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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.134 by root, Sat Oct 20 04:39:59 2007 UTC vs.
Revision 1.278 by root, Thu Nov 17 04:49:22 2016 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/** 37static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 38{
44 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 40 {
58 arch_flag = (op->subtype & 1); 41 set (WEAPON);
59 name_flag = (op->subtype & 2); 42 set (ARMOUR);
60 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);
61 } 61 }
62 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 ()
63 { 69 {
64 arch_flag = 1; 70 set (TRANSPORT);
65 name_flag = 1; 71 set (EXIT);
66 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 85 }
86} apply_types_player_only;
68 87
69 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
70 * name or race that matches. 89// be applied at all. used by e.g. apply below.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77 90
78 /* If the director has slaying set, only affect objects where none 91static const struct apply_types : typeset
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87}
88
89/**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94static int
95apply_id_altar (object *money, object *altar, object *pl)
96{ 92{
97 dynbuf_text buf; 93 apply_types ()
98 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 { 95 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 96 set (T_HANDLE);
129 { 97 set (TRIGGER);
130 if (operate_altar (altar, &money)) 98 set (SCROLL);
131 { 99 set (POTION);
132 identify (id); 100 set (CLOSE_CON);
133 101 set (CONTAINER);
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 102 set (LAMP);
135 if (id->msg) 103 set (TORCH);
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 104 set (DRINK);
137 105 set (FOOD);
138 /* If no more money, might as well quit now */ 106 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 107 set (POISON);
140 break; 108 set (POWER_CRYSTAL);
141 } 109 set (ITEM_TRANSFORMER);
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 } 110 }
149 111} apply_types;
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156}
157
158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162void
163handle_apply_yield (object *tmp)
164{
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185}
186
187/**
188 * Handles applying a potion.
189 */
190int
191apply_potion (object *op, object *tmp)
192{
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 op->statusmsg (restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 op->statusmsg ("Your potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
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
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 op->update_stats ();
305 op->statusmsg ("The Gods smile upon you and remake you "
306 "a little more in their image. "
307 "You feel a little more perfect.", NDI_GREEN);
308 }
309 else
310 op->statusmsg ("The potion had no effect - you are already perfect.");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 op->update_stats ();
317 op->failmsg ("The Gods are angry and punish you.");
318 }
319 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!");
340
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353
354 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats ();
357
358 return 1;
359 }
360
361 /* Deal with protection potions */
362 force = NULL;
363 for (i = 0; i < NROFATTACKS; i++)
364 {
365 if (tmp->resist[i])
366 {
367 if (!force)
368 force = get_archetype (FORCE_NAME);
369
370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
371 force->type = POTION_EFFECT;
372 break; /* Only need to find one protection since we copy entire batch */
373 }
374 }
375
376 /* This is a protection potion */
377 if (force)
378 {
379 /* cursed items last longer */
380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381 {
382 force->stats.food *= 10;
383 for (i = 0; i < NROFATTACKS; i++)
384 if (force->resist[i] > 0)
385 force->resist[i] = -force->resist[i]; /* prot => vuln */
386 }
387
388 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force);
393 decrease_ob (tmp);
394 return 1;
395 }
396
397 /* Only thing left are the stat potions */
398 if (op->type == PLAYER)
399 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else
403 SET_FLAG (tmp, FLAG_APPLIED);
404
405 if (!change_abil (op, tmp))
406 op->statusmsg ("Nothing happened.");
407 }
408
409 /* CLEAR_FLAG is so that if the character has other potions
410 * that were grouped with the one consumed, his
411 * stat will not be raised by them. fix_player just clears
412 * up all the stats.
413 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats ();
416 decrease_ob (tmp);
417 return 1;
418}
419 112
420/**************************************************************************** 113/****************************************************************************
421 * Weapon improvement code follows 114 * Weapon improvement code follows
422 ****************************************************************************/ 115 ****************************************************************************/
423 116
424/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
425 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
426 */ 134 */
427static int 135static int
428check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
429{ 137{
430 int count = 0; 138 int count = 0;
431 139
432 if (!item) 140 if (!item)
433 return 0; 141 return 0;
434 142
435 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 144 if (op->arch->archname == item)
438 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 147 count += op->number_of ();
446 }
447 }
448 }
449 148
450 return count; 149 return count;
451} 150}
452 151
453/** 152/**
455 * op is typically the player, which is only 154 * op is typically the player, which is only
456 * really used to determine what space to look at. 155 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
458 */ 157 */
459static void 158static void
460eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 160{
462 object *prev; 161 object *prev;
463 162
464 prev = op; 163 prev = op;
465 op = op->below; 164 op = op->below;
466 165
467 while (op) 166 while (op)
468 { 167 {
469 if (strcmp (op->arch->archname, item) == 0) 168 if (op->arch->archname == item)
470 { 169 {
471 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
472 { 171 {
473 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
474 return; 173 return;
475 } 174 }
476 else 175 else
477 { 176 {
478 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
479 nrof -= op->nrof; 178 nrof -= op->nrof;
480 } 179 }
481 180
482 op = prev; 181 op = prev;
483 } 182 }
486 op = op->below; 185 op = op->below;
487 } 186 }
488} 187}
489 188
490/** 189/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 192 */
545static int 193static int
546check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
550 if (improver->slaying) 198 if (improver->slaying)
551 { 199 {
552 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
553 if (count < 1) 201 if (count < 1)
554 { 202 {
555 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
556 return 0; 204 return 0;
557 } 205 }
558 } 206 }
559 else 207 else
560 count = 1; 208 count = 1;
568static int 216static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 218{
571 stat += sacrifice_count; 219 stat += sacrifice_count;
572 weapon->last_eat++; 220 weapon->last_eat++;
573 decrease_ob (improver); 221 improver->decrease ();
574 222
575 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
576 op->update_stats (); 224 op->update_stats ();
577 225
578 op->statusmsg (format ( 226 op->statusmsg (format (
599 247
600/** 248/**
601 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
603 */ 251 */
604int 252static int
605prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
606{ 254{
607 int sacrifice_count, i; 255 int sacrifice_count, i;
608 char buf[MAX_BUF];
609 256
610 if (weapon->level != 0) 257 if (weapon->level != 0)
611 { 258 {
612 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
613 return 0; 260 return 0;
625 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
627 { 274 {
628 op->failmsg ("You cannot prepare magic weapons. " 275 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 276 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 277 "speed or ac, or has other protections.>");
631 return 0; 278 return 0;
632 } 279 }
633 280
634 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
642 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level 291 &weapon->name, weapon->level
645 )); 292 ));
646 293
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 296 slot at once! */
651 decrease_ob (improver); 297 improver->decrease ();
652 weapon->last_eat = 0; 298 weapon->last_eat = 0;
653 return 1; 299 return 1;
654} 300}
655
656 301
657/** 302/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 304 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
663 * 308 *
664 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
665 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
666 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
667 */ 312 */
668int 313static int
669improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
670{ 315{
671 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
672 317
673 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
675 320
676 if (weapon->level == 0) 321 if (weapon->level == 0)
677 { 322 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 326 return 0;
680 } 327 }
681 328
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
683 { 331 {
684 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 333 return 0;
686 } 334 }
687 335
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
689 { 338 {
690 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 341 "really want to improve it.");
693 return 0; 342 return 0;
704 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++; 355 weapon->last_eat++;
707 356
708 weapon->item_power++; 357 weapon->item_power++;
709 decrease_ob (improver); 358 improver->decrease ();
710 return 1; 359 return 1;
711 } 360 }
712 361
713 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 363 {
718 weapon->weight = 1; 367 weapon->weight = 1;
719 368
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 370 weapon->last_eat++;
722 weapon->item_power++; 371 weapon->item_power++;
723 decrease_ob (improver); 372 improver->decrease ();
724 return 1; 373 return 1;
725 } 374 }
375
726 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 377 {
728 weapon->magic++; 378 weapon->magic++;
729 weapon->last_eat++; 379 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 381 improver->decrease ();
732 weapon->item_power++; 382 weapon->item_power++;
733 return 1; 383 return 1;
734 } 384 }
735 385
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
741 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
742 392
743 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
744 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
745 { 395 {
746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
747 return 0; 397 return 0;
748 } 398 }
749 399
750 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
751 weapon->item_power++; 401 weapon->item_power++;
770/** 420/**
771 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
773 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
774 */ 424 */
775int 425static int
776check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
777{ 427{
778 object *otmp;
779
780 if (op->type != PLAYER) 428 if (op->type != PLAYER)
781 return 0; 429 return 0;
782 430
783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
784 { 432 {
785 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 434 return 0;
787 } 435 }
788 436
789 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
438
790 if (!otmp) 439 if (!otmp)
791 { 440 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 442 return 0;
794 } 443 }
795 444
796 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
797 { 446 {
798 op->failmsg ("Marked item is not a weapon or bow!"); 447 op->failmsg ("Marked item is not a weapon or bow!");
448 return 0;
449 }
450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
799 return 0; 454 return 0;
800 } 455 }
801 456
802 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
803 458
826 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
827 * the users level or 90) 482 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now. 484 * changing of physical area right now.
830 */ 485 */
831int 486static int
832improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
833{ 488{
834 object *tmp;
835
836 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
837 { 490 {
838 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
839 return 0; 492 return 0;
840 } 493 }
494
841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 495 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
842 * etc), so take the easy way out and don't worry about it. 496 * etc), so take the easy way out and don't worry about it.
843 * Note - maybe add scrolls which make the random artifact versions (eg, armour 497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
844 * of gnarg and what not?) 498 * of gnarg and what not?)
845 */ 499 */
847 { 501 {
848 op->failmsg ("This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
849 return 0; 503 return 0;
850 } 504 }
851 505
852 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
854 */ 508 */
855 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
856 tmp = get_split_ob (armour, armour->nrof - 1);
857 else
858 tmp = NULL;
859 510
860 armour->magic++; 511 armour->magic++;
861 512
862 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
863 { 514 {
900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
901 552
902 if (op->type == PLAYER) 553 if (op->type == PLAYER)
903 { 554 {
904 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
905 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
906 op->update_stats (); 558 op->update_stats ();
907 } 559 }
908 560
909 decrease_ob (improver); 561 improver->decrease ();
910 562
911 if (tmp) 563 if (tmp)
912 { 564 op->insert (tmp);
913 insert_ob_in_ob (tmp, op);
914 esrv_send_item (op, tmp);
915 }
916 565
917 return 1; 566 return 1;
918} 567}
919 568
920/* 569/*
921 * convert_item() returns 1 if anything was converted, 0 if the item was not 570 * convert_item() returns 1 if anything was converted, 0 if the item was not
922 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
923 */ 572 *
924#define CONV_FROM(xyz) xyz->slaying
925#define CONV_TO(xyz) xyz->other_arch
926#define CONV_NR(xyz) xyz->stats.sp
927#define CONV_NEED(xyz) xyz->stats.food
928
929/* Takes one items and makes another. 573 * Takes one type of items and makes another.
930 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
931 * item is the object that triggered the converter - if it is not 575 * item is the object that triggered the converter - if it is not
932 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
933 */ 577 */
934int 578int
935convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
936{ 580{
937 int nr = 0; 581 sint64 nr = 0, price_in;
938 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
939 590
940 /* We make some assumptions - we assume if it takes money as it type, 591 /* We make some assumptions - we assume if it takes money as it type,
941 * it wants some amount. We don't make change (ie, if something costs 592 * it wants some amount. We don't make change (ie, if something costs
942 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
943 */ 594 */
944 if (CONV_FROM (converter) == shstr_money) 595 if (conv_from == shstr_money)
945 { 596 {
946 if (item->type != MONEY) 597 if (item->type != MONEY)
947 return 0; 598 return 0;
948 599
949 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
950 if (!nr) 601 if (!nr)
951 return 0; 602 return 0;
952 603
953 converter->play_sound (sound_find ("shop_buy")); 604 converter->play_sound (sound_find ("shop_buy"));
954 605
955 int cost = nr * CONV_NEED (converter) / item->value; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
956 /* take into account rounding errors */
957 if (nr * CONV_NEED (converter) % item->value)
958 cost++;
959 607
960 decrease_ob_nr (item, cost); 608 item->decrease (cost);
961 609
962 price_in = cost * item->value; 610 price_in = cost * item->value;
963 } 611 }
964 else 612 else
965 { 613 {
966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 614 if (item->type == PLAYER
967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
968 return 0; 617 return 0;
969 618
970 converter->play_sound (sound_find ("convert_item")); 619 converter->play_sound (sound_find ("convert_item"));
971 620
972 if (CONV_NEED (converter)) 621 if (need)
973 { 622 {
974 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
975 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
976 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
977 } 626 }
978 else 627 else
979 { 628 {
980 price_in = item->value; 629 price_in = item->value;
981 item->destroy (); 630 item->destroy ();
992 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
994 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
995 ob_to_copy = ob; 644 ob_to_copy = ob;
996 645
997 item = object_create_clone (ob_to_copy); 646 item = ob_to_copy->deep_clone ();
998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
999 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 } 649 }
1001 else 650 else
1002 { 651 {
1003 if (converter->other_arch == NULL) 652 if (!conv_to)
1004 { 653 {
1005 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
1007 return -1; 656 return -1;
1008 } 657 }
1009 658
1010 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012 } 661 }
1013 662
1014 if (CONV_NR (converter)) 663 if (give)
1015 item->nrof = CONV_NR (converter); 664 item->nrof = give;
1016 665
1017 if (nr) 666 if (nr)
1018 item->nrof *= nr; 667 item->nrof *= nr;
1019 668
1020 if (is_in_shop (converter)) 669 if (converter->flag [FLAG_PRECIOUS])
1021 SET_FLAG (item, FLAG_UNPAID); 670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
1022 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1023 { 681 {
1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1026 /** 684 /**
1027 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1028 * hopefully had something in mind when doing this. 686 * hopefully had something in mind when doing this.
1029 */ 687 */
1030 } 688 }
1031 689
1032 SET_FLAG (item, FLAG_IDENTIFIED); 690 // elmex: only identify if we need to, for example so that generated money doesn't
1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
695 item->insert_at (converter, 0, INS_NO_WALK_ON);
696
1034 return 1; 697 return 1;
1035} 698}
1036 699
1037/** 700/**
1038 * Handle apply on containers. 701 * Handle apply on containers.
1039 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1040 * 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]
1041 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1042 */ 705 */
1043int 706static int
1044apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1045{ 708{
1046 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1047 return 0; /* This might change */ 710 return 0; /* This might change */
1048 711
1061 } 724 }
1062 725
1063 // 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
1064 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1065 { 728 {
1066 if (op->container == sack) 729 if (op->container_ () == sack)
1067 { 730 {
1068 // open on ground or inv, so close 731 // open on ground or inv, so close
1069 op->close_container (); 732 op->close_container ();
1070 return 1; 733 return 1;
1071 } 734 }
1072 else if (!sack->env) 735 else if (!sack->env)
1073 { 736 {
1074 // active, but not ours: some other player has opened it 737 // active on floor, but not ours: some other player has opened it
738 // normally this only happens to dms standing on the same space.
739 // but it doesn't hurt to handle it.
1075 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 740 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1076 return 1; 741 return 1;
1077 } 742 }
743 }
1078 744
1079 // fall through to opening it (active in inv) 745 // it's locked?
746 if (sack->slaying)
1080 } 747 {
1081 else if (sack->env) 748 if (object *tmp = find_key (op, op, sack))
749 {
750 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
751 }
752 else
753 {
754 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
755 esrv_update_item (UPD_FLAGS, op, sack);
756 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
757 return 1;
758 }
759 }
760
761 if (sack->env && !sack->flag [FLAG_APPLIED])
1082 { 762 {
1083 // it is in our env, so activate it, do not open yet 763 // it is in our env, so activate it, do not open yet
1084 op->close_container (); 764 op->close_container ();
1085 sack->flag [FLAG_APPLIED] = 1; 765 sack->flag [FLAG_APPLIED] = true;
1086 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
1087 op->statusmsg (format ("You ready %s.", query_name (sack))); 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1088 return 1;
1089 }
1090
1091 // it's locked?
1092 if (sack->slaying)
1093 { 768 }
1094 if (object *tmp = find_key (op, op, sack))
1095 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1096 else 769 else
1097 {
1098 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1099 return 1;
1100 }
1101 }
1102
1103 op->open_container (sack); 770 op->open_container (sack);
1104 771
1105 return 1; 772 return 1;
1106} 773}
1107 774
1108/** 775/**
1114{ 781{
1115 /* Only players can make sacrifices on spell casting altars. */ 782 /* Only players can make sacrifices on spell casting altars. */
1116 if (altar->inv && (!originator || originator->type != PLAYER)) 783 if (altar->inv && (!originator || originator->type != PLAYER))
1117 return 0; 784 return 0;
1118 785
1119 if (operate_altar (altar, &sacrifice)) 786 if (operate_altar (altar, &sacrifice, originator))
1120 { 787 {
1121 /* Simple check. Unfortunately, it means you can't cast magic bullet 788 /* Simple check. Unfortunately, it means you can't cast magic bullet
1122 * with an altar. We call it a Potion - altars are stationary - it 789 * with an altar. We call it a Potion - altars are stationary - it
1123 * is up to map designers to use them properly. 790 * is up to map designers to use them properly.
1124 */ 791 */
1133/* push_button (altar);*/ 800/* push_button (altar);*/
1134 } 801 }
1135 else 802 else
1136 { 803 {
1137 altar->value = 1; /* works only once */ 804 altar->value = 1; /* works only once */
1138 push_button (altar); 805 push_button (altar, originator);
1139 } 806 }
1140 807
1141 return !sacrifice; 808 return !sacrifice;
1142 } 809 }
1143 else 810 else
1156{ 823{
1157 int rv = 0; 824 int rv = 0;
1158 double opinion; 825 double opinion;
1159 object *tmp, *next; 826 object *tmp, *next;
1160 827
1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1162 829
1163 bool has_unpaid = false; 830 bool has_unpaid = false;
1164 831
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to 832 // quite inefficient to do this here twice, but the api doesn't lend itself to
1166 // a quick and small change :( 833 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 834 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID]) 835 if (item->flag [FLAG_UNPAID])
1169 { 836 {
1170 has_unpaid = true; 837 has_unpaid = true;
1171 break; 838 break;
1172 } 839 }
1173 840
1174 if (op->type != PLAYER) 841 if (!op->is_player ())
1175 { 842 {
1176 /* Remove all the unpaid objects that may be carried here. 843 /* Remove all the unpaid objects that may be carried here.
1177 * This could be pets or monsters that are somehow in 844 * This could be pets or monsters that are somehow in
1178 * the shop. 845 * the shop.
1179 */ 846 */
1180 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1181 { 848 {
1182 next = tmp->below; 849 next = tmp->below;
1183 850
1184 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1185 { 852 {
1186 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 853 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1187 854
855 if (i >= 0)
1188 tmp->remove (); 856 tmp->move (i);
1189
1190 if (i == -1)
1191 i = 0;
1192
1193 tmp->map = op->map;
1194 tmp->x = op->x + freearr_x[i];
1195 tmp->y = op->y + freearr_y[i];
1196 insert_ob_in_map (tmp, op->map, op, 0);
1197 } 857 }
1198 } 858 }
1199 859
1200 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1201 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1202 return 0; 862 return 0;
1203 863
1204 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1205 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1206 */ 866 */
1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1208 { 868 {
1209 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 870 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1211 871
1212 if (i != -1) 872 if (i != -1)
1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 873 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1214 874
1215 return 0; 875 return 0;
1216 } 876 }
877
1217 /* Removed code that checked for multipart objects - it appears that 878 /* Removed code that checked for multipart objects - it appears that
1218 * the teleport function should be able to handle this just fine. 879 * the teleport function should be able to handle this just fine.
1219 */ 880 */
1220 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1221 } 882 }
1224 /* this is only used for players */ 885 /* this is only used for players */
1225 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1226 887
1227 if (has_unpaid) 888 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy")); 889 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op)) 890 else if (op->is_in_shop ())
1230 op->contr->play_sound (sound_find ("shop_enter")); 891 op->contr->play_sound (sound_find ("shop_enter"));
1231 else 892 else
1232 op->contr->play_sound (sound_find ("shop_leave")); 893 op->contr->play_sound (sound_find ("shop_leave"));
1233 894
1234 if (shop_mat->msg) 895 if (shop_mat->msg)
1235 op->statusmsg (shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1236 /* This check below is a bit simplistic - generally it should be correct, 897 /* This check below is a bit simplistic - generally it should be correct,
1237 * but there is never a guarantee that the bottom space on the map is 898 * but there is never a guarantee that the bottom space on the map is
1238 * actually the shop floor. 899 * actually the shop floor.
1239 */ 900 */
1240 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1241 { 902 {
1242 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1243 904
1244 op->statusmsg ( 905 op->statusmsg (
1245 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1266 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1267 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 928 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1268 } 929 }
1269 } 930 }
1270 931
1271 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1272 return rv; 933 return rv;
1273} 934}
1274 935
1275/** 936/**
1276 * Handles applying a sign. 937 * Handles applying a sign.
1277 */ 938 */
1278static void 939static void
1279apply_sign (object *op, object *sign, int autoapply) 940apply_sign (object *op, object *sign, int autoapply)
1280{ 941{
1281 readable_message_type *msgType; 942 if (!op->is_player())
943 return;
944
945 if (sign->has_dialogue ())
946 {
947 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
948 return;
949 }
1282 950
1283 if (!sign->msg) 951 if (!sign->msg)
1284 { 952 {
1285 op->statusmsg ("Nothing is written on it."); 953 op->contr->infobox (MSG_CHANNEL ("examine"),
954 format ("T<%s>\n\n Nothing %sis written on it.",
955 &sign->name,
956 sign->name == sign->arch->name ? "" : "else "));
1286 return; 957 return;
1287 } 958 }
1288 959
1289 if (sign->stats.food) 960 if (sign->stats.food)
1290 { 961 {
1291 if (sign->last_eat >= sign->stats.food) 962 if (sign->last_eat >= sign->stats.food)
1292 { 963 {
1293 if (!sign->move_on) 964 if (!sign->move_on)
1294 op->statusmsg ("You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
1295 966
1296 return; 967 return;
1297 } 968 }
1298 969
1299 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1300 sign->last_eat++; 971 sign->last_eat++;
1301 } 972 }
1302 973
1303 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 974 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1304 * No way to know for sure. The presumption is basically that if 975 * No way to know for sure. The presumption is basically that if
1305 * move_on is zero, it needs to be manually applied (doesn't talk 976 * move_on is zero, it needs to be manually applied (doesn't talk
1306 * to us). 977 * to us).
1307 */ 978 */
1308 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 979 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1309 { 980 {
1310 op->failmsg ("You are unable to read while blind!"); 981 op->failmsg ("You are unable to read while blind!");
1311 return; 982 return;
1312 } 983 }
1313 984
1314 if (op->contr) 985 if (op->contr)
1315 if (client *ns = op->contr->ns) 986 if (client *ns = op->contr->ns)
1316 { 987 {
988 if (sign->sound)
1317 ns->play_sound (sign->sound); 989 ns->play_sound (sign->sound);
990 else if (autoapply)
991 ns->play_sound (sound_find ("msg_voice"));
1318 992
1319 if (ns->can_msg)
1320 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 993 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1321 else
1322 {
1323 msgType = get_readable_message_type (sign);
1324 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1325 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1326 }
1327 } 994 }
1328} 995}
1329 996
1330/** 997static void
1331 * 'victim' moves onto 'trap'
1332 * 'victim' leaves 'trap'
1333 * effect is determined by move_on/move_off of trap and move_type of victime.
1334 *
1335 * originator: Player, monster or other object that caused 'victim' to move
1336 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1337 * However, some types of traps require an originator to function.
1338 */
1339void
1340move_apply (object *trap, object *victim, object *originator) 998move_apply_hole (object *trap, object *victim)
1341{ 999{
1342 static int recursion_depth = 0; 1000 /* Hole not open? */
1343 1001 if (trap->stats.wc > 0)
1344 /* Only exits affect DMs. */
1345 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1346 return; 1002 return;
1347 1003
1348 /* move_apply() is the most likely candidate for causing unwanted and 1004 /* Is this a multipart monster and not the head? If so, return.
1349 * possibly unlimited recursion. 1005 * Processing will happen if the head runs into the pit
1350 */ 1006 */
1351 /* The following was changed because it was causing perfeclty correct 1007 if (victim->head)
1352 * maps to fail. 1) it's not an error to recurse:
1353 * rune detonates, summoning monster. monster lands on nearby rune.
1354 * nearby rune detonates. This sort of recursion is expected and
1355 * proper. This code was causing needless crashes.
1356 */
1357 if (recursion_depth >= 500)
1358 {
1359 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1360 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1361 return; 1008 return;
1362 }
1363 1009
1364 recursion_depth++; 1010 // now find all possible locations and randomly pick one
1365 if (trap->head) 1011 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1366 trap = trap->head; 1012 trap->range >= 3 ? SIZEOFFREE3 + 1
1013 : trap->range >= 2 ? SIZEOFFREE2 + 1
1014 : trap->range >= 1 ? SIZEOFFREE1 + 1
1015 : SIZEOFFREE0 + 1);
1367 1016
1368 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1017 if (dir < 0)
1369 goto leave; 1018 return;
1370 1019
1371 switch (trap->type)
1372 {
1373 case PLAYERMOVER:
1374 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1375 {
1376 if (!trap->stats.maxsp)
1377 trap->stats.maxsp = 2;
1378
1379 /* Is this correct? From the docs, it doesn't look like it
1380 * should be divided by trap->speed
1381 */
1382 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1383
1384 /* Just put in some sanity check. I think there is a bug in the
1385 * above with some objects have zero speed, and thus the player
1386 * getting permanently paralyzed.
1387 */
1388 if (victim->speed_left < -50.f)
1389 victim->speed_left = -50.f;
1390 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1391 }
1392 goto leave;
1393
1394 case SPINNER:
1395 if (victim->direction)
1396 {
1397 victim->direction = absdir (victim->direction - trap->stats.sp);
1398 update_turn_face (victim);
1399 }
1400 goto leave;
1401
1402 case DIRECTOR:
1403 if (victim->direction && !should_director_abort (trap, victim))
1404 {
1405 victim->direction = trap->stats.sp;
1406 update_turn_face (victim);
1407 }
1408 goto leave;
1409
1410 case BUTTON:
1411 case PEDESTAL:
1412 update_button (trap);
1413 goto leave;
1414
1415 case ALTAR:
1416 /* sacrifice victim on trap */
1417 apply_altar (trap, victim, originator);
1418 goto leave;
1419
1420 case THROWN_OBJ:
1421 if (trap->inv == NULL)
1422 goto leave;
1423 /* fallthrough */
1424
1425 case ARROW:
1426 /* bad bug: monster throw a object, make a step forwards, step on object ,
1427 * trigger this here and get hit by own missile - and will be own enemy.
1428 * Victim then is his own enemy and will start to kill herself (this is
1429 * removed) but we have not synced victim and his missile. To avoid senseless
1430 * action, we avoid hits here
1431 */
1432 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1433 hit_with_arrow (trap, victim);
1434 goto leave;
1435
1436 case SPELL_EFFECT:
1437 apply_spell_effect (trap, victim);
1438 goto leave;
1439
1440 case TRAPDOOR:
1441 {
1442 int max, sound_was_played;
1443 object *ab, *ab_next;
1444
1445 if (!trap->value)
1446 {
1447 int tot;
1448
1449 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1450 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1451 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1452
1453 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1454 goto leave;
1455
1456 SET_ANIMATION (trap, trap->value);
1457 update_object (trap, UP_OBJ_FACE);
1458 }
1459
1460 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1461 {
1462 /* need to set this up, since if we do transfer the object,
1463 * ab->above would be bogus
1464 */
1465 ab_next = ab->above;
1466
1467 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1468 {
1469 if (!sound_was_played)
1470 {
1471 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1472 sound_was_played = 1;
1473 }
1474
1475 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1476 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1477 }
1478 }
1479 goto leave;
1480 }
1481
1482 case CONVERTER:
1483 if (convert_item (victim, trap) < 0)
1484 {
1485 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1486 get_archetype ("burnout")->insert_at (trap, trap);
1487 }
1488
1489 goto leave;
1490
1491 case TRIGGER_BUTTON:
1492 case TRIGGER_PEDESTAL:
1493 case TRIGGER_ALTAR:
1494 check_trigger (trap, victim);
1495 goto leave;
1496
1497 case DEEP_SWAMP:
1498 walk_on_deep_swamp (trap, victim);
1499 goto leave;
1500
1501 case CHECK_INV:
1502 check_inv (victim, trap);
1503 goto leave;
1504
1505 case HOLE:
1506 /* Hole not open? */
1507 if (trap->stats.wc > 0)
1508 goto leave;
1509
1510 /* Is this a multipart monster and not the head? If so, return.
1511 * Processing will happen if the head runs into the pit
1512 */
1513 if (victim->head)
1514 goto leave;
1515
1516 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1020 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1517 victim->statusmsg ("You fall through the hole!", NDI_RED); 1021 victim->statusmsg ("You fall through the hole!", NDI_RED);
1518 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1519 goto leave;
1520 1022
1521 case EXIT: 1023 transfer_ob (victim,
1522 if (victim->type == PLAYER && EXIT_PATH (trap)) 1024 EXIT_X (trap) + freearr_x[dir],
1523 { 1025 EXIT_Y (trap) + freearr_y[dir],
1524 /* Basically, don't show exits leading to random maps the 1026 0, victim);
1525 * players output.
1526 */
1527 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1528 victim->statusmsg (trap->msg, NDI_NAVY);
1529
1530 trap->play_sound (trap->sound);
1531 victim->enter_exit (trap);
1532 }
1533 goto leave;
1534
1535 case ENCOUNTER:
1536 /* may be some leftovers on this */
1537 goto leave;
1538
1539 case SHOP_MAT:
1540 apply_shop_mat (trap, victim);
1541 goto leave;
1542
1543 /* Drop a certain amount of gold, and have one item identified */
1544 case IDENTIFY_ALTAR:
1545 apply_id_altar (victim, trap, originator);
1546 goto leave;
1547
1548 case SIGN:
1549 if (victim->type != PLAYER && trap->stats.food > 0)
1550 goto leave; /* monsters musn't apply magic_mouths with counters */
1551
1552 apply_sign (victim, trap, 1);
1553 goto leave;
1554
1555 case CONTAINER:
1556 apply_container (victim, trap);
1557 goto leave;
1558
1559 case RUNE:
1560 case TRAP:
1561 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1562 spring_trap (trap, victim);
1563 goto leave;
1564
1565 default:
1566 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1567 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1568 goto leave;
1569 }
1570
1571leave:
1572 recursion_depth--;
1573}
1574
1575/**
1576 * Handles reading a regular (ie not containing a spell) book.
1577 */
1578static void
1579apply_book (object *op, object *tmp)
1580{
1581 int lev_diff;
1582 object *skill_ob;
1583
1584 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1585 {
1586 op->failmsg ("You are unable to read while blind!");
1587 return;
1588 }
1589
1590 if (!tmp->msg)
1591 {
1592 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1593 return;
1594 }
1595
1596 /* need a literacy skill to read stuff! */
1597 skill_ob = find_skill_by_name (op, tmp->skill);
1598 if (!skill_ob)
1599 {
1600 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1601 return;
1602 }
1603
1604 lev_diff = tmp->level - (skill_ob->level + 5);
1605 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1606 {
1607 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1608 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1609 : lev_diff < 5 ? "This book is beyond your comprehension."
1610 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1611 : lev_diff < 15 ? "This book is way beyond your comprehension."
1612 : "This book is totally beyond your comprehension.");
1613 return;
1614 }
1615
1616 readable_message_type *msgType = get_readable_message_type (tmp);
1617
1618 if (player *pl = op->contr)
1619 if (client *ns = pl->ns)
1620 if (ns->can_msg)
1621 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1622 else
1623 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1624 msgType->message_type, msgType->message_subtype,
1625 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1626 long_desc (tmp, op), &tmp->msg);
1627
1628 /* gain xp from reading */
1629 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1630 { /* only if not read before */
1631 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1632
1633 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1634 {
1635 /*exp_gain *= 2; because they just identified it too */
1636 SET_FLAG (tmp, FLAG_IDENTIFIED);
1637
1638 /* If in a container, update how it looks */
1639 if (tmp->env)
1640 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1641 else
1642 op->contr->ns->floorbox_update ();
1643 }
1644
1645 change_exp (op, exp_gain, skill_ob->skill, 0);
1646 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1647 }
1648}
1649
1650/**
1651 * Handles the applying of a skill scroll, calling learn_skill straight.
1652 * op is the person learning the skill, tmp is the skill scroll object
1653 */
1654static void
1655apply_skillscroll (object *op, object *tmp)
1656{
1657 switch (learn_skill (op, tmp))
1658 {
1659 case 0:
1660 op->play_sound (sound_find ("generic_fail"));
1661 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1662 break;
1663
1664 case 1:
1665 decrease_ob (tmp);
1666 op->play_sound (sound_find ("skill_learn"));
1667 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1668 break;
1669
1670 default:
1671 decrease_ob (tmp);
1672 op->play_sound (sound_find ("generic_fail"));
1673 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1674 break;
1675 }
1676}
1677
1678/**
1679 * Actually makes op learn spell.
1680 * Informs player of what happens.
1681 */
1682void
1683do_learn_spell (object *op, object *spell, int special_prayer)
1684{
1685 object *tmp;
1686
1687 if (op->type != PLAYER)
1688 {
1689 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1690 return;
1691 }
1692
1693 /* Upgrade special prayers to normal prayers */
1694 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1695 {
1696 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1697 {
1698 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1699 return;
1700 }
1701 return;
1702 }
1703
1704 op->contr->play_sound (sound_find ("learn_spell"));
1705
1706 tmp = spell->clone ();
1707 insert_ob_in_ob (tmp, op);
1708
1709 if (special_prayer)
1710 SET_FLAG (tmp, FLAG_STARTEQUIP);
1711
1712 esrv_add_spells (op->contr, tmp);
1713}
1714
1715/**
1716 * Erases spell from player's inventory.
1717 */
1718void
1719do_forget_spell (object *op, const char *spell)
1720{
1721 object *spob;
1722
1723 if (op->type != PLAYER)
1724 {
1725 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1726 return;
1727 }
1728 if ((spob = check_spell_known (op, spell)) == NULL)
1729 {
1730 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1731 return;
1732 }
1733
1734 op->failmsg (format ("You lose knowledge of %s.", spell));
1735 player_unready_range_ob (op->contr, spob);
1736 esrv_remove_spell (op->contr, spob);
1737 spob->destroy ();
1738}
1739
1740/**
1741 * Handles player applying a spellbook.
1742 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1743 * stuff like that. Random learning failure too.
1744 */
1745static void
1746apply_spellbook (object *op, object *tmp)
1747{
1748 object *skop, *spell, *spell_skill;
1749
1750 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1751 {
1752 op->failmsg ("You are unable to read while blind.");
1753 return;
1754 }
1755
1756 /* artifact_spellbooks have 'slaying' field point to a spell name,
1757 * instead of having their spell stored in stats.sp. These are
1758 * legacy spellbooks
1759 */
1760 if (tmp->slaying)
1761 {
1762 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1763 if (!spell)
1764 {
1765 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1766 return;
1767 }
1768 else
1769 insert_ob_in_ob (spell, tmp);
1770
1771 tmp->slaying = 0;
1772 }
1773
1774 skop = find_skill_by_name (op, tmp->skill);
1775
1776 /* need a literacy skill to learn spells. Also, having a literacy level
1777 * lower than the spell will make learning the spell more difficult */
1778 if (!skop)
1779 {
1780 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1781 return;
1782 }
1783
1784 spell = tmp->inv;
1785
1786 if (!spell)
1787 {
1788 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1789 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1790 return;
1791 }
1792
1793 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1794 {
1795 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1796 return;
1797 }
1798
1799 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1800
1801 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1802 {
1803 identify (tmp);
1804
1805 if (tmp->env)
1806 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1807 else
1808 op->contr->ns->floorbox_update ();
1809 }
1810
1811 /* I removed the check for special_prayer_mark here - it didn't make
1812 * a lot of sense - special prayers are not found in spellbooks, and
1813 * if the player doesn't know the spell, doesn't make a lot of sense that
1814 * they would have a special prayer mark.
1815 */
1816 if (check_spell_known (op, spell->name))
1817 {
1818 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1819 return;
1820 }
1821
1822 if (spell->skill)
1823 {
1824 spell_skill = find_skill_by_name (op, spell->skill);
1825
1826 if (!spell_skill)
1827 {
1828 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1829 return;
1830 }
1831
1832 if (spell_skill->level < spell->level)
1833 {
1834 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1835 return;
1836 }
1837 }
1838
1839 /* Logic as follows
1840 *
1841 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1842 *
1843 * 2- The learner's skill level in literacy adjusts the chance to learn
1844 * a spell.
1845 *
1846 * 3 -Automatically fail to learn if you read while confused
1847 *
1848 * Overall, chances are the same but a player will find having a high
1849 * literacy rate very useful! -b.t.
1850 */
1851 if (QUERY_FLAG (op, FLAG_CONFUSED))
1852 {
1853 op->failmsg ("In your confused state you flub the wording of the text!");
1854 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1855 }
1856 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1857 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1858 {
1859 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1860 do_learn_spell (op, spell, 0);
1861
1862 /* xp gain to literacy for spell learning */
1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1864 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1865 }
1866 else
1867 {
1868 op->contr->play_sound (sound_find ("fumble_spell"));
1869 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1870 }
1871
1872 decrease_ob (tmp);
1873}
1874
1875/**
1876 * Handles applying a spell scroll.
1877 */
1878void
1879apply_scroll (object *op, object *tmp, int dir)
1880{
1881 object *skop;
1882
1883 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1884 {
1885 op->failmsg ("You are unable to read while blind.");
1886 return;
1887 }
1888
1889 if (!tmp->inv || tmp->inv->type != SPELL)
1890 {
1891 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1892 return;
1893 }
1894
1895 if (op->type == PLAYER)
1896 {
1897 /* players need a literacy skill to read stuff! */
1898 int exp_gain = 0;
1899
1900 /* hard code literacy - tmp->skill points to where the exp
1901 * should go for anything killed by the spell.
1902 */
1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1904
1905 if (!skop)
1906 {
1907 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1908 return;
1909 }
1910
1911 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1912 change_exp (op, exp_gain, skop->skill, 0);
1913 }
1914
1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1916 identify (tmp);
1917
1918 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1919
1920 cast_spell (op, tmp, dir, tmp->inv, NULL);
1921 decrease_ob (tmp);
1922}
1923
1924/**
1925 * Applies a treasure object - by default, chest. op
1926 * is the person doing the applying, tmp is the treasure
1927 * chest.
1928 */
1929static void
1930apply_treasure (object *op, object *tmp)
1931{
1932 /* Nice side effect of this treasure creation method is that the treasure
1933 * for the chest is done when the chest is created, and put into the chest
1934 * inventory. So that when the chest burns up, the items still exist. Also
1935 * prevents people from moving chests to more difficult maps to get better
1936 * treasure
1937 */
1938 object *treas = tmp->inv;
1939
1940 if (!treas)
1941 {
1942 op->statusmsg ("The chest was empty.");
1943 decrease_ob (tmp);
1944 return;
1945 }
1946
1947 while (tmp->inv)
1948 {
1949 treas = tmp->inv;
1950 treas->remove ();
1951
1952 treas->x = op->x;
1953 treas->y = op->y;
1954 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1955
1956 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1957 spring_trap (treas, op);
1958
1959 /* If either player or container was destroyed, no need to do
1960 * further processing. I think this should be enclused with
1961 * spring trap above, as I don't think there is otherwise
1962 * any way for the treasure chest or player to get killed.
1963 */
1964 if (op->destroyed () || tmp->destroyed ())
1965 break;
1966 }
1967
1968 if (!tmp->destroyed () && !tmp->inv)
1969 decrease_ob (tmp);
1970}
1971
1972/**
1973 * op eats food.
1974 * If player, takes care of messages and dragon special food.
1975 */
1976static void
1977apply_food (object *op, object *tmp)
1978{
1979 int capacity_remaining;
1980
1981 if (op->type != PLAYER)
1982 op->stats.hp = op->stats.maxhp;
1983 else
1984 {
1985 /* check if this is a dragon (player), eating some flesh */
1986 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1987 ;
1988 else
1989 {
1990 /* usual case - no dragon meal: */
1991 if (op->stats.food + tmp->stats.food > 999)
1992 {
1993 if (tmp->type == FOOD || tmp->type == FLESH)
1994 op->failmsg ("You feel full, but what a waste of food!");
1995 else
1996 op->statusmsg ("Most of the drink goes down your face not your throat!");
1997 }
1998
1999 tmp->play_sound (
2000 tmp->sound
2001 ? tmp->sound
2002 : tmp->type == DRINK
2003 ? sound_find ("eat_drink")
2004 : sound_find ("eat_food")
2005 );
2006
2007 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2008 {
2009 const char *buf;
2010
2011 if (!is_dragon_pl (op))
2012 {
2013 /* eating message for normal players */
2014 if (tmp->type == DRINK)
2015 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2016 else
2017 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2018 }
2019 else
2020 /* eating message for dragon players */
2021 buf = format ("The %s tasted terrible!", &tmp->name);
2022
2023 op->statusmsg (buf);
2024
2025 capacity_remaining = 999 - op->stats.food;
2026 op->stats.food += tmp->stats.food;
2027 if (capacity_remaining < tmp->stats.food)
2028 op->stats.hp += capacity_remaining / 50;
2029 else
2030 op->stats.hp += tmp->stats.food / 50;
2031
2032 if (op->stats.hp > op->stats.maxhp)
2033 op->stats.hp = op->stats.maxhp;
2034 if (op->stats.food > 999)
2035 op->stats.food = 999;
2036 }
2037
2038 /* special food hack -b.t. */
2039 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2040 eat_special_food (op, tmp);
2041 }
2042 }
2043
2044 handle_apply_yield (tmp);
2045 decrease_ob (tmp);
2046}
2047
2048/**
2049 * A dragon is eating some flesh. If the flesh contains resistances,
2050 * there is a chance for the dragon's skin to get improved.
2051 *
2052 * attributes:
2053 * object *op the object (dragon player) eating the flesh
2054 * object *meal the flesh item, getting chewed in dragon's mouth
2055 * return:
2056 * int 1 if eating successful, 0 if it doesn't work
2057 */
2058int
2059dragon_eat_flesh (object *op, object *meal)
2060{
2061 object *skin = NULL; /* pointer to dragon skin force */
2062 object *abil = NULL; /* pointer to dragon ability force */
2063 object *tmp = NULL; /* tmp. object */
2064
2065 double chance; /* improvement-chance of one resistance type */
2066 double totalchance = 1; /* total chance of gaining one resistance */
2067 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2068 double mbonus = 0; /* monster bonus */
2069 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2070 int winners = 0; /* number of winners */
2071 int i; /* index */
2072
2073 /* let's make sure and doublecheck the parameters */
2074 if (meal->type != FLESH || !is_dragon_pl (op))
2075 return 0;
2076
2077 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2078 from the player's inventory */
2079 for (tmp = op->inv; tmp; tmp = tmp->below)
2080 if (tmp->type == FORCE)
2081 if (tmp->arch->archname == shstr_dragon_skin_force)
2082 skin = tmp;
2083 else if (tmp->arch->archname == shstr_dragon_ability_force)
2084 abil = tmp;
2085
2086 /* if either skin or ability are missing, this is an old player
2087 which is not to be considered a dragon -> bail out */
2088 if (skin == NULL || abil == NULL)
2089 return 0;
2090
2091 /* now start by filling stomache and health, according to food-value */
2092 if ((999 - op->stats.food) < meal->stats.food)
2093 op->stats.hp += (999 - op->stats.food) / 50;
2094 else
2095 op->stats.hp += meal->stats.food / 50;
2096
2097 if (op->stats.hp > op->stats.maxhp)
2098 op->stats.hp = op->stats.maxhp;
2099
2100 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2101
2102 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2103
2104 /* on to the interesting part: chances for adding resistance */
2105 for (i = 0; i < NROFATTACKS; i++)
2106 {
2107 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2108 {
2109 /* got positive resistance, now calculate improvement chance (0-100) */
2110
2111 /* this bonus makes resistance increase easier at lower levels */
2112 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2113 if (i == abil->stats.exp)
2114 bonus += 5; /* additional bonus for resistance of ability-focus */
2115
2116 /* monster bonus increases with level, because high-level
2117 flesh is too rare */
2118 mbonus = op->level * 20. / ((double) settings.max_level);
2119
2120 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2121 ((double) settings.max_level)) - skin->resist[i];
2122
2123 if (chance >= 0.)
2124 chance += 1.;
2125 else
2126 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2127
2128 /* chance is proportional to amount of resistance (max. 50) */
2129 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2130
2131 /* doubled chance for resistance of ability-focus */
2132 if (i == abil->stats.exp)
2133 chance = MIN (100., chance * 2.);
2134
2135 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2136 if (rndm (10000) < (unsigned int) (chance * 100))
2137 {
2138 atnr_winner[winners] = i;
2139 winners++;
2140 }
2141
2142 if (chance >= 0.01)
2143 totalchance *= 1 - chance / 100;
2144
2145 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2146 }
2147 }
2148
2149 /* inverse totalchance as until now we have the failure-chance */
2150 totalchance = 100 - totalchance * 100;
2151
2152 /* print message according to totalchance */
2153 const char *buf;
2154 if (totalchance > 50.)
2155 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2156 else if (totalchance > 10.)
2157 buf = format ("The %s tasted very good.", &meal->name);
2158 else if (totalchance > 1.)
2159 buf = format ("The %s tasted good.", &meal->name);
2160 else if (totalchance > 0.1)
2161 buf = format ("The %s tasted bland.", &meal->name);
2162 else if (totalchance >= 0.01)
2163 buf = format ("The %s had a boring taste.", &meal->name);
2164 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2165 buf = format ("The %s tasted strange.", &meal->name);
2166 else
2167 buf = format ("The %s had no taste.", &meal->name);
2168
2169 op->statusmsg (buf);
2170
2171 /* now choose a winner if we have any */
2172 i = -1;
2173 if (winners > 0)
2174 i = atnr_winner[RANDOM () % winners];
2175
2176 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2177 {
2178 /* resistance increased! */
2179 skin->resist[i]++;
2180 op->update_stats ();
2181
2182 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2183 }
2184
2185 /* if this flesh contains a new ability focus, we mark it
2186 into the ability_force and it will take effect on next level */
2187 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2188 {
2189 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2190
2191 if (meal->last_eat != abil->stats.exp)
2192 op->statusmsg (format (
2193 "Your metabolism prepares to focus on %s!\n"
2194 "The change will happen at level %d.",
2195 change_resist_msg[meal->last_eat],
2196 abil->level + 1
2197 ));
2198 else
2199 {
2200 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2201 abil->last_eat = 0;
2202 }
2203 }
2204
2205 return 1;
2206}
2207
2208/**
2209 * Handles applying an improve armor scroll.
2210 * Does some sanity checks, then calls improve_armour.
2211 */
2212static void
2213apply_armour_improver (object *op, object *tmp)
2214{
2215 object *armor;
2216
2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2218 {
2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2220 return;
2221 }
2222
2223 armor = find_marked_object (op);
2224
2225 if (!armor)
2226 {
2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2228 return;
2229 }
2230
2231 if (armor->type != ARMOUR
2232 && armor->type != CLOAK
2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2234 {
2235 op->failmsg ("Your marked item is not armour!\n");
2236 return;
2237 }
2238
2239 op->statusmsg ("Applying armour enchantment.");
2240 improve_armour (op, tmp, armor);
2241}
2242
2243extern void
2244apply_poison (object *op, object *tmp)
2245{
2246 if (op->type == PLAYER)
2247 {
2248 op->contr->play_sound (sound_find ("drink_poison"));
2249 op->failmsg ("Yech! That tasted poisonous!");
2250 strcpy (op->contr->killer, "poisonous booze");
2251 }
2252
2253 if (tmp->stats.hp > 0)
2254 {
2255 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2256 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2257 }
2258
2259 op->stats.food -= op->stats.food / 4;
2260 handle_apply_yield (tmp);
2261 decrease_ob (tmp);
2262}
2263
2264/**
2265 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2266 * A valid 2 way exit means:
2267 * -You can come back (there is another exit at the other side)
2268 * -You are
2269 * ° the owner of the exit
2270 * ° or in the same party as the owner
2271 *
2272 * Note: a owner in a 2 way exit is saved as the owner's name
2273 * in the field exit->name cause the field exit->owner doesn't
2274 * survive in the swapping (in fact the whole exit doesn't survive).
2275 */
2276int
2277is_legal_2ways_exit (object *op, object *exit)
2278{
2279 if (exit->stats.exp != 1)
2280 return 1; /*This is not a 2 way, so it is legal */
2281
2282#if 0 //TODO
2283 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2284 return 0; /* This is a reset town portal */
2285#endif
2286
2287 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2288
2289 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2290
2291 if (exitmap)
2292 {
2293 exitmap->load_sync ();
2294
2295 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2296
2297 if (!tmp)
2298 return 0;
2299
2300 for (; tmp; tmp = tmp->above)
2301 {
2302 if (tmp->type != EXIT)
2303 continue; /*Not an exit */
2304
2305 if (!EXIT_PATH (tmp))
2306 continue; /*Not a valid exit */
2307
2308 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2309 continue; /*Not in the same place */
2310
2311 if (exit->map->path != EXIT_PATH (tmp))
2312 continue; /*Not in the same map */
2313
2314 /* From here we have found the exit is valid. However we do
2315 * here the check of the exit owner. It is important for the
2316 * town portals to prevent strangers from visiting your appartments
2317 */
2318 if (!exit->race)
2319 return 1; /*No owner, free for all! */
2320
2321 object *exit_owner = 0;
2322
2323 for_all_players (pp)
2324 {
2325 if (!pp->ob)
2326 continue;
2327
2328 if (pp->ob->name != exit->race)
2329 continue;
2330
2331 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2332 break;
2333 }
2334
2335 if (!exit_owner)
2336 return 0; /* No more owner */
2337
2338 if (exit_owner->contr == op->contr)
2339 return 1; /*It is your exit */
2340
2341 if (exit_owner && /*There is a owner */
2342 (op->contr) && /*A player tries to pass */
2343 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2344 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2345 return 0;
2346
2347 return 1;
2348 }
2349 }
2350
2351 return 0;
2352}
2353
2354/**
2355 * Main apply handler.
2356 *
2357 * Checks for unpaid items before applying.
2358 *
2359 * Return value:
2360 * 0: player or monster can't apply objects of that type
2361 * 1: has been applied, or there was an error applying the object
2362 * 2: objects of that type can't be applied if not in inventory
2363 *
2364 * op is the object that is causing object to be applied, tmp is the object
2365 * being applied.
2366 *
2367 * aflag is special (always apply/unapply) flags. Nothing is done with
2368 * them in this function - they are passed to apply_special
2369 */
2370int
2371manual_apply (object *op, object *tmp, int aflag)
2372{
2373 if (tmp->head)
2374 tmp = tmp->head;
2375
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2377 {
2378 if (op->type == PLAYER)
2379 {
2380 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2381 return 1;
2382 }
2383 else
2384 return 0; /* monsters just skip unpaid items */
2385 }
2386
2387 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2388 return RESULT_INT (0);
2389
2390 switch (tmp->type)
2391 {
2392 case CF_HANDLE:
2393 op->play_sound (sound_find ("turn_handle"));
2394 op->statusmsg ("You turn the handle.");
2395 tmp->value = tmp->value ? 0 : 1;
2396 SET_ANIMATION (tmp, tmp->value);
2397 update_object (tmp, UP_OBJ_FACE);
2398 push_button (tmp);
2399 return 1;
2400
2401 case TRIGGER:
2402 if (check_trigger (tmp, op))
2403 {
2404 op->statusmsg ("You turn the handle.");
2405 op->play_sound (sound_find ("turn_handle"));
2406 }
2407 else
2408 op->failmsg ("The handle doesn't move.");
2409
2410 return 1;
2411
2412 case EXIT:
2413 if (op->type != PLAYER)
2414 return 0;
2415
2416 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2417 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2418 else
2419 {
2420 /* Don't display messages for random maps. */
2421 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2422 op->statusmsg (tmp->msg, NDI_NAVY);
2423
2424 op->enter_exit (tmp);
2425 }
2426
2427 return 1;
2428
2429 case INSCRIBABLE:
2430 op->statusmsg (tmp->msg);
2431 // maybe show a spell menu to chose from or something like that
2432 return 1;
2433
2434 case SIGN:
2435 apply_sign (op, tmp, 0);
2436 return 1;
2437
2438 case BOOK:
2439 if (op->type == PLAYER)
2440 {
2441 apply_book (op, tmp);
2442 return 1;
2443 }
2444 else
2445 return 0;
2446
2447 case SKILLSCROLL:
2448 if (op->type == PLAYER)
2449 {
2450 apply_skillscroll (op, tmp);
2451 return 1;
2452 }
2453 else
2454 return 0;
2455
2456 case SPELLBOOK:
2457 if (op->type == PLAYER)
2458 {
2459 apply_spellbook (op, tmp);
2460 return 1;
2461 }
2462 else
2463 return 0;
2464
2465 case SCROLL:
2466 apply_scroll (op, tmp, 0);
2467 return 1;
2468
2469 case POTION:
2470 apply_potion (op, tmp);
2471 return 1;
2472
2473 /* Eneq(@csd.uu.se): Handle apply on containers. */
2474 //TODO: remove, as it is unsed?
2475 case CLOSE_CON:
2476 apply_container (op, tmp->env);
2477 return 1;
2478
2479 case CONTAINER:
2480 apply_container (op, tmp);
2481 return 1;
2482
2483 case TREASURE:
2484 if (op->type == PLAYER)
2485 {
2486 apply_treasure (op, tmp);
2487 return 1;
2488 }
2489 else
2490 return 0;
2491
2492 case WEAPON:
2493 case ARMOUR:
2494 case BOOTS:
2495 case GLOVES:
2496 case AMULET:
2497 case GIRDLE:
2498 case BRACERS:
2499 case SHIELD:
2500 case HELMET:
2501 case RING:
2502 case CLOAK:
2503 case WAND:
2504 case ROD:
2505 case HORN:
2506 case SKILL:
2507 case BOW:
2508 case LAMP:
2509 case BUILDER:
2510 case SKILL_TOOL:
2511 if (tmp->env != op)
2512 return 2; /* not in inventory */
2513
2514 apply_special (op, tmp, aflag);
2515 return 1;
2516
2517 case DRINK:
2518 case FOOD:
2519 case FLESH:
2520 apply_food (op, tmp);
2521 return 1;
2522
2523 case POISON:
2524 apply_poison (op, tmp);
2525 return 1;
2526
2527 case SAVEBED:
2528 return 1;
2529
2530 case ARMOUR_IMPROVER:
2531 if (op->type == PLAYER)
2532 {
2533 apply_armour_improver (op, tmp);
2534 return 1;
2535 }
2536 else
2537 return 0;
2538
2539 case WEAPON_IMPROVER:
2540 check_improve_weapon (op, tmp);
2541 return 1;
2542
2543 case CLOCK:
2544 if (op->type == PLAYER)
2545 {
2546 char buf[MAX_BUF];
2547 timeofday_t tod;
2548
2549 get_tod (&tod);
2550 op->play_sound (sound_find ("sound_clock"));
2551 op->statusmsg (format (
2552 "It is %d minute%s past %d o'clock %s",
2553 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2554 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2555 ));
2556 return 1;
2557 }
2558 else
2559 return 0;
2560
2561 case MENU:
2562 if (op->type == PLAYER)
2563 {
2564 shop_listing (tmp, op);
2565 return 1;
2566 }
2567 else
2568 return 0;
2569
2570 case POWER_CRYSTAL:
2571 apply_power_crystal (op, tmp); /* see egoitem.c */
2572 return 1;
2573
2574 case LIGHTER: /* for lighting torches/lanterns/etc */
2575 if (op->type == PLAYER)
2576 {
2577 apply_lighter (op, tmp);
2578 return 1;
2579 }
2580 else
2581 return 0;
2582
2583 case ITEM_TRANSFORMER:
2584 apply_item_transformer (op, tmp);
2585 return 1;
2586
2587 default:
2588 return 0;
2589 }
2590}
2591
2592
2593/* quiet suppresses the "don't know how to apply" and "you must get it first"
2594 * messages as needed by player_apply_below(). But there can still be
2595 * "but you are floating high above the ground" messages.
2596 *
2597 * Same return value as apply() function.
2598 */
2599int
2600player_apply (object *pl, object *op, int aflag, int quiet)
2601{
2602 int tmp;
2603
2604 if (op->env && (pl->move_type & MOVE_FLYING))
2605 {
2606 /* player is flying and applying object not in inventory */
2607 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2608 {
2609 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2610 return 0;
2611 }
2612 }
2613
2614 pl->contr->last_used = op;
2615
2616 tmp = manual_apply (pl, op, aflag);
2617 if (!quiet)
2618 {
2619 if (tmp == 0)
2620 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2621 else if (tmp == 2)
2622 op->failmsg ("You must get it first!\n");
2623 }
2624
2625 return tmp;
2626}
2627
2628/**
2629 * player_apply_below attempts to apply the object 'below' the player.
2630 * If the player has an open container, we use that for below, otherwise
2631 * we use the ground.
2632 */
2633void
2634player_apply_below (object *pl)
2635{
2636 int floors = 0;
2637
2638 /* If using a container, set the starting item to be the top
2639 * item in the container. Otherwise, use the map.
2640 * This is perhaps more complicated. However, I want to make sure that
2641 * we don't use a corrupt pointer for the next object, so we get the
2642 * next object in the stack before applying. This is can only be a
2643 * problem if player_apply() has a bug in that it uses the object but does
2644 * not return a proper value.
2645 */
2646 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2647 {
2648 next = tmp->below;
2649
2650 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2651 floors++;
2652 else if (floors > 0)
2653 return; /* process only floor objects after first floor object */
2654
2655 /* If it is visible, player can apply it. If it is applied by
2656 * person moving on it, also activate. Added code to make it
2657 * so that at least one of players movement types be that which
2658 * the item needs.
2659 */
2660 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2661 {
2662 if (player_apply (pl, tmp, 0, 1) == 1)
2663 return;
2664 }
2665 if (floors >= 2)
2666 return; /* process at most two floor objects */
2667 }
2668} 1027}
2669 1028
2670/** 1029/**
2671 * Unapplies specified item. 1030 * Unapplies specified item.
2672 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2673 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2674 * to keep the size of apply_special to a more managable size. 1033 * to keep the size of apply_special to a more managable size.
2675 */ 1034 */
2676static int 1035static bool
2677unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2678{ 1037{
2679 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2680 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2681 return RESULT_INT (0); 1040 return RESULT_INT (0);
2682 1041
2683 CLEAR_FLAG (op, FLAG_APPLIED); 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
1044
1045 op->flag [FLAG_APPLIED] = false;
2684 1046
2685 switch (op->type) 1047 switch (op->type)
2686 { 1048 {
2687 case SKILL_TOOL: 1049 case SKILL:
1050 if (player *pl = who->contr)
1051 if (op->invisible)
1052 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1053 else
1054 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1055
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_SKILL] = false;
1058 break;
1059
1060 case WEAPON:
1061 who->statusmsg (format ("You unwield %s.", query_name (op)));
1062 change_abil (who, op);
1063 who->flag [FLAG_READY_WEAPON] = false;
1064
2688 // unapplying a skill tool should also unapply the skill it governs 1065 // unapplying a weapon or skill tool should also unapply the skill it governs
2689 // but this is hard, as it shouldn't do so when the skill can 1066 // but this is hard, as it shouldn't do so when the skill can
2690 // be used for other reasons 1067 // be used for other reasons
2691 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1068 //TODO: really?
2692 if (tmp->skill == op->skill 1069 if (who->chosen_skill)
2693 && tmp->type == SKILL 1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2694 && tmp->flag [FLAG_APPLIED]
2695 && !tmp->flag [FLAG_CAN_USE_SKILL])
2696 unapply_special (who, tmp, 0); 1071 unapply_special (who, who->chosen_skill, 0);
2697 1072
2698 change_abil (who, op);
2699 break; 1073 break;
2700 1074
1075 case RANGED:
1076 case BOW:
2701 case WEAPON: 1077 case WAND:
1078 case ROD:
1079 case HORN:
2702 if (player *pl = who->contr) 1080 if (player *pl = who->contr)
2703 if (op == pl->combat_ob)
2704 {
2705 pl->combat_ob = 0;
2706 who->change_weapon (pl->ranged_ob);
2707 }
2708
2709 who->statusmsg (format ("You unwield %s.", query_name (op)));
2710
2711 change_abil (who, op);
2712 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2713 break;
2714
2715 case SKILL:
2716 if (who->contr)
2717 { 1081 {
2718 if (!op->invisible)
2719 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
1083 change_abil (who, op);
1084 }
1085 else
1086 {
1087 if (op->type == BOW)
1088 op->flag [FLAG_READY_BOW ] = false;
2720 else 1089 else
2721 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1090 op->flag [FLAG_READY_RANGE] = false;
2722 } 1091 }
2723 1092
2724 change_abil (who, op);
2725 CLEAR_FLAG (who, FLAG_READY_SKILL);
2726 break; 1093 break;
2727 1094
2728 case ARMOUR: 1095 case ARMOUR:
2729 case HELMET: 1096 case HELMET:
2730 case SHIELD: 1097 case SHIELD:
2737 case CLOAK: 1104 case CLOAK:
2738 who->statusmsg (format ("You unwear %s.", query_name (op))); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
2739 change_abil (who, op); 1106 change_abil (who, op);
2740 break; 1107 break;
2741 1108
2742 case LAMP: 1109 case SPELL:
2743 {
2744 who->statusmsg (format ("You turn off your %s.", &op->name));
2745
2746 object *tmp2 = arch_to_object (op->other_arch);
2747 tmp2->x = op->x;
2748 tmp2->y = op->y;
2749 tmp2->map = op->map;
2750 tmp2->below = op->below;
2751 tmp2->above = op->above;
2752 tmp2->stats.food = op->stats.food;
2753 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2754
2755 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2756 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2757
2758 if (who->contr)
2759 esrv_del_item (who->contr, op->count);
2760
2761 op->destroy ();
2762 insert_ob_in_ob (tmp2, who);
2763 who->update_stats ();
2764
2765 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2766 {
2767 if (who->contr)
2768 {
2769 who->failmsg ("Oops, it feels deadly cold!");
2770 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2771 }
2772 }
2773
2774 if (who->contr)
2775 esrv_send_item (who, tmp2);
2776 }
2777
2778 return 1; /* otherwise, an attempt to drop causes problems */
2779
2780 case BOW: 1110 case BUILDER:
2781 case WAND:
2782 case ROD:
2783 case HORN:
2784 if (player *pl = who->contr)
2785 {
2786 if (op == pl->ranged_ob)
2787 {
2788 pl->ranged_ob = 0;
2789 who->change_weapon (pl->combat_ob);
2790 }
2791
2792 who->statusmsg (format ("You unready %s.", query_name (op))); 1111 who->statusmsg (format ("You unready %s.", query_name (op)));
2793 }
2794 else
2795 {
2796 who->change_skill (0);
2797
2798 if (op->type == BOW)
2799 CLEAR_FLAG (who, FLAG_READY_BOW);
2800 else
2801 CLEAR_FLAG (who, FLAG_READY_RANGE);
2802 }
2803
2804 break; 1112 break;
2805 1113
2806 case BUILDER: 1114 //case SKILL_TOOL://TODO
2807 if (who->contr)
2808 who->statusmsg (format ("You unready %s.", query_name (op)));
2809 break;
2810
2811 default: 1115 default:
2812 who->statusmsg (format ("You unapply %s.", query_name (op))); 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
2813 break; 1117 break;
2814 } 1118 }
2815 1119
1120 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1121 if (object *pl = op->visible_to ())
1122 esrv_send_item (pl, op);
1123
2816 who->update_stats (); 1124 who->update_stats ();
2817 1125
2818 if (!(aflags & AP_NO_MERGE))
2819 {
2820 object *tmp = merge_ob (op, 0);
2821
2822 if (who->contr)
2823 {
2824 if (tmp)
2825 { /* it was merged */
2826 esrv_del_item (who->contr, op->count);
2827 op = tmp;
2828 }
2829
2830 esrv_send_item (who, op);
2831 }
2832 }
2833
2834 return 0; 1126 return 1;
2835} 1127}
2836 1128
2837/** 1129/**
2838 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
2839 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
2851static object * 1143static object *
2852get_next_item_from_body_location (int loc, object *start) 1144get_next_item_from_body_location (int loc, object *start)
2853{ 1145{
2854 for (object *tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
2855 if (tmp->flag [FLAG_APPLIED] 1147 if (tmp->flag [FLAG_APPLIED]
2856 && tmp->slot[loc].info 1148 && tmp->slot [loc].info
2857 && (!tmp->invisible || tmp->type == SKILL)) 1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2858 return tmp; 1150 return tmp;
2859 1151
2860 return 0; 1152 return 0;
2861} 1153}
2862 1154
2875#define CANNOT_REMOVE_CURSED \ 1167#define CANNOT_REMOVE_CURSED \
2876 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1168 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2877 "Praying over an altar, scrolls of remove curse/damnation, " \ 1169 "Praying over an altar, scrolls of remove curse/damnation, " \
2878 "priests or even other players might help.>" 1170 "priests or even other players might help.>"
2879 1171
2880int 1172static bool
2881unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
2882{ 1174{
2883 if (op->is_range ()) 1175 if (op->is_range ())
2884 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2885 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2886 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1178 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2887 { 1179 {
2888 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
2889 who->failmsg (query_name (tmp)); 1181 who->failmsg (query_name (tmp));
2890 else 1182 else
2891 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
2894 { 1186 {
2895 /* In this case, we want to try and remove a cursed item. 1187 /* In this case, we want to try and remove a cursed item.
2896 * While we know it won't work, we want unapply_special to 1188 * While we know it won't work, we want unapply_special to
2897 * at least generate the message. 1189 * at least generate the message.
2898 */ 1190 */
2899 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1191 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2900 return 1; 1192 return 1;
2901 } 1193 }
2902 1194
2903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2904 { 1196 {
2924#endif 1216#endif
2925 return 1; 1217 return 1;
2926 } 1218 }
2927 1219
2928 /* If we are just printing, we don't care about cursed status */ 1220 /* If we are just printing, we don't care about cursed status */
2929 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1221 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2930 { 1222 {
2931 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
2932 who->failmsg (query_name (tmp)); 1224 who->failmsg (query_name (tmp));
2933 else 1225 else
2934 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
2938 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
2939 * Note this could be annoying if this is just one of a few, 1231 * Note this could be annoying if this is just one of a few,
2940 * so it may not be critical (eg, putting on a ring and you have 1232 * so it may not be critical (eg, putting on a ring and you have
2941 * one cursed ring.) 1233 * one cursed ring.)
2942 */ 1234 */
2943 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2944 } 1236 }
2945 1237
2946 last = tmp->below; 1238 last = tmp->below;
2947 } 1239 }
2948 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1240 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3007 continue; 1299 continue;
3008 } 1300 }
3009 1301
3010 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3011 if (!tmp1) 1303 if (!tmp1)
3012 {
3013#if 0
3014 /* This is sort of an error, but happens a lot when old players
3015 * join in with more stuff equipped than they are now allowed.
3016 */
3017 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3018#endif
3019 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
3020 }
3021 else 1305 else
3022 { 1306 {
3023 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
3024 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
3025 * to apply multiple objects 1309 * to apply multiple objects
3054 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3055 * because you can't control those just by body location - bows, shields, 1339 * because you can't control those just by body location - bows, shields,
3056 * and weapons all use the same slot. Similar for horn/rod/wand - they 1340 * and weapons all use the same slot. Similar for horn/rod/wand - they
3057 * all use the same location. 1341 * all use the same location.
3058 */ 1342 */
3059 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3060 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3061 1345
3062 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3063 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3064 1348
3065 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3066 { 1350 {
3067 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1351 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3068 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3069 1353
3070 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3071 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3072 1356
3073 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3074 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3075 1359
3076 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3077 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3078 } 1362 }
3079 1363
3080 return retval; 1364 return retval;
3081} 1365}
3105 */ 1389 */
3106 1390
3107#define LACK_ITEM_POWER \ 1391#define LACK_ITEM_POWER \
3108 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1392 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3109 1393
3110int 1394static bool
3111apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3112{ 1396{
3113 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3114 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *skop = NULL;
3115
3116 if (who == NULL)
3117 {
3118 LOG (llevError, "apply_special() from object without environment.\n");
3119 return 1;
3120 }
3121
3122 if (op->env != who)
3123 return 1; /* op is not in inventory */
3124 1399
3125 /* trying to unequip op */ 1400 /* trying to unequip op */
3126 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
3127 { 1402 {
3128 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3129 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
3130 return 0; 1405 return 0;
3131 1406
3132 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3133 {
3134 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3135 return 1;
3136 }
3137
3138 return unapply_special (who, op, aflags); 1407 return unapply_special (who, op, aflags);
3139 } 1408 }
3140
3141 if (basic_flag == AP_UNAPPLY) 1409 else if (basic_flag == AP_UNAPPLY)
3142 return 0; 1410 return 0;
3143
3144 // if the item is combat/ranged, wield the relevant slot first
3145 // to resolve conflicts.
3146 if (player *pl = who->contr)
3147 switch (op->slottype ())
3148 {
3149 case slot_combat: who->change_weapon (pl->combat_ob); break;
3150 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3151 }
3152 1411
3153 splay (op); 1412 splay (op);
3154 1413
3155 /* Can't just apply this object. Lets see what not and what to do */ 1414 /* Can't just apply this object. Lets see what not and what to do */
3156 if (int i = can_apply_object (who, op)) 1415 if (int i = can_apply_object (who, op))
3157 { 1416 {
3158 if (i & CAN_APPLY_NEVER) 1417 if (i & CAN_APPLY_NEVER)
3159 { 1418 {
3160 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1419 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3161 return 1; 1420 return 1;
3162 } 1421 }
3163 else if (i & CAN_APPLY_RESTRICTION) 1422 else if (i & CAN_APPLY_RESTRICTION)
3164 { 1423 {
3165 who->failmsg (format ( 1424 who->failmsgf (
3166 "You have a prohibition against using a %s. " 1425 "You have a prohibition against using a %s. "
3167 "H<Your belief, profession or class prevents you from applying this item.>", 1426 "H<Your belief, profession or class prevents you from applying this item.>",
3168 query_name (op) 1427 query_name (op)
3169 )); 1428 );
3170 return 1; 1429 return 1;
3171 } 1430 }
3172 1431
3173 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
3174 { 1433 {
3190 } 1449 }
3191 } 1450 }
3192 1451
3193 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1452 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3194 { 1453 {
1454 // try to ready attached skill first
3195 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
3196 1456
3197 if (!skop) 1457 if (!skop)
3198 { 1458 {
3199 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1459 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3200 return 1; 1460 return 1;
3201 } 1461 }
3202 else 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3203 /* While experience will be credited properly, we want to change the
3204 * skill so that the dam and wc get updated
3205 */ 1463 {
3206 who->change_skill (skop); 1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1465 return 1;
1466 }
3207 } 1467 }
3208 1468
3209 if (who->type == PLAYER 1469 if (!check_item_power (who, op->item_power))
3210 && op->item_power
3211 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3212 { 1470 {
3213 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1471 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3214 return 1; 1472 return 1;
3215 } 1473 }
3216 1474
3217 /* Ok. We are now at the state where we can apply the new object. 1475 /* Ok. We are now at the state where we can apply the new object.
3218 * Note that we don't have the checks for can_use_... 1476 * Note that we don't have the checks for can_use_...
3219 * below - that is already taken care of by can_apply_object. 1477 * below - that is already taken care of by can_apply_object.
3220 */ 1478 */
3221 if (op->nrof > 1) 1479
3222 tmp = get_split_ob (op, op->nrof - 1); 1480 // split away all the other items from the stack, so only one item is left
3223 else 1481 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3224 tmp = 0;
3225 1482
3226 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1483 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3227 return RESULT_INT (0); 1484 return RESULT_INT (0);
3228 1485
3229 switch (op->type) 1486 switch (op->type)
3230 { 1487 {
3231 case WEAPON: 1488 case WEAPON:
3232 if (!check_weapon_power (who, op->last_eat)) 1489 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3233 {
3234 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3235
3236 if (tmp)
3237 insert_ob_in_ob (tmp, who);
3238
3239 return 1;
3240 }
3241
3242 //TODO: this obviously fails for players using a shorter prefix
3243 // i.e. "R" can use Ragnarok's sword.
3244 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3245 { 1490 {
3246 /* if the weapon does not have the name as the character, can't use it. */ 1491 /* if the weapon does not have the name as the character, can't use it. */
3247 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1492 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3248 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1493 who->failmsg ("The weapon does not recognize you as its owner. "
3249 1494 "H<Its name indicates that it belongs to somebody else.>");
3250 if (tmp) 1495 if (tmp) who->insert (tmp);
3251 insert_ob_in_ob (tmp, who);
3252
3253 return 1; 1496 return 1;
3254 } 1497 }
3255 1498
3256 if (!skop) 1499 op->flag [FLAG_APPLIED] = true;
1500
1501 if (player *pl = who->contr)
3257 { 1502 {
3258 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1503 who->statusmsg (format ("You wield %s.", query_name (op)));
3259 return 1; 1504 change_abil (who, op);
3260 } 1505 }
3261 1506
3262 SET_FLAG (op, FLAG_APPLIED); 1507 op->flag [FLAG_READY_WEAPON] = true;
3263 who->change_skill (skop);
3264
3265 if (who->contr)
3266 who->change_weapon (who->contr->combat_ob = op);
3267
3268 who->statusmsg (format ("You wield %s.", query_name (op)));
3269
3270 SET_FLAG (who, FLAG_READY_WEAPON);
3271 change_abil (who, op);
3272 break; 1508 break;
3273 1509
3274 case ARMOUR: 1510 case ARMOUR:
3275 case HELMET: 1511 case HELMET:
3276 case SHIELD: 1512 case SHIELD:
3279 case GIRDLE: 1515 case GIRDLE:
3280 case BRACERS: 1516 case BRACERS:
3281 case CLOAK: 1517 case CLOAK:
3282 case RING: 1518 case RING:
3283 case AMULET: 1519 case AMULET:
3284 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
3285 who->statusmsg (format ("You wear %s.", query_name (op))); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
3286 change_abil (who, op); 1522 change_abil (who, op);
3287 break; 1523 break;
3288 1524
3289 case LAMP:
3290 if (op->stats.food < 1)
3291 {
3292 who->failmsg (format (
3293 "Your %s is out of fuel! "
3294 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3295 &op->name
3296 ));
3297 return 1;
3298 }
3299
3300 who->statusmsg (format ("You turn on your %s.", &op->name));
3301
3302 tmp2 = arch_to_object (op->other_arch);
3303 tmp2->stats.food = op->stats.food;
3304 SET_FLAG (tmp2, FLAG_APPLIED);
3305
3306 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3307 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3308
3309 insert_ob_in_ob (tmp2, who);
3310
3311 /* Remove the old lantern */
3312 if (who->type == PLAYER)
3313 esrv_del_item (who->contr, op->count);
3314
3315 op->destroy ();
3316
3317 /* insert the portion that was split off */
3318 if (tmp)
3319 {
3320 insert_ob_in_ob (tmp, who);
3321 if (who->type == PLAYER)
3322 esrv_send_item (who, tmp);
3323 }
3324
3325 who->update_stats ();
3326
3327 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3328 if (who->type == PLAYER)
3329 {
3330 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3331 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3332 }
3333
3334 if (who->type == PLAYER)
3335 esrv_send_item (who, tmp2);
3336
3337 return 0;
3338
3339 case SKILL_TOOL: 1525 case SKILL_TOOL:
3340 // applying a skill tool also readies the skill 1526 // applying a skill tool does not ready the skill
3341 SET_FLAG (op, FLAG_APPLIED); 1527 // if something needs the skill, it has to ready it itself
3342 1528 //TODO: unapplying should unapply the skill, though
3343 if (!(aflags & AP_NO_READY))
3344 {
3345 skop = find_skill_by_name (who, op->skill);
3346 if (!skop->flag [FLAG_APPLIED]) 1529 op->set_flag (FLAG_APPLIED);
3347 apply_special (who, skop, AP_APPLY);
3348 }
3349 break; 1530 break;
3350 1531
3351 case SKILL: 1532 case SKILL:
3352 if (player *pl = who->contr) 1533 if (who->contr)
3353 {
3354 if (IS_COMBAT_SKILL (op->subtype))
3355 {
3356 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3357 {
3358 for (object *item = who->inv; item; item = item->below)
3359 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3360 {
3361 if (item->skill == op->skill)
3362 {
3363 who->change_weapon (pl->combat_ob = item);
3364 goto found_weapon;
3365 }
3366 }
3367
3368 who->failmsg (format (
3369 "You need to apply a '%s' melee weapon before readying this skill. "
3370 "H<Some skills need an item, in this case a melee weapon, to function.>",
3371 &op->skill
3372 ));
3373 return 1;
3374
3375 found_weapon:;
3376 }
3377 else
3378 who->change_weapon (pl->combat_ob = op);
3379 }
3380 else if (IS_RANGED_SKILL (op->subtype))
3381 {
3382 if (skill_flags [op->subtype] & SF_NEED_BOW)
3383 {
3384 for (object *item = who->inv; item; item = item->below)
3385 if (item->type == BOW && item->flag [FLAG_APPLIED])
3386 {
3387 //TODO: bows should/must all have skill missile weapon right now
3388 who->change_weapon (pl->ranged_ob = item);
3389 goto found_bow;
3390 }
3391
3392 who->failmsg (
3393 "You need to apply a missile weapon before readying this skill. "
3394 "H<Some skills need an item, in this case a missile weapon, to function.>"
3395 );
3396 return 1;
3397
3398 found_bow:;
3399 }
3400 else
3401 who->change_weapon (pl->ranged_ob = op);
3402 }
3403
3404 if (!op->invisible) 1534 if (op->invisible)
3405 { 1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3406 who->statusmsg (format (
3407 "You ready %s."
3408 "You can now use the skill: %s.",
3409 query_name (op),
3410 &op->skill
3411 ));
3412 }
3413 else 1536 else
3414 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1537 who->statusmsg (format ("You ready %s.", query_name (op)));
3415 } 1538
3416 else 1539 who->set_flag (FLAG_READY_SKILL);
3417 { 1540 op->set_flag (FLAG_APPLIED);
3418 SET_FLAG (op, FLAG_APPLIED);
3419 change_abil (who, op); 1541 change_abil (who, op);
3420 who->chosen_skill = op;
3421 SET_FLAG (who, FLAG_READY_SKILL);
3422 }
3423
3424 break; 1542 break;
3425 1543
3426 case BOW: 1544 case BOW:
3427 if (!check_weapon_power (who, op->last_eat)) 1545 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3428 {
3429 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3430
3431 if (tmp)
3432 insert_ob_in_ob (tmp, who);
3433
3434 return 1;
3435 }
3436
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 { 1546 {
3439 who->failmsg ("The weapon does not recognize you as its owner. " 1547 who->failmsg ("The weapon does not recognize you as its owner. "
3440 "H<Its name indicates that it belongs to somebody else.>"); 1548 "H<Its name indicates that it belongs to somebody else.>");
3441 if (tmp) 1549 if (tmp) who->insert (tmp);
3442 insert_ob_in_ob (tmp, who);
3443
3444 return 1; 1550 return 1;
3445 } 1551 }
1552
1553 if (player *pl = who->contr)
1554 {
1555 op->flag [FLAG_APPLIED] = true;
1556 who->statusmsg (format ("You wield the %s.", query_name (op)));
1557 change_abil (who, op);
1558 }
1559 break;
1560
1561 case RANGED:
1562 if (player *pl = who->contr)
1563 {
1564 op->flag [FLAG_APPLIED] = true;
1565 who->statusmsg (format ("You applied the %s.", query_name (op)));
1566 }
1567 break;
1568
1569 case SPELL:
1570 if (player *pl = who->contr)
1571 {
1572 op->flag [FLAG_APPLIED] = true;
1573 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1574 }
1575 break;
3446 1576
3447 /*FALLTHROUGH*/ 1577 /*FALLTHROUGH*/
3448 case WAND: 1578 case WAND:
3449 case ROD: 1579 case ROD:
3450 case HORN: 1580 case HORN:
3451 /* check for skill, alter player status */ 1581 op->flag [FLAG_APPLIED] = true;
3452 1582
3453 if (!skop) 1583 if (player *pl = who->contr)
3454 { 1584 {
3455 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3456 return 1;
3457 }
3458
3459 SET_FLAG (op, FLAG_APPLIED);
3460 who->change_skill (skop);
3461
3462 if (who->contr)
3463 {
3464 who->contr->ranged_ob = op;
3465
3466 who->statusmsg (format ("You ready %s.", query_name (op))); 1585 who->statusmsg (format ("You ready %s.", query_name (op)));
3467 1586
3468 if (op->type == BOW) 1587 if (op->type == BOW)
3469 {
3470 who->current_weapon = op;
3471 change_abil (who, op);
3472 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1588 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3473 } 1589
1590 change_abil (who, op);
3474 } 1591 }
3475 else 1592 else
3476 { 1593 {
3477 if (op->type == BOW) 1594 if (op->type == BOW)
3478 SET_FLAG (who, FLAG_READY_BOW); 1595 op->flag [FLAG_READY_BOW ] = true;
3479 else 1596 else
3480 SET_FLAG (who, FLAG_READY_RANGE); 1597 op->flag [FLAG_READY_RANGE] = true;
3481 } 1598 }
3482 1599
3483 break; 1600 break;
3484 1601
3485 case BUILDER: 1602 case BUILDER:
3486 if (who->type == PLAYER) 1603 if (player *pl = who->contr)
3487 { 1604 {
3488 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3489 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3490 unapply_special (who, who->contr->ranged_ob, 0);
3491
3492 who->statusmsg (format ("You ready your %s.", query_name (op))); 1605 who->statusmsg (format ("You ready your %s.", query_name (op)));
3493 1606 //TODO: change_abil?
3494 who->contr->ranged_ob = op;
3495 } 1607 }
3496 break; 1608 break;
3497 1609
3498 default: 1610 default:
3499 who->statusmsg (format ("You apply %s.", query_name (op))); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
3500 } 1612 }
3501 1613
3502 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
3503 1615
3504 if (tmp) 1616 if (tmp) who->insert (tmp);
3505 tmp = insert_ob_in_ob (tmp, who);
3506 1617
3507 who->update_stats (); 1618 who->update_stats ();
3508 1619
3509 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
3510 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
3511 * you don't know anything about them. 1622 * you don't know anything about them.
3512 */ 1623 */
3513 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1624 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3514 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
3515 1626
3516 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3517 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
3518 { 1629 {
3519 who->failmsg ( 1630 who->failmsg (
3520 "Oops, it feels deadly cold! " 1631 "Oops, it feels deadly cold! "
3521 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1632 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3522 ); 1633 );
3523 SET_FLAG (op, FLAG_KNOWN_CURSED); 1634 op->set_flag (FLAG_KNOWN_CURSED);
3524 } 1635 }
3525 1636
3526 if (who->type == PLAYER) 1637 if (object *pl = op->visible_to ())
3527 {
3528 /* if multiple objects were applied, update both slots */
3529 if (tmp)
3530 esrv_send_item (who, tmp);
3531
3532 esrv_send_item (who, op); 1638 esrv_send_item (pl, op);
3533 }
3534 1639
3535 return 0; 1640 return 0;
3536} 1641}
3537 1642
1643/**
1644 * Check if op should abort moving victim because of it's race or slaying.
1645 * Returns 1 if it should abort, returns 0 if it should continue.
1646 */
3538int 1647int
3539monster_apply_special (object *who, object *op, int aflags) 1648should_director_abort (object *op, object *victim)
3540{ 1649{
3541 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1650 int arch_flag, name_flag, race_flag;
1651
1652 /* Get flags to determine what of arch, name, and race should be checked.
1653 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1654 * the next is the name flag, and the last is the race flag. Also note,
1655 * if subtype is set to zero, that also goes to defaults of all affecting
1656 * it. Examples:
1657 * subtype 1: only arch
1658 * subtype 3: arch or name
1659 * subtype 5: arch or race
1660 * subtype 7: all three
1661 */
1662 if (op->subtype)
1663 {
1664 arch_flag = op->subtype & 1;
1665 name_flag = op->subtype & 2;
1666 race_flag = op->subtype & 4;
1667 }
1668 else
1669 {
1670 arch_flag = 1;
1671 name_flag = 1;
1672 race_flag = 1;
1673 }
1674
1675 /* If the director has race set, only affect objects with a arch,
1676 * name or race that matches.
1677 */
1678 if ((op->race) &&
1679 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1680 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1681 ((!(victim->race && race_flag) || op->race != victim->race)))
3542 return 1; 1682 return 1;
3543 1683
1684 /* If the director has slaying set, only affect objects where none
1685 * of arch, name, or race match.
1686 */
1687 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1688 ((victim->name && name_flag && op->slaying == victim->name)) ||
1689 ((victim->race && race_flag && op->slaying == victim->race)))
1690 return 1;
1691
1692 return 0;
1693}
1694
1695/**
1696 * This handles a player dropping money on an altar to identify stuff.
1697 * It'll identify marked item, if none all items up to dropped money.
1698 * Return value: 1 if money was destroyed, 0 if not.
1699 */
1700static int
1701apply_id_altar (object *money, object *altar, object *pl)
1702{
1703 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1704
1705 if (!pl || pl->type != PLAYER)
1706 return 0;
1707
1708 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1709 * identifying' from being printed out more than it needs to be.
1710 */
1711 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1712 return 0;
1713
1714 /* if the player has a marked item, identify that if it needs to be
1715 * identified. If it doesn't, then go through the player inventory.
1716 */
1717 if (object *marked = pl->mark ())
1718 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1719 {
1720 if (operate_altar (altar, &money, pl))
1721 {
1722 identify (marked);
1723
1724 buf.printf ("You have %s.\r", long_desc (marked, pl));
1725 if (marked->msg)
1726 buf << "The item has a story:\r" << marked->msg << "\n\n";
1727
1728 return !money;
1729 }
1730 }
1731
1732 for (object *id = pl->inv; id; id = id->below)
1733 {
1734 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1735 {
1736 if (operate_altar (altar, &money, pl))
1737 {
1738 identify (id);
1739
1740 buf.printf ("You have %s.\r", long_desc (id, pl));
1741 if (id->msg)
1742 buf << "The item has a story:\r" << id->msg << "\n\n";
1743
1744 /* If no more money, might as well quit now */
1745 if (!money || !check_altar_sacrifice (altar, money))
1746 break;
1747 }
1748 else
1749 {
1750 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1751 break;
1752 }
1753 }
1754 }
1755
1756 if (buf.empty ())
1757 pl->failmsg ("You have nothing that needs identifying");
1758 else
1759 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1760
1761 return !money;
1762}
1763
1764/**
1765 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1766 * matching item.
1767 **/
1768void
1769handle_apply_yield (object *tmp)
1770{
1771 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1772 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1773}
1774
1775/**
1776 * Handles applying a potion.
1777 */
1778int
1779apply_potion (object *op, object *tmp)
1780{
1781 int got_one = 0, i;
1782 object *force = 0;
1783
1784 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1785 {
1786 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1787
1788 tmp->clr_flag (FLAG_APPLIED);
1789 return 0;
1790 }
1791
1792 if (op->type == PLAYER)
1793 if (!tmp->flag [FLAG_IDENTIFIED])
1794 identify (tmp);
1795
1796 handle_apply_yield (tmp);
1797
1798 /* Potion of restoration - only for players */
1799 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1800 {
1801 object *depl;
1802 archetype *at;
1803
1804 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1805 {
1806 op->drain_stat ();
1807 op->update_stats ();
1808 tmp->decrease ();
1809 return 1;
1810 }
1811
1812 if (!(at = archetype::find (shstr_depletion)))
1813 {
1814 LOG (llevError, "Could not find archetype depletion\n");
1815 return 0;
1816 }
1817
1818 depl = present_arch_in_ob (at, op);
1819
1820 if (depl)
1821 {
1822 for (i = 0; i < NUM_STATS; i++)
1823 if (depl->stats.stat (i))
1824 op->statusmsg (restore_msg[i]);
1825
1826 depl->destroy ();
1827 op->update_stats ();
1828 }
1829 else
1830 op->statusmsg ("Your potion had no effect.");
1831
1832 tmp->decrease ();
1833 return 1;
1834 }
1835
1836 /* improvement potion - only for players */
1837 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1838 {
1839 for (i = 1; i < min (11, op->level); i++)
1840 {
1841 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1842 {
1843 if (op->contr->levhp[i] != 1)
1844 {
1845 op->contr->levhp[i] = 1;
1846 break;
1847 }
1848
1849 if (op->contr->levsp[i] != 1)
1850 {
1851 op->contr->levsp[i] = 1;
1852 break;
1853 }
1854
1855 if (op->contr->levgrace[i] != 1)
1856 {
1857 op->contr->levgrace[i] = 1;
1858 break;
1859 }
1860 }
1861 else
1862 {
1863 if (op->contr->levhp[i] < 9)
1864 {
1865 op->contr->levhp[i] = 9;
1866 break;
1867 }
1868
1869 if (op->contr->levsp[i] < 6)
1870 {
1871 op->contr->levsp[i] = 6;
1872 break;
1873 }
1874
1875 if (op->contr->levgrace[i] < 3)
1876 {
1877 op->contr->levgrace[i] = 3;
1878 break;
1879 }
1880 }
1881 }
1882
1883 /* Just makes checking easier */
1884 if (i < min (11, op->level))
1885 got_one = 1;
1886
1887 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1888 {
1889 if (got_one)
1890 {
1891 op->update_stats ();
1892 op->statusmsg ("The Gods smile upon you and remake you "
1893 "a little more in their image. "
1894 "You feel a little more perfect.", NDI_GREEN);
1895 }
1896 else
1897 op->statusmsg ("The potion had no effect - you are already perfect.");
1898 }
1899 else
1900 { /* cursed potion */
1901 if (got_one)
1902 {
1903 op->update_stats ();
1904 op->failmsg ("The Gods are angry and punish you.");
1905 }
1906 else
1907 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1908 }
1909
1910 tmp->decrease ();
1911 return 1;
1912 }
1913
1914
1915 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1916 * and heroism all fit into this category. Given the spell object code,
1917 * there is no limit to the number of spells that potions can be cast,
1918 * but direction is problematic to try and imbue fireball potions for example.
1919 */
1920 if (tmp->inv)
1921 {
1922 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1923 {
1924 op->failmsg ("Yech! Your lungs are on fire!");
1925 create_exploding_ball_at (op, op->level);
1926 }
1927 else
1928 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1929
1930 tmp->decrease ();
1931
1932 /* if youre dead, no point in doing this... */
1933 if (!op->flag [FLAG_REMOVED])
1934 op->update_stats ();
1935
1936 return 1;
1937 }
1938
1939 /* Deal with protection potions */
1940 force = NULL;
1941 for (i = 0; i < NROFATTACKS; i++)
1942 {
1943 if (tmp->resist[i])
1944 {
1945 if (!force)
1946 force = archetype::get (FORCE_NAME);
1947
1948 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1949 force->type = POTION_EFFECT;
1950 break; /* Only need to find one protection since we copy entire batch */
1951 }
1952 }
1953
1954 /* This is a protection potion */
1955 if (force)
1956 {
1957 /* cursed items last longer */
1958 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1959 {
1960 force->stats.food *= 10;
1961 for (i = 0; i < NROFATTACKS; i++)
1962 if (force->resist[i] > 0)
1963 force->resist[i] = -force->resist[i]; /* prot => vuln */
1964 }
1965
1966 force->speed_left = -1;
1967 force = insert_ob_in_ob (force, op);
1968 tmp->clr_flag (FLAG_APPLIED);
1969 force->set_flag (FLAG_APPLIED);
1970 change_abil (op, force);
1971 tmp->decrease ();
1972 return 1;
1973 }
1974
1975 /* Only thing left are the stat potions */
1976 if (op->type == PLAYER)
1977 { /* only for players */
1978 if ((tmp->flag [FLAG_CURSED]
1979 || tmp->flag [FLAG_DAMNED])
1980 && tmp->value != 0)
1981 tmp->clr_flag (FLAG_APPLIED);
1982 else
1983 tmp->set_flag (FLAG_APPLIED);
1984
1985 if (!change_abil (op, tmp))
1986 op->statusmsg ("Nothing happened.");
1987 }
1988
1989 /* CLEAR_FLAG is so that if the character has other potions
1990 * that were grouped with the one consumed, his
1991 * stat will not be raised by them. fix_player just clears
1992 * up all the stats.
1993 */
1994 tmp->clr_flag (FLAG_APPLIED);
1995 op->update_stats ();
1996 tmp->decrease ();
1997 return 1;
1998}
1999
2000/**
2001 * 'victim' moves onto 'trap'
2002 * 'victim' leaves 'trap'
2003 * effect is determined by move_on/move_off of trap and move_type of victime.
2004 *
2005 * originator: Player, monster or other object that caused 'victim' to move
2006 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2007 * However, some types of traps require an originator to function.
2008 */
2009void
2010move_apply (object *trap, object *victim, object *originator)
2011{
2012 static int recursion_depth = 0;
2013
2014 trap = trap->head_ ();
2015
2016 /* Only exits affect DMs. */
2017 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2018 return;
2019
2020 /* move_apply() is the most likely candidate for causing unwanted and
2021 * possibly unlimited recursion.
2022 */
2023
2024 /* The following was changed because it was causing perfectly correct
2025 * maps to fail. 1) it's not an error to recurse:
2026 * rune detonates, summoning monster. monster lands on nearby rune.
2027 * nearby rune detonates. This sort of recursion is expected and
2028 * proper. This code was causing needless crashes.
2029 */
2030 if (recursion_depth >= 500)
2031 {
2032 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2033 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2034 return;
2035 }
2036
2037 recursion_depth++;
2038
2039 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2040 switch (trap->type)
2041 {
2042 case PLAYERMOVER:
2043 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2044 {
2045 if (!trap->stats.maxsp)
2046 trap->stats.maxsp = 2;
2047
2048 /* Is this correct? From the docs, it doesn't look like it
2049 * should be divided by trap->speed
2050 */
2051 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2052
2053 /* Just put in some sanity check. I think there is a bug in the
2054 * above with some objects have zero speed, and thus the player
2055 * getting permanently paralyzed.
2056 */
2057 victim->speed_left = max (-50.f, victim->speed_left);
2058 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2059 }
2060 break;
2061
2062 case SPINNER:
2063 if (victim->direction)
2064 {
2065 victim->direction = absdir (victim->direction - trap->stats.sp);
2066 update_turn_face (victim);
2067 }
2068 break;
2069
2070 case DIRECTOR:
2071 if (victim->direction && !should_director_abort (trap, victim))
2072 {
2073 victim->direction = trap->stats.sp;
2074 update_turn_face (victim);
2075 }
2076 break;
2077
2078 case BUTTON:
2079 case PEDESTAL:
2080 case T_MATCH:
2081 update_button (trap, originator);
2082 break;
2083
2084 case ALTAR:
2085 /* sacrifice victim on trap */
2086 apply_altar (trap, victim, originator);
2087 break;
2088
2089 case THROWN_OBJ:
2090 if (trap->inv == NULL)
2091 break;
2092 /* fallthrough */
2093
2094 case ARROW:
2095 /* bad bug: monster throw a object, make a step forwards, step on object ,
2096 * trigger this here and get hit by own missile - and will be own enemy.
2097 * Victim then is his own enemy and will start to kill herself (this is
2098 * removed) but we have not synced victim and his missile. To avoid senseless
2099 * action, we avoid hits here
2100 */
2101 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2102 && trap->owner != victim)
2103 hit_with_arrow (trap, victim);
2104 break;
2105
2106 case SPELL_EFFECT:
2107 apply_spell_effect (trap, victim);
2108 break;
2109
2110 case TRAPDOOR:
2111 {
2112 int max, sound_was_played;
2113 object *ab, *ab_next;
2114
2115 if (!trap->value)
2116 {
2117 int tot;
2118
2119 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2120 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2121 tot += ab->head_ ()->total_weight ();
2122
2123 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2124 break;
2125
2126 SET_ANIMATION (trap, trap->value);
2127 update_object (trap, UP_OBJ_FACE);
2128 }
2129
2130 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2131 {
2132 /* need to set this up, since if we do transfer the object,
2133 * ab->above would be bogus
2134 */
2135 ab_next = ab->above;
2136
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 {
2139 if (!sound_was_played)
2140 {
2141 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2142 sound_was_played = 1;
2143 }
2144
2145 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2146 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2147 }
2148 }
2149 break;
2150 }
2151
2152 case CONVERTER:
2153 if (convert_item (victim, trap) < 0)
2154 {
2155 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2156 archetype::get (shstr_burnout)->insert_at (trap, trap);
2157 }
2158
2159 break;
2160
2161 case TRIGGER_BUTTON:
2162 case TRIGGER_PEDESTAL:
2163 case TRIGGER_ALTAR:
2164 check_trigger (trap, victim, originator);
2165 break;
2166
2167 case DEEP_SWAMP:
2168 walk_on_deep_swamp (trap, victim);
2169 break;
2170
2171 case CHECK_INV:
2172 check_inv (victim, trap);
2173 break;
2174
2175 case HOLE:
2176 move_apply_hole (trap, victim);
2177 break;
2178
2179 case EXIT:
2180 if (victim->type == PLAYER && EXIT_PATH (trap))
2181 {
2182 /* Basically, don't show exits leading to random maps the
2183 * players output.
2184 */
2185 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2186 victim->statusmsg (trap->msg, NDI_NAVY);
2187
2188 trap->play_sound (trap->sound);
2189 victim->enter_exit (trap);
2190 }
2191 break;
2192
2193 case ENCOUNTER:
2194 /* may be some leftovers on this */
2195 break;
2196
2197 case SHOP_MAT:
2198 apply_shop_mat (trap, victim);
2199 break;
2200
2201 /* Drop a certain amount of gold, and have one item identified */
2202 case IDENTIFY_ALTAR:
2203 apply_id_altar (victim, trap, originator);
2204 break;
2205
2206 case SIGN:
2207 if (victim->type != PLAYER && trap->stats.food > 0)
2208 break; /* monsters musn't apply magic_mouths with counters */
2209
2210 apply_sign (victim, trap, 1);
2211 break;
2212
2213 case CONTAINER:
2214 apply_container (victim, trap);
2215 break;
2216
2217 case RUNE:
2218 case TRAP:
2219 if (trap->level && victim->flag [FLAG_ALIVE])
2220 spring_trap (trap, victim);
2221 break;
2222
2223 default:
2224 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2225 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2226 break;
2227 }
2228
2229 recursion_depth--;
2230}
2231
2232/**
2233 * Handles reading a regular (ie not containing a spell) book.
2234 */
2235static void
2236apply_book (object *op, object *tmp)
2237{
2238 int lev_diff;
2239 object *skill_ob;
2240
2241 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2242 {
2243 op->failmsg ("You are unable to read while blind!");
2244 return;
2245 }
2246
2247 if (!tmp->msg)
2248 {
2249 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2250 return;
2251 }
2252
2253 /* need a literacy skill to read stuff! */
2254 skill_ob = find_skill_by_name (op, tmp->skill);
2255 if (!skill_ob)
2256 {
2257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2258 return;
2259 }
2260
2261 lev_diff = tmp->level - (skill_ob->level + 5);
2262 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2263 {
2264 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2265 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2266 : lev_diff < 5 ? "This book is beyond your comprehension."
2267 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2268 : lev_diff < 15 ? "This book is way beyond your comprehension."
2269 : "This book is totally beyond your comprehension.");
2270 return;
2271 }
2272
2273 // we currently don't use the message types for anything.
2274 // readable_message_type *msgType = get_readable_message_type (tmp);
2275
2276 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2277
2278 if (player *pl = op->contr)
2279 if (client *ns = pl->ns)
2280 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2281
2282 /* gain xp from reading */
2283 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2284 { /* only if not read before */
2285 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2286
2287 if (!tmp->flag [FLAG_IDENTIFIED])
2288 {
2289 /*exp_gain *= 2; because they just identified it too */
2290 tmp->set_flag (FLAG_IDENTIFIED);
2291
2292 if (object *pl = tmp->visible_to ())
2293 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2294 }
2295
2296 change_exp (op, exp_gain, skill_ob->skill, 0);
2297 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2298 }
2299}
2300
2301/**
2302 * op made some mistake with a scroll, this takes care of punishment.
2303 * scroll_failure()- hacked directly from spell_failure
2304 */
2305static void
2306scroll_failure (object *op, int failure, int power)
2307{
2308 if (abs (failure / 4) > power)
2309 power = abs (failure / 4); /* set minimum effect */
2310
2311 if (failure <= -1 && failure > -15)
2312 { /* wonder */
2313 object *tmp;
2314
2315 op->failmsg ("Your spell warps!");
2316 tmp = archetype::get (SPELL_WONDER);
2317 cast_wonder (op, op, 0, tmp);
2318 tmp->destroy ();
2319 }
2320 else if (failure <= -15 && failure > -35)
2321 { /* drain mana */
2322 op->failmsg ("Your mana is drained!");
2323 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2324 if (op->stats.sp < 0)
2325 op->stats.sp = 0;
2326 }
2327 else if (settings.spell_failure_effects == TRUE)
2328 {
2329 if (failure <= -35 && failure > -60)
2330 { /* confusion */
2331 op->failmsg ("The magic recoils on you!");
2332 confuse_player (op, op, power);
2333 }
2334 else if (failure <= -60 && failure > -70)
2335 { /* paralysis */
2336 op->failmsg ("The magic recoils and paralyzes you!");
2337 paralyze_player (op, op, power);
2338 }
2339 else if (failure <= -70 && failure > -80)
2340 { /* blind */
2341 op->failmsg ("The magic recoils on you!");
2342 blind_player (op, op, power);
2343 }
2344 else if (failure <= -80)
2345 { /* blast the immediate area */
2346 object *tmp = archetype::get (LOOSE_MANA);
2347 cast_magic_storm (op, tmp, power);
2348 op->failmsg ("You unleash uncontrolled mana!");
2349 tmp->destroy ();
2350 }
2351 }
2352}
2353
2354/**
2355 * Handles the applying of a skill scroll, calling learn_skill straight.
2356 * op is the person learning the skill, tmp is the skill scroll object
2357 */
2358static void
2359apply_skillscroll (object *op, object *tmp)
2360{
2361 switch (learn_skill (op, tmp))
2362 {
2363 case 0:
2364 op->play_sound (sound_find ("generic_fail"));
2365 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2366 break;
2367
2368 case 1:
2369 tmp->decrease ();
2370 op->play_sound (sound_find ("skill_learn"));
2371 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2372 break;
2373
2374 default:
2375 tmp->decrease ();
2376 op->play_sound (sound_find ("generic_fail"));
2377 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2378 break;
2379 }
2380}
2381
2382/**
2383 * Actually makes op learn spell.
2384 * Informs player of what happens.
2385 */
2386void
2387do_learn_spell (object *op, object *spell, int special_prayer)
2388{
2389 object *tmp;
2390
2391 if (op->type != PLAYER)
2392 {
2393 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2394 return;
2395 }
2396
2397 /* Upgrade special prayers to normal prayers */
2398 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2399 {
2400 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2401 {
2402 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2403 return;
2404 }
2405 return;
2406 }
2407
2408 op->contr->play_sound (sound_find ("learn_spell"));
2409
2410 tmp = spell->clone ();
2411 insert_ob_in_ob (tmp, op);
2412
2413 if (special_prayer)
2414 tmp->set_flag (FLAG_STARTEQUIP);
2415
2416 esrv_add_spells (op->contr, tmp);
2417}
2418
2419/**
2420 * Erases spell from player's inventory.
2421 */
2422void
2423do_forget_spell (object *op, const char *spell)
2424{
2425 object *spob;
2426
2427 if (op->type != PLAYER)
2428 {
2429 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2430 return;
2431 }
2432 if ((spob = check_spell_known (op, spell)) == NULL)
2433 {
2434 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2435 return;
2436 }
2437
2438 op->failmsgf ("You lose knowledge of %s.", spell);
2439 esrv_remove_spell (op->contr, spob);
2440 spob->destroy ();
2441}
2442
2443/**
2444 * Handles player applying a spellbook.
2445 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2446 * stuff like that. Random learning failure too.
2447 */
2448static void
2449apply_spellbook (object *op, object *tmp)
2450{
2451 object *skop, *spell, *spell_skill;
2452
2453 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2454 {
2455 op->failmsg ("You are unable to read while blind.");
2456 return;
2457 }
2458
2459 /* artifact_spellbooks have 'slaying' field point to a spell name,
2460 * instead of having their spell stored in stats.sp. These are
2461 * legacy spellbooks
2462 */
2463 if (tmp->slaying)
2464 {
2465 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2466
2467 if (!spell)
2468 {
2469 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2470 return;
2471 }
2472 else
2473 insert_ob_in_ob (spell, tmp);
2474
2475 tmp->slaying = 0;
2476 }
2477
2478 skop = find_skill_by_name (op, tmp->skill);
2479
2480 /* need a literacy skill to learn spells. Also, having a literacy level
2481 * lower than the spell will make learning the spell more difficult */
2482 if (!skop)
2483 {
2484 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2485 return;
2486 }
2487
2488 spell = tmp->inv;
2489
2490 if (!spell)
2491 {
2492 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2493 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2494 return;
2495 }
2496
2497 int learn_level = sqrtf (spell->level) * 1.5f;
2498 if (skop->level < learn_level)
2499 {
2500 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2501 &tmp->skill, learn_level);
2502 return;
2503 }
2504
2505 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2506
2507 if (!tmp->flag [FLAG_IDENTIFIED])
2508 identify (tmp);
2509
2510 /* I removed the check for special_prayer_mark here - it didn't make
2511 * a lot of sense - special prayers are not found in spellbooks, and
2512 * if the player doesn't know the spell, doesn't make a lot of sense that
2513 * they would have a special prayer mark.
2514 */
2515 if (check_spell_known (op, spell->name))
2516 {
2517 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2518 return;
2519 }
2520
2521 if (spell->skill)
2522 {
2523 spell_skill = find_skill_by_name (op, spell->skill);
2524
2525 if (!spell_skill)
2526 {
2527 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2528 return;
2529 }
2530
2531 if (spell_skill->level < spell->level)
2532 {
2533 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2534 return;
2535 }
2536 }
2537
2538 /* Logic as follows
2539 *
2540 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2541 *
2542 * 2- The learner's skill level in literacy adjusts the chance to learn
2543 * a spell.
2544 *
2545 * 3 -Automatically fail to learn if you read while confused
2546 *
2547 * Overall, chances are the same but a player will find having a high
2548 * literacy rate very useful! -b.t.
2549 */
2550 if (op->flag [FLAG_CONFUSED])
2551 {
2552 op->failmsg ("In your confused state you flub the wording of the text!");
2553 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2554 }
2555 else if (tmp->flag [FLAG_STARTEQUIP] ||
2556 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2557 {
2558 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2559 do_learn_spell (op, spell, 0);
2560
2561 /* xp gain to literacy for spell learning */
2562 if (!tmp->flag [FLAG_STARTEQUIP])
2563 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2564 }
2565 else
2566 {
2567 op->contr->play_sound (sound_find ("fumble_spell"));
2568 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2569 }
2570
2571 tmp->decrease ();
2572}
2573
2574/**
2575 * Handles applying a spell scroll.
2576 */
2577void
2578apply_scroll (object *op, object *tmp, int dir)
2579{
2580 object *skop;
2581
2582 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2583 {
2584 op->failmsg ("You are unable to read while blind.");
2585 return;
2586 }
2587
2588 if (!tmp->inv || tmp->inv->type != SPELL)
2589 {
2590 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2591 return;
2592 }
2593
2594 if (op->type == PLAYER)
2595 {
2596 /* players need a literacy skill to read stuff! */
2597 int exp_gain = 0;
2598
2599 /* hard code literacy - tmp->skill points to where the exp
2600 * should go for anything killed by the spell.
2601 */
2602 skop = find_skill_by_name (op, shstr_literacy);
2603
2604 if (!skop)
2605 {
2606 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2607 return;
2608 }
2609
2610 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2611 change_exp (op, exp_gain, skop->skill, 0);
2612 }
2613
2614 if (!tmp->flag [FLAG_IDENTIFIED])
2615 identify (tmp);
2616
2617 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2618
2619 cast_spell (op, tmp, dir, tmp->inv, NULL);
2620 tmp->decrease ();
2621}
2622
2623/**
2624 * Applies a treasure object - by default, chest. op
2625 * is the person doing the applying, tmp is the treasure
2626 * chest.
2627 */
2628static void
2629apply_treasure (object *op, object *tmp)
2630{
2631 /* Nice side effect of this treasure creation method is that the treasure
2632 * for the chest is done when the chest is created, and put into the chest
2633 * inventory. So that when the chest burns up, the items still exist. Also
2634 * prevents people from moving chests to more difficult maps to get better
2635 * treasure
2636 */
2637 object *treas = tmp->inv;
2638
2639 if (!treas)
2640 {
2641 op->statusmsg ("The chest was empty.");
2642 tmp->decrease ();
2643 return;
2644 }
2645
2646 while (tmp->inv)
2647 {
2648 treas = tmp->inv;
2649 treas->remove ();
2650
2651 treas->x = op->x;
2652 treas->y = op->y;
2653 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2654
2655 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2656 spring_trap (treas, op);
2657
2658 /* If either player or container was destroyed, no need to do
2659 * further processing. I think this should be enclused with
2660 * spring trap above, as I don't think there is otherwise
2661 * any way for the treasure chest or player to get killed.
2662 */
2663 if (op->destroyed () || tmp->destroyed ())
2664 break;
2665 }
2666
2667 if (!tmp->destroyed () && !tmp->inv)
2668 tmp->decrease (true);
2669}
2670
2671/**
2672 * A dragon is eating some flesh. If the flesh contains resistances,
2673 * there is a chance for the dragon's skin to get improved.
2674 *
2675 * attributes:
2676 * object *op the object (dragon player) eating the flesh
2677 * object *meal the flesh item, getting chewed in dragon's mouth
2678 * return:
2679 * int 1 if eating successful, 0 if it doesn't work
2680 */
2681static int
2682dragon_eat_flesh (object *op, object *meal)
2683{
2684 object *skin = NULL; /* pointer to dragon skin force */
2685 object *abil = NULL; /* pointer to dragon ability force */
2686 object *tmp = NULL; /* tmp. object */
2687
2688 double chance; /* improvement-chance of one resistance type */
2689 double totalchance = 1; /* total chance of gaining one resistance */
2690 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2691 double mbonus = 0; /* monster bonus */
2692 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2693 int winners = 0; /* number of winners */
2694 int i; /* index */
2695
2696 /* let's make sure and doublecheck the parameters */
2697 if (meal->type != FLESH || !op->is_dragon ())
2698 return 0;
2699
2700 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2701 from the player's inventory */
2702 for (tmp = op->inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE)
2704 if (tmp->arch->archname == shstr_dragon_skin_force)
2705 skin = tmp;
2706 else if (tmp->arch->archname == shstr_dragon_ability_force)
2707 abil = tmp;
2708
2709 /* if either skin or ability are missing, this is an old player
2710 which is not to be considered a dragon -> bail out */
2711 if (skin == NULL || abil == NULL)
2712 return 0;
2713
2714 /* now start by filling stomache and health, according to food-value */
2715 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2716 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2717 else
2718 op->stats.hp += meal->stats.food / 50;
2719
2720 min_it (op->stats.hp, op->stats.maxhp);
2721 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2722
2723 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2724
2725 /* on to the interesting part: chances for adding resistance */
2726 for (i = 0; i < NROFATTACKS; i++)
2727 {
2728 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2729 {
2730 /* got positive resistance, now calculate improvement chance (0-100) */
2731
2732 /* this bonus makes resistance increase easier at lower levels */
2733 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2734 if (i == abil->stats.exp)
2735 bonus += 5; /* additional bonus for resistance of ability-focus */
2736
2737 /* monster bonus increases with level, because high-level
2738 flesh is too rare */
2739 mbonus = op->level * 20. / ((double) settings.max_level);
2740
2741 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2742 ((double)settings.max_level)) - skin->resist[i];
2743
2744 if (chance >= 0.)
2745 chance += 1.;
2746 else
2747 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2748
2749 /* chance is proportional to amount of resistance (max. 50) */
2750 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2751
2752 /* doubled chance for resistance of ability-focus */
2753 if (i == abil->stats.exp)
2754 chance = min (100., chance * 2.);
2755
2756 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2757 if (rndm (10000) < (unsigned int)(chance * 100))
2758 {
2759 atnr_winner[winners] = i;
2760 winners++;
2761 }
2762
2763 if (chance >= 0.01)
2764 totalchance *= 1 - chance / 100;
2765
2766 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2767 }
2768 }
2769
2770 /* inverse totalchance as until now we have the failure-chance */
2771 totalchance = 100 - totalchance * 100;
2772
2773 /* print message according to totalchance */
2774 const char *buf;
2775 if (totalchance > 50.)
2776 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2777 else if (totalchance > 10.)
2778 buf = format ("The %s tasted very good.", &meal->name);
2779 else if (totalchance > 1.)
2780 buf = format ("The %s tasted good.", &meal->name);
2781 else if (totalchance > 0.1)
2782 buf = format ("The %s tasted bland.", &meal->name);
2783 else if (totalchance >= 0.01)
2784 buf = format ("The %s had a boring taste.", &meal->name);
2785 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2786 buf = format ("The %s tasted strange.", &meal->name);
2787 else
2788 buf = format ("The %s had no taste.", &meal->name);
2789
2790 op->statusmsg (buf);
2791
2792 /* now choose a winner if we have any */
2793 i = -1;
2794 if (winners > 0)
2795 i = atnr_winner [rndm (winners)];
2796
2797 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2798 {
2799 /* resistance increased! */
2800 skin->resist[i]++;
2801 op->update_stats ();
2802
2803 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2804 }
2805
2806 /* if this flesh contains a new ability focus, we mark it
2807 into the ability_force and it will take effect on next level */
2808 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2809 {
2810 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2811
2812 if (meal->last_eat != abil->stats.exp)
2813 op->statusmsg (format (
2814 "Your metabolism prepares to focus on %s!\n"
2815 "The change will happen at level %d.",
2816 change_resist_msg[meal->last_eat],
2817 abil->level + 1
2818 ));
2819 else
2820 {
2821 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2822 abil->last_eat = 0;
2823 }
2824 }
2825
2826 return 1;
2827}
2828
2829/**
2830 * op eats food.
2831 * If player, takes care of messages and dragon special food.
2832 */
2833static void
2834apply_food (object *op, object *tmp)
2835{
2836 int capacity_remaining;
2837
2838 if (op->type != PLAYER)
2839 op->stats.hp = op->stats.maxhp;
2840 else
2841 {
2842 /* check if this is a dragon (player), eating some flesh */
2843 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2844 ;
2845 else
2846 {
2847 /* usual case - no dragon meal: */
2848 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2849 {
2850 if (tmp->type == FOOD || tmp->type == FLESH)
2851 op->failmsg ("You feel full, but what a waste of food!");
2852 else
2853 op->statusmsg ("Most of the drink goes down your face not your throat!");
2854 }
2855
2856 tmp->play_sound (
2857 tmp->sound
2858 ? tmp->sound
2859 : tmp->type == DRINK
2860 ? sound_find ("eat_drink")
2861 : sound_find ("eat_food")
2862 );
2863
2864 if (!tmp->flag [FLAG_CURSED])
2865 {
2866 const char *buf;
2867
2868 if (!op->is_dragon ())
2869 {
2870 /* eating message for normal players */
2871 if (tmp->type == DRINK)
2872 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2873 else
2874 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2875 }
2876 else
2877 /* eating message for dragon players */
2878 buf = format ("The %s tasted terrible!", &tmp->name);
2879
2880 op->statusmsg (buf);
2881
2882 capacity_remaining = MAX_FOOD - op->stats.food;
2883 op->stats.food += tmp->stats.food;
2884 if (capacity_remaining < tmp->stats.food)
2885 op->stats.hp += capacity_remaining / 50;
2886 else
2887 op->stats.hp += tmp->stats.food / 50;
2888
2889 min_it (op->stats.hp, op->stats.maxhp);
2890 min_it (op->stats.food, MAX_FOOD);
2891 }
2892
2893 /* special food hack -b.t. */
2894 if (tmp->title || tmp->flag [FLAG_CURSED])
2895 eat_special_food (op, tmp);
2896 }
2897 }
2898
2899 handle_apply_yield (tmp);
2900 tmp->decrease ();
2901}
2902
2903/**
2904 * Handles applying an improve armor scroll.
2905 * Does some sanity checks, then calls improve_armour.
2906 */
2907static void
2908apply_armour_improver (object *op, object *tmp)
2909{
2910 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2911 {
2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2913 return;
2914 }
2915
2916 object *armor = op->mark ();
2917
2918 if (!armor)
2919 {
2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2921 return;
2922 }
2923
2924 if (armor->type != ARMOUR
2925 && armor->type != CLOAK
2926 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2927 {
2928 op->failmsg ("Your marked item is not armour!\n");
2929 return;
2930 }
2931
2932 if (!op->apply (armor, AP_UNAPPLY))
2933 {
2934 op->failmsg ("You are unable to take off your armour to improve it!");
2935 return;
2936 }
2937
2938 op->statusmsg ("Applying armour enchantment.");
2939 improve_armour (op, tmp, armor);
2940}
2941
2942void
2943apply_poison (object *op, object *tmp)
2944{
2945 // need to do it now when it is still on the map
2946 handle_apply_yield (tmp);
2947
2948 object *poison = tmp->split (1);
2949
2950 if (op->type == PLAYER)
2951 {
2952 op->contr->play_sound (sound_find ("drink_poison"));
2953 op->failmsg ("Yech! That tasted poisonous!");
2954 op->contr->killer = poison;
2955 }
2956
2957 if (poison->stats.hp > 0)
2958 {
2959 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2960 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2961 }
2962
2963 op->stats.food -= op->stats.food / 4;
2964 poison->destroy ();
2965}
2966
2967/**
2968 * This function will try to apply a lighter and in case no lighter
2969 * is specified it will try to find a lighter in the players inventory,
2970 * and inform him about this requirement.
2971 *
2972 * who - the player
2973 * op - the item we want to light
2974 * lighter - the lighter or 0 if a lighter has yet to be found
2975 */
2976static object *
2977auto_apply_lighter (object *who, object *op, object *lighter)
2978{
2979 if (lighter == 0)
2980 {
2981 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2982 {
2983 if (tmp->type == LIGHTER)
2984 {
2985 lighter = tmp;
2986 break;
2987 }
2988 }
2989
2990 if (!lighter)
2991 {
2992 who->failmsgf (
2993 "You can't light up the %s with your bare hands! "
2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
2995 &op->name
2996 );
2997 return 0;
2998 }
2999 }
3000
3001 // last_eat == 0 means the lighter is not being used up!
3002 if (lighter->last_eat && lighter->stats.food)
3003 {
3004 /* lighter gets used up */
3005 lighter = lighter->split ();
3006 lighter->stats.food--;
3007 who->insert (lighter);
3008 }
3009 else if (lighter->last_eat)
3010 {
3011 /* no charges left in lighter */
3012 who->failmsgf (
3013 "You attempt to light the %s with a used up %s.",
3014 &op->name, &lighter->name
3015 );
3016 return 0;
3017 }
3018
3019 return lighter;
3020}
3021
3022/**
3023 * Designed primarily to light torches/lanterns/etc.
3024 * Also burns up burnable material too. First object in the inventory is
3025 * the selected object to "burn". -b.t.
3026 */
3027static void
3028apply_lighter (object *who, object *lighter)
3029{
3030 if (object *item = who->mark ())
3031 {
3032 if (!auto_apply_lighter (who, item, lighter))
3033 return;
3034
3035 /* Perhaps we should split what we are trying to light on fire?
3036 * I can't see many times when you would want to light multiple
3037 * objects at once.
3038 */
3039
3040 save_throw_object (item, AT_FIRE, who);
3041
3042 if (item->destroyed ()
3043 || ((item->type == LAMP || item->type == TORCH)
3044 && item->glow_radius > 0))
3045 who->statusmsg (format (
3046 "You light the %s with the %s.",
3047 &item->name, &lighter->name
3048 ));
3049 else
3050 who->failmsgf (
3051 "You attempt to light the %s with the %s and fail.",
3052 &item->name, &lighter->name
3053 );
3054 }
3055 else
3056 who->failmsg ("You need to mark a lightable object.");
3057}
3058
3059/**
3060 * This function generates a cursed effect for cursed lamps and torches.
3061 */
3062static void
3063player_apply_lamp_cursed_effect (object *who, object *op)
3064{
3065 if (op->level)
3066 {
3067 who->failmsgf (
3068 "The %s was cursed, it explodes in a big fireball!",
3069 &op->name
3070 );
3071 create_exploding_ball_at (who, op->level);
3072 }
3073 else
3074 {
3075 who->failmsgf (
3076 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3077 &op->name
3078 );
3079 }
3080
3081 op->destroy ();
3082}
3083
3084/**
3085 * Apply for players and lamps
3086 *
3087 * who - the player
3088 * op - the lamp
3089 */
3090static void
3091player_apply_lamp (object *who, object *op)
3092{
3093 bool switch_on = op->glow_radius ? false : true;
3094
3095 if (switch_on)
3096 {
3097 object *lighter = 0;
3098
3099 if (op->flag [FLAG_IS_LIGHTABLE]
3100 && !(lighter = auto_apply_lighter (who, op, 0)))
3101 return;
3102
3103 if (op->stats.food < 1)
3104 {
3105 if (op->type == LAMP)
3106 who->failmsgf (
3107 "The %s is out of fuel! "
3108 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3109 &op->name
3110 );
3111 else
3112 who->failmsgf (
3113 "The %s is burnt out! "
3114 "H<Torches and similar items burn out and become worthless.>",
3115 &op->name
3116 );
3117 return;
3118 }
3119
3120 if (op->flag [FLAG_CURSED])
3121 {
3122 player_apply_lamp_cursed_effect (who, op);
3123 return;
3124 }
3125
3126 if (lighter)
3127 who->statusmsg (format (
3128 "You light up the %s with the %s.", &op->name, &lighter->name));
3129 else
3130 who->statusmsg (format ("You light up the %s.", &op->name));
3131 }
3132 else
3133 {
3134 if (op->flag [FLAG_CURSED])
3135 {
3136 player_apply_lamp_cursed_effect (who, op);
3137 return;
3138 }
3139
3140 if (op->type == TORCH)
3141 {
3142 if (!op->flag [FLAG_IS_LIGHTABLE])
3143 {
3144 who->statusmsg (format (
3145 "You put out the %s. "
3146 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3147 &op->name, &op->name));
3148 }
3149 else
3150 who->statusmsg (format (
3151 "You put out the %s."
3152 "H<Torches wear out if you put them out.>",
3153 &op->name));
3154 }
3155 else
3156 who->statusmsg (format ("You turn off the %s.", &op->name));
3157 }
3158
3159 apply_lamp (op, switch_on);
3160}
3161
3162void get_animation_from_arch (object *op, arch_ptr a)
3163{
3164 op->animation_id = a->animation_id;
3165 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3166 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3167 op->anim_speed = a->anim_speed;
3168 op->last_anim = 0;
3169 op->state = 0;
3170 op->face = a->face;
3171
3172 if (NUM_ANIMATIONS(op) > 1)
3173 {
3174 SET_ANIMATION(op, 0);
3175 animate_object (op, op->direction);
3176 }
3177 else
3178 update_object (op, UP_OBJ_FACE);
3179}
3180
3181/**
3182 * Apply for LAMPs and TORCHes.
3183 *
3184 * op - the lamp
3185 * switch_on - a flag which says whether the lamp should be switched on or off
3186 */
3187void apply_lamp (object *op, bool switch_on)
3188{
3189 op->set_glow_radius (switch_on ? op->range : 0);
3190 op->set_speed (switch_on ? op->arch->speed : 0);
3191
3192 // torches wear out if you put them out
3193 if (op->type == TORCH && !switch_on)
3194 {
3195 if (op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 op->stats.food -= (double) op->arch->stats.food / 15;
3198 if (op->stats.food < 0)
3199 op->stats.food = 0;
3200 }
3201 else
3202 op->stats.food = 0;
3203 }
3204
3205 // lamps and torched get worthless when used up
3206 if (op->stats.food <= 0)
3207 op->value = 0;
3208
3209 // FIXME: This is a hack to make the more sane torches and lamps
3210 // still animated ;-/
3211 if (op->other_arch)
3212 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3213
3214 if (object *pl = op->visible_to ())
3215 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3216}
3217
3218/**
3219 * This handles items of type 'transformer'.
3220 * Basically those items, used with a marked item, transform both items into something
3221 * else.
3222 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3223 * Change information is contained in the 'slaying' field of the marked item.
3224 * The format is as follow: transformer:[number ]yield[;transformer:...].
3225 * This way an item can be transformed in many things, and/or many objects.
3226 * The 'slaying' field for transformer is used as verb for the action.
3227 */
3228static void
3229apply_item_transformer (object *pl, object *transformer)
3230{
3231 object *new_item;
3232 const char *find;
3233 char *separator;
3234 int yield;
3235 char got[MAX_BUF];
3236 int len;
3237
3238 if (!pl || !transformer)
3239 return;
3240
3241 object *marked = pl->mark ();
3242
3243 if (!marked)
3244 {
3245 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3246 return;
3247 }
3248
3249 if (!marked->slaying)
3250 {
3251 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3252 return;
3253 }
3254
3255 /* check whether they are compatible or not */
3256 find = strstr (&marked->slaying, transformer->arch->archname);
3257 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3258 {
3259 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3260 return;
3261 }
3262
3263 find += strlen (transformer->arch->archname) + 1;
3264 /* Item can be used, now find how many and what it yields */
3265 if (isdigit (*(find)))
3266 {
3267 yield = atoi (find);
3268 if (yield < 1)
3269 {
3270 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3271 yield = 1;
3272 }
3273 }
3274 else
3275 yield = 1;
3276
3277 while (isdigit (*find))
3278 find++;
3279
3280 while (*find == ' ')
3281 find++;
3282
3283 memset (got, 0, MAX_BUF);
3284
3285 if ((separator = (char *) strchr (find, ';')))
3286 len = separator - find;
3287 else
3288 len = strlen (find);
3289
3290 min_it (len, MAX_BUF - 1);
3291
3292 strcpy (got, find);
3293 got[len] = '\0';
3294
3295 /* Now create new item, remove used ones when required. */
3296 new_item = archetype::get (got);
3297 if (!new_item)
3298 {
3299 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3300 return;
3301 }
3302
3303 new_item->nrof = yield;
3304
3305 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3306
3307 pl->insert (new_item);
3308 /* Eat up one item */
3309 marked->decrease ();
3310
3311 /* Eat one transformer if needed */
3312 if (transformer->stats.food)
3313 if (--transformer->stats.food == 0)
3314 transformer->decrease ();
3315}
3316
3317/**
3318 * Main apply handler.
3319 *
3320 * Checks for unpaid items before applying.
3321 *
3322 * Return value is currently not used
3323 *
3324 * who is the object that is causing object to be applied, op is the object
3325 * being applied.
3326 *
3327 * aflag is special (always apply/unapply) flags. Nothing is done with
3328 * them in this function - they are passed to apply_special
3329 */
3330static bool
3331manual_apply (object *who, object *op, int aflag)
3332{
3333 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3334 return RESULT_INT (0);
3335 else if (apply_types_inv_only [op->type])
3336 {
3337 // special item, using slot system, needs to be in inv
3338 if (op->env == who)
3544 return apply_special (who, op, aflags); 3339 return apply_special (who, op, aflag);
3340
3341 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3342 }
3343 else if (!who->contr && apply_types_player_only [op->type])
3344 return 0; // monsters shouldn't try to apply player-only stuff
3345 else if (apply_types [op->type])
3346 {
3347 // ordinary stuff, may be on the floor
3348 switch (op->type)
3349 {
3350 case T_HANDLE:
3351 who->play_sound (sound_find ("turn_handle"));
3352 who->statusmsg ("You turn the handle.");
3353 op->value = op->value ? 0 : 1;
3354 SET_ANIMATION (op, op->value);
3355 update_object (op, UP_OBJ_FACE);
3356 push_button (op, who);
3357 break;
3358
3359 case TRIGGER:
3360 if (check_trigger (op, who, who))
3361 {
3362 who->statusmsg ("You turn the handle.");
3363 who->play_sound (sound_find ("turn_handle"));
3364 }
3365 else
3366 who->failmsg ("The handle doesn't move.");
3367
3368 break;
3369
3370 case EXIT:
3371 if (!EXIT_PATH (op))
3372 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3373 else
3374 {
3375 /* Don't display messages for random maps. */
3376 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3377 who->statusmsg (op->msg, NDI_NAVY);
3378
3379 who->enter_exit (op);
3380 }
3381
3382 break;
3383
3384 case INSCRIBABLE:
3385 who->statusmsg (op->msg);
3386 // maybe show a spell menu to chose from or something like that
3387 break;
3388
3389 case SIGN:
3390 apply_sign (who, op, 0);
3391 break;
3392
3393 case BOOK:
3394 apply_book (who, op);
3395 break;
3396
3397 case SKILLSCROLL:
3398 apply_skillscroll (who, op);
3399 break;
3400
3401 case SPELLBOOK:
3402 apply_spellbook (who, op);
3403 break;
3404
3405 case SCROLL:
3406 apply_scroll (who, op, 0);
3407 break;
3408
3409 case POTION:
3410 apply_potion (who, op);
3411 break;
3412
3413 /* Eneq(@csd.uu.se): Handle apply on containers. */
3414 //TODO: remove, as it is unsed?
3415 case CLOSE_CON:
3416 apply_container (who, op->env);
3417 break;
3418
3419 case CONTAINER:
3420 apply_container (who, op);
3421 break;
3422
3423 case TREASURE:
3424 apply_treasure (who, op);
3425 break;
3426
3427 case LAMP:
3428 case TORCH:
3429 player_apply_lamp (who, op);
3430 break;
3431
3432 case DRINK:
3433 case FOOD:
3434 case FLESH:
3435 apply_food (who, op);
3436 break;
3437
3438 case POISON:
3439 apply_poison (who, op);
3440 break;
3441
3442 case SAVEBED:
3443 break;
3444
3445 case ARMOUR_IMPROVER:
3446 apply_armour_improver (who, op);
3447 break;
3448
3449 case WEAPON_IMPROVER:
3450 check_improve_weapon (who, op);
3451 break;
3452
3453 case CLOCK:
3454 {
3455 timeofday_t tod;
3456
3457 get_tod (&tod);
3458 who->play_sound (sound_find ("sound_clock"));
3459 who->statusmsg (format (
3460 "It is %d minute%s past %d o'clock %s",
3461 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3462 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3463 ));
3464 }
3465 break;
3466
3467 case MENU:
3468 shop_listing (op, who);
3469 break;
3470
3471 case POWER_CRYSTAL:
3472 apply_power_crystal (who, op); /* see egoitem.c */
3473 break;
3474
3475 case LIGHTER: /* for lighting torches/lanterns/etc */
3476 apply_lighter (who, op);
3477 break;
3478
3479 case ITEM_TRANSFORMER:
3480 apply_item_transformer (who, op);
3481 break;
3482 }
3483
3484 return 1;
3485 }
3486 else
3487 {
3488 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3489 return 0;
3490 }
3491}
3492
3493/**
3494 * player_apply_below attempts to apply the object 'below' the player.
3495 * If the player has an open container, we use that for below, otherwise
3496 * we use the ground.
3497 */
3498void
3499player_apply_below (object *pl)
3500{
3501 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3502
3503 /* If using a container, set the starting item to be the top
3504 * item in the container. Otherwise, use the map.
3505 */
3506
3507 // first try to apply "applyables"
3508 for (object *tmp = top; tmp; tmp = tmp->below)
3509 if (!tmp->invisible && apply_types [tmp->type])
3510 {
3511 // If it is visible, player can apply it.
3512 pl->apply (tmp);
3513 return;
3514 }
3515
3516 while (top && top->invisible)
3517 top = top->below;
3518
3519 if (!top || top->flag [FLAG_IS_FLOOR])
3520 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3521 "H<There is nothing here that you can apply.>");
3522 else
3523 // next, try to explain the topmost object
3524 switch (top->type)
3525 {
3526 // TODO: all this should move to examine
3527 case ALTAR:
3528 case IDENTIFY_ALTAR:
3529 case TRIGGER_ALTAR:
3530 case CONVERTER:
3531 //case TRIGGER_PEDESTAL:
3532 pl->failmsgf (
3533 "You see no obvious mechanism on the %s."
3534 "H<You have to drop one or more specific items here.>",
3535 query_short_name (top)
3536 );
3537 break;
3538
3539 case BUTTON:
3540 case TRIGGER_BUTTON:
3541 pl->failmsgf (
3542 "The %s looks as if you could activate it with somehting heavy. "
3543 "H<You must put enough items here to activate it.>",
3544 query_short_name (top)
3545 );
3546 break;
3547
3548 default:
3549 examine (pl, top);
3550 break;
3551 }
3552}
3553
3554// saner interface, returns successful status
3555bool
3556object::apply (object *ob, int aflags)
3557{
3558 if (!ob) // simplifies a lot of callers
3559 return true;
3560
3561 ob = ob->head_ ();
3562
3563 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3564 {
3565 if (contr)
3566 {
3567 examine (this, ob);
3568 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3569 return 1;
3570 }
3571 else
3572 return 0; /* monsters just skip unpaid items */
3573 }
3574
3575 if (contr)
3576 {
3577 if (!ob->env && (move_type & MOVE_FLYING))
3578 {
3579 /* player is flying and applying object not in inventory */
3580 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3581 {
3582 failmsg ("But you are floating high above the ground! "
3583 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3584 "or waiting till the levitation effect wears off.>");
3585 return 0;
3586 }
3587 }
3588
3589 contr->last_used = ob;
3590 }
3591
3592 bool want_apply =
3593 aflags & AP_APPLY ? true
3594 : aflags & AP_UNAPPLY ? false
3595 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3596
3597 // cannot unapply cursed items
3598 if (!want_apply
3599 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3600 && ob->flag [FLAG_APPLIED]
3601 && !(aflags & AP_IGNORE_CURSE))
3602 {
3603 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3604 return 0;
3605 }
3606
3607 object_ptr *slot = 0;
3608
3609 // detect the slot, if this is a player
3610 if (contr && !(aflags & AP_NO_SLOT))
3611 {
3612 object *oslot;
3613
3614 switch (ob->type)
3615 {
3616 case WEAPON:
3617 slot = &contr->combat_ob;
3618 oslot = contr->ranged_ob;
3619 break;
3620
3621 case RANGED:
3622 case BOW:
3623 case SPELL:
3624 case WAND:
3625 case ROD:
3626 case HORN:
3627 case BUILDER:
3628 slot = &contr->ranged_ob;
3629 oslot = contr->combat_ob;
3630 break;
3631
3632 // oh, the humanity
3633 case SKILL:
3634 // skill is used on it's own, as opposed to being a chosen_skill
3635
3636 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3637 {
3638 failmsgf (
3639 "You feel as if you wanted to do something funny, but you can't remember what. "
3640 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3641 "It cannot be used on its own.>",
3642 &ob->skill
3643 );
3644 return 1;
3645 }
3646
3647 if (skill_flags [ob->subtype] & SF_AUTARK
3648 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3649 {
3650 if (skill_flags [ob->subtype] & SF_USE)
3651 failmsgf (
3652 "You feel as if you wanted to do something funny, but you can't remember what. "
3653 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3654 &ob->skill, &ob->skill
3655 );
3656 else
3657 failmsgf (
3658 "You feel as if you wanted to do something funny, but you can't remember what. "
3659 "H<The %s skill cannot be readied or used, it is always active.>",
3660 &ob->skill
3661 );
3662
3663 return 1;
3664 }
3665
3666 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3667 break;
3668
3669 if (skill_flags [ob->subtype] & SF_COMBAT)
3670 {
3671 slot = &contr->combat_ob;
3672 oslot = contr->ranged_ob;
3673 }
3674 else if (skill_flags [ob->subtype] & SF_RANGED)
3675 {
3676 slot = &contr->ranged_ob;
3677 oslot = contr->combat_ob;
3678 }
3679
3680 break;
3681 }
3682
3683 // now handle slot exclusions
3684 if (slot)
3685 {
3686 // only one slot can be active
3687 if (want_apply)
3688 {
3689 // clear slot unless we are in it already
3690 if (*slot != ob)
3691 if (!apply (*slot, AP_UNAPPLY))
3692 return false;
3693
3694 // unapply other slot, because we want to become active
3695 if (!apply (oslot, AP_UNAPPLY))
3696 return false;
3697 }
3698
3699 // clear item from slot if applied
3700 if (!want_apply && current_weapon == ob)
3701 current_weapon = 0;
3702 }
3703 }
3704
3705 if (ob->flag [FLAG_APPLIED] != want_apply)
3706 manual_apply (this, ob, aflags);
3707
3708 if (ob->flag [FLAG_APPLIED] != want_apply)
3709 return false;
3710
3711 if (slot && want_apply)
3712 current_weapon = *slot = ob;
3713
3714 return true;
3545} 3715}
3546 3716
3547/** 3717/**
3548 * Map was just loaded, handle op's initialisation. 3718 * Map was just loaded, handle op's initialisation.
3549 * 3719 *
3550 * Generates shop floor's item, and treasures. 3720 * Generates shop floor's item, and treasures.
3551 */ 3721 */
3552int 3722int
3553auto_apply (object *op) 3723auto_apply (object *op)
3554{ 3724{
3555 object *tmp = NULL, *tmp2; 3725 object *tmp = NULL;
3556 int i; 3726 int i;
3727
3728 op->clr_flag (FLAG_AUTO_APPLY);
3557 3729
3558 switch (op->type) 3730 switch (op->type)
3559 { 3731 {
3560 case SHOP_FLOOR: 3732 case SHOP_FLOOR:
3561 if (!op->has_random_items ()) 3733 if (!op->has_random_items ())
3563 3735
3564 do 3736 do
3565 { 3737 {
3566 i = 10; /* let's give it 10 tries */ 3738 i = 10; /* let's give it 10 tries */
3567 while ((tmp = generate_treasure (op->randomitems, 3739 while ((tmp = generate_treasure (op->randomitems,
3568 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3740 op->stats.exp
3741 ? (int) op->stats.exp
3742 : max (op->map->difficulty, 5)))
3743 == NULL && --i);
3744
3569 if (tmp == NULL) 3745 if (tmp == NULL)
3570 return 0; 3746 return 0;
3571 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3747
3748 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3572 { 3749 {
3573 tmp->destroy (); 3750 tmp->destroy ();
3574 tmp = NULL; 3751 tmp = NULL;
3575 } 3752 }
3576 } 3753 }
3577 while (!tmp); 3754 while (!tmp);
3578 3755
3579 tmp->x = op->x; 3756 tmp->x = op->x;
3580 tmp->y = op->y; 3757 tmp->y = op->y;
3581 SET_FLAG (tmp, FLAG_UNPAID); 3758 tmp->set_flag (FLAG_UNPAID);
3582 insert_ob_in_map (tmp, op->map, NULL, 0); 3759 insert_ob_in_map (tmp, op->map, NULL, 0);
3583 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3584 identify (tmp); 3760 identify (tmp);
3585 break; 3761 break;
3586 3762
3587 case TREASURE: 3763 case TREASURE:
3588 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3764 if (op->flag [FLAG_IS_A_TEMPLATE])
3589 return 0; 3765 return 0;
3590 3766
3591 while (op->stats.hp-- > 0) 3767 while (op->stats.hp-- > 0)
3592 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3768 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3593 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3769 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3595 /* If we generated an object and put it in this object inventory, 3771 /* If we generated an object and put it in this object inventory,
3596 * move it to the parent object as the current object is about 3772 * move it to the parent object as the current object is about
3597 * to disappear. An example of this item is the random_* stuff 3773 * to disappear. An example of this item is the random_* stuff
3598 * that is put inside other objects. 3774 * that is put inside other objects.
3599 */ 3775 */
3600 for (tmp = op->inv; tmp; tmp = tmp2)
3601 {
3602 tmp2 = tmp->below;
3603 tmp->remove ();
3604
3605 if (op->env) 3776 if (op->env)
3606 insert_ob_in_ob (tmp, op->env); 3777 while (op->inv)
3607 else 3778 op->env->insert (op->inv);
3608 tmp->destroy ();
3609 }
3610 3779
3611 op->destroy (); 3780 op->destroy ();
3612 break; 3781 break;
3613 } 3782 }
3614 return tmp ? 1 : 0; 3783
3784 return !!tmp;
3615} 3785}
3616 3786
3617/** 3787/**
3618 * fix_auto_apply goes through the entire map every time a map 3788 * fix_auto_apply goes through the entire map every time a map
3619 * is loaded or swapped in and performs special actions for 3789 * is loaded or swapped in and performs special actions for
3633 3803
3634 if (tmp->inv) 3804 if (tmp->inv)
3635 { 3805 {
3636 object *invtmp, *invnext; 3806 object *invtmp, *invnext;
3637 3807
3638 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3808 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3639 { 3809 {
3640 invnext = invtmp->below; 3810 invnext = invtmp->below;
3641 3811
3642 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3812 if (invtmp->flag [FLAG_AUTO_APPLY])
3643 auto_apply (invtmp); 3813 auto_apply (invtmp);
3644 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3814 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3645 { 3815 {
3646 while ((invtmp->stats.hp--) > 0) 3816 while (invtmp->stats.hp-- > 0)
3647 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3817 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3648 3818
3649 invtmp->randomitems = NULL; 3819 invtmp->randomitems = NULL;
3650 } 3820 }
3651 else if (invtmp && invtmp->arch 3821 else if (invtmp->arch
3652 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3822 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3823 && invtmp->has_random_items ())
3653 { 3824 {
3654 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3655 /* Need to clear this so that we never try to create 3826 /* Need to clear this so that we never try to create
3656 * treasure again for this object 3827 * treasure again for this object
3657 */ 3828 */
3658 invtmp->randomitems = NULL; 3829 invtmp->randomitems = NULL;
3659 } 3830 }
3660 } 3831 }
3832
3661 /* This is really temporary - the code at the bottom will 3833 /* This is really temporary - the code at the bottom will
3662 * also set randomitems to null. The problem is there are bunches 3834 * also set randomitems to null. The problem is there are bunches
3663 * of maps/players already out there with items that have spells 3835 * of maps/players already out there with items that have spells
3664 * which haven't had the randomitems set to null yet. 3836 * which haven't had the randomitems set to null yet.
3665 * MSW 2004-05-13 3837 * MSW 2004-05-13
3669 * Ryo 2004-08-16 3841 * Ryo 2004-08-16
3670 */ 3842 */
3671 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3843 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3672 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3844 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3673 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3674
3675 } 3846 }
3676 3847
3677 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3848 if (tmp->flag [FLAG_AUTO_APPLY])
3678 auto_apply (tmp); 3849 auto_apply (tmp);
3679 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3850 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3680 { 3851 {
3681 while ((tmp->stats.hp--) > 0) 3852 while ((tmp->stats.hp--) > 0)
3682 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3853 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3684 } 3855 }
3685 else if (tmp->type == TIMED_GATE) 3856 else if (tmp->type == TIMED_GATE)
3686 { 3857 {
3687 object *head = tmp->head != NULL ? tmp->head : tmp; 3858 object *head = tmp->head != NULL ? tmp->head : tmp;
3688 3859
3689 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3860 if (head->flag [FLAG_IS_LINKED])
3690 tmp->set_speed (0); 3861 tmp->set_speed (0);
3691 } 3862 }
3692 /* This function can be called everytime a map is loaded, even when 3863 /* This function can be called everytime a map is loaded, even when
3693 * swapping back in. As such, we don't want to create the treasure 3864 * swapping back in. As such, we don't want to create the treasure
3694 * over and ove again, so after we generate the treasure, blank out 3865 * over and ove again, so after we generate the treasure, blank out
3712 } 3883 }
3713 3884
3714 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3715 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3886 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3716 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3887 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3717 check_trigger (tmp, tmp->above); 3888 check_trigger (tmp, tmp->above, tmp->above);
3718} 3889}
3719 3890
3720/** 3891/**
3721 * Handles player eating food that temporarily changes status (resistances, stats). 3892 * Handles player eating food that temporarily changes status (resistances, stats).
3722 * This used to call cast_change_attr(), but 3893 * This used to call cast_change_attr(), but
3727eat_special_food (object *who, object *food) 3898eat_special_food (object *who, object *food)
3728{ 3899{
3729 object *force; 3900 object *force;
3730 int i, did_one = 0; 3901 int i, did_one = 0;
3731 3902
3732 force = get_archetype (FORCE_NAME); 3903 char buf[64];
3904 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3905 shstr key (buf);
3733 3906
3734 for (i = 0; i < NUM_STATS; i++)
3735 if (sint8 k = food->stats.stat (i))
3736 {
3737 force->stats.stat (i) = k;
3738 did_one = 1;
3739 }
3740
3741 /* check if we can protect the eater */
3742 for (i = 0; i < NROFATTACKS; i++)
3743 {
3744 if (food->resist[i] > 0)
3745 {
3746 force->resist[i] = food->resist[i] / 2;
3747 did_one = 1;
3748 }
3749 }
3750
3751 if (did_one)
3752 {
3753 force->set_speed (0.1);
3754 /* bigger morsel of food = longer effect time */ 3907 /* bigger morsel of food = longer effect time */
3755 force->duration = food->stats.food / 5; 3908 int duration = TIME2TICK (food->stats.food);
3756 SET_FLAG (force, FLAG_APPLIED); 3909
3757 change_abil (who, force); 3910 if (force = who->force_find (key))
3758 insert_ob_in_ob (force, who); 3911 {
3912 if (duration > fabs (force->speed_left / force->speed))
3913 {
3914 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));
3915 force->force_set_timer (duration);
3916 }
3917 else
3918 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3919
3920 return;
3759 } 3921 }
3760 else 3922 else
3923 {
3924 force = who->force_add (key, duration);
3925 force->name = key;
3926
3927 /* check if the food affects a stat */
3928 for (i = 0; i < NUM_STATS; i++)
3929 if (sint8 k = food->stats.stat (i))
3930 {
3931 force->stats.stat (i) = k;
3932 did_one = 1;
3933 }
3934
3935 /* check if we can protect the eater */
3936 for (i = 0; i < NROFATTACKS; i++)
3937 {
3938 if (food->resist[i] > 0)
3939 {
3940 force->resist[i] = food->resist[i];
3941 did_one = 1;
3942 }
3943 }
3944
3945 if (did_one)
3946 {
3947 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));
3948
3949 /* make the force take effect and report effects to user */
3950 change_abil (who, force);
3951 }
3952 else
3761 force->destroy (); 3953 force->destroy ();
3954 }
3762 3955
3763 /* check for hp, sp change */ 3956 /* check for hp, sp change */
3764 if (food->stats.hp != 0) 3957 if (food->stats.hp != 0)
3765 { 3958 {
3766 if (QUERY_FLAG (food, FLAG_CURSED)) 3959 if (food->flag [FLAG_CURSED])
3767 { 3960 {
3768 assign (who->contr->killer, food->name); 3961 who->contr->killer = food;
3769 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3962 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3770 who->failmsg ("Eck!...that was poisonous!"); 3963 who->failmsg ("Eck!...that was poisonous!");
3771 } 3964 }
3772 else 3965 else
3773 { 3966 {
3777 who->failmsg ("Eck!...that was poisonous!"); 3970 who->failmsg ("Eck!...that was poisonous!");
3778 3971
3779 who->stats.hp += food->stats.hp; 3972 who->stats.hp += food->stats.hp;
3780 } 3973 }
3781 } 3974 }
3975
3782 if (food->stats.sp != 0) 3976 if (food->stats.sp != 0)
3783 { 3977 {
3784 if (QUERY_FLAG (food, FLAG_CURSED)) 3978 if (food->flag [FLAG_CURSED])
3785 { 3979 {
3786 who->failmsg ("You are drained of mana!"); 3980 who->failmsg ("You are drained of mana!");
3787 who->stats.sp -= food->stats.sp; 3981 who->stats.sp -= food->stats.sp;
3788 if (who->stats.sp < 0) 3982 if (who->stats.sp < 0)
3789 who->stats.sp = 0; 3983 who->stats.sp = 0;
3795 /* place limit on max sp from food? */ 3989 /* place limit on max sp from food? */
3796 } 3990 }
3797 } 3991 }
3798 3992
3799 who->update_stats (); 3993 who->update_stats ();
3800}
3801
3802/**
3803 * Designed primarily to light torches/lanterns/etc.
3804 * Also burns up burnable material too. First object in the inventory is
3805 * the selected object to "burn". -b.t.
3806 */
3807void
3808apply_lighter (object *who, object *lighter)
3809{
3810 object *item;
3811 int is_player_env = 0;
3812
3813 item = find_marked_object (who);
3814 if (item)
3815 {
3816 if (lighter->last_eat && lighter->stats.food)
3817 { /* lighter gets used up */
3818 /* Split multiple lighters if they're being used up. Otherwise *
3819 * one charge from each would be used up. --DAMN */
3820 if (lighter->nrof > 1)
3821 {
3822 object *oneLighter = lighter->clone ();
3823
3824 lighter->nrof -= 1;
3825 oneLighter->nrof = 1;
3826 oneLighter->stats.food--;
3827 esrv_send_item (who, lighter);
3828 oneLighter = insert_ob_in_ob (oneLighter, who);
3829 esrv_send_item (who, oneLighter);
3830 }
3831 else
3832 lighter->stats.food--;
3833 }
3834 else if (lighter->last_eat)
3835 {
3836 /* no charges left in lighter */
3837 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3838 return;
3839 }
3840
3841 /* Perhaps we should split what we are trying to light on fire?
3842 * I can't see many times when you would want to light multiple
3843 * objects at once.
3844 */
3845
3846 if (who == item->in_player ())
3847 is_player_env = 1;
3848
3849 save_throw_object (item, AT_FIRE, who);
3850
3851 if (item->destroyed ())
3852 {
3853 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3854 /* Need to update the player so that the players glow radius
3855 * gets changed.
3856 */
3857 if (is_player_env)
3858 who->update_stats ();
3859 }
3860 else
3861 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3862 }
3863 else
3864 who->failmsg ("You need to mark a lightable object.");
3865}
3866
3867/**
3868 * op made some mistake with a scroll, this takes care of punishment.
3869 * scroll_failure()- hacked directly from spell_failure
3870 */
3871void
3872scroll_failure (object *op, int failure, int power)
3873{
3874 if (abs (failure / 4) > power)
3875 power = abs (failure / 4); /* set minimum effect */
3876
3877 if (failure <= -1 && failure > -15)
3878 { /* wonder */
3879 object *tmp;
3880
3881 op->failmsg ("Your spell warps!");
3882 tmp = get_archetype (SPELL_WONDER);
3883 cast_wonder (op, op, 0, tmp);
3884 tmp->destroy ();
3885 }
3886 else if (failure <= -15 && failure > -35)
3887 { /* drain mana */
3888 op->failmsg ("Your mana is drained!");
3889 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3890 if (op->stats.sp < 0)
3891 op->stats.sp = 0;
3892 }
3893 else if (settings.spell_failure_effects == TRUE)
3894 {
3895 if (failure <= -35 && failure > -60)
3896 { /* confusion */
3897 op->failmsg ("The magic recoils on you!");
3898 confuse_player (op, op, power);
3899 }
3900 else if (failure <= -60 && failure > -70)
3901 { /* paralysis */
3902 op->failmsg ("The magic recoils and paralyzes you!");
3903 paralyze_player (op, op, power);
3904 }
3905 else if (failure <= -70 && failure > -80)
3906 { /* blind */
3907 op->failmsg ("The magic recoils on you!");
3908 blind_player (op, op, power);
3909 }
3910 else if (failure <= -80)
3911 { /* blast the immediate area */
3912 object *tmp = get_archetype (LOOSE_MANA);
3913 cast_magic_storm (op, tmp, power);
3914 op->failmsg ("You unleash uncontrolled mana!");
3915 tmp->destroy ();
3916 }
3917 }
3918} 3994}
3919 3995
3920void 3996void
3921apply_changes_to_player (object *pl, object *change) 3997apply_changes_to_player (object *pl, object *change)
3922{ 3998{
3970 } 4046 }
3971 4047
3972 /* insert the randomitems from the change's treasurelist into 4048 /* insert the randomitems from the change's treasurelist into
3973 * the player ref: player.c 4049 * the player ref: player.c
3974 */ 4050 */
3975 if (change->randomitems != NULL) 4051 if (change->randomitems)
3976 give_initial_items (pl, change->randomitems); 4052 give_initial_items (pl, change->randomitems);
3977 4053
3978 /* set up the face, for some races. */ 4054 /* set up the face, for some races. */
3979 4055
3980 /* first, look for the force object banning 4056 /* first, look for the force object banning
3981 * changing the face. Certain races never change face with class. 4057 * changing the face. Certain races never change face with class.
3982 */ 4058 */
3983 for (walk = pl->inv; walk != NULL; walk = walk->below) 4059 for (walk = pl->inv; walk; walk = walk->below)
3984 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4060 if (walk->name == shstr_NOCLASSFACECHANGE)
3985 flag_change_face = 0; 4061 flag_change_face = 0;
3986 4062
3987 if (flag_change_face) 4063 if (flag_change_face)
3988 { 4064 {
3989 pl->animation_id = GET_ANIM_ID (change);
3990 pl->face = change->face; 4065 pl->face = change->face;
3991 4066 pl->animation_id = change->animation_id;
3992 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4067 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3993 SET_FLAG (pl, FLAG_ANIMATE);
3994 else
3995 CLEAR_FLAG (pl, FLAG_ANIMATE);
3996 } 4068 }
3997 4069
3998 /* check the special case of can't use weapons */ 4070 /* check the special case of can't use weapons */
3999 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4071 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4000 if (!strcmp (change->name, "monk")) 4072 if (change->name == shstr_monk)
4001 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4073 pl->clr_flag (FLAG_USE_WEAPON);
4002 4074
4003 break; 4075 break;
4004 } 4076 }
4005 } 4077 }
4006} 4078}
4007 4079
4008/**
4009 * This handles items of type 'transformer'.
4010 * Basically those items, used with a marked item, transform both items into something
4011 * else.
4012 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4013 * Change information is contained in the 'slaying' field of the marked item.
4014 * The format is as follow: transformer:[number ]yield[;transformer:...].
4015 * This way an item can be transformed in many things, and/or many objects.
4016 * The 'slaying' field for transformer is used as verb for the action.
4017 */
4018void
4019apply_item_transformer (object *pl, object *transformer)
4020{
4021 object *marked;
4022 object *new_item;
4023 char *find;
4024 char *separator;
4025 int yield;
4026 char got[MAX_BUF];
4027 int len;
4028
4029 if (!pl || !transformer)
4030 return;
4031
4032 marked = find_marked_object (pl);
4033
4034 if (!marked)
4035 {
4036 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4037 return;
4038 }
4039
4040 if (!marked->slaying)
4041 {
4042 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4043 return;
4044 }
4045
4046 /* check whether they are compatible or not */
4047 find = strstr (marked->slaying, transformer->arch->archname);
4048 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4049 {
4050 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4051 return;
4052 }
4053
4054 find += strlen (transformer->arch->archname) + 1;
4055 /* Item can be used, now find how many and what it yields */
4056 if (isdigit (*(find)))
4057 {
4058 yield = atoi (find);
4059 if (yield < 1)
4060 {
4061 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4062 yield = 1;
4063 }
4064 }
4065 else
4066 yield = 1;
4067
4068 while (isdigit (*find))
4069 find++;
4070
4071 while (*find == ' ')
4072 find++;
4073
4074 memset (got, 0, MAX_BUF);
4075
4076 if ((separator = strchr (find, ';')) != NULL)
4077 len = separator - find;
4078 else
4079 len = strlen (find);
4080
4081 if (len > MAX_BUF - 1)
4082 len = MAX_BUF - 1;
4083
4084 strcpy (got, find);
4085 got[len] = '\0';
4086
4087 /* Now create new item, remove used ones when required. */
4088 new_item = get_archetype (got);
4089 if (!new_item)
4090 {
4091 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4092 return;
4093 }
4094
4095 new_item->nrof = yield;
4096
4097 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4098
4099 insert_ob_in_ob (new_item, pl);
4100 esrv_send_inventory (pl, pl);
4101 /* Eat up one item */
4102 decrease_ob_nr (marked, 1);
4103
4104 /* Eat one transformer if needed */
4105 if (transformer->stats.food)
4106 if (--transformer->stats.food == 0)
4107 decrease_ob_nr (transformer, 1);
4108}
4109

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