168 return 0; 858 return 0;
1169 859
1170 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1172 */ 862 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1174 { 864 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1177 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);
1178 867
1179 if (i != -1) 868 if (i != -1)
1180 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);
1181 870
1182 return 0; 871 return 0;
1183 } 872 }
873
1184 /* Removed code that checked for multipart objects - it appears that 874 /* Removed code that checked for multipart objects - it appears that
1185 * the teleport function should be able to handle this just fine. 875 * the teleport function should be able to handle this just fine.
1186 */ 876 */
1187 rv = teleport (shop_mat, SHOP_MAT, op); 877 rv = teleport (shop_mat, SHOP_MAT, op);
1188 } 878 }
1189 else if (can_pay (op) && get_payment (op)) 879 else if (can_pay (op) && get_payment (op))
1190 { 880 {
1191 /* this is only used for players */ 881 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1193 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
1194 if (shop_mat->msg) 891 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1196 /* 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,
1197 * 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
1198 * actually the shop floor. 895 * actually the shop floor.
1199 */ 896 */
1200 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1201 { 898 {
1202 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1203 900
1204 if (opinion > 0.9) 901 op->statusmsg (
1205 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."
1206 else if (opinion > 0.75) 903 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 904 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 905 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 906 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 907 }
1213 } 908 }
1214 else 909 else
1215 { 910 {
1216 /* 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
1217 * 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
1218 * they are not on the mat anymore 913 * they are not on the mat anymore
1219 */ 914 */
1220 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);
1221 916
1222 if (i == -1) 917 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 918 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 919 else
1227 { 920 {
1228 op->remove (); 921 op->remove ();
1229 op->x += freearr_x[i]; 922 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1231 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;
1232 } 925 }
1233 } 926 }
1234 927
1235 CLEAR_FLAG (op, FLAG_NO_APPLY); 928 op->clr_flag (FLAG_NO_APPLY);
1236 return rv; 929 return rv;
1237} 930}
1238 931
1239/** 932/**
1240 * Handles applying a sign. 933 * Handles applying a sign.
1241 */ 934 */
1242static void 935static void
1243apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1244{ 937{
1245 readable_message_type *msgType; 938 if (!op->is_player())
1246 char newbuf[HUGE_BUF]; 939 return;
1247 940
1248 if (sign->msg == NULL) 941 if (sign->has_dialogue ())
1249 { 942 {
1250 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));
1251 return; 944 return;
1252 } 945 }
1253 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
1254 if (sign->stats.food) 956 if (sign->stats.food)
1255 { 957 {
1256 if (sign->last_eat >= sign->stats.food) 958 if (sign->last_eat >= sign->stats.food)
1257 { 959 {
1258 if (!sign->move_on) 960 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
962
1260 return; 963 return;
1261 } 964 }
1262 965
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!op->flag [FLAG_WIZPASS])
1264 sign->last_eat++; 967 sign->last_eat++;
1265 } 968 }
1266 969
1267 /* 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?
1268 * 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
1269 * 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
1270 * to us). 973 * to us).
1271 */ 974 */
1272 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)
1273 { 976 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 977 op->failmsg ("You are unable to read while blind!");
1275 return; 978 return;
1276 } 979 }
1277 msgType = get_readable_message_type (sign);
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1279 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1280}
1281 980
1282/** 981 if (op->contr)
1283 * 'victim' moves onto 'trap' 982 if (client *ns = op->contr->ns)
1284 * 'victim' leaves 'trap' 983 {
1285 * effect is determined by move_on/move_off of trap and move_type of victime. 984 if (sign->sound)
1286 * 985 ns->play_sound (sign->sound);
1287 * originator: Player, monster or other object that caused 'victim' to move 986 else if (autoapply)
1288 * onto 'trap'. Will receive messages caused by this action. May be NULL. 987 ns->play_sound (sound_find ("msg_voice"));
1289 * However, some types of traps require an originator to function. 988
1290 */ 989 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1291void 990 }
991}
992
993static void
1292move_apply (object *trap, object *victim, object *originator) 994move_apply_hole (object *trap, object *victim)
1293{ 995{
1294 static int recursion_depth = 0; 996 /* Hole not open? */
1295 997 if (trap->stats.wc > 0)
1296 /* Only exits affect DMs. */
1297 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1298 return; 998 return;
1299 999
1300 /* move_apply() is the most likely candidate for causing unwanted and 1000 /* Is this a multipart monster and not the head? If so, return.
1301 * possibly unlimited recursion. 1001 * Processing will happen if the head runs into the pit
1302 */ 1002 */
1303 /* The following was changed because it was causing perfeclty correct 1003 if (victim->head)
1304 * maps to fail. 1) it's not an error to recurse:
1305 * rune detonates, summoning monster. monster lands on nearby rune.
1306 * nearby rune detonates. This sort of recursion is expected and
1307 * proper. This code was causing needless crashes.
1308 */
1309 if (recursion_depth >= 500)
1310 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1312 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1313 return; 1004 return;
1314 }
1315 recursion_depth++;
1316 if (trap->head)
1317 trap = trap->head;
1318 1005
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1006 // now find all possible locations and randomly pick one
1320 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);
1321 1012
1322 switch (trap->type) 1013 if (dir < 0)
1323 {
1324 case PLAYERMOVER:
1325 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1326 {
1327 if (!trap->stats.maxsp)
1328 trap->stats.maxsp = 2;
1329
1330 /* Is this correct? From the docs, it doesn't look like it
1331 * should be divided by trap->speed
1332 */
1333 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1334
1335 /* Just put in some sanity check. I think there is a bug in the
1336 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed.
1338 */
1339 if (victim->speed_left < -50.0)
1340 victim->speed_left = -50.0;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 }
1343 goto leave;
1344
1345 case SPINNER:
1346 if (victim->direction)
1347 {
1348 victim->direction = absdir (victim->direction - trap->stats.sp);
1349 update_turn_face (victim);
1350 }
1351 goto leave;
1352
1353 case DIRECTOR:
1354 if (victim->direction && !should_director_abort (trap, victim))
1355 {
1356 victim->direction = trap->stats.sp;
1357 update_turn_face (victim);
1358 }
1359 goto leave;
1360
1361 case BUTTON:
1362 case PEDESTAL:
1363 update_button (trap);
1364 goto leave;
1365
1366 case ALTAR:
1367 /* sacrifice victim on trap */
1368 apply_altar (trap, victim, originator);
1369 goto leave;
1370
1371 case THROWN_OBJ:
1372 if (trap->inv == NULL)
1373 goto leave;
1374 /* fallthrough */
1375
1376 case ARROW:
1377 /* bad bug: monster throw a object, make a step forwards, step on object ,
1378 * trigger this here and get hit by own missile - and will be own enemy.
1379 * Victim then is his own enemy and will start to kill herself (this is
1380 * removed) but we have not synced victim and his missile. To avoid senseless
1381 * action, we avoid hits here
1382 */
1383 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1384 hit_with_arrow (trap, victim);
1385 goto leave;
1386
1387 case SPELL_EFFECT:
1388 apply_spell_effect (trap, victim);
1389 goto leave;
1390
1391 case TRAPDOOR:
1392 {
1393 int max, sound_was_played;
1394 object *ab, *ab_next;
1395
1396 if (!trap->value)
1397 {
1398 int tot;
1399
1400 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1401 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1402 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1403
1404 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1405 goto leave;
1406
1407 SET_ANIMATION (trap, trap->value);
1408 update_object (trap, UP_OBJ_FACE);
1409 }
1410
1411 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1412 {
1413 /* need to set this up, since if we do transfer the object,
1414 * ab->above would be bogus
1415 */
1416 ab_next = ab->above;
1417
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 {
1420 if (!sound_was_played)
1421 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1423 sound_was_played = 1;
1424 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1427 }
1428 }
1429 goto leave;
1430 }
1431
1432
1433 case CONVERTER:
1434 if (convert_item (victim, trap) < 0)
1435 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1437 get_archetype ("burnout")->insert_at (trap, trap);
1438 }
1439
1440 goto leave;
1441
1442 case TRIGGER_BUTTON:
1443 case TRIGGER_PEDESTAL:
1444 case TRIGGER_ALTAR:
1445 check_trigger (trap, victim);
1446 goto leave;
1447
1448 case DEEP_SWAMP:
1449 walk_on_deep_swamp (trap, victim);
1450 goto leave;
1451
1452 case CHECK_INV:
1453 check_inv (victim, trap);
1454 goto leave;
1455
1456 case HOLE:
1457 /* Hole not open? */
1458 if (trap->stats.wc > 0)
1459 goto leave;
1460
1461 /* Is this a multipart monster and not the head? If so, return.
1462 * Processing will happen if the head runs into the pit
1463 */
1464 if (victim->head)
1465 goto leave;
1466
1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1468 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470 goto leave;
1471
1472 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 {
1475 /* Basically, don't show exits leading to random maps the
1476 * players output.
1477 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480
1481 victim->enter_exit (trap);
1482 }
1483 goto leave;
1484
1485 case ENCOUNTER:
1486 /* may be some leftovers on this */
1487 goto leave;
1488
1489 case SHOP_MAT:
1490 apply_shop_mat (trap, victim);
1491 goto leave;
1492
1493 /* Drop a certain amount of gold, and have one item identified */
1494 case IDENTIFY_ALTAR:
1495 apply_id_altar (victim, trap, originator);
1496 goto leave;
1497
1498 case SIGN:
1499 if (victim->type != PLAYER && trap->stats.food > 0)
1500 goto leave; /* monsters musn't apply magic_mouths with counters */
1501
1502 apply_sign (victim, trap, 1);
1503 goto leave;
1504
1505 case CONTAINER:
1506 apply_container (victim, trap);
1507 goto leave;
1508
1509 case RUNE:
1510 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim);
1514 }
1515 goto leave;
1516
1517 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1519 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1520 goto leave;
1521 }
1522
1523leave:
1524 recursion_depth--;
1525}
1526
1527/**
1528 * Handles reading a regular (ie not containing a spell) book.
1529 */
1530static void
1531apply_book (object *op, object *tmp)
1532{
1533 int lev_diff;
1534 object *skill_ob;
1535
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1539 return; 1014 return;
1540 }
1541 if (tmp->msg == NULL)
1542 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1544 return;
1545 }
1546 1015
1547 /* need a literacy skill to read stuff! */ 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
1549 if (!skill_ob)
1550 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1552 return;
1553 }
1554 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 {
1557 if (lev_diff < 2)
1558 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1559 else if (lev_diff < 3)
1560 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1561 else if (lev_diff < 5)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1563 else if (lev_diff < 8)
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1565 else if (lev_diff < 15)
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1567 else
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1569 return;
1570 }
1571 1018
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1019 transfer_ob (victim,
1573 1020 EXIT_X (trap) + freearr_x[dir],
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1021 EXIT_Y (trap) + freearr_y[dir],
1575 msgType->message_type, msgType->message_subtype, 1022 0, victim);
1576 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1577
1578 /* gain xp from reading */
1579 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1580 { /* only if not read before */
1581 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1582
1583 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1584 {
1585 /*exp_gain *= 2; because they just identified it too */
1586 SET_FLAG (tmp, FLAG_IDENTIFIED);
1587
1588 /* If in a container, update how it looks */
1589 if (tmp->env)
1590 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1591 else
1592 op->contr->ns->floorbox_update ();
1593 }
1594
1595 change_exp (op, exp_gain, skill_ob->skill, 0);
1596 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1597 }
1598}
1599
1600/**
1601 * Handles the applying of a skill scroll, calling learn_skill straight.
1602 * op is the person learning the skill, tmp is the skill scroll object
1603 */
1604static void
1605apply_skillscroll (object *op, object *tmp)
1606{
1607 switch ((int) learn_skill (op, tmp))
1608 {
1609 case 0:
1610 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1612 return;
1613
1614 case 1:
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1616 decrease_ob (tmp);
1617 return;
1618
1619 default:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1621 decrease_ob (tmp);
1622 return;
1623 }
1624}
1625
1626/**
1627 * Actually makes op learn spell.
1628 * Informs player of what happens.
1629 */
1630void
1631do_learn_spell (object *op, object *spell, int special_prayer)
1632{
1633 object *tmp;
1634
1635 if (op->type != PLAYER)
1636 {
1637 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1638 return;
1639 }
1640
1641 /* Upgrade special prayers to normal prayers */
1642 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1643 {
1644 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1645 {
1646 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1647 return;
1648 }
1649 return;
1650 }
1651
1652 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1653 tmp = spell->clone ();
1654 insert_ob_in_ob (tmp, op);
1655
1656 if (special_prayer)
1657 SET_FLAG (tmp, FLAG_STARTEQUIP);
1658
1659 esrv_add_spells (op->contr, tmp);
1660}
1661
1662/**
1663 * Erases spell from player's inventory.
1664 */
1665void
1666do_forget_spell (object *op, const char *spell)
1667{
1668 object *spob;
1669
1670 if (op->type != PLAYER)
1671 {
1672 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1673 return;
1674 }
1675 if ((spob = check_spell_known (op, spell)) == NULL)
1676 {
1677 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1678 return;
1679 }
1680
1681 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1682 player_unready_range_ob (op->contr, spob);
1683 esrv_remove_spell (op->contr, spob);
1684 spob->destroy ();
1685}
1686
1687/**
1688 * Handles player applying a spellbook.
1689 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1690 * stuff like that. Random learning failure too.
1691 */
1692static void
1693apply_spellbook (object *op, object *tmp)
1694{
1695 object *skop, *spell, *spell_skill;
1696
1697 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1698 {
1699 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1700 return;
1701 }
1702
1703 /* artifact_spellbooks have 'slaying' field point to a spell name,
1704 * instead of having their spell stored in stats.sp. These are
1705 * legacy spellbooks
1706 */
1707
1708 if (tmp->slaying != NULL)
1709 {
1710 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1711 if (!spell)
1712 {
1713 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1714 return;
1715 }
1716 else
1717 insert_ob_in_ob (spell, tmp);
1718 tmp->slaying = NULL;
1719 }
1720
1721 skop = find_skill_by_name (op, tmp->skill);
1722
1723 /* need a literacy skill to learn spells. Also, having a literacy level
1724 * lower than the spell will make learning the spell more difficult */
1725 if (!skop)
1726 {
1727 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1728 return;
1729 }
1730
1731 spell = tmp->inv;
1732
1733 if (!spell)
1734 {
1735 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1736 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1737 return;
1738 }
1739
1740 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1741 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1743 return;
1744 }
1745
1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1747
1748 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1749 {
1750 identify (tmp);
1751
1752 if (tmp->env)
1753 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1754 else
1755 op->contr->ns->floorbox_update ();
1756 }
1757
1758 /* I removed the check for special_prayer_mark here - it didn't make
1759 * a lot of sense - special prayers are not found in spellbooks, and
1760 * if the player doesn't know the spell, doesn't make a lot of sense that
1761 * they would have a special prayer mark.
1762 */
1763 if (check_spell_known (op, spell->name))
1764 {
1765 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1766 return;
1767 }
1768
1769 if (spell->skill)
1770 {
1771 spell_skill = find_skill_by_name (op, spell->skill);
1772
1773 if (!spell_skill)
1774 {
1775 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1776 return;
1777 }
1778
1779 if (spell_skill->level < spell->level)
1780 {
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1782 return;
1783 }
1784 }
1785
1786 /* Logic as follows
1787 *
1788 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1789 *
1790 * 2- The learner's skill level in literacy adjusts the chance to learn
1791 * a spell.
1792 *
1793 * 3 -Automatically fail to learn if you read while confused
1794 *
1795 * Overall, chances are the same but a player will find having a high
1796 * literacy rate very useful! -b.t.
1797 */
1798 if (QUERY_FLAG (op, FLAG_CONFUSED))
1799 {
1800 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1801 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1802 }
1803 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1804 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1805 {
1806
1807 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1808 do_learn_spell (op, spell, 0);
1809
1810 /* xp gain to literacy for spell learning */
1811 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1812 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1813 }
1814 else
1815 {
1816 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1817 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1818 }
1819 decrease_ob (tmp);
1820}
1821
1822/**
1823 * Handles applying a spell scroll.
1824 */
1825void
1826apply_scroll (object *op, object *tmp, int dir)
1827{
1828 object *skop;
1829
1830 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1831 {
1832 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1833 return;
1834 }
1835
1836 if (!tmp->inv || tmp->inv->type != SPELL)
1837 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1839 return;
1840 }
1841
1842 if (op->type == PLAYER)
1843 {
1844 /* players need a literacy skill to read stuff! */
1845 int exp_gain = 0;
1846
1847 /* hard code literacy - tmp->skill points to where the exp
1848 * should go for anything killed by the spell.
1849 */
1850 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1851
1852 if (!skop)
1853 {
1854 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1855 return;
1856 }
1857
1858 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1859 change_exp (op, exp_gain, skop->skill, 0);
1860 }
1861
1862 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1863 identify (tmp);
1864
1865 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1866
1867
1868 cast_spell (op, tmp, dir, tmp->inv, NULL);
1869 decrease_ob (tmp);
1870}
1871
1872/**
1873 * Applies a treasure object - by default, chest. op
1874 * is the person doing the applying, tmp is the treasure
1875 * chest.
1876 */
1877static void
1878apply_treasure (object *op, object *tmp)
1879{
1880 object *treas;
1881
1882
1883 /* Nice side effect of new treasure creation method is that the treasure
1884 * for the chest is done when the chest is created, and put into the chest
1885 * inventory. So that when the chest burns up, the items still exist. Also
1886 * prevents people fromt moving chests to more difficult maps to get better
1887 * treasure
1888 */
1889
1890 treas = tmp->inv;
1891 if (treas == NULL)
1892 {
1893 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1894 decrease_ob (tmp);
1895 return;
1896 }
1897 while (tmp->inv)
1898 {
1899 treas = tmp->inv;
1900
1901 treas->remove ();
1902 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1903
1904 treas->x = op->x;
1905 treas->y = op->y;
1906 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1907
1908 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1909 spring_trap (treas, op);
1910
1911 /* If either player or container was destroyed, no need to do
1912 * further processing. I think this should be enclused with
1913 * spring trap above, as I don't think there is otherwise
1914 * any way for the treasure chest or player to get killed
1915 */
1916 if (op->destroyed () || tmp->destroyed ())
1917 break;
1918 }
1919
1920 if (!tmp->destroyed () && tmp->inv == NULL)
1921 decrease_ob (tmp);
1922
1923}
1924
1925/**
1926 * op eats food.
1927 * If player, takes care of messages and dragon special food.
1928 */
1929static void
1930apply_food (object *op, object *tmp)
1931{
1932 int capacity_remaining;
1933
1934 if (op->type != PLAYER)
1935 op->stats.hp = op->stats.maxhp;
1936 else
1937 {
1938 /* check if this is a dragon (player), eating some flesh */
1939 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1940 ;
1941 else
1942 {
1943 /* usual case - no dragon meal: */
1944 if (op->stats.food + tmp->stats.food > 999)
1945 {
1946 if (tmp->type == FOOD || tmp->type == FLESH)
1947 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1948 else
1949 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1950 }
1951
1952 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1953 {
1954 char buf[MAX_BUF];
1955
1956 if (!is_dragon_pl (op))
1957 {
1958 /* eating message for normal players */
1959 if (tmp->type == DRINK)
1960 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1961 else
1962 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1963 }
1964 else
1965 {
1966 /* eating message for dragon players */
1967 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1968 }
1969
1970 new_draw_info (NDI_UNIQUE, 0, op, buf);
1971 capacity_remaining = 999 - op->stats.food;
1972 op->stats.food += tmp->stats.food;
1973 if (capacity_remaining < tmp->stats.food)
1974 op->stats.hp += capacity_remaining / 50;
1975 else
1976 op->stats.hp += tmp->stats.food / 50;
1977 if (op->stats.hp > op->stats.maxhp)
1978 op->stats.hp = op->stats.maxhp;
1979 if (op->stats.food > 999)
1980 op->stats.food = 999;
1981 }
1982
1983 /* special food hack -b.t. */
1984 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1985 eat_special_food (op, tmp);
1986 }
1987 }
1988 handle_apply_yield (tmp);
1989 decrease_ob (tmp);
1990}
1991
1992/**
1993 * A dragon is eating some flesh. If the flesh contains resistances,
1994 * there is a chance for the dragon's skin to get improved.
1995 *
1996 * attributes:
1997 * object *op the object (dragon player) eating the flesh
1998 * object *meal the flesh item, getting chewed in dragon's mouth
1999 * return:
2000 * int 1 if eating successful, 0 if it doesn't work
2001 */
2002int
2003dragon_eat_flesh (object *op, object *meal)
2004{
2005 object *skin = NULL; /* pointer to dragon skin force */
2006 object *abil = NULL; /* pointer to dragon ability force */
2007 object *tmp = NULL; /* tmp. object */
2008
2009 char buf[MAX_BUF]; /* tmp. string buffer */
2010 double chance; /* improvement-chance of one resistance type */
2011 double totalchance = 1; /* total chance of gaining one resistance */
2012 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2013 double mbonus = 0; /* monster bonus */
2014 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2015 int winners = 0; /* number of winners */
2016 int i; /* index */
2017
2018 /* let's make sure and doublecheck the parameters */
2019 if (meal->type != FLESH || !is_dragon_pl (op))
2020 return 0;
2021
2022 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2023 from the player's inventory */
2024 shstr_cmp dragon_ability_force ("dragon_ability_force");
2025 shstr_cmp dragon_skin_force ("dragon_skin_force");
2026
2027 for (tmp = op->inv; tmp; tmp = tmp->below)
2028 if (tmp->type == FORCE)
2029 if (tmp->arch->name == dragon_skin_force)
2030 skin = tmp;
2031 else if (tmp->arch->name == dragon_ability_force)
2032 abil = tmp;
2033
2034 /* if either skin or ability are missing, this is an old player
2035 which is not to be considered a dragon -> bail out */
2036 if (skin == NULL || abil == NULL)
2037 return 0;
2038
2039 /* now start by filling stomache and health, according to food-value */
2040 if ((999 - op->stats.food) < meal->stats.food)
2041 op->stats.hp += (999 - op->stats.food) / 50;
2042 else
2043 op->stats.hp += meal->stats.food / 50;
2044 if (op->stats.hp > op->stats.maxhp)
2045 op->stats.hp = op->stats.maxhp;
2046
2047 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2048
2049 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2050
2051 /* on to the interesting part: chances for adding resistance */
2052 for (i = 0; i < NROFATTACKS; i++)
2053 {
2054 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2055 {
2056 /* got positive resistance, now calculate improvement chance (0-100) */
2057
2058 /* this bonus makes resistance increase easier at lower levels */
2059 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2060 if (i == abil->stats.exp)
2061 bonus += 5; /* additional bonus for resistance of ability-focus */
2062
2063 /* monster bonus increases with level, because high-level
2064 flesh is too rare */
2065 mbonus = op->level * 20. / ((double) settings.max_level);
2066
2067 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2068 ((double) settings.max_level)) - skin->resist[i];
2069
2070 if (chance >= 0.)
2071 chance += 1.;
2072 else
2073 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2074
2075 /* chance is proportional to amount of resistance (max. 50) */
2076 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2077
2078 /* doubled chance for resistance of ability-focus */
2079 if (i == abil->stats.exp)
2080 chance = MIN (100., chance * 2.);
2081
2082 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2083 if (rndm (10000) < (int) (chance * 100))
2084 {
2085 atnr_winner[winners] = i;
2086 winners++;
2087 }
2088
2089 if (chance >= 0.01)
2090 totalchance *= 1 - chance / 100;
2091
2092 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2093 }
2094 }
2095
2096 /* inverse totalchance as until now we have the failure-chance */
2097 totalchance = 100 - totalchance * 100;
2098 /* print message according to totalchance */
2099 if (totalchance > 50.)
2100 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2101 else if (totalchance > 10.)
2102 sprintf (buf, "The %s tasted very good.", &meal->name);
2103 else if (totalchance > 1.)
2104 sprintf (buf, "The %s tasted good.", &meal->name);
2105 else if (totalchance > 0.1)
2106 sprintf (buf, "The %s tasted bland.", &meal->name);
2107 else if (totalchance >= 0.01)
2108 sprintf (buf, "The %s had a boring taste.", &meal->name);
2109 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2110 sprintf (buf, "The %s tasted strange.", &meal->name);
2111 else
2112 sprintf (buf, "The %s had no taste.", &meal->name);
2113 new_draw_info (NDI_UNIQUE, 0, op, buf);
2114
2115 /* now choose a winner if we have any */
2116 i = -1;
2117 if (winners > 0)
2118 i = atnr_winner[RANDOM () % winners];
2119
2120 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2121 {
2122 /* resistance increased! */
2123 skin->resist[i]++;
2124 op->update_stats ();
2125
2126 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2127 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2128 }
2129
2130 /* if this flesh contains a new ability focus, we mark it
2131 into the ability_force and it will take effect on next level */
2132 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2133 {
2134 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2135
2136 if (meal->last_eat != abil->stats.exp)
2137 {
2138 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2139 new_draw_info (NDI_UNIQUE, 0, op, buf);
2140 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2141 new_draw_info (NDI_UNIQUE, 0, op, buf);
2142 }
2143 else
2144 {
2145 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2146 new_draw_info (NDI_UNIQUE, 0, op, buf);
2147 abil->last_eat = 0;
2148 }
2149 }
2150 return 1;
2151}
2152
2153/**
2154 * Handles applying an improve armor scroll.
2155 * Does some sanity checks, then calls improve_armour.
2156 */
2157static void
2158apply_armour_improver (object *op, object *tmp)
2159{
2160 object *armor;
2161
2162 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2163 {
2164 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2165 return;
2166 }
2167
2168 armor = find_marked_object (op);
2169
2170 if (!armor)
2171 {
2172 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2173 return;
2174 }
2175
2176 if (armor->type != ARMOUR
2177 && armor->type != CLOAK
2178 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2179 {
2180 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2181 return;
2182 }
2183
2184 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2185 improve_armour (op, tmp, armor);
2186}
2187
2188extern void
2189apply_poison (object *op, object *tmp)
2190{
2191 if (op->type == PLAYER)
2192 {
2193 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2194 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2195 strcpy (op->contr->killer, "poisonous booze");
2196 }
2197 if (tmp->stats.hp > 0)
2198 {
2199 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2200 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2201 }
2202 op->stats.food -= op->stats.food / 4;
2203 handle_apply_yield (tmp);
2204 decrease_ob (tmp);
2205}
2206
2207/**
2208 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2209 * A valid 2 way exit means:
2210 * -You can come back (there is another exit at the other side)
2211 * -You are
2212 * ° the owner of the exit
2213 * ° or in the same party as the owner
2214 *
2215 * Note: a owner in a 2 way exit is saved as the owner's name
2216 * in the field exit->name cause the field exit->owner doesn't
2217 * survive in the swapping (in fact the whole exit doesn't survive).
2218 */
2219int
2220is_legal_2ways_exit (object *op, object *exit)
2221{
2222 if (exit->stats.exp != 1)
2223 return 1; /*This is not a 2 way, so it is legal */
2224
2225#if 0 //TODO
2226 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2227 return 0; /* This is a reset town portal */
2228#endif
2229
2230 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2231
2232 if (exitmap)
2233 {
2234 exitmap->load_sync ();
2235
2236 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2237
2238 if (!tmp)
2239 return 0;
2240
2241 for (; tmp; tmp = tmp->above)
2242 {
2243 if (tmp->type != EXIT)
2244 continue; /*Not an exit */
2245
2246 if (!EXIT_PATH (tmp))
2247 continue; /*Not a valid exit */
2248
2249 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2250 continue; /*Not in the same place */
2251
2252 if (exit->map->path != EXIT_PATH (tmp))
2253 continue; /*Not in the same map */
2254
2255 /* From here we have found the exit is valid. However we do
2256 * here the check of the exit owner. It is important for the
2257 * town portals to prevent strangers from visiting your appartments
2258 */
2259 if (!exit->race)
2260 return 1; /*No owner, free for all! */
2261
2262 object *exit_owner = 0;
2263
2264 for_all_players (pp)
2265 {
2266 if (!pp->ob)
2267 continue;
2268
2269 if (pp->ob->name != exit->race)
2270 continue;
2271
2272 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2273 break;
2274 }
2275
2276 if (!exit_owner)
2277 return 0; /* No more owner */
2278
2279 if (exit_owner->contr == op->contr)
2280 return 1; /*It is your exit */
2281
2282 if (exit_owner && /*There is a owner */
2283 (op->contr) && /*A player tries to pass */
2284 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2285 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2286 return 0;
2287
2288 return 1;
2289 }
2290 }
2291
2292 return 0;
2293}
2294
2295
2296/**
2297 * Main apply handler.
2298 *
2299 * Checks for unpaid items before applying.
2300 *
2301 * Return value:
2302 * 0: player or monster can't apply objects of that type
2303 * 1: has been applied, or there was an error applying the object
2304 * 2: objects of that type can't be applied if not in inventory
2305 *
2306 * op is the object that is causing object to be applied, tmp is the object
2307 * being applied.
2308 *
2309 * aflag is special (always apply/unapply) flags. Nothing is done with
2310 * them in this function - they are passed to apply_special
2311 */
2312
2313int
2314manual_apply (object *op, object *tmp, int aflag)
2315{
2316 if (tmp->head)
2317 tmp = tmp->head;
2318
2319 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2320 {
2321 if (op->type == PLAYER)
2322 {
2323 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2324 return 1;
2325 }
2326 else
2327 return 0; /* monsters just skip unpaid items */
2328 }
2329
2330 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2331 return RESULT_INT (0);
2332
2333 switch (tmp->type)
2334 {
2335 case CF_HANDLE:
2336 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2337 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2338 tmp->value = tmp->value ? 0 : 1;
2339 SET_ANIMATION (tmp, tmp->value);
2340 update_object (tmp, UP_OBJ_FACE);
2341 push_button (tmp);
2342 return 1;
2343
2344 case TRIGGER:
2345 if (check_trigger (tmp, op))
2346 {
2347 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2348 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2349 }
2350 else
2351 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2352
2353 return 1;
2354
2355 case EXIT:
2356 if (op->type != PLAYER)
2357 return 0;
2358
2359 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2360 {
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362 }
2363 else
2364 {
2365 /* Don't display messages for random maps. */
2366 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2367 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2368
2369 op->enter_exit (tmp);
2370 }
2371 return 1;
2372
2373 case SIGN:
2374 apply_sign (op, tmp, 0);
2375 return 1;
2376
2377 case BOOK:
2378 if (op->type == PLAYER)
2379 {
2380 apply_book (op, tmp);
2381 return 1;
2382 }
2383 else
2384 {
2385 return 0;
2386 }
2387
2388 case SKILLSCROLL:
2389 if (op->type == PLAYER)
2390 {
2391 apply_skillscroll (op, tmp);
2392 return 1;
2393 }
2394 return 0;
2395
2396 case SPELLBOOK:
2397 if (op->type == PLAYER)
2398 {
2399 apply_spellbook (op, tmp);
2400 return 1;
2401 }
2402 return 0;
2403
2404 case SCROLL:
2405 apply_scroll (op, tmp, 0);
2406 return 1;
2407
2408 case POTION:
2409 (void) apply_potion (op, tmp);
2410 return 1;
2411
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2414 case CLOSE_CON:
2415 apply_container (op, tmp->env);
2416 return 1;
2417
2418 case CONTAINER:
2419 apply_container (op, tmp);
2420 return 1;
2421
2422 case TREASURE:
2423 if (op->type == PLAYER)
2424 {
2425 apply_treasure (op, tmp);
2426 return 1;
2427 }
2428 else
2429 return 0;
2430
2431 case WEAPON:
2432 case ARMOUR:
2433 case BOOTS:
2434 case GLOVES:
2435 case AMULET:
2436 case GIRDLE:
2437 case BRACERS:
2438 case SHIELD:
2439 case HELMET:
2440 case RING:
2441 case CLOAK:
2442 case WAND:
2443 case ROD:
2444 case HORN:
2445 case SKILL:
2446 case BOW:
2447 case LAMP:
2448 case BUILDER:
2449 case SKILL_TOOL:
2450 if (tmp->env != op)
2451 return 2; /* not in inventory */
2452 (void) apply_special (op, tmp, aflag);
2453 return 1;
2454
2455 case DRINK:
2456 case FOOD:
2457 case FLESH:
2458 apply_food (op, tmp);
2459 return 1;
2460
2461 case POISON:
2462 apply_poison (op, tmp);
2463 return 1;
2464
2465 case SAVEBED:
2466 return 1;
2467
2468 case ARMOUR_IMPROVER:
2469 if (op->type == PLAYER)
2470 {
2471 apply_armour_improver (op, tmp);
2472 return 1;
2473 }
2474 else
2475 return 0;
2476
2477 case WEAPON_IMPROVER:
2478 (void) check_improve_weapon (op, tmp);
2479 return 1;
2480
2481 case CLOCK:
2482 if (op->type == PLAYER)
2483 {
2484 char buf[MAX_BUF];
2485 timeofday_t tod;
2486
2487 get_tod (&tod);
2488 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2489 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2490 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2491 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2492 new_draw_info (NDI_UNIQUE, 0, op, buf);
2493 return 1;
2494 }
2495 else
2496 {
2497 return 0;
2498 }
2499
2500 case MENU:
2501 if (op->type == PLAYER)
2502 {
2503 shop_listing (op);
2504 return 1;
2505 }
2506 else
2507 {
2508 return 0;
2509 }
2510
2511 case POWER_CRYSTAL:
2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2513 return 1;
2514
2515 case LIGHTER: /* for lighting torches/lanterns/etc */
2516 if (op->type == PLAYER)
2517 {
2518 apply_lighter (op, tmp);
2519 return 1;
2520 }
2521 else
2522 {
2523 return 0;
2524 }
2525
2526 case ITEM_TRANSFORMER:
2527 apply_item_transformer (op, tmp);
2528 return 1;
2529
2530 default:
2531 return 0;
2532 }
2533}
2534
2535
2536/* quiet suppresses the "don't know how to apply" and "you must get it first"
2537 * messages as needed by player_apply_below(). But there can still be
2538 * "but you are floating high above the ground" messages.
2539 *
2540 * Same return value as apply() function.
2541 */
2542int
2543player_apply (object *pl, object *op, int aflag, int quiet)
2544{
2545 int tmp;
2546
2547 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2548 {
2549 /* player is flying and applying object not in inventory */
2550 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2551 {
2552 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2553 return 0;
2554 }
2555 }
2556
2557 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2558 * applied.
2559 */
2560 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2561 {
2562 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2563 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2564 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2565 op->destroy ();
2566 return 1;
2567 }
2568
2569 pl->contr->last_used = op;
2570
2571 tmp = manual_apply (pl, op, aflag);
2572 if (!quiet)
2573 {
2574 if (tmp == 0)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2576 else if (tmp == 2)
2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2578 }
2579 return tmp;
2580}
2581
2582/**
2583 * player_apply_below attempts to apply the object 'below' the player.
2584 * If the player has an open container, we use that for below, otherwise
2585 * we use the ground.
2586 */
2587
2588void
2589player_apply_below (object *pl)
2590{
2591 int floors = 0;
2592
2593 /* If using a container, set the starting item to be the top
2594 * item in the container. Otherwise, use the map.
2595 * This is perhaps more complicated. However, I want to make sure that
2596 * we don't use a corrupt pointer for the next object, so we get the
2597 * next object in the stack before applying. This is can only be a
2598 * problem if player_apply() has a bug in that it uses the object but does
2599 * not return a proper value.
2600 */
2601 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2602 {
2603 next = tmp->below;
2604
2605 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2606 floors++;
2607 else if (floors > 0)
2608 return; /* process only floor objects after first floor object */
2609
2610 /* If it is visible, player can apply it. If it is applied by
2611 * person moving on it, also activate. Added code to make it
2612 * so that at least one of players movement types be that which
2613 * the item needs.
2614 */
2615 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2616 {
2617 if (player_apply (pl, tmp, 0, 1) == 1)
2618 return;
2619 }
2620 if (floors >= 2)
2621 return; /* process at most two floor objects */
2622 }
2623} 1023}
2624 1024
2625/** 1025/**
2626 * Unapplies specified item. 1026 * Unapplies specified item.
2627 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2628 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2629 * 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.
2630 */ 1030 */
2631static int 1031static bool
2632unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2633{ 1033{
2634 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)))
2635 return RESULT_INT (0); 1036 return RESULT_INT (0);
2636 1037
2637 object *tmp2; 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
2638 1040
2639 CLEAR_FLAG (op, FLAG_APPLIED); 1041 op->flag [FLAG_APPLIED] = false;
1042
2640 switch (op->type) 1043 switch (op->type)
2641 { 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
2642 case WEAPON: 1056 case WEAPON:
2643 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
2644
2645 (void) change_abil (who, op); 1058 change_abil (who, op);
2646 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1059 who->flag [FLAG_READY_WEAPON] = false;
2647 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1060
2648 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
2649 break; 1068 break;
2650 1069
2651 case SKILL: /* allows objects to impart skills */ 1070 case BOW:
2652 case SKILL_TOOL: 1071 case WAND:
2653 if (op != who->chosen_skill) 1072 case ROD:
1073 case HORN:
1074 case RANGED:
1075 if (player *pl = who->contr)
2654 { 1076 {
2655 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);
2656 } 1079 }
2657 if (who->type == PLAYER) 1080 else
2658 { 1081 {
2659 if (who->contr->shoottype == range_skill) 1082 if (op->type == BOW)
2660 who->contr->shoottype = range_none; 1083 op->flag [FLAG_READY_BOW ] = false;
2661 if (!op->invisible)
2662 {
2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2664 }
2665 else 1084 else
2666 { 1085 op->flag [FLAG_READY_RANGE] = false;
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2668 }
2669 } 1086 }
2670 (void) change_abil (who, op); 1087
2671 who->chosen_skill = NULL;
2672 CLEAR_FLAG (who, FLAG_READY_SKILL);
2673 break; 1088 break;
2674 1089
2675 case ARMOUR: 1090 case ARMOUR:
2676 case HELMET: 1091 case HELMET:
2677 case SHIELD: 1092 case SHIELD:
2680 case GLOVES: 1095 case GLOVES:
2681 case AMULET: 1096 case AMULET:
2682 case GIRDLE: 1097 case GIRDLE:
2683 case BRACERS: 1098 case BRACERS:
2684 case CLOAK: 1099 case CLOAK:
2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2686 (void) change_abil (who, op); 1101 change_abil (who, op);
2687 break; 1102 break;
1103
2688 case LAMP: 1104 case SPELL:
2689 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1105 case BUILDER:
2690 tmp2 = arch_to_object (op->other_arch); 1106 who->statusmsg (format ("You unready %s.", query_name (op)));
2691 tmp2->x = op->x;
2692 tmp2->y = op->y;
2693 tmp2->map = op->map;
2694 tmp2->below = op->below;
2695 tmp2->above = op->above;
2696 tmp2->stats.food = op->stats.food;
2697 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2698
2699 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2700 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2701
2702 if (who->type == PLAYER)
2703 esrv_del_item (who->contr, op->count);
2704
2705 op->destroy ();
2706 insert_ob_in_ob (tmp2, who);
2707 who->update_stats ();
2708 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2709 {
2710 if (who->type == PLAYER)
2711 {
2712 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2713 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2714 }
2715 }
2716 if (who->type == PLAYER)
2717 esrv_send_item (who, tmp2);
2718 return 1; /* otherwise, an attempt to drop causes problems */
2719 break; 1107 break;
2720 case BOW: 1108
2721 case WAND: 1109 //case SKILL_TOOL://TODO
2722 case ROD: 1110 default:
2723 case HORN: 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2724 clear_skill (who);
2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2726 if (who->type == PLAYER)
2727 {
2728 who->contr->shoottype = range_none;
2729 }
2730 else
2731 {
2732 if (op->type == BOW)
2733 CLEAR_FLAG (who, FLAG_READY_BOW);
2734 else
2735 CLEAR_FLAG (who, FLAG_READY_RANGE);
2736 }
2737 break; 1112 break;
2738
2739 case BUILDER:
2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2741 who->contr->shoottype = range_none;
2742 who->contr->ranges[range_builder] = NULL;
2743 break;
2744
2745 default:
2746 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2747 break;
2748 } 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);
2749 1118
2750 who->update_stats (); 1119 who->update_stats ();
2751 1120
2752 if (!(aflags & AP_NO_MERGE))
2753 {
2754 object *tmp;
2755
2756 tmp = merge_ob (op, NULL);
2757 if (who->type == PLAYER)
2758 {
2759 if (tmp)
2760 { /* it was merged */
2761 esrv_del_item (who->contr, op->count);
2762 op = tmp;
2763 }
2764
2765 esrv_send_item (who, op);
2766 }
2767 }
2768 return 0; 1121 return 1;
2769} 1122}
2770 1123
2771/** 1124/**
2772 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2773 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2774 * 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
2775 * something like: 1128 * something like:
2776 * tmp = get_item_from_body_location(who->inv, 1); 1129 * tmp = get_next_item_from_body_location(who->inv, 1);
2777 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1130 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2778 * to find the second object that may use this location, etc. 1131 * to find the second object that may use this location, etc.
2779 * Returns NULL if no match is found. 1132 * Returns NULL if no match is found.
2780 * 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.
2781 * don't return invisible objects unless they are skill objects 1134 * don't return invisible objects unless they are skill objects
2782 * invisible other objects that use 1135 * invisible other objects that use
2783 * up body locations can be used as restrictions. 1136 * up body locations can be used as restrictions.
2784 */ 1137 */
2785object * 1138static object *
2786get_item_from_body_location (object *start, int loc) 1139get_next_item_from_body_location (int loc, object *start)
2787{ 1140{
2788 object *tmp;
2789
2790 if (!start)
2791 return NULL;
2792
2793 for (tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
2794 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))
2795 return tmp; 1145 return tmp;
2796 1146
2797 return NULL; 1147 return 0;
2798} 1148}
2799
2800
2801 1149
2802/** 1150/**
2803 * '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.
2804 * This should only be called when it is known 1152 * This should only be called when it is known
2805 * that there are objects to unapply. This makes pretty heavy 1153 * that there are objects to unapply. This makes pretty heavy
2808 * Returns 0 on success, returns 1 if there is some problem. 1156 * Returns 0 on success, returns 1 if there is some problem.
2809 * 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
2810 * 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
2811 * another function that does just that. 1159 * another function that does just that.
2812 */ 1160 */
2813int 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
2814unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
2815{ 1169{
2816 int i; 1170 if (op->is_range ())
2817 object *tmp = NULL, *last;
2818
2819 /* If we are applying a shield or weapon, unapply any equipped shield
2820 * or weapons first - only allowed to use one weapon/shield at a time.
2821 */
2822 if (op->type == WEAPON || op->type == SHIELD)
2823 {
2824 for (tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2825 { 1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2826 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]))
2827 { 1174 {
2828 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2829 {
2830 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
2831 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1176 who->failmsg (query_name (tmp));
2832 else 1177 else
2833 unapply_special (who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
2834 } 1179 }
2835 else 1180 else
2836 { 1181 {
2837 /* 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.
2838 * 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
2839 * at least generate the message. 1184 * at least generate the message.
2840 */ 1185 */
2841 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));
2842 return 1; 1187 return 1;
2843 }
2844
2845 } 1188 }
2846 }
2847 }
2848 1189
2849 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2850 { 1191 {
2851 /* this used up a slot that we need to free */ 1192 /* this used up a slot that we need to free */
2852 if (op->body_info[i]) 1193 if (op->slot[i].info)
2853 { 1194 {
2854 last = who->inv; 1195 object *last = who->inv;
2855 1196
2856 /* 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
2857 * to free up enough slots. 1198 * to free up enough slots.
2858 */ 1199 */
2859 while ((who->body_used[i] + op->body_info[i]) < 0) 1200 while ((who->slot[i].used + op->slot[i].info) < 0)
2860 { 1201 {
2861 tmp = get_item_from_body_location (last, i); 1202 object *tmp = get_next_item_from_body_location (i, last);
1203
2862 if (!tmp) 1204 if (!tmp)
2863 { 1205 {
2864#if 0 1206#if 0
2865 /* 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
2866 * equipped. 1208 * equipped.
2867 */ 1209 */
2868 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);
2869#endif 1211#endif
2870 return 1; 1212 return 1;
2871 } 1213 }
1214
2872 /* 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 */
2873 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])))
2874 { 1217 {
2875 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1219 who->failmsg (query_name (tmp));
2877 else 1220 else
2878 unapply_special (who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
2879 } 1222 }
2880 else 1223 else
2881 { 1224 {
2882 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
2883 * 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,
2884 * 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
2885 * one cursed ring.) 1228 * one cursed ring.)
2886 */ 1229 */
2887 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));
2888 } 1231 }
1232
2889 last = tmp->below; 1233 last = tmp->below;
2890 } 1234 }
2891 /* 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
2892 * return in the !tmp would have kicked in. 1236 * return in the !tmp would have kicked in.
2893 */ 1237 */
2894 } /* if op is using this body location */ 1238 } /* if op is using this body location */
2895 } /* for body lcoations */ 1239 } /* for body lcoations */
1240
2896 return 0; 1241 return 0;
2897} 1242}
2898 1243
2899/** 1244/**
2900 * Checks to see if 'who' can apply object 'op'. 1245 * Checks to see if 'who' can apply object 'op'.
2901 * Returns 0 if apply can be done without anything special. 1246 * Returns 0 if apply can be done without anything special.
2902 * Otherwise returns a bitmask - potentially several of these may be 1247 * Otherwise returns a bitmask - potentially several of these may be
2903 * set, but largely depends on circumstance - in the future, processing 1248 * set, but largely depends on circumstance - in the future, processing
2904 * 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
2905 * 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?)
2906 * 1251 *
2907 * See include/define.h for detailed description of the meaning of 1252 * See include/define.h for detailed description of the meaning of
2908 * these return values. 1253 * these return values.
2909 */ 1254 */
2910int 1255int
2911can_apply_object (object *who, object *op) 1256can_apply_object (object *who, object *op)
2912{ 1257{
2913 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)))
2914 return RESULT_INT (0); 1259 return RESULT_INT (0);
2915 1260
2916 int i, retval = 0; 1261 int retval = 0;
2917 object *tmp = NULL, *ws = NULL; 1262 object *tmp = 0, *ws = 0;
2918 1263
2919 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1264 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2920 * 2 weapons, but we don't want to let them do that. So if they are
2921 * trying to equip a weapon or shield, see if they already have one
2922 * in place and store that way.
2923 */
2924 if (op->type == WEAPON || op->type == SHIELD)
2925 { 1265 {
2926 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1266 if (op->slot[i].info)
2927 { 1267 {
2928 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)
2929 { 1270 {
2930 retval = CAN_APPLY_UNAPPLY;
2931 ws = tmp;
2932 }
2933 }
2934 }
2935
2936
2937 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2938 {
2939 if (op->body_info[i])
2940 {
2941 /* Item uses more slots than we have */
2942 if (FABS (op->body_info[i]) > who->body_info[i])
2943 {
2944 /* Could return now for efficiently - rest of info below isn' 1271 /* Could return now for efficiency - rest of info below isn't
2945 * really needed. 1272 * really needed.
2946 */ 1273 */
2947 retval |= CAN_APPLY_NEVER; 1274 retval |= CAN_APPLY_NEVER;
2948 } 1275 }
2949 else if ((who->body_used[i] + op->body_info[i]) < 0) 1276 else if (who->slot[i].used + op->slot[i].info < 0)
2950 { 1277 {
2951 /* in this case, equipping this would use more free spots than 1278 /* in this case, equipping this would use more free spots than
2952 * we have. 1279 * we have.
2953 */ 1280 */
2954 object *tmp1;
2955
2956 1281
2957 /* 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
2958 * enough slots to equip the new item, then just set this can 1283 * enough slots to equip the new item, then just set "can
2959 * 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
2960 * shield equipped and try to equip another shield, there is only 1285 * shield equipped and try to equip another shield, there is only
2961 * one choice. However, the check for the number of body locations 1286 * one choice. However, the check for the number of body locations
2962 * does take into the account cases where what is being applied 1287 * does take into the account cases where what is being applied
2963 * may be two handed for example. 1288 * may be two handed for example.
2964 */ 1289 */
2965 if (ws) 1290 if (ws)
2966 { 1291 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2967 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2968 { 1292 {
2969 retval |= CAN_APPLY_UNAPPLY; 1293 retval |= CAN_APPLY_UNAPPLY;
2970 continue; 1294 continue;
2971 } 1295 }
2972 }
2973 1296
2974 tmp1 = get_item_from_body_location (who->inv, i); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2975 if (!tmp1) 1298 if (!tmp1)
2976 {
2977#if 0
2978 /* This is sort of an error, but happens a lot when old players
2979 * join in with more stuff equipped than they are now allowed.
2980 */
2981 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2982#endif
2983 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
2984 }
2985 else 1300 else
2986 { 1301 {
2987 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
2988 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
2989 * to apply multiple objects 1304 * to apply multiple objects
2990 */ 1305 */
2991 retval |= CAN_APPLY_UNAPPLY; 1306 retval |= CAN_APPLY_UNAPPLY;
1307
2992 if (!tmp) 1308 if (!tmp)
2993 tmp = tmp1; 1309 tmp = tmp1;
2994 else if (tmp != tmp1) 1310 else if (tmp != tmp1)
2995 {
2996 retval |= CAN_APPLY_UNAPPLY_MULT; 1311 retval |= CAN_APPLY_UNAPPLY_MULT;
2997 } 1312
2998 /* 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
2999 * 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
3000 * the slots, the player then has a choice. 1315 * the slots, the player then has a choice.
3001 */ 1316 */
3002 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)
3003 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1319 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3004 1320
3005 /* Does unequippint 'tmp1' free up enough slots for this to be 1321 /* Does unequippint 'tmp1' free up enough slots for this to be
3006 * equipped? If not, there must be something else to unapply. 1322 * equipped? If not, there must be something else to unapply.
3007 */ 1323 */
3008 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)
3009 retval |= CAN_APPLY_UNAPPLY_MULT; 1325 retval |= CAN_APPLY_UNAPPLY_MULT;
3010
3011 } 1326 }
3012 } /* if not enough free slots */ 1327 } /* if not enough free slots */
3013 } /* if this object uses location i */ 1328 } /* if this object uses location i */
3014 } /* for i -> num_body_locations loop */ 1329 } /* for i -> num_body_locations loop */
3015 1330
3018 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3019 * 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,
3020 * 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
3021 * all use the same location. 1336 * all use the same location.
3022 */ 1337 */
3023 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3024 retval |= CAN_APPLY_RESTRICTION; 1339 retval |= CAN_APPLY_RESTRICTION;
1340
3025 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3026 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3027 1343
3028
3029 if (who->type != PLAYER) 1344 if (who->type != PLAYER)
3030 { 1345 {
3031 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])
3032 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
1348
3033 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3034 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
1351
3035 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
3036 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
1354
3037 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3038 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3039 } 1357 }
1358
3040 return retval; 1359 return retval;
3041} 1360}
3042
3043
3044 1361
3045/** 1362/**
3046 * 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.
3047 * 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,
3048 * 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
3057 * AP_UNAPPLY=always unapply). 1374 * AP_UNAPPLY=always unapply).
3058 * 1375 *
3059 * Optional flags: 1376 * Optional flags:
3060 * 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
3061 * 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
3062 * 1380 *
3063 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1381 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3064 * 1382 *
3065 * apply_special() doesn't check for unpaid items. 1383 * apply_special() doesn't check for unpaid items.
3066 */ 1384 */
3067int 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
3068apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3069{ 1391{
3070 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3071 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3072 int i;
3073 1394
3074 if (who == NULL) 1395 if (who == NULL)
3075 { 1396 {
3076 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3077 return 1; 1398 return 1;
3078 } 1399 }
3079 1400
1401 //TODO: remove these when apply_special is no longer exposed
3080 if (op->env != who) 1402 if (op->env != who)
3081 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3082 1404
3083 /* trying to unequip op */ 1405 /* trying to unequip op */
3084 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (op->flag [FLAG_APPLIED])
3085 { 1407 {
3086 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3087 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3088 return 0; 1410 return 0;
3089 1411
3090 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]))
3091 { 1413 {
3092 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));
3093 return 1; 1415 return 1;
3094 } 1416 }
1417
3095 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3096 } 1419 }
3097
3098 if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3099 return 0; 1421 return 0;
3100 1422
3101 i = can_apply_object (who, op); 1423 splay (op);
3102 1424
3103 /* 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 */
3104 if (i) 1426 if (int i = can_apply_object (who, op))
3105 { 1427 {
3106 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3107 { 1429 {
3108 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));
3109 return 1; 1431 return 1;
3110 } 1432 }
3111 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3112 { 1434 {
3113 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 );
3114 return 1; 1440 return 1;
3115 } 1441 }
1442
3116 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3117 { 1444 {
3118 /* Some error, so don't try to equip something more */ 1445 /* Some error, so don't try to equip something more */
3119 if (unapply_for_ob (who, op, aflags)) 1446 if (unapply_for_ob (who, op, aflags))
3120 return 1; 1447 return 1;
3121 } 1448 }
3122 else 1449 else
3123 { 1450 {
3124 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))
3125 { 1452 {
3126 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:");
3127 unapply_for_ob (who, op, AP_PRINT); 1454 unapply_for_ob (who, op, AP_PRINT);
3128 return 1; 1455 return 1;
3129 } 1456 }
3130 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))
3131 {
3132 i = unapply_for_ob (who, op, aflags); 1458 if (unapply_for_ob (who, op, aflags))
3133 if (i)
3134 return 1; 1459 return 1;
3135 }
3136 } 1460 }
3137 } 1461 }
3138 1462
3139 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3140 { 1464 {
1465 // try to ready attached skill first
3141 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
1467
3142 if (!skop) 1468 if (!skop)
3143 { 1469 {
3144 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);
3145 return 1; 1471 return 1;
3146 } 1472 }
3147 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3148 {
3149 /* While experience will be credited properly, we want to change the
3150 * skill so that the dam and wc get updated
3151 */
3152 change_skill (who, skop, 0);
3153 } 1474 {
3154 } 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3155 1476 return 1;
3156 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1477 }
3157 { 1478 }
3158 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);
3159 return 1; 1483 return 1;
3160 } 1484 }
3161
3162 1485
3163 /* 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.
3164 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3165 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3166 */ 1489 */
3167 1490
3168 1491 // split away all the other items from the stack, so only one item is left
3169 if (op->nrof > 1) 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3170 tmp = get_split_ob (op, op->nrof - 1);
3171 else
3172 tmp = NULL;
3173 1493
3174 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)))
3175 return RESULT_INT (0); 1495 return RESULT_INT (0);
3176 1496
3177 switch (op->type) 1497 switch (op->type)
3178 { 1498 {
3179 case WEAPON: 1499 case WEAPON:
3180 if (!check_weapon_power (who, op->last_eat)) 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3181 {
3182 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3183 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3184 if (tmp != NULL)
3185 (void) insert_ob_in_ob (tmp, who);
3186 return 1;
3187 }
3188
3189 //TODO: this obviously fails for players using a shiorter prefix
3190 // i.e. "R" can use Ragnarok's swors.
3191 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3192 { 1501 {
3193 /* 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. */
3194 /* (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) */
3195 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. "
3196 1505 "H<Its name indicates that it belongs to somebody else.>");
3197 if (tmp) 1506 if (tmp) who->insert (tmp);
3198 insert_ob_in_ob (tmp, who);
3199
3200 return 1; 1507 return 1;
3201 } 1508 }
3202 1509
3203 SET_FLAG (op, FLAG_APPLIED); 1510 op->flag [FLAG_APPLIED] = true;
3204 1511
3205 if (skop) 1512 if (player *pl = who->contr)
3206 change_skill (who, skop, 1); 1513 {
3207 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 1514 who->statusmsg (format ("You wield %s.", query_name (op)));
3208 SET_FLAG (who, FLAG_READY_WEAPON);
3209
3210 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3211
3212 (void) change_abil (who, op); 1515 change_abil (who, op);
1516 }
1517
1518 op->flag [FLAG_READY_WEAPON] = true;
3213 break; 1519 break;
3214 1520
3215 case ARMOUR: 1521 case ARMOUR:
3216 case HELMET: 1522 case HELMET:
3217 case SHIELD: 1523 case SHIELD:
3220 case GIRDLE: 1526 case GIRDLE:
3221 case BRACERS: 1527 case BRACERS:
3222 case CLOAK: 1528 case CLOAK:
3223 case RING: 1529 case RING:
3224 case AMULET: 1530 case AMULET:
3225 SET_FLAG (op, FLAG_APPLIED); 1531 op->set_flag (FLAG_APPLIED);
3226 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1532 who->statusmsg (format ("You wear %s.", query_name (op)));
3227 (void) change_abil (who, op); 1533 change_abil (who, op);
3228 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
3229 case LAMP: 1543 case SKILL:
3230 if (op->stats.food < 1) 1544 if (!(aflags & AP_NO_SLOT))
3231 { 1545 {
3232 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);
3233 return 1; 1599 return 1;
3234 } 1600 }
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3236 tmp2 = arch_to_object (op->other_arch);
3237 tmp2->stats.food = op->stats.food;
3238 SET_FLAG (tmp2, FLAG_APPLIED);
3239 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3240 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3241 insert_ob_in_ob (tmp2, who);
3242 1601
3243 /* Remove the old lantern */ 1602 if (player *pl = who->contr)
3244 if (who->type == PLAYER)
3245 esrv_del_item (who->contr, op->count);
3246
3247 op->destroy ();
3248
3249 /* insert the portion that was split off */
3250 if (tmp != NULL)
3251 { 1603 {
3252 (void) insert_ob_in_ob (tmp, who); 1604 op->flag [FLAG_APPLIED] = true;
3253 if (who->type == PLAYER) 1605 who->statusmsg (format ("You wield the %s.", query_name (op)));
3254 esrv_send_item (who, tmp); 1606 change_abil (who, op);
3255 } 1607 }
3256 who->update_stats (); 1608 break;
3257 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1609
1610 case RANGED:
1611 if (player *pl = who->contr)
3258 { 1612 {
3259 if (who->type == PLAYER) 1613 op->flag [FLAG_APPLIED] = true;
3260 { 1614 who->statusmsg (format ("You applied the %s.", query_name (op)));
3261 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3262 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3263 }
3264 } 1615 }
3265 if (who->type == PLAYER)
3266 esrv_send_item (who, tmp2);
3267 return 0;
3268 break; 1616 break;
3269 1617
3270 /* this part is needed for skill-tools */
3271 case SKILL: 1618 case SPELL:
3272 case SKILL_TOOL: 1619 if (player *pl = who->contr)
3273 if (who->chosen_skill)
3274 { 1620 {
3275 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1621 op->flag [FLAG_APPLIED] = true;
3276 return 1; 1622 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3277 } 1623 }
3278 if (who->type == PLAYER)
3279 {
3280 who->contr->shoottype = range_skill;
3281 who->contr->ranges[range_skill] = op;
3282 if (!op->invisible)
3283 {
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3286 }
3287 else
3288 {
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3290 }
3291 }
3292 SET_FLAG (op, FLAG_APPLIED);
3293 (void) change_abil (who, op);
3294 who->chosen_skill = op;
3295 SET_FLAG (who, FLAG_READY_SKILL);
3296 break; 1624 break;
3297 1625
1626 /*FALLTHROUGH*/
3298 case BOW: 1627 case WAND:
3299 if (!check_weapon_power (who, op->last_eat))
3300 {
3301 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3302 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3303 if (tmp != NULL)
3304 (void) insert_ob_in_ob (tmp, who);
3305 return 1;
3306 }
3307 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3308 {
3309 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3310 if (tmp != NULL)
3311 (void) insert_ob_in_ob (tmp, who);
3312 return 1;
3313 }
3314 /*FALLTHROUGH*/ case WAND:
3315 case ROD: 1628 case ROD:
3316 case HORN: 1629 case HORN:
3317 /* check for skill, alter player status */ 1630 op->flag [FLAG_APPLIED] = true;
3318 SET_FLAG (op, FLAG_APPLIED);
3319 if (skop)
3320 change_skill (who, skop, 0);
3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3322 1631
3323 if (who->type == PLAYER) 1632 if (player *pl = who->contr)
3324 { 1633 {
1634 who->statusmsg (format ("You ready %s.", query_name (op)));
1635
3325 if (op->type == BOW) 1636 if (op->type == BOW)
3326 { 1637 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1638
3327 (void) change_abil (who, op); 1639 change_abil (who, op);
3328 new_draw_info_format (NDI_UNIQUE, 0, who,
3329 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3330 who->contr->shoottype = range_bow;
3331 }
3332 else
3333 {
3334 who->contr->shoottype = range_misc;
3335 }
3336 } 1640 }
3337 else 1641 else
3338 { 1642 {
3339 if (op->type == BOW) 1643 if (op->type == BOW)
3340 SET_FLAG (who, FLAG_READY_BOW); 1644 op->flag [FLAG_READY_BOW ] = true;
3341 else 1645 else
3342 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?
3343 } 1656 }
3344 break; 1657 break;
3345 1658
3346 case BUILDER:
3347 if (who->contr->ranges[range_builder])
3348 unapply_special (who, who->contr->ranges[range_builder], 0);
3349 who->contr->shoottype = range_builder;
3350 who->contr->ranges[range_builder] = op;
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3352 break;
3353
3354 default: 1659 default:
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1660 who->statusmsg (format ("You apply %s.", query_name (op)));
3356 } /* end of switch op->type */ 1661 }
3357 1662
3358 SET_FLAG (op, FLAG_APPLIED); 1663 op->set_flag (FLAG_APPLIED);
3359 1664
3360 if (tmp != NULL) 1665 if (tmp) who->insert (tmp);
3361 tmp = insert_ob_in_ob (tmp, who);
3362 1666
3363 who->update_stats (); 1667 who->update_stats ();
3364 1668
3365 /* We exclude spell casting objects. The fire code will set the 1669 /* We exclude spell casting objects. The fire code will set the
3366 * been applied flag when they are used - until that point, 1670 * been applied flag when they are used - until that point,
3367 * you don't know anything about them. 1671 * you don't know anything about them.
3368 */ 1672 */
3369 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)
3370 SET_FLAG (op, FLAG_BEEN_APPLIED); 1674 op->set_flag (FLAG_BEEN_APPLIED);
3371 1675
3372 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3373 {
3374 if (who->type == PLAYER) 1677 if (who->type == PLAYER)
3375 { 1678 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1679 who->failmsg (
3377 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);
3378 } 1684 }
3379 } 1685
3380 if (who->type == PLAYER) 1686 if (object *pl = op->visible_to ())
3381 {
3382 /* if multiple objects were applied, update both slots */
3383 if (tmp)
3384 esrv_send_item (who, tmp);
3385 esrv_send_item (who, op); 1687 esrv_send_item (pl, op);
3386 } 1688
3387 return 0; 1689 return 0;
3388} 1690}
3389 1691
3390 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 */
3391int 1696int
3392monster_apply_special (object *who, object *op, int aflags) 1697should_director_abort (object *op, object *victim)
3393{ 1698{
3394 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)))
3395 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)
3396 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;
3397} 3728}
3398 3729
3399/** 3730/**
3400 * Map was just loaded, handle op's initialisation. 3731 * Map was just loaded, handle op's initialisation.
3401 * 3732 *
3404int 3735int
3405auto_apply (object *op) 3736auto_apply (object *op)
3406{ 3737{
3407 object *tmp = NULL, *tmp2; 3738 object *tmp = NULL, *tmp2;
3408 int i; 3739 int i;
3740
3741 op->clr_flag (FLAG_AUTO_APPLY);
3409 3742
3410 switch (op->type) 3743 switch (op->type)
3411 { 3744 {
3412 case SHOP_FLOOR: 3745 case SHOP_FLOOR:
3413 if (!op->has_random_items ()) 3746 if (!op->has_random_items ())
3415 3748
3416 do 3749 do
3417 { 3750 {
3418 i = 10; /* let's give it 10 tries */ 3751 i = 10; /* let's give it 10 tries */
3419 while ((tmp = generate_treasure (op->randomitems, 3752 while ((tmp = generate_treasure (op->randomitems,
3420 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
3421 if (tmp == NULL) 3758 if (tmp == NULL)
3422 return 0; 3759 return 0;
3423 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3760
3761 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3424 { 3762 {
3425 tmp->destroy (); 3763 tmp->destroy ();
3426 tmp = NULL; 3764 tmp = NULL;
3427 } 3765 }
3428 } 3766 }
3429 while (!tmp); 3767 while (!tmp);
3430 3768
3431 tmp->x = op->x; 3769 tmp->x = op->x;
3432 tmp->y = op->y; 3770 tmp->y = op->y;
3433 SET_FLAG (tmp, FLAG_UNPAID); 3771 tmp->set_flag (FLAG_UNPAID);
3434 insert_ob_in_map (tmp, op->map, NULL, 0); 3772 insert_ob_in_map (tmp, op->map, NULL, 0);
3435 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3436 identify (tmp); 3773 identify (tmp);
3437 break; 3774 break;
3438 3775
3439 case TREASURE: 3776 case TREASURE:
3440 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3777 if (op->flag [FLAG_IS_A_TEMPLATE])
3441 return 0; 3778 return 0;
3442 3779
3443 while (op->stats.hp-- > 0) 3780 while (op->stats.hp-- > 0)
3444 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3781 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3445 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);
3447 /* 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,
3448 * 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
3449 * to disappear. An example of this item is the random_* stuff 3786 * to disappear. An example of this item is the random_* stuff
3450 * that is put inside other objects. 3787 * that is put inside other objects.
3451 */ 3788 */
3452 for (tmp = op->inv; tmp; tmp = tmp2)
3453 {
3454 tmp2 = tmp->below;
3455 tmp->remove ();
3456
3457 if (op->env) 3789 if (op->env)
3458 insert_ob_in_ob (tmp, op->env); 3790 while (op->inv)
3459 else 3791 op->env->insert (op->inv);
3460 tmp->destroy ();
3461 }
3462 3792
3463 op->destroy (); 3793 op->destroy ();
3464 break; 3794 break;
3465 } 3795 }
3466 return tmp ? 1 : 0; 3796
3797 return !!tmp;
3467} 3798}
3468 3799
3469/** 3800/**
3470 * fix_auto_apply goes through the entire map every time a map 3801 * fix_auto_apply goes through the entire map every time a map
3471 * is loaded or swapped in and performs special actions for 3802 * is loaded or swapped in and performs special actions for
3485 3816
3486 if (tmp->inv) 3817 if (tmp->inv)
3487 { 3818 {
3488 object *invtmp, *invnext; 3819 object *invtmp, *invnext;
3489 3820
3490 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3821 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3491 { 3822 {
3492 invnext = invtmp->below; 3823 invnext = invtmp->below;
3493 3824
3494 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3825 if (invtmp->flag [FLAG_AUTO_APPLY])
3495 auto_apply (invtmp); 3826 auto_apply (invtmp);
3496 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3827 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3497 { 3828 {
3498 while ((invtmp->stats.hp--) > 0) 3829 while (invtmp->stats.hp-- > 0)
3499 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3830 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3500 3831
3501 invtmp->randomitems = NULL; 3832 invtmp->randomitems = NULL;
3502 } 3833 }
3503 else if (invtmp && invtmp->arch 3834 else if (invtmp && invtmp->arch
3508 * treasure again for this object 3839 * treasure again for this object
3509 */ 3840 */
3510 invtmp->randomitems = NULL; 3841 invtmp->randomitems = NULL;
3511 } 3842 }
3512 } 3843 }
3844
3513 /* This is really temporary - the code at the bottom will 3845 /* This is really temporary - the code at the bottom will
3514 * also set randomitems to null. The problem is there are bunches 3846 * also set randomitems to null. The problem is there are bunches
3515 * of maps/players already out there with items that have spells 3847 * of maps/players already out there with items that have spells
3516 * which haven't had the randomitems set to null yet. 3848 * which haven't had the randomitems set to null yet.
3517 * MSW 2004-05-13 3849 * MSW 2004-05-13
3521 * Ryo 2004-08-16 3853 * Ryo 2004-08-16
3522 */ 3854 */
3523 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3855 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3524 || 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)
3525 tmp->randomitems = NULL; 3857 tmp->randomitems = NULL;
3526
3527 } 3858 }
3528 3859
3529 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3860 if (tmp->flag [FLAG_AUTO_APPLY])
3530 auto_apply (tmp); 3861 auto_apply (tmp);
3531 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 ())
3532 { 3863 {
3533 while ((tmp->stats.hp--) > 0) 3864 while ((tmp->stats.hp--) > 0)
3534 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3865 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3536 } 3867 }
3537 else if (tmp->type == TIMED_GATE) 3868 else if (tmp->type == TIMED_GATE)
3538 { 3869 {
3539 object *head = tmp->head != NULL ? tmp->head : tmp; 3870 object *head = tmp->head != NULL ? tmp->head : tmp;
3540 3871
3541 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3872 if (head->flag [FLAG_IS_LINKED])
3542 tmp->set_speed (0); 3873 tmp->set_speed (0);
3543 } 3874 }
3544 /* 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
3545 * 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
3546 * 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
3553 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3884 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3554 { 3885 {
3555 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3886 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3556 tmp->randomitems = NULL; 3887 tmp->randomitems = NULL;
3557 } 3888 }
3889
3558 // close all containers 3890 // close all containers
3559 else if (tmp->type == CONTAINER) 3891 else if (tmp->type == CONTAINER)
3560 tmp->flag [FLAG_APPLIED] = 0; 3892 tmp->flag [FLAG_APPLIED] = 0;
3561 3893
3562 tmp = above; 3894 tmp = above;
3563 } 3895 }
3564 3896
3565 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3897 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3566 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3898 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3567 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3899 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3568 check_trigger (tmp, tmp->above); 3900 check_trigger (tmp, tmp->above, tmp->above);
3569} 3901}
3570 3902
3571/** 3903/**
3572 * Handles player eating food that temporarily changes status (resistances, stats). 3904 * Handles player eating food that temporarily changes status (resistances, stats).
3573 * This used to call cast_change_attr(), but 3905 * This used to call cast_change_attr(), but
3574 * 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
3575 * the food changes, just grab a force and use that instead. 3907 * the food changes, just grab a force and use that instead.
3576 */ 3908 */
3577
3578void 3909void
3579eat_special_food (object *who, object *food) 3910eat_special_food (object *who, object *food)
3580{ 3911{
3581 object *force; 3912 object *force;
3582 int i, did_one = 0; 3913 int i, did_one = 0;
3583 sint8 k;
3584 3914
3585 force = get_archetype (FORCE_NAME); 3915 char buf[64];
3916 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3917 shstr key (buf);
3586 3918
3587 for (i = 0; i < NUM_STATS; i++)
3588 {
3589 k = get_attr_value (&food->stats, i);
3590 if (k)
3591 {
3592 set_attr_value (&force->stats, i, k);
3593 did_one = 1;
3594 }
3595 }
3596
3597 /* check if we can protect the eater */
3598 for (i = 0; i < NROFATTACKS; i++)
3599 {
3600 if (food->resist[i] > 0)
3601 {
3602 force->resist[i] = food->resist[i] / 2;
3603 did_one = 1;
3604 }
3605 }
3606
3607 if (did_one)
3608 {
3609 force->set_speed (0.1);
3610 /* bigger morsel of food = longer effect time */ 3919 /* bigger morsel of food = longer effect time */
3611 force->duration = food->stats.food / 5; 3920 int duration = TIME2TICK (food->stats.food);
3612 SET_FLAG (force, FLAG_APPLIED); 3921
3613 change_abil (who, force); 3922 if (force = who->force_find (key))
3614 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;
3615 } 3933 }
3616 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
3617 force->destroy (); 3965 force->destroy ();
3966 }
3618 3967
3619 /* check for hp, sp change */ 3968 /* check for hp, sp change */
3620 if (food->stats.hp != 0) 3969 if (food->stats.hp != 0)
3621 { 3970 {
3622 if (QUERY_FLAG (food, FLAG_CURSED)) 3971 if (food->flag [FLAG_CURSED])
3623 { 3972 {
3624 assign (who->contr->killer, food->name); 3973 who->contr->killer = food;
3625 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3974 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3626 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3975 who->failmsg ("Eck!...that was poisonous!");
3627 } 3976 }
3628 else 3977 else
3629 { 3978 {
3630 if (food->stats.hp > 0) 3979 if (food->stats.hp > 0)
3631 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3980 who->statusmsg ("You begin to feel better.");
3632 else 3981 else
3633 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3982 who->failmsg ("Eck!...that was poisonous!");
3983
3634 who->stats.hp += food->stats.hp; 3984 who->stats.hp += food->stats.hp;
3635 } 3985 }
3636 } 3986 }
3987
3637 if (food->stats.sp != 0) 3988 if (food->stats.sp != 0)
3638 { 3989 {
3639 if (QUERY_FLAG (food, FLAG_CURSED)) 3990 if (food->flag [FLAG_CURSED])
3640 { 3991 {
3641 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3992 who->failmsg ("You are drained of mana!");
3642 who->stats.sp -= food->stats.sp; 3993 who->stats.sp -= food->stats.sp;
3643 if (who->stats.sp < 0) 3994 if (who->stats.sp < 0)
3644 who->stats.sp = 0; 3995 who->stats.sp = 0;
3645 } 3996 }
3646 else 3997 else
3647 { 3998 {
3648 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3999 who->statusmsg ("You feel a rush of magical energy!");
3649 who->stats.sp += food->stats.sp; 4000 who->stats.sp += food->stats.sp;
3650 /* place limit on max sp from food? */ 4001 /* place limit on max sp from food? */
3651 } 4002 }
3652 } 4003 }
4004
3653 who->update_stats (); 4005 who->update_stats ();
3654}
3655
3656/**
3657 * Designed primarily to light torches/lanterns/etc.
3658 * Also burns up burnable material too. First object in the inventory is
3659 * the selected object to "burn". -b.t.
3660 */
3661void
3662apply_lighter (object *who, object *lighter)
3663{
3664 object *item;
3665 int is_player_env = 0;
3666
3667 item = find_marked_object (who);
3668 if (item)
3669 {
3670 if (lighter->last_eat && lighter->stats.food)
3671 { /* lighter gets used up */
3672 /* Split multiple lighters if they're being used up. Otherwise *
3673 * one charge from each would be used up. --DAMN */
3674 if (lighter->nrof > 1)
3675 {
3676 object *oneLighter = lighter->clone ();
3677
3678 lighter->nrof -= 1;
3679 oneLighter->nrof = 1;
3680 oneLighter->stats.food--;
3681 esrv_send_item (who, lighter);
3682 oneLighter = insert_ob_in_ob (oneLighter, who);
3683 esrv_send_item (who, oneLighter);
3684 }
3685 else
3686 lighter->stats.food--;
3687 }
3688 else if (lighter->last_eat)
3689 { /* no charges left in lighter */
3690 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3691 return;
3692 }
3693
3694 /* Perhaps we should split what we are trying to light on fire?
3695 * I can't see many times when you would want to light multiple
3696 * objects at once.
3697 */
3698
3699 if (who == item->in_player ())
3700 is_player_env = 1;
3701
3702 save_throw_object (item, AT_FIRE, who);
3703
3704 if (item->destroyed ())
3705 {
3706 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3707 /* Need to update the player so that the players glow radius
3708 * gets changed.
3709 */
3710 if (is_player_env)
3711 who->update_stats ();
3712 }
3713 else
3714 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3715 }
3716 else /* nothing to light */
3717 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3718
3719}
3720
3721/**
3722 * op made some mistake with a scroll, this takes care of punishment.
3723 * scroll_failure()- hacked directly from spell_failure
3724 */
3725void
3726scroll_failure (object *op, int failure, int power)
3727{
3728 if (abs (failure / 4) > power)
3729 power = abs (failure / 4); /* set minimum effect */
3730
3731 if (failure <= -1 && failure > -15)
3732 { /* wonder */
3733 object *tmp;
3734
3735 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3736 tmp = get_archetype (SPELL_WONDER);
3737 cast_wonder (op, op, 0, tmp);
3738 tmp->destroy ();
3739 }
3740 else if (failure <= -15 && failure > -35)
3741 { /* drain mana */
3742 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3743 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3744 if (op->stats.sp < 0)
3745 op->stats.sp = 0;
3746 }
3747 else if (settings.spell_failure_effects == TRUE)
3748 {
3749 if (failure <= -35 && failure > -60)
3750 { /* confusion */
3751 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3752 confuse_player (op, op, power);
3753 }
3754 else if (failure <= -60 && failure > -70)
3755 { /* paralysis */
3756 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3757 paralyze_player (op, op, power);
3758 }
3759 else if (failure <= -70 && failure > -80)
3760 { /* blind */
3761 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3762 blind_player (op, op, power);
3763 }
3764 else if (failure <= -80)
3765 { /* blast the immediate area */
3766 object *tmp;
3767
3768 tmp = get_archetype (LOOSE_MANA);
3769 cast_magic_storm (op, tmp, power);
3770 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3771 tmp->destroy ();
3772 }
3773 }
3774} 4006}
3775 4007
3776void 4008void
3777apply_changes_to_player (object *pl, object *change) 4009apply_changes_to_player (object *pl, object *change)
3778{ 4010{
3795 */ 4027 */
3796 int i, j; 4028 int i, j;
3797 4029
3798 for (i = 0; i < NUM_STATS; i++) 4030 for (i = 0; i < NUM_STATS; i++)
3799 { 4031 {
3800 sint8 stat = get_attr_value (stats, i); 4032 int race_bonus = pl->arch->stats.stat (i);
3801 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4033 sint8 stat = stats->stat (i) + ns->stat (i);
3802 4034
3803 stat += get_attr_value (ns, i);
3804 if (stat > 20 + race_bonus) 4035 if (stat > 20 + race_bonus)
3805 { 4036 {
3806 excess_stat++; 4037 excess_stat++;
3807 stat = 20 + race_bonus; 4038 stat = 20 + race_bonus;
3808 } 4039 }
3809 set_attr_value (stats, i, stat); 4040
4041 stats->stat (i) = stat;
3810 } 4042 }
3811 4043
3812 for (j = 0; excess_stat > 0 && j < 100; j++) 4044 for (j = 0; excess_stat > 0 && j < 100; j++)
3813 { /* try 100 times to assign excess stats */ 4045 { /* try 100 times to assign excess stats */
3814 int i = rndm (0, 6); 4046 int i = rndm (0, 6);
3815 int stat = get_attr_value (stats, i);
3816 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3817 4047
3818 if (i == CHA) 4048 if (i == CHA)
3819 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);
3820 if (stat < 20 + race_bonus) 4053 if (stat < 20 + race_bonus)
3821 { 4054 {
3822 change_attr_value (stats, i, 1); 4055 change_attr_value (stats, i, 1);
3823 excess_stat--; 4056 excess_stat--;
3824 } 4057 }
3825 } 4058 }
3826 4059
3827 /* insert the randomitems from the change's treasurelist into 4060 /* insert the randomitems from the change's treasurelist into
3828 * the player ref: player.c 4061 * the player ref: player.c
3829 */ 4062 */
3830 if (change->randomitems != NULL) 4063 if (change->randomitems)
3831 give_initial_items (pl, change->randomitems); 4064 give_initial_items (pl, change->randomitems);
3832
3833 4065
3834 /* set up the face, for some races. */ 4066 /* set up the face, for some races. */
3835 4067
3836 /* first, look for the force object banning 4068 /* first, look for the force object banning
3837 * changing the face. Certain races never change face with class. 4069 * changing the face. Certain races never change face with class.
3838 */ 4070 */
3839 for (walk = pl->inv; walk != NULL; walk = walk->below) 4071 for (walk = pl->inv; walk; walk = walk->below)
3840 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4072 if (walk->name == shstr_NOCLASSFACECHANGE)
3841 flag_change_face = 0; 4073 flag_change_face = 0;
3842 4074
3843 if (flag_change_face) 4075 if (flag_change_face)
3844 { 4076 {
3845 pl->animation_id = GET_ANIM_ID (change);
3846 pl->face = change->face; 4077 pl->face = change->face;
3847 4078 pl->animation_id = change->animation_id;
3848 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4079 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3849 SET_FLAG (pl, FLAG_ANIMATE);
3850 else
3851 CLEAR_FLAG (pl, FLAG_ANIMATE);
3852 } 4080 }
3853 4081
3854 /* check the special case of can't use weapons */ 4082 /* check the special case of can't use weapons */
3855 /*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); */
3856 if (!strcmp (change->name, "monk")) 4084 if (change->name == shstr_monk)
3857 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4085 pl->clr_flag (FLAG_USE_WEAPON);
3858 4086
3859 break; 4087 break;
3860 } 4088 }
3861 } 4089 }
3862} 4090}
3863 4091
3864/**
3865 * This handles items of type 'transformer'.
3866 * Basically those items, used with a marked item, transform both items into something
3867 * else.
3868 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3869 * Change information is contained in the 'slaying' field of the marked item.
3870 * The format is as follow: transformer:[number ]yield[;transformer:...].
3871 * This way an item can be transformed in many things, and/or many objects.
3872 * The 'slaying' field for transformer is used as verb for the action.
3873 */
3874void
3875apply_item_transformer (object *pl, object *transformer)
3876{
3877 object *marked;
3878 object *new_item;
3879 char *find;
3880 char *separator;
3881 int yield;
3882 char got[MAX_BUF];
3883 int len;
3884
3885 if (!pl || !transformer)
3886 return;
3887 marked = find_marked_object (pl);
3888 if (!marked)
3889 {
3890 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3891 return;
3892 }
3893 if (!marked->slaying)
3894 {
3895 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3896 return;
3897 }
3898 /* check whether they are compatible or not */
3899 find = strstr (marked->slaying, transformer->arch->name);
3900 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3901 {
3902 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3903 return;
3904 }
3905 find += strlen (transformer->arch->name) + 1;
3906 /* Item can be used, now find how many and what it yields */
3907 if (isdigit (*(find)))
3908 {
3909 yield = atoi (find);
3910 if (yield < 1)
3911 {
3912 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3913 yield = 1;
3914 }
3915 }
3916 else
3917 yield = 1;
3918
3919 while (isdigit (*find))
3920 find++;
3921 while (*find == ' ')
3922 find++;
3923 memset (got, 0, MAX_BUF);
3924 if ((separator = strchr (find, ';')) != NULL)
3925 {
3926 len = separator - find;
3927 }
3928 else
3929 {
3930 len = strlen (find);
3931 }
3932 if (len > MAX_BUF - 1)
3933 len = MAX_BUF - 1;
3934 strcpy (got, find);
3935 got[len] = '\0';
3936
3937 /* Now create new item, remove used ones when required. */
3938 new_item = get_archetype (got);
3939 if (!new_item)
3940 {
3941 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3942 return;
3943 }
3944
3945 new_item->nrof = yield;
3946 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3947 insert_ob_in_ob (new_item, pl);
3948 esrv_send_inventory (pl, pl);
3949 /* Eat up one item */
3950 decrease_ob_nr (marked, 1);
3951 /* Eat one transformer if needed */
3952 if (transformer->stats.food)
3953 if (--transformer->stats.food == 0)
3954 decrease_ob_nr (transformer, 1);
3955}

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