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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.15 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.278 by root, Thu Nov 17 04:49:22 2016 UTC

1/* 1/*
2 * static char *rcsid_apply_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: apply.C,v 1.15 2006/08/29 10:51:43 elmex Exp $";
4 */ 3 *
5/* 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
12 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
22 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37 34
38/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
39#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
42#include <math.h>
43
44/**
45 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue.
47 */
48int should_director_abort(object *op, object *victim)
49{ 38{
50 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
51 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples:
56 * subtype 1: only arch
57 * subtype 3: arch or name
58 * subtype 5: arch or race
59 * subtype 7: all three
60 */
61 if (op->subtype)
62 { 40 {
63 arch_flag = (op->subtype & 1); 41 set (WEAPON);
64 name_flag = (op->subtype & 2); 42 set (ARMOUR);
65 race_flag = (op->subtype & 4); 43 set (BOOTS);
66 } else { 44 set (GLOVES);
67 arch_flag = 1; 45 set (AMULET);
68 name_flag = 1; 46 set (GIRDLE);
69 race_flag = 1; 47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
70 } 61 }
71 /* If the director has race set, only affect objects with a arch, 62} apply_types_inv_only;
72 * name or race that matches. 63
73 */ 64// these only make sense for the player
74 if ( (op->race) && 65
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 66static const struct apply_types_player_only : typeset
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 67{
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 68 apply_types_player_only ()
78 return 1; 69 {
70 set (TRANSPORT);
71 set (EXIT);
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 */
79 } 85 }
80 /* If the director has slaying set, only affect objects where none 86} apply_types_player_only;
81 * of arch, name, or race match. 87
82 */ 88// applying these _can_ be attempted, others cannot
83 if ( (op->slaying) && ( 89// be applied at all. used by e.g. apply below.
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 90
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 91static const struct apply_types : typeset
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 92{
87 return 1; 93 apply_types ()
94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
95 {
96 set (T_HANDLE);
97 set (TRIGGER);
98 set (SCROLL);
99 set (POTION);
100 set (CLOSE_CON);
101 set (CONTAINER);
102 set (LAMP);
103 set (TORCH);
104 set (DRINK);
105 set (FOOD);
106 set (FLESH);
107 set (POISON);
108 set (POWER_CRYSTAL);
109 set (ITEM_TRANSFORMER);
88 } 110 }
89 return 0; 111} apply_types;
90}
91
92/**
93 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not.
96 */
97static int apply_id_altar (object *money, object *altar, object *pl)
98{
99 object *id, *marked;
100 int success=0;
101
102 if (pl == NULL || pl->type != PLAYER)
103 return 0;
104
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be.
107 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0;
110
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory.
114 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
116 && need_identify (marked))
117 {
118 if (operate_altar (altar, &money)) {
119 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl,
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
125 }
126 return money == NULL;
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 }
146 else {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break;
149 }
150 }
151 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
153 return money == NULL;
154}
155
156/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item.
159 **/
160static void handle_apply_yield(object* tmp)
161{
162 const char* yield;
163
164 yield = get_ob_key_value(tmp,"on_use_yield");
165 if (yield != NULL)
166 {
167 object* drop = get_archetype(yield);
168 if (tmp->env)
169 {
170 drop = insert_ob_in_ob(drop,tmp->env);
171 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop);
173 }
174 else
175 {
176 drop->x = tmp->x;
177 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
179 }
180 }
181}
182
183/**
184 * Handles applying a potion.
185 */
186int apply_potion (object * op, object * tmp)
187{
188 int got_one = 0, i;
189 object *force = 0, *floor = 0;
190
191 floor = get_map_ob (op->map, op->x, op->y);
192
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 {
195 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!"
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0;
201 }
202
203 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp);
207 }
208
209 handle_apply_yield (tmp);
210
211 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
213 {
214 object *depl;
215 archetype *at;
216
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 {
219 drain_stat (op);
220 fix_player (op);
221 decrease_ob (tmp);
222 return 1;
223 }
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
225 {
226 LOG (llevError, "Could not find archetype depletion\n");
227 return 0;
228 }
229 depl = present_arch_in_ob (at, op);
230 if (depl != NULL)
231 {
232 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i))
234 {
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236 }
237 remove_ob (depl);
238 free_object (depl);
239 fix_player (op);
240 }
241 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
243
244 decrease_ob (tmp);
245 return 1;
246 }
247
248 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250 {
251
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261 if (op->contr->levsp[i] != 1)
262 {
263 op->contr->levsp[i] = 1;
264 break;
265 }
266 if (op->contr->levgrace[i] != 1)
267 {
268 op->contr->levgrace[i] = 1;
269 break;
270 }
271 }
272 else
273 {
274 if (op->contr->levhp[i] < 9)
275 {
276 op->contr->levhp[i] = 9;
277 break;
278 }
279 if (op->contr->levsp[i] < 6)
280 {
281 op->contr->levsp[i] = 6;
282 break;
283 }
284 if (op->contr->levgrace[i] < 3)
285 {
286 op->contr->levgrace[i] = 3;
287 break;
288 }
289 }
290 }
291 /* Just makes checking easier */
292 if (i < MIN (11, op->level))
293 got_one = 1;
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 {
296 if (got_one)
297 {
298 fix_player (op);
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you");
301 new_draw_info (NDI_UNIQUE, 0, op,
302 "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect.");
305 }
306 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect");
309 }
310 else
311 { /* cursed potion */
312 if (got_one)
313 {
314 fix_player (op);
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you.");
317 }
318 else
319 new_draw_info (NDI_UNIQUE, 0, op,
320 "You are fortunate that you are so pathetic.");
321 }
322 decrease_ob (tmp);
323 return 1;
324 }
325
326
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 * and heroism all fit into this category. Given the spell object code,
329 * there is no limit to the number of spells that potions can be cast,
330 * but direction is problematic to try and imbue fireball potions for example.
331 */
332 if (tmp->inv)
333 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 {
336 object *fball;
337
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op);
356 return 1;
357 }
358
359 /* Deal with protection potions */
360 force = NULL;
361 for (i = 0; i < NROFATTACKS; i++)
362 {
363 if (tmp->resist[i])
364 {
365 if (!force)
366 force = get_archetype (FORCE_NAME);
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT;
369 break; /* Only need to find one protection since we copy entire batch */
370 }
371 }
372 /* This is a protection potion */
373 if (force)
374 {
375 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 {
378 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 }
383 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force);
388 decrease_ob (tmp);
389 return 1;
390 }
391
392 /* Only thing left are the stat potions */
393 if (op->type == PLAYER)
394 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else
399 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
402 }
403
404 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears
407 * up all the stats.
408 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op);
411 decrease_ob (tmp);
412 return 1;
413}
414 112
415/**************************************************************************** 113/****************************************************************************
416 * Weapon improvement code follows 114 * Weapon improvement code follows
417 ****************************************************************************/ 115 ****************************************************************************/
418 116
419/** 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/**
420 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
421 */ 134 */
422static int check_item(object *op, const char *item) 135static int
136check_item (object *op, shstr_cmp item)
423{ 137{
424 int count=0; 138 int count = 0;
425 139
140 if (!item)
141 return 0;
426 142
427 if (item==NULL) return 0; 143 for (op = op->below; op; op = op->below)
428 op=op->below; 144 if (op->arch->archname == item)
429 while(op!=NULL) { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 if (strcmp(op->arch->name,item)==0){
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
433 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 147 count += op->number_of ();
438 } 148
439 }
440 op=op->below;
441 }
442 return count; 149 return count;
443} 150}
444 151
445/** 152/**
446 * This removes 'nrof' of what item->slaying says to remove. 153 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 154 * op is typically the player, which is only
448 * really used to determine what space to look at. 155 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
450 */ 157 */
451static void eat_item(object *op,const char *item, uint32 nrof) 158static void
159eat_item (object *op, shstr_cmp item, uint32 nrof)
452{ 160{
453 object *prev; 161 object *prev;
454 162
455 prev = op; 163 prev = op;
456 op=op->below; 164 op = op->below;
457 165
458 while(op!=NULL) { 166 while (op)
459 if (strcmp(op->arch->name,item)==0) { 167 {
168 if (op->arch->archname == item)
169 {
460 if (op->nrof >= nrof) { 170 if (op->nrof >= nrof)
171 {
461 decrease_ob_nr(op,nrof); 172 op->decrease (nrof);
462 return; 173 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 174 }
175 else
176 {
177 op->decrease (nrof);
178 nrof -= op->nrof;
179 }
180
467 op=prev; 181 op = prev;
468 } 182 }
183
469 prev = op; 184 prev = op;
470 op=op->below; 185 op = op->below;
471 } 186 }
472}
473
474/**
475 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon.
480 */
481static int check_weapon_power(const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level/5)+5) >= improvs) return 1;
489 else return 0;
490
491#else
492 int level=0;
493
494 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance.
500 */
501 if(who->type==PLAYER) {
502 object *wc_obj=NULL;
503
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level;
507
508 if (!level ) {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510 level = who->level;
511 }
512 }
513 else
514 level=who->level;
515
516 return (improvs <= ((level/5)+5));
517#endif
518} 187}
519 188
520/** 189/**
521 * 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.
522 * 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.
523 */ 192 */
193static int
524static int check_sacrifice(object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
525{ 195{
526 int count=0; 196 int count = 0;
527 197
528 if (improver->slaying!=NULL) { 198 if (improver->slaying)
199 {
529 count = check_item(op,improver->slaying); 200 count = check_item (op, improver->slaying);
530 if (count<1) { 201 if (count < 1)
531 char buf[200]; 202 {
532 sprintf(buf,"The gods want more %ss",improver->slaying); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0; 204 return 0;
535 } 205 }
536 } 206 }
537 else 207 else
538 count=1; 208 count = 1;
539 209
540 return count; 210 return count;
541} 211}
542 212
543/** 213/**
544 * Actually improves the weapon, and tells user. 214 * Actually improves the weapon, and tells user.
545 */ 215 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 216static int
547 signed char *stat,int sacrifice_count,const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
548{ 218{
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count; 219 stat += sacrifice_count;
552 weapon->last_eat++; 220 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 221 improver->decrease ();
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver);
556 222
557 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
558 fix_player(op); 224 op->update_stats ();
225
226 op->statusmsg (format (
227 "Your sacrifice was accepted.\n"
228 "Weapon's bonus to %s improved by %d.",
229 statname, sacrifice_count
230 ));
231
559 return 1; 232 return 1;
560} 233}
561 234
562/* Types of improvements, hidden in the sp field. */ 235/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 236#define IMPROVE_PREPARE 1
564#define IMPROVE_DAMAGE 2 237#define IMPROVE_DAMAGE 2
565#define IMPROVE_WEIGHT 3 238#define IMPROVE_WEIGHT 3
566#define IMPROVE_ENCHANT 4 239#define IMPROVE_ENCHANT 4
567#define IMPROVE_STR 5 240#define IMPROVE_STR 5
568#define IMPROVE_DEX 6 241#define IMPROVE_DEX 6
569#define IMPROVE_CON 7 242#define IMPROVE_CON 7
570#define IMPROVE_WIS 8 243#define IMPROVE_WIS 8
571#define IMPROVE_CHA 9 244#define IMPROVE_CHA 9
572#define IMPROVE_INT 10 245#define IMPROVE_INT 10
573#define IMPROVE_POW 11 246#define IMPROVE_POW 11
574
575 247
576/** 248/**
577 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
579 */ 251 */
580 252static int
581int prepare_weapon(object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
582{ 254{
583 int sacrifice_count,i; 255 int sacrifice_count, i;
584 char buf[MAX_BUF];
585 256
586 if (weapon->level!=0) { 257 if (weapon->level != 0)
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 258 {
259 op->failmsg ("Weapon is already prepared!");
588 return 0; 260 return 0;
589 } 261 }
262
590 for (i=0; i<NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 264 if (weapon->resist[i])
265 break;
592 266
593 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 268 * improvement of items that already have protections.
595 */ 269 */
596 if (i<NROFATTACKS || 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
601 { 274 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
603 return 0; 278 return 0;
604 } 279 }
280
605 sacrifice_count=check_sacrifice(op,improver); 281 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 282 if (sacrifice_count <= 0)
607 return 0; 283 return 0;
284
608 weapon->level=isqrt(sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
611 287
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
613 weapon->name,weapon->level); 291 &weapon->name, weapon->level
292 ));
614 293
615 sprintf(buf,"%s's %s",op->name,weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf);
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 296 slot at once! */
620 decrease_ob(improver); 297 improver->decrease ();
621 weapon->last_eat=0; 298 weapon->last_eat = 0;
622 return 1; 299 return 1;
623} 300}
624
625 301
626/** 302/**
627 * 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.
628 * This is the new improve weapon code. 304 * This is the new improve weapon code.
629 * 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.
632 * 308 *
633 * 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
634 * 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 ??
635 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
636 */ 312 */
313static int
637int improve_weapon(object *op,object *improver,object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
638{ 315{
639 int sacrifice_count, sacrifice_needed=0; 316 int sacrifice_count, sacrifice_needed = 0;
640 317
641 if(improver->stats.sp==IMPROVE_PREPARE) { 318 if (improver->stats.sp == IMPROVE_PREPARE)
642 return prepare_weapon(op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
643 } 320
644 if (weapon->level==0) { 321 if (weapon->level == 0)
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 322 {
646 return 0; 323 op->failmsg (
647 } 324 "This weapon has not been prepared."
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
650 return 0;
651 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
653 !check_weapon_power(op, weapon->last_eat+1)) {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
657 return 0; 326 return 0;
658 } 327 }
328
329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
331 {
332 op->failmsg ("This weapon cannot be improved any more.");
333 return 0;
334 }
335
336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
338 {
339 op->failmsg ("Improving the weapon will make it too "
340 "powerful for you to use. Unready it if you "
341 "really want to improve it.");
342 return 0;
343 }
344
659 /* This just increases damage by 5 points, no matter what. No sacrifice 345 /* This just increases damage by 5 points, no matter what. No sacrifice
660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 346 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661 * don't put any maximum value on damage - the limit is how much the 347 * don't put any maximum value on damage - the limit is how much the
662 * weapon can be improved. 348 * weapon can be improved.
663 */ 349 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 350 if (improver->stats.sp == IMPROVE_DAMAGE)
351 {
665 weapon->stats.dam += 5; 352 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op,
668 "Damage has been increased by 5 to %d", weapon->stats.dam); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
669 weapon->last_eat++; 355 weapon->last_eat++;
670 356
671 weapon->item_power++; 357 weapon->item_power++;
672 decrease_ob(improver); 358 improver->decrease ();
673 return 1; 359 return 1;
674 } 360 }
361
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 362 if (improver->stats.sp == IMPROVE_WEIGHT)
363 {
676 /* Reduce weight by 20% */ 364 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 365 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 366 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 367 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 368
681 (float)weapon->weight/1000.0); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
682 weapon->last_eat++; 370 weapon->last_eat++;
683 weapon->item_power++; 371 weapon->item_power++;
684 decrease_ob(improver); 372 improver->decrease ();
685 return 1; 373 return 1;
686 } 374 }
375
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 376 if (improver->stats.sp == IMPROVE_ENCHANT)
377 {
688 weapon->magic++; 378 weapon->magic++;
689 weapon->last_eat++; 379 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
691 ,"Weapon magic increased to %d",weapon->magic); 381 improver->decrease ();
692 decrease_ob(improver);
693 weapon->item_power++; 382 weapon->item_power++;
694 return 1; 383 return 1;
695 } 384 }
696 385
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 387 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 388
701 if (sacrifice_needed<1) 389 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 390 sacrifice_needed = 1;
703 sacrifice_needed *=2; 391 sacrifice_needed *= 2;
704 392
705 sacrifice_count = check_sacrifice(op,improver); 393 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 394 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 395 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
709 return 0; 397 return 0;
710 } 398 }
399
711 eat_item(op,improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 401 weapon->item_power++;
713 402
714 switch (improver->stats.sp) { 403 switch (improver->stats.sp)
715 case IMPROVE_STR: 404 {
716 return improve_weapon_stat(op,improver,weapon, 405 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
717 (signed char *) &(weapon->stats.Str), 406 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
718 1, "strength"); 407 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
719 case IMPROVE_DEX: 408 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
720 return improve_weapon_stat(op,improver,weapon, 409 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
721 (signed char *) &(weapon->stats.Dex), 410 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
722 1, "dexterity"); 411 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
723 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon,
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon,
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon,
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon,
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon,
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 412 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 413 op->failmsg ("Unknown improvement type.");
745 } 414 }
415
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 416 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 417 return 0;
748} 418}
749 419
750/** 420/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * 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, ...),
753 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
754 */ 424 */
425static int
755int check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
756{ 427{
757 object *otmp;
758
759 if(op->type!=PLAYER) 428 if (op->type != PLAYER)
429 return 0;
430
431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
432 {
433 op->failmsg ("Something blocks the magic of the scroll!");
760 return 0; 434 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 435 }
765 otmp=find_marked_object(op); 436
437 object *otmp = op->mark ();
438
766 if(!otmp) { 439 if (!otmp)
767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 440 {
441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
768 return 0; 442 return 0;
769 } 443 }
444
770 if (otmp->type != WEAPON && otmp->type != BOW) { 445 if (otmp->type != WEAPON && otmp->type != BOW)
771 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 446 {
447 op->failmsg ("Marked item is not a weapon or bow!");
772 return 0; 448 return 0;
773 } 449 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
454 return 0;
455 }
456
457 op->statusmsg ("Applied weapon builder.");
458
775 improve_weapon(op,tmp,otmp); 459 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 460 esrv_send_item (op, otmp);
777 return 1; 461 return 1;
778} 462}
779 463
780/** 464/**
781 * This code deals with the armour improvment scrolls. 465 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 466 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 482 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 484 * changing of physical area right now.
801 */ 485 */
486static int
802int improve_armour(object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
803{ 488{
804 object *tmp;
805
806 if (armour->magic >= settings.armor_max_enchant) { 489 if (armour->magic >= settings.armor_max_enchant)
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 490 {
491 op->failmsg ("This armour can not be enchanted any further!");
808 return 0; 492 return 0;
809 } 493 }
494
810 /* 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,
811 * 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.
812 * 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
813 * of gnarg and what not?) 498 * of gnarg and what not?)
814 */ 499 */
815 if (armour->title) { 500 if (armour->title)
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 501 {
502 op->failmsg ("This armour will not accept further enchantment.");
817 return 0; 503 return 0;
818 } 504 }
819 505
820 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
822 */ 508 */
823 if(armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
824 tmp = get_split_ob(armour,armour->nrof - 1);
825 else
826 tmp = NULL;
827 510
828 armour->magic++; 511 armour->magic++;
829 512
830 if ( !settings.armor_speed_linear ) 513 if (!settings.armor_speed_linear)
831 { 514 {
832 int base = 100; 515 int base = 100;
833 int pow = 0; 516 int pow = 0;
517
834 while ( pow < armour->magic ) 518 while (pow < armour->magic)
835 { 519 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 520 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 521 pow++;
838 } 522 }
839 523
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 524 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
841 } 525 }
842 else 526 else
843 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 527 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
844 528
845 if ( !settings.armor_weight_linear ) 529 if (!settings.armor_weight_linear)
846 { 530 {
847 int base = 100; 531 int base = 100;
848 int pow = 0; 532 int pow = 0;
533
849 while ( pow < armour->magic ) 534 while (pow < armour->magic)
850 { 535 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 536 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 537 pow++;
853 } 538 }
854 539
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 540 armour->weight = (armour->arch->weight * base) / 100;
856 } 541 }
857 else 542 else
858 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 543 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
859 544
860 if ( armour->weight <= 0 ) 545 if (armour->weight <= 0)
861 { 546 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 547 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 548 armour->weight = 1;
864 } 549 }
865 550
866 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
867 552
868 if (op->type == PLAYER) { 553 if (op->type == PLAYER)
554 {
869 esrv_send_item(op, armour); 555 esrv_send_item (op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 556
871 fix_player(op); 557 if (armour->flag [FLAG_APPLIED])
558 op->update_stats ();
872 } 559 }
873 decrease_ob(improver); 560
561 improver->decrease ();
562
874 if (tmp) { 563 if (tmp)
875 insert_ob_in_ob(tmp, op); 564 op->insert (tmp);
876 esrv_send_item(op, tmp); 565
877 }
878 return 1; 566 return 1;
879} 567}
880
881 568
882/* 569/*
883 * 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
884 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
885 */ 572 *
886#define CONV_FROM(xyz) xyz->slaying
887#define CONV_TO(xyz) xyz->other_arch
888#define CONV_NR(xyz) xyz->stats.sp
889#define CONV_NEED(xyz) xyz->stats.food
890
891/* Takes one items and makes another. 573 * Takes one type of items and makes another.
892 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
893 * 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
894 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
895 */ 577 */
578int
896int convert_item(object *item, object *converter) { 579convert_item (object *item, object *converter)
897 int nr=0; 580{
898 object *tmp; 581 sint64 nr = 0, price_in;
899 uint32 price_in;
900 582
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;
590
901 /* 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,
902 * 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
903 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
904 */ 594 */
905 if (!strcmp(CONV_FROM(converter),"money")) { 595 if (conv_from == shstr_money)
906 int cost; 596 {
907
908 if(item->type!=MONEY) 597 if (item->type != MONEY)
909 return 0; 598 return 0;
910 599
911 nr=(item->nrof*item->value)/CONV_NEED(converter); 600 nr = sint64 (item->nrof) * item->value / need;
601 if (!nr)
912 if (!nr) return 0; 602 return 0;
913 cost=nr*CONV_NEED(converter)/item->value;
914 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++;
916 decrease_ob_nr(item, cost);
917 603
604 converter->play_sound (sound_find ("shop_buy"));
605
606 sint64 cost = (nr * need + item->value - 1) / item->value;
607
608 item->decrease (cost);
609
918 price_in = cost*item->value; 610 price_in = cost * item->value;
611 }
612 else
919 } 613 {
920 else { 614 if (item->type == PLAYER
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 615 || conv_from != item->arch->archname
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 616 || (need && need > (uint16) item->nrof))
923 return 0; 617 return 0;
924 618
925 if(CONV_NEED(converter)) { 619 converter->play_sound (sound_find ("convert_item"));
926 nr=item->nrof/CONV_NEED(converter); 620
927 decrease_ob_nr(item,nr*CONV_NEED(converter)); 621 if (need)
622 {
623 nr = sint64 (item->nrof) / need;
624 item->decrease (nr * need);
928 price_in = nr*CONV_NEED(converter)*item->value; 625 price_in = nr * need * item->value;
626 }
929 } else { 627 else
628 {
930 price_in = item->value; 629 price_in = item->value;
931 remove_ob(item); 630 item->destroy ();
932 free_object(item);
933 } 631 }
632 }
633
634 if (converter->inv)
934 } 635 {
935
936 if (converter->inv != NULL) {
937 object *ob; 636 object *ob;
938 int i; 637 int i;
939 object *ob_to_copy; 638 object *ob_to_copy;
940 639
941 /* select random object from inventory to copy */ 640 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
943 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
944 if (rndm(0, i) == 0) { 643 if (rndm (0, i) == 0)
945 ob_to_copy = ob; 644 ob_to_copy = ob;
946 } 645
947 } 646 item = ob_to_copy->deep_clone ();
948 item = object_create_clone(ob_to_copy); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
951 } else { 649 }
952 if (converter->other_arch == NULL) { 650 else
953 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 651 {
652 if (!conv_to)
653 {
654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
655 &converter->name, &converter->map->path, converter->x, converter->y);
954 return -1; 656 return -1;
955 } 657 }
956 658
957 item = object_create_arch(converter->other_arch); 659 item = object_create_arch (conv_to);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 661 }
960 662
961 if(CONV_NR(converter)) 663 if (give)
962 item->nrof=CONV_NR(converter); 664 item->nrof = give;
665
963 if(nr) 666 if (nr)
964 item->nrof*=nr; 667 item->nrof *= nr;
965 if(is_in_shop (converter)) 668
966 SET_FLAG(item,FLAG_UNPAID); 669 if (converter->flag [FLAG_PRECIOUS])
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 }
967 else if(price_in < item->nrof*item->value) { 680 else if (price_in < sint64 (item->nrof) * item->value)
681 {
968 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",
969 converter->name, converter->map->path, converter->x, converter->y, price_in, 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
970 item->nrof*item->value, item->name);
971 /** 684 /**
972 * 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
973 * propably had something in mind when doing this 686 * hopefully had something in mind when doing this.
974 */ 687 */
975 } 688 }
976 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 689
690 // elmex: only identify if we need to, for example so that generated money doesn't
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
977 return 1; 697 return 1;
978} 698}
979 699
980/** 700/**
981 * Handle apply on containers. 701 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
983 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
984 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
985 */ 705 */
986 706static int
987int apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
988{ 708{
989 char buf[MAX_BUF]; 709 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 710 return 0; /* This might change */
994 711
995 if (sack==NULL || sack->type != CONTAINER) { 712 if (!sack || sack->type != CONTAINER)
713 {
996 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 714 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
997 return 0; 715 return 0;
998 } 716 }
999 op->contr->last_used = NULL; 717
1000 op->contr->last_used_id = 0; 718 op->contr->last_used = 0;
1001 719
1002 if (sack->env!=op) { 720 if (sack->env && sack->env != op)
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 } 721 {
1045 722 op->failmsg ("You must put it onto the floor or into your inventory first.");
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1; 723 return 1;
1094} 724 }
1095 725
1096/** 726 // already applied == open on ground, or open in inv, or active in inv
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 727 if (sack->flag [FLAG_APPLIED])
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110int esrv_apply_container (object *op, object *sack)
1111{
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError,
1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1119 return 0;
1120 } 728 {
1121 729 if (op->container_ () == sack)
1122 /* If we have a currently open container, then it needs to be closed in all cases
1123 * if we are opening this one up. We then fall through if appropriate for
1124 * openening the new container.
1125 */
1126
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1128 if (op->container->env != op) { /* if container is on the ground */
1129 op->container->move_off = 0;
1130 } 730 {
1131 731 // open on ground or inv, so close
1132 if (INVOKE_OBJECT (CLOSE, op)) 732 op->close_container ();
1133 return 1; 733 return 1;
1134
1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1136 query_name(op->container));
1137 CLEAR_FLAG(op->container, FLAG_APPLIED);
1138 op->container=NULL;
1139 esrv_update_item (UPD_FLAGS, op, tmp);
1140 if (tmp == sack) return 1;
1141 }
1142
1143
1144 /* If the player is trying to open it (which he must be doing if we got here),
1145 * and it is locked, check to see if player has the equipment to open it.
1146 */
1147
1148 if (sack->slaying) { /* it's locked */
1149 tmp=find_key(op, op, sack);
1150 if (tmp) {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1152 } else {
1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1154 query_name(sack));
1155 return 0;
1156 } 734 }
1157 }
1158
1159 /* By the time we get here, we have made sure any other container has been closed and
1160 * if this is a locked container, the player they key to open it.
1161 */
1162
1163 /* There are really two cases - the sack is either on the ground, or the sack is
1164 * part of the players inventory. If on the ground, we assume that the player is
1165 * opening it, since if it was being closed, that would have been taken care of above.
1166 */
1167
1168
1169 if (sack->env != op) {
1170 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171 * else. This normally should not happen, but a misbehaving client/player could
1172 * try to do it, so lets handle it gracefully.
1173 */
1174 if (sack->env) { 735 else if (!sack->env)
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 736 {
1176 query_name(sack)); 737 // active 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.
740 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1177 return 0; 741 return 1;
742 }
743 }
744
745 // it's locked?
746 if (sack->slaying)
747 {
748 if (object *tmp = find_key (op, op, sack))
1178 } 749 {
1179 /* set these so when the player walks off, we can unapply the sack */ 750 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1180 sack->move_off = MOVE_ALL; /* trying force closing it */ 751 }
1181 752 else
1182 CLEAR_FLAG (sack, FLAG_APPLIED); 753 {
1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 754 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
1184 SET_FLAG (sack, FLAG_APPLIED);
1185 op->container = sack;
1186 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack);
1188
1189 } else { /* sack is in players inventory */
1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack); 755 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack); 756 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
757 return 1;
1197 } 758 }
1198 else { 759 }
1199 CLEAR_FLAG (sack, FLAG_APPLIED); 760
1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 761 if (sack->env && !sack->flag [FLAG_APPLIED])
1201 SET_FLAG (sack, FLAG_APPLIED); 762 {
763 // it is in our env, so activate it, do not open yet
764 op->close_container ();
765 sack->flag [FLAG_APPLIED] = true;
1202 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
1203 } 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1204 } 768 }
769 else
770 op->open_container (sack);
771
1205 return 1; 772 return 1;
1206} 773}
1207
1208 774
1209/** 775/**
1210 * Handles dropping things on altar. 776 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted. 777 * Returns true if sacrifice was accepted.
1212 */ 778 */
779static int
1213static int apply_altar (object *altar, object *sacrifice, object *originator) 780apply_altar (object *altar, object *sacrifice, object *originator)
1214{ 781{
1215 /* Only players can make sacrifices on spell casting altars. */ 782 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER)) 783 if (altar->inv && (!originator || originator->type != PLAYER))
1217 return 0; 784 return 0;
1218 785
1219 if (operate_altar (altar, &sacrifice)) { 786 if (operate_altar (altar, &sacrifice, originator))
787 {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet 788 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * 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
1222 * is up to map designers to use them properly. 790 * is up to map designers to use them properly.
1223 */ 791 */
1224 if (altar->inv && altar->inv->type==SPELL) { 792 if (altar->inv && altar->inv->type == SPELL)
1225 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 793 {
1226 altar->inv->name); 794 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1227 cast_spell (originator, altar, 0, altar->inv, NULL); 795 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with 796 /* If it is connected, push the button. Fixes some problems with
1229 * old maps. 797 * old maps.
1230 */ 798 */
799
1231/* push_button (altar);*/ 800/* push_button (altar);*/
801 }
1232 } else { 802 else
803 {
1233 altar->value = 1; /* works only once */ 804 altar->value = 1; /* works only once */
1234 push_button (altar); 805 push_button (altar, originator);
1235 } 806 }
807
1236 return sacrifice == NULL; 808 return !sacrifice;
1237 } else { 809 }
810 else
1238 return 0; 811 return 0;
1239 }
1240} 812}
1241
1242 813
1243/** 814/**
1244 * Handles 'movement' of shop mats. 815 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not. 816 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus 817 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date. 818 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29 819 * MSW 2001-08-29
1249 */ 820 */
821int
1250int apply_shop_mat (object * shop_mat, object * op) 822apply_shop_mat (object *shop_mat, object *op)
1251{ 823{
1252 int rv = 0; 824 int rv = 0;
1253 double opinion; 825 double opinion;
1254 object *tmp, *next; 826 object *tmp, *next;
1255 827
1256 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1257 829
1258 if (op->type != PLAYER) 830 bool has_unpaid = false;
831
832 // quite inefficient to do this here twice, but the api doesn't lend itself to
833 // a quick and small change :(
834 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
835 if (item->flag [FLAG_UNPAID])
836 {
837 has_unpaid = true;
838 break;
839 }
840
841 if (!op->is_player ())
1259 { 842 {
1260 /* Remove all the unpaid objects that may be carried here. 843 /* Remove all the unpaid objects that may be carried here.
1261 * This could be pets or monsters that are somehow in 844 * This could be pets or monsters that are somehow in
1262 * the shop. 845 * the shop.
1263 */ 846 */
1264 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1265 { 848 {
1266 next = tmp->below; 849 next = tmp->below;
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 850
851 if (tmp->flag [FLAG_UNPAID])
1268 { 852 {
1269 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);
1270 854
1271 remove_ob (tmp);
1272 if (i == -1) 855 if (i >= 0)
1273 i = 0; 856 tmp->move (i);
1274 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0);
1278 } 857 }
1279 } 858 }
1280 859
1281 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1282 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1283 return 0; 862 return 0;
1284 863
1285 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1286 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1287 */ 866 */
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1289 { 868 {
1290
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 870 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
871
1293 if (i != -1) 872 if (i != -1)
1294 {
1295 rv =
1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 873 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1297 0, shop_mat); 874
1298 }
1299 return 0; 875 return 0;
1300 } 876 }
877
1301 /* Removed code that checked for multipart objects - it appears that 878 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine. 879 * the teleport function should be able to handle this just fine.
1303 */ 880 */
1304 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1305 } 882 }
1306 /* immediate block below is only used for players */ 883 else if (can_pay (op) && get_payment (op))
1307 else if (can_pay (op))
1308 { 884 {
1309 get_payment (op, op->inv); 885 /* this is only used for players */
1310 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1311 887
888 if (has_unpaid)
889 op->contr->play_sound (sound_find ("shop_buy"));
890 else if (op->is_in_shop ())
891 op->contr->play_sound (sound_find ("shop_enter"));
892 else
893 op->contr->play_sound (sound_find ("shop_leave"));
894
1312 if (shop_mat->msg) 895 if (shop_mat->msg)
1313 { 896 op->statusmsg (shop_mat->msg);
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* This check below is a bit simplistic - generally it should be correct, 897 /* This check below is a bit simplistic - generally it should be correct,
1317 * but there is never a guarantee that the bottom space on the map is 898 * but there is never a guarantee that the bottom space on the map is
1318 * actually the shop floor. 899 * actually the shop floor.
1319 */ 900 */
1320 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1321 { 902 {
1322 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1323 if (opinion > 0.9) 904
1324 new_draw_info (NDI_UNIQUE, 0, op, 905 op->statusmsg (
1325 "The shopkeeper gives you a friendly wave."); 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1326 else if (opinion > 0.75) 907 : opinion >= 0.75 ? "The shopkeeper waves to you."
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 908 : opinion >= 0.50 ? "The shopkeeper ignores you."
1328 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else
1331 new_draw_info (NDI_UNIQUE, 0, op,
1332 "The shopkeeper glares at you with contempt."); 909 : "The shopkeeper glares at you with contempt."
910 );
1333 } 911 }
1334 } 912 }
1335 else 913 else
1336 { 914 {
1337 /* if we get here, a player tried to leave a shop but was not able 915 /* if we get here, a player tried to leave a shop but was not able
1338 * to afford the items he has. We try to move the player so that 916 * to afford the items he has. We try to move the player so that
1339 * they are not on the mat anymore 917 * they are not on the mat anymore
1340 */ 918 */
1341
1342 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 919 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
920
1343 if (i == -1) 921 if (i == -1)
1344 {
1345 LOG (llevError, "Internal shop-mat problem.\n"); 922 LOG (llevError, "Internal shop-mat problem.\n");
1346 }
1347 else 923 else
1348 { 924 {
1349 remove_ob (op); 925 op->remove ();
1350 op->x += freearr_x[i]; 926 op->x += freearr_x[i];
1351 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1352 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;
1353 } 929 }
1354 } 930 }
1355 CLEAR_FLAG (op, FLAG_NO_APPLY); 931
932 op->clr_flag (FLAG_NO_APPLY);
1356 return rv; 933 return rv;
1357} 934}
1358 935
1359/** 936/**
1360 * Handles applying a sign. 937 * Handles applying a sign.
1361 */ 938 */
939static void
1362static void apply_sign (object *op, object *sign, int autoapply) 940apply_sign (object *op, object *sign, int autoapply)
1363{ 941{
1364 readable_message_type* msgType; 942 if (!op->is_player())
1365 char newbuf[HUGE_BUF];
1366 if (sign->msg == NULL) {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1368 return;
1369 }
1370
1371 if (sign->stats.food) {
1372 if (sign->last_eat >= sign->stats.food) {
1373 if (!sign->move_on)
1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1375 return;
1376 }
1377
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1379 sign->last_eat++;
1380 }
1381
1382 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1383 * No way to know for sure. The presumption is basically that if
1384 * move_on is zero, it needs to be manually applied (doesn't talk
1385 * to us).
1386 */
1387 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1388 new_draw_info (NDI_UNIQUE, 0, op,
1389 "You are unable to read while blind.");
1390 return;
1391 }
1392 msgType=get_readable_message_type(sign);
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1394 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1395}
1396
1397
1398/**
1399 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap'
1401 * effect is determined by move_on/move_off of trap and move_type of victime.
1402 *
1403 * originator: Player, monster or other object that caused 'victim' to move
1404 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1405 * However, some types of traps require an originator to function.
1406 */
1407void move_apply (object *trap, object *victim, object *originator)
1408{
1409 static int recursion_depth = 0;
1410
1411 /* Only exits affect DMs. */
1412 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1413 return; 943 return;
1414 944
1415 /* move_apply() is the most likely candidate for causing unwanted and 945 if (sign->has_dialogue ())
1416 * possibly unlimited recursion. 946 {
947 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
948 return;
949 }
950
951 if (!sign->msg)
952 {
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 "));
957 return;
958 }
959
960 if (sign->stats.food)
961 {
962 if (sign->last_eat >= sign->stats.food)
963 {
964 if (!sign->move_on)
965 op->failmsg ("You cannot read it anymore.");
966
967 return;
968 }
969
970 if (!op->flag [FLAG_WIZPASS])
971 sign->last_eat++;
972 }
973
974 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
975 * No way to know for sure. The presumption is basically that if
976 * move_on is zero, it needs to be manually applied (doesn't talk
977 * to us).
1417 */ 978 */
1418 /* The following was changed because it was causing perfeclty correct 979 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1419 * maps to fail. 1) it's not an error to recurse: 980 {
1420 * rune detonates, summoning monster. monster lands on nearby rune. 981 op->failmsg ("You are unable to read while blind!");
1421 * nearby rune detonates. This sort of recursion is expected and 982 return;
1422 * proper. This code was causing needless crashes. 983 }
984
985 if (op->contr)
986 if (client *ns = op->contr->ns)
987 {
988 if (sign->sound)
989 ns->play_sound (sign->sound);
990 else if (autoapply)
991 ns->play_sound (sound_find ("msg_voice"));
992
993 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
994 }
995}
996
997static void
998move_apply_hole (object *trap, object *victim)
999{
1000 /* Hole not open? */
1001 if (trap->stats.wc > 0)
1002 return;
1003
1004 /* Is this a multipart monster and not the head? If so, return.
1005 * Processing will happen if the head runs into the pit
1423 */ 1006 */
1424 if (recursion_depth >= 500) {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return;
1429 }
1430 recursion_depth++;
1431 if (trap->head) trap=trap->head;
1432
1433 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1434 goto leave;
1435
1436 switch (trap->type) {
1437 case PLAYERMOVER:
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1439 !should_director_abort(trap, victim)) {
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1441
1442 /* Is this correct? From the docs, it doesn't look like it
1443 * should be divided by trap->speed
1444 */
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1446
1447 /* Just put in some sanity check. I think there is a bug in the
1448 * above with some objects have zero speed, and thus the player
1449 * getting permanently paralyzed.
1450 */
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1452 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1453 }
1454 goto leave;
1455
1456 case SPINNER:
1457 if(victim->direction) {
1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1459 update_turn_face(victim);
1460 }
1461 goto leave;
1462
1463 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) {
1465 victim->direction=trap->stats.sp;
1466 update_turn_face(victim);
1467 }
1468 goto leave;
1469
1470 case BUTTON:
1471 case PEDESTAL:
1472 update_button(trap);
1473 goto leave;
1474
1475 case ALTAR:
1476 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator);
1478 goto leave;
1479
1480 case THROWN_OBJ:
1481 if (trap->inv == NULL)
1482 goto leave;
1483 /* fallthrough */
1484
1485 case ARROW:
1486
1487 /* bad bug: monster throw a object, make a step forwards, step on object ,
1488 * trigger this here and get hit by own missile - and will be own enemy.
1489 * Victim then is his own enemy and will start to kill herself (this is
1490 * removed) but we have not synced victim and his missile. To avoid senseless
1491 * action, we avoid hits here
1492 */
1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494 hit_with_arrow (trap, victim);
1495 goto leave;
1496
1497 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim);
1499 goto leave;
1500
1501 case TRAPDOOR:
1502 {
1503 int max, sound_was_played;
1504 object *ab, *ab_next;
1505 if(!trap->value) {
1506 int tot;
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510
1511 if(!(trap->value=(tot>trap->weight)?1:0))
1512 goto leave;
1513
1514 SET_ANIMATION(trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE);
1516 }
1517
1518 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1519 /* need to set this up, since if we do transfer the object,
1520 * ab->above would be bogus
1521 */
1522 ab_next = ab->above;
1523
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1525 if ( ! sound_was_played) {
1526 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1527 sound_was_played = 1;
1528 }
1529 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1530 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1531 }
1532 }
1533 goto leave;
1534 }
1535
1536
1537 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) {
1539 object *op;
1540
1541 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1542
1543 op = get_archetype("burnout");
1544 if (op != NULL) {
1545 op->x = trap->x;
1546 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0);
1548 }
1549 }
1550 goto leave;
1551
1552 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim);
1556 goto leave;
1557
1558 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim);
1560 goto leave;
1561
1562 case CHECK_INV:
1563 check_inv (victim, trap);
1564 goto leave;
1565
1566 case HOLE:
1567 /* Hole not open? */
1568 if(trap->stats.wc > 0)
1569 goto leave;
1570
1571 /* Is this a multipart monster and not the head? If so, return.
1572 * Processing will happen if the head runs into the pit
1573 */
1574 if (victim->head) 1007 if (victim->head)
1575 goto leave;
1576
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581
1582 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584 /* Basically, don't show exits leading to random maps the
1585 * players output.
1586 */
1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1589 enter_exit (victim, trap);
1590 }
1591 goto leave;
1592
1593 case ENCOUNTER:
1594 /* may be some leftovers on this */
1595 goto leave;
1596
1597 case SHOP_MAT:
1598 apply_shop_mat (trap, victim);
1599 goto leave;
1600
1601 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator);
1604 goto leave;
1605
1606 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */
1609
1610 apply_sign (victim, trap, 1);
1611 goto leave;
1612
1613 case CONTAINER:
1614 if (victim->type==PLAYER)
1615 (void) esrv_apply_container (victim, trap);
1616 else
1617 (void) apply_container (victim, trap);
1618 goto leave;
1619
1620 case RUNE:
1621 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1623 spring_trap(trap, victim);
1624 }
1625 goto leave;
1626
1627 default:
1628 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1629 "handled in move_apply()\n", trap->name, trap->arch->name,
1630 trap->type);
1631 goto leave;
1632 }
1633
1634 leave:
1635 recursion_depth--;
1636}
1637
1638/**
1639 * Handles reading a regular (ie not containing a spell) book.
1640 */
1641static void apply_book (object *op, object *tmp)
1642{
1643 int lev_diff;
1644 object *skill_ob;
1645
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1647 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1648 return;
1649 }
1650 if(tmp->msg==NULL) {
1651 new_draw_info_format(NDI_UNIQUE, 0, op,
1652 "You open the %s and find it empty.", tmp->name);
1653 return;
1654 }
1655
1656 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill);
1658 if ( ! skill_ob) {
1659 new_draw_info(NDI_UNIQUE, 0,op,
1660 "You are unable to decipher the strange symbols.");
1661 return;
1662 }
1663 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1665 if (lev_diff < 2)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1667 else if (lev_diff < 3)
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1669 else if (lev_diff < 5)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1671 else if (lev_diff < 8)
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1673 else if (lev_diff < 15)
1674 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1675 else
1676 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1677 return;
1678 }
1679
1680 readable_message_type* msgType = get_readable_message_type(tmp);
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype,
1683 "You open the %s and start reading.\n%s",
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg);
1686
1687 /* gain xp from reading */
1688 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1691 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED);
1693 /* If in a container, update how it looks */
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1695 else op->contr->socket.update_look=1;
1696 }
1697 change_exp(op,exp_gain, skill_ob->skill, 0);
1698 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1699 }
1700}
1701
1702/**
1703 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * op is the person learning the skill, tmp is the skill scroll object
1705 */
1706static void apply_skillscroll (object *op, object *tmp)
1707{
1708 switch ((int) learn_skill (op, tmp)) {
1709 case 0:
1710 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1712 return;
1713
1714 case 1:
1715 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1716 tmp->skill);
1717 new_draw_info_format(NDI_UNIQUE, 0, op,
1718 "Type 'bind ready_skill %s",tmp->skill);
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp);
1721 return;
1722
1723 default:
1724 new_draw_info_format(NDI_UNIQUE,0,op,
1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1726 decrease_ob(tmp);
1727 return;
1728 }
1729}
1730
1731/**
1732 * Actually makes op learn spell.
1733 * Informs player of what happens.
1734 */
1735void do_learn_spell (object *op, object *spell, int special_prayer)
1736{
1737 object *tmp;
1738
1739 if (op->type != PLAYER) {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return;
1742 }
1743
1744 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1747 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1748 return;
1749 }
1750 return;
1751 }
1752
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1754 tmp = get_object();
1755 copy_object(spell, tmp);
1756 insert_ob_in_ob(tmp, op);
1757
1758 if (special_prayer) {
1759 SET_FLAG(tmp, FLAG_STARTEQUIP);
1760 }
1761
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp);
1766}
1767
1768/**
1769 * Erases spell from player's inventory.
1770 */
1771void do_forget_spell (object *op, const char *spell)
1772{
1773 object *spob;
1774
1775 if (op->type != PLAYER) {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return;
1778 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return;
1782 }
1783
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1785 "You lose knowledge of %s.", spell);
1786 player_unready_range_ob(op->contr, spob);
1787 esrv_remove_spell(op->contr, spob);
1788 remove_ob(spob);
1789 free_object(spob);
1790}
1791
1792/**
1793 * Handles player applying a spellbook.
1794 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1795 * stuff like that. Random learning failure too.
1796 */
1797static void apply_spellbook (object *op, object *tmp)
1798{
1799 object *skop, *spell, *spell_skill;
1800
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1802 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1803 return;
1804 }
1805
1806 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks
1809 */
1810
1811 if(tmp->slaying != NULL) {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1813 if (!spell) {
1814 new_draw_info_format(NDI_UNIQUE, 0, op,
1815 "The book's formula for %s is incomplete", tmp->slaying);
1816 return;
1817 }
1818 else
1819 insert_ob_in_ob(spell, tmp);
1820 free_string(tmp->slaying);
1821 tmp->slaying=NULL;
1822 }
1823
1824 skop = find_skill_by_name(op, tmp->skill);
1825
1826 /* need a literacy skill to learn spells. Also, having a literacy level
1827 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1830 return;
1831 }
1832
1833 spell = tmp->inv;
1834 if (!spell) {
1835 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1836 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1837 return; 1008 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return;
1842 }
1843 1009
1844 new_draw_info_format(NDI_UNIQUE, 0, op, 1010 // now find all possible locations and randomly pick one
1845 "The spellbook contains the %s level spell %s.", 1011 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1846 get_levelnumber(spell->level), spell->name); 1012 trap->range >= 3 ? SIZEOFFREE3 + 1
1013 : trap->range >= 2 ? SIZEOFFREE2 + 1
1014 : trap->range >= 1 ? SIZEOFFREE1 + 1
1015 : SIZEOFFREE0 + 1);
1847 1016
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1017 if (dir < 0)
1849 identify(tmp);
1850 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1852 else
1853 op->contr->socket.update_look=1;
1854 }
1855
1856 /* I removed the check for special_prayer_mark here - it didn't make
1857 * a lot of sense - special prayers are not found in spellbooks, and
1858 * if the player doesn't know the spell, doesn't make a lot of sense that
1859 * they would have a special prayer mark.
1860 */
1861 if (check_spell_known (op, spell->name)) {
1862 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1863 return;
1864 }
1865
1866 if (spell->skill) {
1867 spell_skill = find_skill_by_name(op, spell->skill);
1868 if (!spell_skill) {
1869 new_draw_info_format(NDI_UNIQUE, 0, op,
1870 "You lack the skill %s to use this spell",
1871 spell->skill);
1872 return;
1873 }
1874 if (spell_skill->level < spell->level) {
1875 new_draw_info_format(NDI_UNIQUE, 0, op,
1876 "You need to be level %d in %s to learn this spell.",
1877 spell->level, spell->skill);
1878 return;
1879 }
1880 }
1881
1882 /* Logic as follows
1883 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 *
1886 * 2- The learner's skill level in literacy adjusts the chance to learn
1887 * a spell.
1888 *
1889 * 3 -Automatically fail to learn if you read while confused
1890 *
1891 * Overall, chances are the same but a player will find having a high
1892 * literacy rate very useful! -b.t.
1893 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1895 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1896 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1898 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1900
1901 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1902 do_learn_spell (op, spell, 0);
1903
1904 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1907 } else {
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1909 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1910 }
1911 decrease_ob(tmp);
1912}
1913
1914/**
1915 * Handles applying a spell scroll.
1916 */
1917void apply_scroll (object *op, object *tmp, int dir)
1918{
1919 object *skop;
1920
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1922 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1923 return;
1924 }
1925
1926 if (!tmp->inv || tmp->inv->type != SPELL) {
1927 new_draw_info (NDI_UNIQUE, 0, op,
1928 "The scroll just doesn't make sense!");
1929 return;
1930 }
1931
1932 if(op->type==PLAYER) {
1933 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0;
1935
1936 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell.
1938 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1940
1941 if ( ! skop) {
1942 new_draw_info(NDI_UNIQUE, 0,op,
1943 "You are unable to decipher the strange symbols.");
1944 return;
1945 }
1946
1947 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0);
1949 }
1950
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1952 identify(tmp);
1953
1954 new_draw_info_format(NDI_BLACK, 0, op,
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956
1957
1958 cast_spell(op,tmp,dir,tmp->inv, NULL);
1959 decrease_ob(tmp);
1960}
1961
1962/**
1963 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure
1965 * chest.
1966 */
1967static void apply_treasure (object *op, object *tmp)
1968{
1969 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971
1972
1973 /* Nice side effect of new treasure creation method is that the treasure
1974 * for the chest is done when the chest is created, and put into the chest
1975 * inventory. So that when the chest burns up, the items still exist. Also
1976 * prevents people fromt moving chests to more difficult maps to get better
1977 * treasure
1978 */
1979
1980 treas = tmp->inv;
1981 if(treas==NULL) {
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1983 decrease_ob(tmp);
1984 return;
1985 }
1986 while (tmp->inv) {
1987 treas = tmp->inv;
1988
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x;
1994 treas->y=op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1996
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op);
2000 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed
2004 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2006 break;
2007 }
2008
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010 decrease_ob (tmp);
2011
2012}
2013
2014/**
2015 * op eats food.
2016 * If player, takes care of messages and dragon special food.
2017 */
2018static void apply_food (object *op, object *tmp)
2019{
2020 int capacity_remaining;
2021
2022 if(op->type!=PLAYER)
2023 op->stats.hp=op->stats.maxhp;
2024 else {
2025 /* check if this is a dragon (player), eating some flesh */
2026 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2027 ;
2028 else {
2029 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) {
2031 if(tmp->type==FOOD || tmp->type==FLESH)
2032 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2033 else
2034 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2035 }
2036
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2038 char buf[MAX_BUF];
2039
2040 if (!is_dragon_pl(op)) {
2041 /* eating message for normal players*/
2042 if(tmp->type==DRINK)
2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2044 else
2045 sprintf(buf,"The %s tasted %s",tmp->name,
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/
2050 sprintf(buf,"The %s tasted terrible!",tmp->name);
2051 }
2052
2053 new_draw_info(NDI_UNIQUE, 0,op,buf);
2054 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50;
2058 else
2059 op->stats.hp+=tmp->stats.food/50;
2060 if(op->stats.hp>op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp;
2062 if (op->stats.food > 999)
2063 op->stats.food = 999;
2064 }
2065
2066 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2068 eat_special_food(op,tmp);
2069 }
2070 }
2071 handle_apply_yield(tmp);
2072 decrease_ob(tmp);
2073}
2074
2075/**
2076 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * there is a chance for the dragon's skin to get improved.
2078 *
2079 * attributes:
2080 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return:
2083 * int 1 if eating successful, 0 if it doesn't work
2084 */
2085int dragon_eat_flesh(object *op, object *meal) {
2086 object *skin = NULL; /* pointer to dragon skin force*/
2087 object *abil = NULL; /* pointer to dragon ability force*/
2088 object *tmp = NULL; /* tmp. object */
2089
2090 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */
2097 int i; /* index */
2098
2099 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op))
2101 return 0; 1018 return;
2102
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 from the player's inventory */
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2106 if (tmp->type == FORCE) {
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2108 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2110 abil = tmp;
2111 }
2112 }
2113
2114 /* if either skin or ability are missing, this is an old player
2115 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0;
2117
2118 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50;
2121 else
2122 op->stats.hp += meal->stats.food/50;
2123 if(op->stats.hp>op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp;
2125
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2127
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2129
2130 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2133 /* got positive resistance, now calculate improvement chance (0-100) */
2134
2135 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2137 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */
2139
2140 /* monster bonus increases with level, because high-level
2141 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level);
2143
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2145 ((double)settings.max_level)) - skin->resist[i];
2146
2147 if (chance >= 0.)
2148 chance += 1.;
2149 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2151
2152 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2154
2155 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.);
2158
2159 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) {
2161 atnr_winner[winners] = i;
2162 winners++;
2163 }
2164
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2166
2167 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2168 }
2169 }
2170
2171 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100;
2173 /* print message according to totalchance */
2174 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2176 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name);
2178 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name);
2180 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name);
2182 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name);
2184 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2185 sprintf(buf, "The %s tasted strange.", meal->name);
2186 else
2187 sprintf(buf, "The %s had no taste.", meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf);
2189
2190 /* now choose a winner if we have any */
2191 i = -1;
2192 if (winners>0)
2193 i = atnr_winner[RANDOM()%winners];
2194
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2196 /* resistance increased! */
2197 skin->resist[i]++;
2198 fix_player(op);
2199
2200 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2202 }
2203
2204 /* if this flesh contains a new ability focus, we mark it
2205 into the ability_force and it will take effect on next level */
2206 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2207 && meal->last_eat != abil->last_eat) {
2208 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2209
2210 if (meal->last_eat != abil->stats.exp) {
2211 sprintf(buf, "Your metabolism prepares to focus on %s!",
2212 change_resist_msg[meal->last_eat]);
2213 new_draw_info(NDI_UNIQUE, 0, op, buf);
2214 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2215 new_draw_info(NDI_UNIQUE, 0, op, buf);
2216 }
2217 else {
2218 sprintf(buf, "Your metabolism will continue to focus on %s.",
2219 change_resist_msg[meal->last_eat]);
2220 new_draw_info(NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0;
2222 }
2223 }
2224 return 1;
2225}
2226 1019
2227static void apply_savebed (object *pl) 1020 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2228{ 1021 victim->statusmsg ("You fall through the hole!", NDI_RED);
2229#ifndef COZY_SERVER
2230 if(!pl->contr->name_changed||!pl->stats.exp) {
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2232 return;
2233 }
2234#endif
2235 /* Need to call terminate_all_pets() before we remove the player ob */
2236 terminate_all_pets(pl);
2237 remove_ob(pl);
2238 pl->direction=0;
2239 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2240 "%s leaves the game.",pl->name);
2241
2242 /* update respawn position */
2243 strcpy(pl->contr->savebed_map, pl->map->path);
2244 pl->contr->bed_x = pl->x;
2245 pl->contr->bed_y = pl->y;
2246
2247 strcpy(pl->contr->killer,"left");
2248 check_score(pl); /* Always check score */
2249 (void)save_player(pl,0);
2250 pl->map->players--;
2251#if MAP_MAXTIMEOUT
2252 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2253#endif
2254 play_again(pl);
2255 pl->speed = 0;
2256 update_ob_speed(pl);
2257}
2258 1022
2259/** 1023 transfer_ob (victim,
2260 * Handles applying an improve armor scroll. 1024 EXIT_X (trap) + freearr_x[dir],
2261 * Does some sanity checks, then calls improve_armour. 1025 EXIT_Y (trap) + freearr_y[dir],
2262 */ 1026 0, victim);
2263static void apply_armour_improver (object *op, object *tmp)
2264{
2265 object *armor;
2266
2267 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2268 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2269 return;
2270 }
2271 armor=find_marked_object(op);
2272 if ( ! armor) {
2273 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2274 return;
2275 }
2276 if (armor->type != ARMOUR
2277 && armor->type != CLOAK
2278 && armor->type != BOOTS && armor->type != GLOVES
2279 && armor->type != BRACERS && armor->type != SHIELD
2280 && armor->type != HELMET)
2281 {
2282 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2283 return;
2284 }
2285
2286 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2287 improve_armour(op,tmp,armor);
2288}
2289
2290
2291extern void apply_poison (object *op, object *tmp)
2292{
2293 if (op->type == PLAYER) {
2294 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2295 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2296 strcpy(op->contr->killer,"poisonous booze");
2297 }
2298 if (tmp->stats.hp > 0) {
2299 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2300 tmp->stats.hp);
2301 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2302 }
2303 op->stats.food-=op->stats.food/4;
2304 handle_apply_yield(tmp);
2305 decrease_ob(tmp);
2306}
2307
2308/**
2309 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2310 * A valid 2 way exit means:
2311 * -You can come back (there is another exit at the other side)
2312 * -You are
2313 * ° the owner of the exit
2314 * ° or in the same party as the owner
2315 *
2316 * Note: a owner in a 2 way exit is saved as the owner's name
2317 * in the field exit->name cause the field exit->owner doesn't
2318 * survive in the swapping (in fact the whole exit doesn't survive).
2319 */
2320int is_legal_2ways_exit (object* op, object *exit)
2321 {
2322 object * tmp;
2323 object * exit_owner;
2324 player * pp;
2325 mapstruct * exitmap;
2326 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2327 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2328 /* To know if an exit has a correspondant, we look at
2329 * all the exits in destination and try to find one with same path as
2330 * the current exit's position */
2331 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2332 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2333 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2334 if (exitmap)
2335 {
2336 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2337 if (!tmp) return 0;
2338 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2339 {
2340 if (tmp->type!=EXIT) continue; /*Not an exit*/
2341 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2342 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2343 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2344
2345 /* From here we have found the exit is valid. However we do
2346 * here the check of the exit owner. It is important for the
2347 * town portals to prevent strangers from visiting your appartments
2348 */
2349 if (!exit->race) return 1; /*No owner, free for all!*/
2350 exit_owner=NULL;
2351 for (pp=first_player;pp;pp=pp->next)
2352 {
2353 if (!pp->ob) continue;
2354 if (pp->ob->name!=exit->race) continue;
2355 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2356 break;
2357 }
2358 if (!exit_owner) return 0; /* No more owner*/
2359 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2360 if ( exit_owner && /*There is a owner*/
2361 (op->contr) && /*A player tries to pass */
2362 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2363 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2364 return 0;
2365 return 1;
2366 }
2367 }
2368 return 0;
2369 }
2370
2371
2372/**
2373 * Main apply handler.
2374 *
2375 * Checks for unpaid items before applying.
2376 *
2377 * Return value:
2378 * 0: player or monster can't apply objects of that type
2379 * 1: has been applied, or there was an error applying the object
2380 * 2: objects of that type can't be applied if not in inventory
2381 *
2382 * op is the object that is causing object to be applied, tmp is the object
2383 * being applied.
2384 *
2385 * aflag is special (always apply/unapply) flags. Nothing is done with
2386 * them in this function - they are passed to apply_special
2387 */
2388
2389int manual_apply (object *op, object *tmp, int aflag)
2390{
2391 if (tmp->head) tmp=tmp->head;
2392
2393 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2394 if (op->type == PLAYER) {
2395 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2396 return 1;
2397 } else {
2398 return 0; /* monsters just skip unpaid items */
2399 }
2400 }
2401
2402 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2403 return RESULT_INT (0);
2404
2405 switch (tmp->type) {
2406
2407 case CF_HANDLE:
2408 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2409 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2410 tmp->value=tmp->value?0:1;
2411 SET_ANIMATION(tmp, tmp->value);
2412 update_object(tmp,UP_OBJ_FACE);
2413 push_button(tmp);
2414 return 1;
2415
2416 case TRIGGER:
2417 if (check_trigger (tmp, op)) {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2419 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2420 } else {
2421 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2422 }
2423 return 1;
2424
2425 case EXIT:
2426 if (op->type != PLAYER)
2427 return 0;
2428 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2429 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2430 query_name(tmp));
2431 } else {
2432 /* Don't display messages for random maps. */
2433 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2434 strncmp(EXIT_PATH(tmp), "/random/", 8))
2435 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2436 enter_exit(op,tmp);
2437 }
2438 return 1;
2439
2440 case SIGN:
2441 apply_sign (op, tmp, 0);
2442 return 1;
2443
2444 case BOOK:
2445 if (op->type == PLAYER) {
2446 apply_book (op, tmp);
2447 return 1;
2448 } else {
2449 return 0;
2450 }
2451
2452 case SKILLSCROLL:
2453 if (op->type == PLAYER) {
2454 apply_skillscroll (op, tmp);
2455 return 1;
2456 }
2457 return 0;
2458
2459 case SPELLBOOK:
2460 if (op->type == PLAYER) {
2461 apply_spellbook (op, tmp);
2462 return 1;
2463 }
2464 return 0;
2465
2466 case SCROLL:
2467 apply_scroll (op, tmp, 0);
2468 return 1;
2469
2470 case POTION:
2471 (void) apply_potion(op, tmp);
2472 return 1;
2473
2474 /* Eneq(@csd.uu.se): Handle apply on containers. */
2475 case CLOSE_CON:
2476 if (op->type==PLAYER)
2477 (void) esrv_apply_container (op, tmp->env);
2478 else
2479 (void) apply_container (op, tmp->env);
2480 return 1;
2481
2482 case CONTAINER:
2483 if (op->type==PLAYER)
2484 (void) esrv_apply_container (op, tmp);
2485 else
2486 (void) apply_container (op, tmp);
2487 return 1;
2488
2489 case TREASURE:
2490 if (op->type == PLAYER) {
2491 apply_treasure (op, tmp);
2492 return 1;
2493 } else {
2494 return 0;
2495 }
2496
2497 case WEAPON:
2498 case ARMOUR:
2499 case BOOTS:
2500 case GLOVES:
2501 case AMULET:
2502 case GIRDLE:
2503 case BRACERS:
2504 case SHIELD:
2505 case HELMET:
2506 case RING:
2507 case CLOAK:
2508 case WAND:
2509 case ROD:
2510 case HORN:
2511 case SKILL:
2512 case BOW:
2513 case LAMP:
2514 case BUILDER:
2515 case SKILL_TOOL:
2516 if (tmp->env != op)
2517 return 2; /* not in inventory */
2518 (void) apply_special (op, tmp, aflag);
2519 return 1;
2520
2521 case DRINK:
2522 case FOOD:
2523 case FLESH:
2524 apply_food (op, tmp);
2525 return 1;
2526
2527 case POISON:
2528 apply_poison (op, tmp);
2529 return 1;
2530
2531 case SAVEBED:
2532 if (op->type == PLAYER) {
2533 apply_savebed (op);
2534 return 1;
2535 } else {
2536 return 0;
2537 }
2538
2539 case ARMOUR_IMPROVER:
2540 if (op->type == PLAYER) {
2541 apply_armour_improver (op, tmp);
2542 return 1;
2543 } else {
2544 return 0;
2545 }
2546
2547 case WEAPON_IMPROVER:
2548 (void) check_improve_weapon(op, tmp);
2549 return 1;
2550
2551 case CLOCK:
2552 if (op->type == PLAYER) {
2553 char buf[MAX_BUF];
2554 timeofday_t tod;
2555
2556 get_tod(&tod);
2557 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2558 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2560 ((tod.hour >= 14) ? "pm" : "am"));
2561 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2562 new_draw_info(NDI_UNIQUE, 0,op, buf);
2563 return 1;
2564 } else {
2565 return 0;
2566 }
2567
2568 case MENU:
2569 if (op->type == PLAYER) {
2570 shop_listing (op);
2571 return 1;
2572 } else {
2573 return 0;
2574 }
2575
2576 case POWER_CRYSTAL:
2577 apply_power_crystal(op,tmp); /* see egoitem.c */
2578 return 1;
2579
2580 case LIGHTER: /* for lighting torches/lanterns/etc */
2581 if (op->type == PLAYER) {
2582 apply_lighter(op,tmp);
2583 return 1;
2584 } else {
2585 return 0;
2586 }
2587
2588 case ITEM_TRANSFORMER:
2589 apply_item_transformer( op, tmp );
2590 return 1;
2591
2592 default:
2593 return 0;
2594 }
2595}
2596
2597
2598/* quiet suppresses the "don't know how to apply" and "you must get it first"
2599 * messages as needed by player_apply_below(). But there can still be
2600 * "but you are floating high above the ground" messages.
2601 *
2602 * Same return value as apply() function.
2603 */
2604int player_apply (object *pl, object *op, int aflag, int quiet)
2605{
2606 int tmp;
2607
2608 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2609 /* player is flying and applying object not in inventory */
2610 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2611 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2612 "above the ground!");
2613 return 0;
2614 }
2615 }
2616
2617 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2618 * applied.
2619 */
2620 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2621 {
2622 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2623 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2624 "of smoke!");
2625 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2626 remove_ob (op);
2627 free_object (op);
2628 return 1;
2629 }
2630
2631 pl->contr->last_used = op;
2632 pl->contr->last_used_id = op->count;
2633
2634 tmp = manual_apply (pl, op, aflag);
2635 if ( ! quiet) {
2636 if (tmp == 0)
2637 new_draw_info_format (NDI_UNIQUE, 0, pl,
2638 "I don't know how to apply the %s.",
2639 query_name (op));
2640 else if (tmp == 2)
2641 new_draw_info_format (NDI_UNIQUE, 0, pl,
2642 "You must get it first!\n");
2643 }
2644 return tmp;
2645}
2646
2647/**
2648 * player_apply_below attempts to apply the object 'below' the player.
2649 * If the player has an open container, we use that for below, otherwise
2650 * we use the ground.
2651 */
2652
2653void player_apply_below (object *pl)
2654{
2655 object *tmp, *next;
2656 int floors;
2657
2658 /* If using a container, set the starting item to be the top
2659 * item in the container. Otherwise, use the map.
2660 */
2661 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2662
2663 /* This is perhaps more complicated. However, I want to make sure that
2664 * we don't use a corrupt pointer for the next object, so we get the
2665 * next object in the stack before applying. This is can only be a
2666 * problem if player_apply() has a bug in that it uses the object but does
2667 * not return a proper value.
2668 */
2669 for (floors = 0; tmp!=NULL; tmp=next) {
2670 next = tmp->below;
2671 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2672 floors++;
2673 else if (floors > 0)
2674 return; /* process only floor objects after first floor object */
2675
2676 /* If it is visible, player can apply it. If it is applied by
2677 * person moving on it, also activate. Added code to make it
2678 * so that at least one of players movement types be that which
2679 * the item needs.
2680 */
2681 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2682 if (player_apply (pl, tmp, 0, 1) == 1)
2683 return;
2684 }
2685 if (floors >= 2)
2686 return; /* process at most two floor objects */
2687 }
2688} 1027}
2689 1028
2690/** 1029/**
2691 * Unapplies specified item. 1030 * Unapplies specified item.
2692 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2693 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2694 * 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.
2695 */ 1034 */
1035static bool
2696static int unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2697{ 1037{
2698 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))
2699 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2700 return RESULT_INT (0); 1040 return RESULT_INT (0);
2701 1041
2702 object *tmp2; 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
2703 1044
2704 CLEAR_FLAG(op, FLAG_APPLIED); 1045 op->flag [FLAG_APPLIED] = false;
1046
2705 switch(op->type) { 1047 switch (op->type)
2706 case WEAPON: 1048 {
2707 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2708
2709 (void) change_abil (who,op);
2710 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2711 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2712 clear_skill(who);
2713 break;
2714
2715 case SKILL: /* allows objects to impart skills */
2716 case SKILL_TOOL: 1049 case SKILL:
2717 if (op != who->chosen_skill) { 1050 if (player *pl = who->contr)
2718 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2719 }
2720 if (who->type==PLAYER) {
2721 if (who->contr->shoottype == range_skill)
2722 who->contr->shoottype = range_none;
2723 if ( ! op->invisible) { 1051 if (op->invisible)
2724 new_draw_info_format (NDI_UNIQUE, 0, who, 1052 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2725 "You stop using the %s.", query_name(op)); 1053 else
2726 } else { 1054 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2727 new_draw_info_format (NDI_UNIQUE, 0, who, 1055
2728 "You can no longer use the skill: %s.",
2729 op->skill);
2730 }
2731 }
2732 (void) change_abil (who, op); 1056 change_abil (who, op);
2733 who->chosen_skill = NULL; 1057 who->flag [FLAG_READY_SKILL] = false;
2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735 break;
2736
2737 case ARMOUR:
2738 case HELMET:
2739 case SHIELD:
2740 case RING:
2741 case BOOTS:
2742 case GLOVES:
2743 case AMULET:
2744 case GIRDLE:
2745 case BRACERS:
2746 case CLOAK:
2747 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2748 (void) change_abil (who,op);
2749 break;
2750 case LAMP:
2751 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2752 op->name);
2753 tmp2 = arch_to_object(op->other_arch);
2754 tmp2->x = op->x;
2755 tmp2->y = op->y;
2756 tmp2->map = op->map;
2757 tmp2->below = op->below;
2758 tmp2->above = op->above;
2759 tmp2->stats.food = op->stats.food;
2760 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2761 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2762 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2763 if (who->type == PLAYER)
2764 esrv_del_item(who->contr, (tag_t)op->count);
2765 remove_ob(op);
2766 free_object(op);
2767 insert_ob_in_ob(tmp2, who);
2768 fix_player(who);
2769 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2770 if (who->type == PLAYER) {
2771 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2772 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2773 }
2774 }
2775 if(who->type==PLAYER)
2776 esrv_send_item(who, tmp2);
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778 break;
2779 case BOW:
2780 case WAND:
2781 case ROD:
2782 case HORN:
2783 clear_skill(who);
2784 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2785 if(who->type==PLAYER) {
2786 who->contr->shoottype = range_none;
2787 } else {
2788 if (op->type == BOW)
2789 CLEAR_FLAG (who, FLAG_READY_BOW);
2790 else
2791 CLEAR_FLAG(who, FLAG_READY_RANGE);
2792 }
2793 break;
2794
2795 case BUILDER:
2796 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2797 who->contr->shoottype = range_none;
2798 who->contr->ranges[ range_builder ] = NULL;
2799 break; 1058 break;
2800 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
1065 // unapplying a weapon or skill tool should also unapply the skill it governs
1066 // but this is hard, as it shouldn't do so when the skill can
1067 // be used for other reasons
1068 //TODO: really?
1069 if (who->chosen_skill)
1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1071 unapply_special (who, who->chosen_skill, 0);
1072
1073 break;
1074
1075 case RANGED:
1076 case BOW:
1077 case WAND:
1078 case ROD:
1079 case HORN:
1080 if (player *pl = who->contr)
1081 {
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;
1089 else
1090 op->flag [FLAG_READY_RANGE] = false;
1091 }
1092
1093 break;
1094
1095 case ARMOUR:
1096 case HELMET:
1097 case SHIELD:
1098 case RING:
1099 case BOOTS:
1100 case GLOVES:
1101 case AMULET:
1102 case GIRDLE:
1103 case BRACERS:
1104 case CLOAK:
1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
1106 change_abil (who, op);
1107 break;
1108
1109 case SPELL:
1110 case BUILDER:
1111 who->statusmsg (format ("You unready %s.", query_name (op)));
1112 break;
1113
1114 //case SKILL_TOOL://TODO
2801 default: 1115 default:
2802 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
2803 break; 1117 break;
2804 } 1118 }
2805 1119
2806 fix_player(who); 1120 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2807 1121 if (object *pl = op->visible_to ())
2808 if ( ! (aflags & AP_NO_MERGE)) {
2809 object *tmp;
2810
2811 tag_t del_tag = op->count;
2812 tmp = merge_ob (op, NULL);
2813 if (who->type == PLAYER) {
2814 if (tmp) { /* it was merged */
2815 esrv_del_item (who->contr, del_tag);
2816 op = tmp;
2817 }
2818 esrv_send_item (who, op); 1122 esrv_send_item (pl, op);
2819 } 1123
2820 } 1124 who->update_stats ();
1125
2821 return 0; 1126 return 1;
2822} 1127}
2823 1128
2824/** 1129/**
2825 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
2826 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
2827 * then go through the below of this. In this way, you can do 1132 * then go through the below of this. In this way, you can do
2828 * something like: 1133 * something like:
2829 * tmp = get_item_from_body_location(who->inv, 1); 1134 * tmp = get_next_item_from_body_location(who->inv, 1);
2830 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1135 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2831 * to find the second object that may use this location, etc. 1136 * to find the second object that may use this location, etc.
2832 * Returns NULL if no match is found. 1137 * Returns NULL if no match is found.
2833 * loc is the index into the array we are looking for a match. 1138 * loc is the index into the array we are looking for a match.
2834 * don't return invisible objects unless they are skill objects 1139 * don't return invisible objects unless they are skill objects
2835 * invisible other objects that use 1140 * invisible other objects that use
2836 * up body locations can be used as restrictions. 1141 * up body locations can be used as restrictions.
2837 */ 1142 */
2838object *get_item_from_body_location(object *start, int loc) 1143static object *
1144get_next_item_from_body_location (int loc, object *start)
2839{ 1145{
2840 object *tmp;
2841
2842 if (!start) return NULL;
2843
2844 for (tmp=start; tmp; tmp=tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
2845 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 1147 if (tmp->flag [FLAG_APPLIED]
2846 (!tmp->invisible || tmp->type==SKILL)) return tmp; 1148 && tmp->slot [loc].info
1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1150 return tmp;
2847 1151
2848 return NULL; 1152 return 0;
2849} 1153}
2850
2851
2852 1154
2853/** 1155/**
2854 * 'op' wants to apply an object, but can't because of other equipment. 1156 * 'op' wants to apply an object, but can't because of other equipment.
2855 * This should only be called when it is known 1157 * This should only be called when it is known
2856 * that there are objects to unapply. This makes pretty heavy 1158 * that there are objects to unapply. This makes pretty heavy
2859 * Returns 0 on success, returns 1 if there is some problem. 1161 * Returns 0 on success, returns 1 if there is some problem.
2860 * if aflags is AP_PRINT, we instead print out waht to unapply 1162 * if aflags is AP_PRINT, we instead print out waht to unapply
2861 * instead of doing it. This is a lot less code than having 1163 * instead of doing it. This is a lot less code than having
2862 * another function that does just that. 1164 * another function that does just that.
2863 */ 1165 */
1166
1167#define CANNOT_REMOVE_CURSED \
1168 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1169 "Praying over an altar, scrolls of remove curse/damnation, " \
1170 "priests or even other players might help.>"
1171
1172static bool
2864int unapply_for_ob(object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
2865{ 1174{
2866 int i; 1175 if (op->is_range ())
2867 object *tmp=NULL, *last;
2868
2869 /* If we are applying a shield or weapon, unapply any equipped shield
2870 * or weapons first - only allowed to use one weapon/shield at a time.
2871 */
2872 if (op->type == WEAPON || op->type == SHIELD) {
2873 for (tmp=who->inv; tmp; tmp=tmp->below) { 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2874 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2875 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 1178 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2876 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 1179 {
2877 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
2878 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 1181 who->failmsg (query_name (tmp));
2879 else 1182 else
2880 unapply_special(who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
1184 }
1185 else
1186 {
1187 /* In this case, we want to try and remove a cursed item.
1188 * While we know it won't work, we want unapply_special to
1189 * at least generate the message.
1190 */
1191 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1192 return 1;
1193 }
1194
1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1196 {
1197 /* this used up a slot that we need to free */
1198 if (op->slot[i].info)
1199 {
1200 object *last = who->inv;
1201
1202 /* We do a while loop - may need to remove several items in order
1203 * to free up enough slots.
1204 */
1205 while ((who->slot[i].used + op->slot[i].info) < 0)
1206 {
1207 object *tmp = get_next_item_from_body_location (i, last);
1208
1209 if (!tmp)
1210 {
1211#if 0
1212 /* Not a bug - we'll get this if the player has cursed items
1213 * equipped.
1214 */
1215 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1216#endif
1217 return 1;
2881 } 1218 }
1219
1220 /* If we are just printing, we don't care about cursed status */
1221 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1222 {
1223 if (aflags & AP_PRINT)
1224 who->failmsg (query_name (tmp));
2882 else { 1225 else
2883 /* In this case, we want to try and remove a cursed item. 1226 unapply_special (who, tmp, aflags);
2884 * While we know it won't work, we want unapply_special to
2885 * at least generate the message.
2886 */
2887 new_draw_info_format(NDI_UNIQUE, 0, who,
2888 "No matter how hard you try, you just can't\nremove %s.",
2889 query_name(tmp));
2890 return 1;
2891 } 1227 }
1228 else
1229 {
1230 /* Cursed item that we can't unequip - tell the player.
1231 * Note this could be annoying if this is just one of a few,
1232 * so it may not be critical (eg, putting on a ring and you have
1233 * one cursed ring.)
1234 */
1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1236 }
2892 1237
1238 last = tmp->below;
2893 } 1239 }
2894 }
2895 }
2896
2897 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2898 /* this used up a slot that we need to free */
2899 if (op->body_info[i]) {
2900 last = who->inv;
2901
2902 /* We do a while loop - may need to remove several items in order
2903 * to free up enough slots.
2904 */
2905 while ((who->body_used[i] + op->body_info[i]) < 0) {
2906 tmp = get_item_from_body_location(last, i);
2907 if (!tmp) {
2908#if 0
2909 /* Not a bug - we'll get this if the player has cursed items
2910 * equipped.
2911 */
2912 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2913 i, body_locations[i].save_name, who->name);
2914#endif
2915 return 1;
2916 }
2917 /* If we are just printing, we don't care about cursed status */
2918 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2919 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2920 if (aflags & AP_PRINT)
2921 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2922 else
2923 unapply_special(who, tmp, aflags);
2924 }
2925 else {
2926 /* Cursed item that we can't unequip - tell the player.
2927 * Note this could be annoying if this is just one of a few,
2928 * so it may not be critical (eg, putting on a ring and you have
2929 * one cursed ring.)
2930 */
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2932 }
2933 last = tmp->below;
2934 }
2935 /* 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
2936 * return in the !tmp would have kicked in. 1241 * return in the !tmp would have kicked in.
2937 */ 1242 */
2938 } /* if op is using this body location */ 1243 } /* if op is using this body location */
2939 } /* for body lcoations */ 1244 } /* for body lcoations */
1245
2940 return 0; 1246 return 0;
2941} 1247}
2942 1248
2943/** 1249/**
2944 * Checks to see if 'who' can apply object 'op'. 1250 * Checks to see if 'who' can apply object 'op'.
2945 * Returns 0 if apply can be done without anything special. 1251 * Returns 0 if apply can be done without anything special.
2946 * Otherwise returns a bitmask - potentially several of these may be 1252 * Otherwise returns a bitmask - potentially several of these may be
2947 * set, but largely depends on circumstance - in the future, processing 1253 * set, but largely depends on circumstance - in the future, processing
2948 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1254 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2949 * is set, do we really are what the other flags may be?) 1255 * is set, do we really care what the other flags may be?)
2950 * 1256 *
2951 * See include/define.h for detailed description of the meaning of 1257 * See include/define.h for detailed description of the meaning of
2952 * these return values. 1258 * these return values.
2953 */ 1259 */
1260int
2954int can_apply_object(object *who, object *op) 1261can_apply_object (object *who, object *op)
2955{ 1262{
2956 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 1263 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2957 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2958 return RESULT_INT (0); 1264 return RESULT_INT (0);
2959 1265
2960 int i, retval=0; 1266 int retval = 0;
2961 object *tmp=NULL, *ws=NULL; 1267 object *tmp = 0, *ws = 0;
2962 1268
2963 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1269 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2964 * 2 weapons, but we don't want to let them do that. So if they are 1270 {
2965 * trying to equip a weapon or shield, see if they already have one 1271 if (op->slot[i].info)
2966 * in place and store that way. 1272 {
2967 */ 1273 /* Item uses more slots than we have */
2968 if (op->type == WEAPON || op->type == SHIELD) { 1274 if (who->slot[i].info + op->slot [i].info < 0)
2969 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 1275 {
2970 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 1276 /* Could return now for efficiency - rest of info below isn't
1277 * really needed.
1278 */
2971 retval = CAN_APPLY_UNAPPLY; 1279 retval |= CAN_APPLY_NEVER;
2972 ws = tmp;
2973 } 1280 }
2974 } 1281 else if (who->slot[i].used + op->slot[i].info < 0)
2975 }
2976 1282 {
2977 1283 /* in this case, equipping this would use more free spots than
2978 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 1284 * we have.
2979 if (op->body_info[i]) {
2980 /* Item uses more slots than we have */
2981 if (FABS(op->body_info[i]) > who->body_info[i]) {
2982 /* Could return now for efficiently - rest of info below isn'
2983 * really needed.
2984 */ 1285 */
1286
1287 /* if we have an applied weapon/shield, and unapply it would free
1288 * enough slots to equip the new item, then just set "can
1289 * apply unapply". We don't care about the logic below - if you have a
1290 * shield equipped and try to equip another shield, there is only
1291 * one choice. However, the check for the number of body locations
1292 * does take into the account cases where what is being applied
1293 * may be two handed for example.
1294 */
1295 if (ws)
1296 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1297 {
1298 retval |= CAN_APPLY_UNAPPLY;
1299 continue;
1300 }
1301
1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
1303 if (!tmp1)
2985 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
2986 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 1305 else
2987 /* in this case, equipping this would use more free spots than 1306 {
2988 * we have. 1307 /* need to unapply something. However, if this something
1308 * is different than we had found before, it means they need
1309 * to apply multiple objects
2989 */ 1310 */
2990 object *tmp1; 1311 retval |= CAN_APPLY_UNAPPLY;
2991 1312
1313 if (!tmp)
1314 tmp = tmp1;
1315 else if (tmp != tmp1)
1316 retval |= CAN_APPLY_UNAPPLY_MULT;
2992 1317
2993 /* if we have an applied weapon/shield, and unapply it would free 1318 /* This object isn't using up all the slots, so there must
2994 * enough slots to equip the new item, then just set this can 1319 * be another. If so, and it the new item doesn't need all
2995 * continue. We don't care about the logic below - if you have 1320 * the slots, the player then has a choice.
2996 * shield equipped and try to equip another shield, there is only
2997 * one choice. However, the check for the number of body locations
2998 * does take into the account cases where what is being applied
2999 * may be two handed for example.
3000 */ 1321 */
3001 if (ws) { 1322 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3002 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 1323 && abs (op->slot[i].info) < who->slot[i].info)
1324 retval |= CAN_APPLY_UNAPPLY_CHOICE;
1325
1326 /* Does unequippint 'tmp1' free up enough slots for this to be
1327 * equipped? If not, there must be something else to unapply.
1328 */
1329 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3003 retval |= CAN_APPLY_UNAPPLY; 1330 retval |= CAN_APPLY_UNAPPLY_MULT;
3004 continue;
3005 }
3006 } 1331 }
3007
3008 tmp1 = get_item_from_body_location(who->inv, i);
3009 if (!tmp1) {
3010#if 0
3011 /* This is sort of an error, but happens a lot when old players
3012 * join in with more stuff equipped than they are now allowed.
3013 */
3014 LOG(llevError,"Can't find object using location %d on %s\n",
3015 i, who->name);
3016#endif
3017 retval |= CAN_APPLY_NEVER;
3018 } else {
3019 /* need to unapply something. However, if this something
3020 * is different than we had found before, it means they need
3021 * to apply multiple objects
3022 */
3023 retval |= CAN_APPLY_UNAPPLY;
3024 if (!tmp) tmp = tmp1;
3025 else if (tmp != tmp1) {
3026 retval |= CAN_APPLY_UNAPPLY_MULT;
3027 }
3028 /* This object isn't using up all the slots, so there must
3029 * be another. If so, and it the new item doesn't need all
3030 * the slots, the player then has a choice.
3031 */
3032 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3033 (FABS(op->body_info[i]) < who->body_info[i]))
3034 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3035
3036 /* Does unequippint 'tmp1' free up enough slots for this to be
3037 * equipped? If not, there must be something else to unapply.
3038 */
3039 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3040 retval |= CAN_APPLY_UNAPPLY_MULT;
3041
3042 }
3043 } /* if not enough free slots */ 1332 } /* if not enough free slots */
3044 } /* if this object uses location i */ 1333 } /* if this object uses location i */
3045 } /* for i -> num_body_locations loop */ 1334 } /* for i -> num_body_locations loop */
3046 1335
3047 /* Note that we don't check for FLAG_USE_ARMOUR - that should 1336 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3048 * really be controlled by use of body locations. We do have 1337 * really be controlled by use of body locations. We do have
3049 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3050 * 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,
3051 * 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
3052 * all use the same location. 1341 * all use the same location.
3053 */ 1342 */
3054 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1344 retval |= CAN_APPLY_RESTRICTION;
1345
1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1347 retval |= CAN_APPLY_RESTRICTION;
1348
1349 if (who->type != PLAYER)
1350 {
1351 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3055 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 1353
1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3057 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3058 1356
3059 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3060 if (who->type != PLAYER) {
3061 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3062 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3063 retval |= CAN_APPLY_RESTRICTION;
3064 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3065 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3066 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 1359
1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3067 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3068 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3069 retval |= CAN_APPLY_RESTRICTION;
3070 } 1362 }
1363
3071 return retval; 1364 return retval;
3072} 1365}
3073
3074
3075 1366
3076/** 1367/**
3077 * who is the object using the object. It can be a monster. 1368 * who is the object using the object. It can be a monster.
3078 * op is the object they are using. op is an equipment type item, 1369 * op is the object they are using. op is an equipment type item,
3079 * eg, one which you put on and keep on for a while, and not something 1370 * eg, one which you put on and keep on for a while, and not something
3088 * AP_UNAPPLY=always unapply). 1379 * AP_UNAPPLY=always unapply).
3089 * 1380 *
3090 * Optional flags: 1381 * Optional flags:
3091 * AP_NO_MERGE: don't merge an unapplied object with other objects 1382 * AP_NO_MERGE: don't merge an unapplied object with other objects
3092 * AP_IGNORE_CURSE: unapply cursed items 1383 * AP_IGNORE_CURSE: unapply cursed items
1384 * AP_NO_READY: do not ready skills when applying skill tools
3093 * 1385 *
3094 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1386 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3095 * 1387 *
3096 * apply_special() doesn't check for unpaid items. 1388 * apply_special() doesn't check for unpaid items.
3097 */ 1389 */
1390
1391#define LACK_ITEM_POWER \
1392 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1393
1394static bool
3098int apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3099{ 1396{
3100 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3101 object *tmp, *tmp2, *skop=NULL; 1398 object *tmp, *skop = NULL;
3102 int i;
3103 1399
3104 if(who==NULL) {
3105 LOG(llevError,"apply_special() from object without environment.\n");
3106 return 1;
3107 }
3108
3109 if(op->env!=who)
3110 return 1; /* op is not in inventory */
3111
3112 /* trying to unequip op */ 1400 /* trying to unequip op */
3113 if (QUERY_FLAG(op,FLAG_APPLIED)) { 1401 if (op->flag [FLAG_APPLIED])
1402 {
3114 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3115 if (basic_flag == AP_APPLY) return 0; 1404 if (basic_flag == AP_APPLY)
1405 return 0;
3116 1406
3117 if ( ! (aflags & AP_IGNORE_CURSE) 1407 return unapply_special (who, op, aflags);
3118 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 1408 }
3119 new_draw_info_format(NDI_UNIQUE, 0, who, 1409 else if (basic_flag == AP_UNAPPLY)
3120 "No matter how hard you try, you just can't\nremove %s.", 1410 return 0;
3121 query_name(op)); 1411
1412 splay (op);
1413
1414 /* Can't just apply this object. Lets see what not and what to do */
1415 if (int i = can_apply_object (who, op))
1416 {
1417 if (i & CAN_APPLY_NEVER)
1418 {
1419 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
1420 return 1;
1421 }
1422 else if (i & CAN_APPLY_RESTRICTION)
1423 {
1424 who->failmsgf (
1425 "You have a prohibition against using a %s. "
1426 "H<Your belief, profession or class prevents you from applying this item.>",
1427 query_name (op)
1428 );
1429 return 1;
1430 }
1431
1432 if (who->type != PLAYER)
1433 {
1434 /* Some error, so don't try to equip something more */
1435 if (unapply_for_ob (who, op, aflags))
3122 return 1; 1436 return 1;
3123 } 1437 }
3124 return unapply_special(who, op, aflags); 1438 else
1439 {
1440 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1441 {
1442 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1443 unapply_for_ob (who, op, AP_PRINT);
1444 return 1;
1445 }
1446 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1447 if (unapply_for_ob (who, op, aflags))
1448 return 1;
1449 }
1450 }
1451
1452 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3125 } 1453 {
1454 // try to ready attached skill first
1455 skop = find_skill_by_name (who, op->skill);
3126 1456
3127 if (basic_flag == AP_UNAPPLY) return 0; 1457 if (!skop)
1458 {
1459 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1460 return 1;
1461 }
1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1463 {
1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1465 return 1;
1466 }
1467 }
3128 1468
3129 i = can_apply_object(who, op); 1469 if (!check_item_power (who, op->item_power))
1470 {
1471 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1472 return 1;
1473 }
3130 1474
3131 /* Can't just apply this object. Lets see what not and what to do */ 1475 /* Ok. We are now at the state where we can apply the new object.
3132 if (i) { 1476 * Note that we don't have the checks for can_use_...
3133 if (i & CAN_APPLY_NEVER) { 1477 * below - that is already taken care of by can_apply_object.
3134 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 1478 */
1479
1480 // split away all the other items from the stack, so only one item is left
1481 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1482
1483 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1484 return RESULT_INT (0);
1485
1486 switch (op->type)
1487 {
1488 case WEAPON:
1489 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1490 {
1491 /* if the weapon does not have the name as the character, can't use it. */
1492 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1493 who->failmsg ("The weapon does not recognize you as its owner. "
1494 "H<Its name indicates that it belongs to somebody else.>");
1495 if (tmp) who->insert (tmp);
3135 return 1; 1496 return 1;
3136 } else if (i & CAN_APPLY_RESTRICTION) { 1497 }
3137 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 1498
1499 op->flag [FLAG_APPLIED] = true;
1500
1501 if (player *pl = who->contr)
1502 {
1503 who->statusmsg (format ("You wield %s.", query_name (op)));
1504 change_abil (who, op);
1505 }
1506
1507 op->flag [FLAG_READY_WEAPON] = true;
1508 break;
1509
1510 case ARMOUR:
1511 case HELMET:
1512 case SHIELD:
1513 case BOOTS:
1514 case GLOVES:
1515 case GIRDLE:
1516 case BRACERS:
1517 case CLOAK:
1518 case RING:
1519 case AMULET:
1520 op->set_flag (FLAG_APPLIED);
1521 who->statusmsg (format ("You wear %s.", query_name (op)));
1522 change_abil (who, op);
1523 break;
1524
1525 case SKILL_TOOL:
1526 // applying a skill tool does not ready the skill
1527 // if something needs the skill, it has to ready it itself
1528 //TODO: unapplying should unapply the skill, though
1529 op->set_flag (FLAG_APPLIED);
1530 break;
1531
1532 case SKILL:
1533 if (who->contr)
1534 if (op->invisible)
1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1536 else
1537 who->statusmsg (format ("You ready %s.", query_name (op)));
1538
1539 who->set_flag (FLAG_READY_SKILL);
1540 op->set_flag (FLAG_APPLIED);
1541 change_abil (who, op);
1542 break;
1543
1544 case BOW:
1545 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1546 {
1547 who->failmsg ("The weapon does not recognize you as its owner. "
1548 "H<Its name indicates that it belongs to somebody else.>");
1549 if (tmp) who->insert (tmp);
3138 return 1; 1550 return 1;
3139 } 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;
1576
1577 /*FALLTHROUGH*/
1578 case WAND:
1579 case ROD:
1580 case HORN:
1581 op->flag [FLAG_APPLIED] = true;
1582
1583 if (player *pl = who->contr)
1584 {
1585 who->statusmsg (format ("You ready %s.", query_name (op)));
1586
1587 if (op->type == BOW)
1588 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1589
1590 change_abil (who, op);
1591 }
1592 else
1593 {
1594 if (op->type == BOW)
1595 op->flag [FLAG_READY_BOW ] = true;
1596 else
1597 op->flag [FLAG_READY_RANGE] = true;
1598 }
1599
1600 break;
1601
1602 case BUILDER:
1603 if (player *pl = who->contr)
1604 {
1605 who->statusmsg (format ("You ready your %s.", query_name (op)));
1606 //TODO: change_abil?
1607 }
1608 break;
1609
1610 default:
1611 who->statusmsg (format ("You apply %s.", query_name (op)));
1612 }
1613
1614 op->set_flag (FLAG_APPLIED);
1615
1616 if (tmp) who->insert (tmp);
1617
1618 who->update_stats ();
1619
1620 /* We exclude spell casting objects. The fire code will set the
1621 * been applied flag when they are used - until that point,
1622 * you don't know anything about them.
1623 */
1624 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1625 op->set_flag (FLAG_BEEN_APPLIED);
1626
1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3140 if (who->type != PLAYER) { 1628 if (who->type == PLAYER)
3141 /* Some error, so don't try to equip something more */ 1629 {
3142 if (unapply_for_ob(who, op, aflags)) return 1; 1630 who->failmsg (
3143 } else { 1631 "Oops, it feels deadly cold! "
3144 if (who->contr->unapply == unapply_never || 1632 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3145 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 1633 );
3146 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1634 op->set_flag (FLAG_KNOWN_CURSED);
3147 unapply_for_ob(who, op, AP_PRINT); 1635 }
1636
1637 if (object *pl = op->visible_to ())
1638 esrv_send_item (pl, op);
1639
1640 return 0;
1641}
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 */
1647int
1648should_director_abort (object *op, object *victim)
1649{
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)))
1682 return 1;
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))
3148 return 1; 1746 break;
3149 } 1747 }
3150 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 1748 else
3151 i = unapply_for_ob(who, op, aflags); 1749 {
3152 if (i) return 1; 1750 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1751 break;
3153 } 1752 }
3154 } 1753 }
3155 } 1754 }
3156 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 1755
3157 skop=find_skill_by_name(who, op->skill); 1756 if (buf.empty ())
3158 if (!skop) { 1757 pl->failmsg ("You have nothing that needs identifying");
3159 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 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 ();
3160 return 1; 1809 return 1;
3161 } else {
3162 /* While experience will be credited properly, we want to change the
3163 * skill so that the dam and wc get updated
3164 */
3165 change_skill(who, skop, 0);
3166 }
3167 }
3168 1810 }
3169 if (who->type == PLAYER && op->item_power && 1811
3170 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 1812 if (!(at = archetype::find (shstr_depletion)))
3171 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3172 return 1;
3173 }
3174 1813 {
1814 LOG (llevError, "Could not find archetype depletion\n");
1815 return 0;
1816 }
3175 1817
3176 /* Ok. We are now at the state where we can apply the new object. 1818 depl = present_arch_in_ob (at, op);
3177 * Note that we don't have the checks for can_use_...
3178 * below - that is already taken care of by can_apply_object.
3179 */
3180
3181 1819
3182 if(op->nrof > 1) 1820 if (depl)
3183 tmp = get_split_ob(op,op->nrof - 1); 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 }
3184 else 1829 else
3185 tmp = NULL; 1830 op->statusmsg ("Your potion had no effect.");
3186 1831
3187 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) 1832 tmp->decrease ();
3188 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3189 return RESULT_INT (0);
3190
3191 switch(op->type) {
3192 case WEAPON:
3193 if (!check_weapon_power(who, op->last_eat)) {
3194 new_draw_info(NDI_UNIQUE, 0,who,
3195 "That weapon is too powerful for you to use.");
3196 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3197 if(tmp!=NULL)
3198 (void) insert_ob_in_ob(tmp,who);
3199 return 1; 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])
3200 } 1842 {
3201 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 1843 if (op->contr->levhp[i] != 1)
3202 /* if the weapon does not have the name as the character, can't use it. */ 1844 {
3203 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1845 op->contr->levhp[i] = 1;
3204 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3205 if(tmp!=NULL)
3206 (void) insert_ob_in_ob(tmp,who);
3207 return 1; 1846 break;
3208 } 1847 }
3209 SET_FLAG(op, FLAG_APPLIED);
3210 1848
3211 if (skop) change_skill(who, skop, 1); 1849 if (op->contr->levsp[i] != 1)
3212 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 1850 {
3213 SET_FLAG(who, FLAG_READY_WEAPON); 1851 op->contr->levsp[i] = 1;
3214
3215 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3216
3217 (void) change_abil (who,op);
3218 break; 1852 break;
3219
3220 case ARMOUR:
3221 case HELMET:
3222 case SHIELD:
3223 case BOOTS:
3224 case GLOVES:
3225 case GIRDLE:
3226 case BRACERS:
3227 case CLOAK:
3228 case RING:
3229 case AMULET:
3230 SET_FLAG(op, FLAG_APPLIED);
3231 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3232 (void) change_abil (who,op);
3233 break;
3234 case LAMP:
3235 if (op->stats.food < 1) {
3236 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3237 " fuel!", op->name);
3238 return 1;
3239 } 1853 }
3240 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3241 op->name);
3242 tmp2 = arch_to_object(op->other_arch);
3243 tmp2->stats.food = op->stats.food;
3244 SET_FLAG(tmp2, FLAG_APPLIED);
3245 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3246 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3247 insert_ob_in_ob(tmp2, who);
3248 1854
3249 /* Remove the old lantern */ 1855 if (op->contr->levgrace[i] != 1)
3250 if (who->type == PLAYER)
3251 esrv_del_item(who->contr, (tag_t)op->count);
3252 remove_ob(op);
3253 free_object(op);
3254
3255 /* insert the portion that was split off */
3256 if(tmp!=NULL) {
3257 (void) insert_ob_in_ob(tmp,who);
3258 if(who->type==PLAYER)
3259 esrv_send_item(who, tmp);
3260 } 1856 {
3261 fix_player(who); 1857 op->contr->levgrace[i] = 1;
3262 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 1858 break;
3263 if (who->type == PLAYER) {
3264 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3265 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3266 } 1859 }
3267 } 1860 }
3268 if(who->type==PLAYER) 1861 else
3269 esrv_send_item(who, tmp2);
3270 return 0;
3271 break;
3272
3273 /* this part is needed for skill-tools */
3274 case SKILL:
3275 case SKILL_TOOL:
3276 if (who->chosen_skill) {
3277 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3278 return 1;
3279 } 1862 {
3280 if (who->type == PLAYER) { 1863 if (op->contr->levhp[i] < 9)
3281 who->contr->shoottype = range_skill;
3282 who->contr->ranges[range_skill] = op;
3283 if ( ! op->invisible) {
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3285 query_name (op));
3286 new_draw_info_format (NDI_UNIQUE, 0, who,
3287 "You can now use the skill: %s.",
3288 op->skill);
3289 } else { 1864 {
3290 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", 1865 op->contr->levhp[i] = 9;
3291 op->skill? op->skill:op->name); 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;
3292 } 1879 }
3293 } 1880 }
3294 SET_FLAG (op, FLAG_APPLIED); 1881 }
3295 (void) change_abil (who, op); 1882
3296 who->chosen_skill = op; 1883 /* Just makes checking easier */
3297 SET_FLAG (who, FLAG_READY_SKILL); 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)
3298 break; 2091 break;
3299 2092 /* fallthrough */
2093
3300 case BOW: 2094 case ARROW:
3301 if (!check_weapon_power(who, op->last_eat)) { 2095 /* bad bug: monster throw a object, make a step forwards, step on object ,
3302 new_draw_info(NDI_UNIQUE, 0, who, 2096 * trigger this here and get hit by own missile - and will be own enemy.
3303 "That item is too powerful for you to use."); 2097 * Victim then is his own enemy and will start to kill herself (this is
3304 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 2098 * removed) but we have not synced victim and his missile. To avoid senseless
3305 if(tmp != NULL) 2099 * action, we avoid hits here
3306 (void)insert_ob_in_ob(tmp,who); 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))
3307 return 1; 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);
3308 } 2157 }
3309 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 2158
3310 new_draw_info(NDI_UNIQUE, 0, who, 2159 break;
3311 "The weapon does not recognize you as its owner."); 2160
3312 if(tmp != NULL) 2161 case TRIGGER_BUTTON:
3313 (void)insert_ob_in_ob(tmp,who); 2162 case TRIGGER_PEDESTAL:
3314 return 1; 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);
3315 } 2190 }
3316 /*FALLTHROUGH*/ 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
3317 case WAND: 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
3318 case ROD: 2213 case CONTAINER:
2214 apply_container (victim, trap);
2215 break;
2216
3319 case HORN: 2217 case RUNE:
3320 /* check for skill, alter player status */ 2218 case TRAP:
3321 SET_FLAG(op, FLAG_APPLIED); 2219 if (trap->level && victim->flag [FLAG_ALIVE])
3322 if (skop) change_skill(who, skop, 0); 2220 spring_trap (trap, victim);
3323 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 2221 break;
3324 2222
3325 if(who->type==PLAYER) { 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 */
3326 if (op->type == BOW) { 2871 if (tmp->type == DRINK)
3327 (void)change_abil(who, op); 2872 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
3328 new_draw_info_format (NDI_UNIQUE, 0, who,
3329 "You will now fire %s with %s.",
3330 op->race ? op->race : "nothing", query_name(op));
3331 who->contr->shoottype = range_bow;
3332 } else { 2873 else
3333 who->contr->shoottype = range_misc; 2874 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
3334 } 2875 }
3335 } else {
3336 if (op->type == BOW)
3337 SET_FLAG (who, FLAG_READY_BOW);
3338 else 2876 else
3339 SET_FLAG (who, FLAG_READY_RANGE); 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);
3340 } 2891 }
3341 break;
3342 2892
3343 case BUILDER: 2893 /* special food hack -b.t. */
3344 if ( who->contr->ranges[ range_builder ] ) 2894 if (tmp->title || tmp->flag [FLAG_CURSED])
3345 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 2895 eat_special_food (op, tmp);
3346 who->contr->shoottype = range_builder;
3347 who->contr->ranges[ range_builder ] = op;
3348 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3349 break;
3350
3351 default:
3352 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3353 } /* end of switch op->type */
3354
3355 SET_FLAG(op, FLAG_APPLIED);
3356
3357 if(tmp!=NULL)
3358 tmp = insert_ob_in_ob(tmp,who);
3359
3360 fix_player(who);
3361
3362 /* We exclude spell casting objects. The fire code will set the
3363 * been applied flag when they are used - until that point,
3364 * you don't know anything about them.
3365 */
3366 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3367 op->type!=ROD)
3368 SET_FLAG(op,FLAG_BEEN_APPLIED);
3369
3370 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3371 if (who->type == PLAYER) {
3372 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3373 SET_FLAG(op,FLAG_KNOWN_CURSED);
3374 } 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))
3375 } 2911 {
3376 if(who->type==PLAYER) { 2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
3377 /* if multiple objects were applied, update both slots */
3378 if (tmp)
3379 esrv_send_item(who, tmp);
3380 esrv_send_item(who, op);
3381 }
3382 return 0; 2913 return;
3383} 2914 }
3384 2915
2916 object *armor = op->mark ();
3385 2917
3386int monster_apply_special (object *who, object *op, int aflags) 2918 if (!armor)
3387{ 2919 {
3388 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
3389 return 1; 2921 return;
3390 return apply_special (who, op, aflags); 2922 }
3391}
3392 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
3393/** 2967/**
3394 * Map was just loaded, handle op's initialisation. 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.
3395 * 2971 *
3396 * Generates shop floor's item, and treasures. 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
3397 */ 2975 */
3398int auto_apply (object *op) { 2976static object *
3399 object *tmp = NULL, *tmp2; 2977auto_apply_lighter (object *who, object *op, object *lighter)
3400 int i; 2978{
3401 2979 if (lighter == 0)
3402 switch(op->type) { 2980 {
3403 case SHOP_FLOOR: 2981 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3404 if (!HAS_RANDOM_ITEMS(op)) return 0; 2982 {
2983 if (tmp->type == LIGHTER)
3405 do { 2984 {
3406 i=10; /* let's give it 10 tries */ 2985 lighter = tmp;
3407 while((tmp=generate_treasure(op->randomitems,
3408 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3409 if(tmp==NULL)
3410 return 0;
3411 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3412 free_object(tmp);
3413 tmp = NULL;
3414 }
3415 } while(!tmp);
3416 tmp->x=op->x;
3417 tmp->y=op->y;
3418 SET_FLAG(tmp,FLAG_UNPAID);
3419 insert_ob_in_map(tmp,op->map,NULL,0);
3420 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3421 identify(tmp);
3422 break; 2986 break;
3423
3424 case TREASURE:
3425 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3426 return 0;
3427 while ((op->stats.hp--)>0)
3428 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3429 op->stats.exp ? (int)op->stats.exp :
3430 op->map == NULL ? 14: op->map->difficulty,0);
3431
3432 /* If we generated an object and put it in this object inventory,
3433 * move it to the parent object as the current object is about
3434 * to disappear. An example of this item is the random_* stuff
3435 * that is put inside other objects.
3436 */
3437 for (tmp=op->inv; tmp; tmp=tmp2) {
3438 tmp2 = tmp->below;
3439 remove_ob(tmp);
3440 if (op->env) insert_ob_in_ob(tmp, op->env);
3441 else free_object(tmp);
3442 } 2987 }
3443 remove_ob(op);
3444 free_object(op);
3445 break;
3446 }
3447 return tmp ? 1 : 0;
3448}
3449
3450/**
3451 * fix_auto_apply goes through the entire map (only the first time
3452 * when an original map is loaded) and performs special actions for
3453 * certain objects (most initialization of chests and creation of
3454 * treasures and stuff). Calls auto_apply if appropriate.
3455 */
3456
3457void fix_auto_apply(mapstruct *m) {
3458 object *tmp,*above=NULL;
3459 int x,y;
3460
3461 if(m==NULL) return;
3462
3463 for(x=0;x<MAP_WIDTH(m);x++)
3464 for(y=0;y<MAP_HEIGHT(m);y++)
3465 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3466 above=tmp->above;
3467
3468 if (tmp->inv) {
3469 object *invtmp, *invnext;
3470
3471 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3472 invnext = invtmp->below;
3473
3474 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3475 auto_apply(invtmp);
3476 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3477 while ((invtmp->stats.hp--)>0)
3478 create_treasure(invtmp->randomitems, invtmp, 0,
3479 m->difficulty,0);
3480 invtmp->randomitems = NULL;
3481 }
3482 else if (invtmp && invtmp->arch &&
3483 invtmp->type!=TREASURE &&
3484 invtmp->type != SPELL &&
3485 invtmp->type != CLASS &&
3486 HAS_RANDOM_ITEMS(invtmp)) {
3487 create_treasure(invtmp->randomitems, invtmp, 0,
3488 m->difficulty,0);
3489 /* Need to clear this so that we never try to create
3490 * treasure again for this object
3491 */
3492 invtmp->randomitems = NULL;
3493 }
3494 }
3495 /* This is really temporary - the code at the bottom will
3496 * also set randomitems to null. The problem is there are bunches
3497 * of maps/players already out there with items that have spells
3498 * which haven't had the randomitems set to null yet.
3499 * MSW 2004-05-13
3500 *
3501 * And if it's a spellbook, it's better to set randomitems to NULL too,
3502 * else you get two spells in the book ^_-
3503 * Ryo 2004-08-16
3504 */
3505 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3506 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3507 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3508 tmp->randomitems = NULL;
3509
3510 }
3511
3512 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3513 auto_apply(tmp);
3514 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3515 while ((tmp->stats.hp--)>0)
3516 create_treasure(tmp->randomitems, tmp, 0,
3517 m->difficulty,0);
3518 tmp->randomitems = NULL;
3519 }
3520 else if(tmp->type==TIMED_GATE) {
3521 object *head = tmp->head != NULL ? tmp->head : tmp;
3522 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3523 tmp->speed = 0;
3524 update_ob_speed(tmp);
3525 }
3526 }
3527 /* This function can be called everytime a map is loaded, even when
3528 * swapping back in. As such, we don't want to create the treasure
3529 * over and ove again, so after we generate the treasure, blank out
3530 * randomitems so if it is swapped in again, it won't make anything.
3531 * This is a problem for the above objects, because they have counters
3532 * which say how many times to make the treasure.
3533 */
3534 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3535 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3536 HAS_RANDOM_ITEMS(tmp)) {
3537 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3538 m->difficulty,0);
3539 tmp->randomitems = NULL;
3540 }
3541 } 2988 }
3542 2989
3543 for(x=0;x<MAP_WIDTH(m);x++) 2990 if (!lighter)
3544 for(y=0;y<MAP_HEIGHT(m);y++)
3545 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3546 if (tmp->above &&
3547 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3548 check_trigger (tmp, tmp->above);
3549}
3550
3551/**
3552 * Handles player eating food that temporarily changes status (resistances, stats).
3553 * This used to call cast_change_attr(), but
3554 * that doesn't work with the new spell code. Since we know what
3555 * the food changes, just grab a force and use that instead.
3556 */
3557
3558void eat_special_food(object *who, object *food) {
3559 object *force;
3560 int i, did_one=0;
3561 sint8 k;
3562
3563 force = get_archetype(FORCE_NAME);
3564
3565 for (i=0; i < NUM_STATS; i++) {
3566 k = get_attr_value(&food->stats, i);
3567 if (k) {
3568 set_attr_value(&force->stats, i, k);
3569 did_one = 1;
3570 } 2991 {
3571 } 2992 who->failmsgf (
3572 2993 "You can't light up the %s with your bare hands! "
3573 /* check if we can protect the eater */ 2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
3574 for (i=0; i<NROFATTACKS; i++) { 2995 &op->name
3575 if (food->resist[i]>0) {
3576 force->resist[i] = food->resist[i] / 2;
3577 did_one = 1;
3578 } 2996 );
3579 } 2997 return 0;
3580 if (did_one) {
3581 force->speed = 0.1;
3582 update_ob_speed(force);
3583 /* bigger morsel of food = longer effect time */
3584 force->stats.food = food->stats.food / 5;
3585 SET_FLAG(force, FLAG_IS_USED_UP);
3586 SET_FLAG(force, FLAG_APPLIED);
3587 change_abil(who, force);
3588 insert_ob_in_ob(force, who);
3589 } else {
3590 free_object(force);
3591 }
3592
3593 /* check for hp, sp change */
3594 if(food->stats.hp!=0) {
3595 if(QUERY_FLAG(food, FLAG_CURSED)) {
3596 strcpy(who->contr->killer,food->name);
3597 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3598 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3599 } else {
3600 if(food->stats.hp>0)
3601 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3602 else
3603 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3604 who->stats.hp += food->stats.hp;
3605 }
3606 }
3607 if(food->stats.sp!=0) {
3608 if(QUERY_FLAG(food, FLAG_CURSED)) {
3609 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3610 who->stats.sp -= food->stats.sp;
3611 if(who->stats.sp<0) who->stats.sp=0;
3612 } else {
3613 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3614 who->stats.sp += food->stats.sp;
3615 /* place limit on max sp from food? */
3616 } 2998 }
2999 }
3000
3001 // last_eat == 0 means the lighter is not being used up!
3002 if (lighter->last_eat && lighter->stats.food)
3617 } 3003 {
3618 fix_player(who); 3004 /* lighter gets used up */
3619} 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 }
3620 3018
3019 return lighter;
3020}
3621 3021
3622/** 3022/**
3623 * Designed primarily to light torches/lanterns/etc. 3023 * Designed primarily to light torches/lanterns/etc.
3624 * Also burns up burnable material too. First object in the inventory is 3024 * Also burns up burnable material too. First object in the inventory is
3625 * the selected object to "burn". -b.t. 3025 * the selected object to "burn". -b.t.
3626 */ 3026 */
3627 3027static void
3628void apply_lighter(object *who, object *lighter) { 3028apply_lighter (object *who, object *lighter)
3629 object *item; 3029{
3630 int is_player_env=0; 3030 if (object *item = who->mark ())
3631 uint32 nrof; 3031 {
3632 tag_t count; 3032 if (!auto_apply_lighter (who, item, lighter))
3633 char item_name[MAX_BUF];
3634
3635 item=find_marked_object(who);
3636 if(item) {
3637 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3638 /* Split multiple lighters if they're being used up. Otherwise *
3639 * one charge from each would be used up. --DAMN */
3640 if(lighter->nrof > 1) {
3641 object *oneLighter = get_object();
3642 copy_object(lighter, oneLighter);
3643 lighter->nrof -= 1;
3644 oneLighter->nrof = 1;
3645 oneLighter->stats.food--;
3646 esrv_send_item(who, lighter);
3647 oneLighter=insert_ob_in_ob(oneLighter, who);
3648 esrv_send_item(who, oneLighter);
3649 } else {
3650 lighter->stats.food--;
3651 }
3652
3653 } else if(lighter->last_eat) { /* no charges left in lighter */
3654 new_draw_info_format(NDI_UNIQUE, 0,who,
3655 "You attempt to light the %s with a used up %s.",
3656 item->name, lighter->name);
3657 return; 3033 return;
3658 } 3034
3659 /* Perhaps we should split what we are trying to light on fire? 3035 /* Perhaps we should split what we are trying to light on fire?
3660 * I can't see many times when you would want to light multiple 3036 * I can't see many times when you would want to light multiple
3661 * objects at once. 3037 * objects at once.
3662 */ 3038 */
3663 nrof=item->nrof;
3664 count=item->count;
3665 /* If the item is destroyed, we don't have a valid pointer to the
3666 * name object, so make a copy so the message we print out makes
3667 * some sense.
3668 */
3669 strcpy(item_name, item->name);
3670 if (who == is_player_inv(item)) is_player_env=1;
3671 3039
3672 save_throw_object(item,AT_FIRE,who); 3040 save_throw_object (item, AT_FIRE, who);
3673 /* Change to check count and not freed, since the object pointer 3041
3674 * may have gotten recycled 3042 if (item->destroyed ()
3675 */ 3043 || ((item->type == LAMP || item->type == TORCH)
3676 if ((nrof != item->nrof ) || (count != item->count)) { 3044 && item->glow_radius > 0))
3677 new_draw_info_format(NDI_UNIQUE, 0,who, 3045 who->statusmsg (format (
3678 "You light the %s with the %s.",item_name,lighter->name); 3046 "You light the %s with the %s.",
3679 /* Need to update the player so that the players glow radius 3047 &item->name, &lighter->name
3680 * gets changed. 3048 ));
3681 */
3682 if (is_player_env) fix_player(who);
3683 } else { 3049 else
3684 new_draw_info_format(NDI_UNIQUE, 0,who, 3050 who->failmsgf (
3685 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 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)
3686 } 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 }
3687 3119
3688 } else /* nothing to light */ 3120 if (op->flag [FLAG_CURSED])
3689 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3690
3691}
3692
3693/**
3694 * op made some mistake with a scroll, this takes care of punishment.
3695 * scroll_failure()- hacked directly from spell_failure
3696 */
3697void scroll_failure(object *op, int failure, int power)
3698{
3699 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3700
3701 if(failure<= -1&&failure > -15) {/* wonder */
3702 object *tmp;
3703
3704 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3705 tmp=get_archetype(SPELL_WONDER);
3706 cast_wonder(op, op, 0, tmp);
3707 free_object(tmp);
3708 } else if (failure <= -15&&failure > -35) {/* drain mana */
3709 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3710 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3711 if(op->stats.sp<0) op->stats.sp = 0;
3712 } else if (settings.spell_failure_effects == TRUE) {
3713 if (failure <= -35&&failure > -60) { /* confusion */
3714 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3715 confuse_player(op,op,power);
3716 } else if (failure <= -60&&failure> -70) {/* paralysis */
3717 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3718 "you!");
3719 paralyze_player(op,op,power);
3720 } else if (failure <= -70&&failure> -80) {/* blind */
3721 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3722 blind_player(op,op,power);
3723 } else if (failure <= -80) {/* blast the immediate area */
3724 object *tmp;
3725 tmp=get_archetype(LOOSE_MANA);
3726 cast_magic_storm(op,tmp, power);
3727 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3728 free_object(tmp);
3729 } 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
3730 } 3133 {
3731} 3134 if (op->flag [FLAG_CURSED])
3135 {
3136 player_apply_lamp_cursed_effect (who, op);
3137 return;
3138 }
3732 3139
3733void apply_changes_to_player(object *pl, object *change) { 3140 if (op->type == TORCH)
3734 int excess_stat=0; /* if the stat goes over the maximum 3141 {
3735 for the race, put the excess stat some 3142 if (!op->flag [FLAG_IS_LIGHTABLE])
3736 where else. */
3737
3738 switch (change->type) {
3739 case CLASS: {
3740 living *stats = &(pl->contr->orig_stats);
3741 living *ns = &(change->stats);
3742 object *walk;
3743 int flag_change_face=1;
3744
3745 /* the following code assigns stats up to the stat max
3746 * for the race, and if the stat max is exceeded,
3747 * tries to randomly reassign the excess stat
3748 */ 3143 {
3749 int i,j; 3144 who->statusmsg (format (
3750 for(i=0;i<NUM_STATS;i++) { 3145 "You put out the %s. "
3751 sint8 stat=get_attr_value(stats,i); 3146 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3752 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3147 &op->name, &op->name));
3753 stat += get_attr_value(ns,i);
3754 if(stat > 20 + race_bonus) {
3755 excess_stat++;
3756 stat = 20+race_bonus;
3757 }
3758 set_attr_value(stats,i,stat);
3759 } 3148 }
3760
3761 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3762 int i = rndm(0, 6);
3763 int stat=get_attr_value(stats,i);
3764 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3765 if(i==CHA) continue; /* exclude cha from this */
3766 if( stat < 20 + race_bonus) {
3767 change_attr_value(stats,i,1);
3768 excess_stat--;
3769 }
3770 }
3771
3772 /* insert the randomitems from the change's treasurelist into
3773 * the player ref: player.c
3774 */
3775 if(change->randomitems!=NULL)
3776 give_initial_items(pl,change->randomitems);
3777
3778
3779 /* set up the face, for some races. */
3780
3781 /* first, look for the force object banning
3782 * changing the face. Certain races never change face with class.
3783 */
3784 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3785 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3786
3787 if(flag_change_face) {
3788 pl->animation_id = GET_ANIM_ID(change);
3789 pl->face = change->face;
3790
3791 if(QUERY_FLAG(change,FLAG_ANIMATE))
3792 SET_FLAG(pl,FLAG_ANIMATE);
3793 else 3149 else
3794 CLEAR_FLAG(pl,FLAG_ANIMATE); 3150 who->statusmsg (format (
3151 "You put out the %s."
3152 "H<Torches wear out if you put them out.>",
3153 &op->name));
3795 } 3154 }
3155 else
3156 who->statusmsg (format ("You turn off the %s.", &op->name));
3157 }
3796 3158
3797 /* check the special case of can't use weapons */ 3159 apply_lamp (op, switch_on);
3798 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3160}
3799 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3800 3161
3801 break; 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])
3802 } 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;
3803 } 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);
3804} 3216}
3805 3217
3806/** 3218/**
3807 * This handles items of type 'transformer'. 3219 * This handles items of type 'transformer'.
3808 * Basically those items, used with a marked item, transform both items into something 3220 * Basically those items, used with a marked item, transform both items into something
3811 * Change information is contained in the 'slaying' field of the marked item. 3223 * Change information is contained in the 'slaying' field of the marked item.
3812 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3224 * The format is as follow: transformer:[number ]yield[;transformer:...].
3813 * This way an item can be transformed in many things, and/or many objects. 3225 * This way an item can be transformed in many things, and/or many objects.
3814 * The 'slaying' field for transformer is used as verb for the action. 3226 * The 'slaying' field for transformer is used as verb for the action.
3815 */ 3227 */
3228static void
3816void apply_item_transformer( object* pl, object* transformer ) 3229apply_item_transformer (object *pl, object *transformer)
3817 { 3230{
3818 object* marked;
3819 object* new_item; 3231 object *new_item;
3820 char* find; 3232 const char *find;
3821 char* separator; 3233 char *separator;
3822 int yield; 3234 int yield;
3823 char got[ MAX_BUF ]; 3235 char got[MAX_BUF];
3824 int len; 3236 int len;
3825 3237
3826 if ( !pl || !transformer ) 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)
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);
3827 return; 3513 return;
3828 marked = find_marked_object( pl ); 3514 }
3829 if ( !marked ) 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)
3830 { 3525 {
3831 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3526 // TODO: all this should move to examine
3832 return; 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)
3833 } 3566 {
3834 if ( !marked->slaying ) 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;
3835 { 3570 }
3836 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3571 else
3837 return; 3572 return 0; /* monsters just skip unpaid items */
3573 }
3574
3575 if (contr)
3576 {
3577 if (!ob->env && (move_type & MOVE_FLYING))
3838 } 3578 {
3839 /* check whether they are compatible or not */ 3579 /* player is flying and applying object not in inventory */
3840 find = strstr( marked->slaying, transformer->arch->name ); 3580 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3841 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3842 {
3843 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3844 return;
3845 }
3846 find += strlen( transformer->arch->name ) + 1;
3847 /* Item can be used, now find how many and what it yields */
3848 if ( isdigit( *( find ) ) )
3849 {
3850 yield = atoi( find );
3851 if ( yield < 1 )
3852 { 3581 {
3853 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3582 failmsg ("But you are floating high above the ground! "
3854 yield = 1; 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;
3855 } 3586 }
3856 } 3587 }
3857 else
3858 yield = 1;
3859 3588
3860 while ( isdigit( *find ) ) 3589 contr->last_used = ob;
3861 find++; 3590 }
3862 while ( *find == ' ' ) 3591
3863 find++; 3592 bool want_apply =
3864 memset( got, 0, MAX_BUF ); 3593 aflags & AP_APPLY ? true
3865 if ( (separator = strchr( find, ';' ))!=NULL) 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;
3715}
3716
3717/**
3718 * Map was just loaded, handle op's initialisation.
3719 *
3720 * Generates shop floor's item, and treasures.
3721 */
3722int
3723auto_apply (object *op)
3724{
3725 object *tmp = NULL;
3726 int i;
3727
3728 op->clr_flag (FLAG_AUTO_APPLY);
3729
3730 switch (op->type)
3731 {
3732 case SHOP_FLOOR:
3733 if (!op->has_random_items ())
3734 return 0;
3735
3736 do
3866 { 3737 {
3867 len = separator - find; 3738 i = 10; /* let's give it 10 tries */
3739 while ((tmp = generate_treasure (op->randomitems,
3740 op->stats.exp
3741 ? (int) op->stats.exp
3742 : max (op->map->difficulty, 5)))
3743 == NULL && --i);
3744
3745 if (tmp == NULL)
3746 return 0;
3747
3748 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3749 {
3750 tmp->destroy ();
3751 tmp = NULL;
3752 }
3868 } 3753 }
3869 else 3754 while (!tmp);
3755
3756 tmp->x = op->x;
3757 tmp->y = op->y;
3758 tmp->set_flag (FLAG_UNPAID);
3759 insert_ob_in_map (tmp, op->map, NULL, 0);
3760 identify (tmp);
3761 break;
3762
3763 case TREASURE:
3764 if (op->flag [FLAG_IS_A_TEMPLATE])
3765 return 0;
3766
3767 while (op->stats.hp-- > 0)
3768 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3769 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3770
3771 /* If we generated an object and put it in this object inventory,
3772 * move it to the parent object as the current object is about
3773 * to disappear. An example of this item is the random_* stuff
3774 * that is put inside other objects.
3775 */
3776 if (op->env)
3777 while (op->inv)
3778 op->env->insert (op->inv);
3779
3780 op->destroy ();
3781 break;
3782 }
3783
3784 return !!tmp;
3785}
3786
3787/**
3788 * fix_auto_apply goes through the entire map every time a map
3789 * is loaded or swapped in and performs special actions for
3790 * certain objects (most initialization of chests and creation of
3791 * treasures and stuff). Calls auto_apply if appropriate.
3792 */
3793void
3794maptile::fix_auto_apply ()
3795{
3796 if (!spaces)
3797 return;
3798
3799 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3800 for (object *tmp = ms->bot; tmp; )
3801 {
3802 object *above = tmp->above;
3803
3804 if (tmp->inv)
3870 { 3805 {
3871 len = strlen(find); 3806 object *invtmp, *invnext;
3807
3808 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3809 {
3810 invnext = invtmp->below;
3811
3812 if (invtmp->flag [FLAG_AUTO_APPLY])
3813 auto_apply (invtmp);
3814 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3815 {
3816 while (invtmp->stats.hp-- > 0)
3817 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3818
3819 invtmp->randomitems = NULL;
3820 }
3821 else if (invtmp->arch
3822 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3823 && invtmp->has_random_items ())
3824 {
3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3826 /* Need to clear this so that we never try to create
3827 * treasure again for this object
3828 */
3829 invtmp->randomitems = NULL;
3830 }
3831 }
3832
3833 /* This is really temporary - the code at the bottom will
3834 * also set randomitems to null. The problem is there are bunches
3835 * of maps/players already out there with items that have spells
3836 * which haven't had the randomitems set to null yet.
3837 * MSW 2004-05-13
3838 *
3839 * And if it's a spellbook, it's better to set randomitems to NULL too,
3840 * else you get two spells in the book ^_-
3841 * Ryo 2004-08-16
3842 */
3843 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3844 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3845 tmp->randomitems = NULL;
3872 } 3846 }
3873 if ( len > MAX_BUF-1)
3874 len = MAX_BUF-1;
3875 strcpy( got, find );
3876 got[len] = '\0';
3877 3847
3878 /* Now create new item, remove used ones when required. */ 3848 if (tmp->flag [FLAG_AUTO_APPLY])
3879 new_item = get_archetype( got ); 3849 auto_apply (tmp);
3880 if ( !new_item ) 3850 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3881 { 3851 {
3882 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 3852 while ((tmp->stats.hp--) > 0)
3853 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3854 tmp->randomitems = NULL;
3855 }
3856 else if (tmp->type == TIMED_GATE)
3857 {
3858 object *head = tmp->head != NULL ? tmp->head : tmp;
3859
3860 if (head->flag [FLAG_IS_LINKED])
3861 tmp->set_speed (0);
3862 }
3863 /* This function can be called everytime a map is loaded, even when
3864 * swapping back in. As such, we don't want to create the treasure
3865 * over and ove again, so after we generate the treasure, blank out
3866 * randomitems so if it is swapped in again, it won't make anything.
3867 * This is a problem for the above objects, because they have counters
3868 * which say how many times to make the treasure.
3869 */
3870 else if (tmp && tmp->arch && tmp->type != PLAYER
3871 && tmp->type != TREASURE && tmp->type != SPELL
3872 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3873 {
3874 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3875 tmp->randomitems = NULL;
3876 }
3877
3878 // close all containers
3879 else if (tmp->type == CONTAINER)
3880 tmp->flag [FLAG_APPLIED] = 0;
3881
3882 tmp = above;
3883 }
3884
3885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3886 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3887 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3888 check_trigger (tmp, tmp->above, tmp->above);
3889}
3890
3891/**
3892 * Handles player eating food that temporarily changes status (resistances, stats).
3893 * This used to call cast_change_attr(), but
3894 * that doesn't work with the new spell code. Since we know what
3895 * the food changes, just grab a force and use that instead.
3896 */
3897void
3898eat_special_food (object *who, object *food)
3899{
3900 object *force;
3901 int i, did_one = 0;
3902
3903 char buf[64];
3904 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3905 shstr key (buf);
3906
3907 /* bigger morsel of food = longer effect time */
3908 int duration = TIME2TICK (food->stats.food);
3909
3910 if (force = who->force_find (key))
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
3883 return; 3920 return;
3921 }
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;
3884 } 3933 }
3885 new_item->nrof = yield; 3934
3886 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 3935 /* check if we can protect the eater */
3887 insert_ob_in_ob( new_item, pl ); 3936 for (i = 0; i < NROFATTACKS; i++)
3888 esrv_send_inventory( pl, pl ); 3937 {
3889 /* Eat up one item */ 3938 if (food->resist[i] > 0)
3890 decrease_ob_nr( marked, 1 ); 3939 {
3891 /* Eat one transformer if needed */ 3940 force->resist[i] = food->resist[i];
3892 if ( transformer->stats.food ) 3941 did_one = 1;
3893 if ( --transformer->stats.food == 0 ) 3942 }
3894 decrease_ob_nr( transformer, 1 ); 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
3953 force->destroy ();
3954 }
3955
3956 /* check for hp, sp change */
3957 if (food->stats.hp != 0)
3895 } 3958 {
3959 if (food->flag [FLAG_CURSED])
3960 {
3961 who->contr->killer = food;
3962 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3963 who->failmsg ("Eck!...that was poisonous!");
3964 }
3965 else
3966 {
3967 if (food->stats.hp > 0)
3968 who->statusmsg ("You begin to feel better.");
3969 else
3970 who->failmsg ("Eck!...that was poisonous!");
3971
3972 who->stats.hp += food->stats.hp;
3973 }
3974 }
3975
3976 if (food->stats.sp != 0)
3977 {
3978 if (food->flag [FLAG_CURSED])
3979 {
3980 who->failmsg ("You are drained of mana!");
3981 who->stats.sp -= food->stats.sp;
3982 if (who->stats.sp < 0)
3983 who->stats.sp = 0;
3984 }
3985 else
3986 {
3987 who->statusmsg ("You feel a rush of magical energy!");
3988 who->stats.sp += food->stats.sp;
3989 /* place limit on max sp from food? */
3990 }
3991 }
3992
3993 who->update_stats ();
3994}
3995
3996void
3997apply_changes_to_player (object *pl, object *change)
3998{
3999 int excess_stat = 0; /* if the stat goes over the maximum
4000 for the race, put the excess stat some
4001 where else. */
4002
4003 switch (change->type)
4004 {
4005 case CLASS:
4006 {
4007 living *stats = &(pl->contr->orig_stats);
4008 living *ns = &(change->stats);
4009 object *walk;
4010 int flag_change_face = 1;
4011
4012 /* the following code assigns stats up to the stat max
4013 * for the race, and if the stat max is exceeded,
4014 * tries to randomly reassign the excess stat
4015 */
4016 int i, j;
4017
4018 for (i = 0; i < NUM_STATS; i++)
4019 {
4020 int race_bonus = pl->arch->stats.stat (i);
4021 sint8 stat = stats->stat (i) + ns->stat (i);
4022
4023 if (stat > 20 + race_bonus)
4024 {
4025 excess_stat++;
4026 stat = 20 + race_bonus;
4027 }
4028
4029 stats->stat (i) = stat;
4030 }
4031
4032 for (j = 0; excess_stat > 0 && j < 100; j++)
4033 { /* try 100 times to assign excess stats */
4034 int i = rndm (0, 6);
4035
4036 if (i == CHA)
4037 continue; /* exclude cha from this */
4038
4039 int stat = stats->stat (i);
4040 int race_bonus = pl->arch->stats.stat (i);
4041 if (stat < 20 + race_bonus)
4042 {
4043 change_attr_value (stats, i, 1);
4044 excess_stat--;
4045 }
4046 }
4047
4048 /* insert the randomitems from the change's treasurelist into
4049 * the player ref: player.c
4050 */
4051 if (change->randomitems)
4052 give_initial_items (pl, change->randomitems);
4053
4054 /* set up the face, for some races. */
4055
4056 /* first, look for the force object banning
4057 * changing the face. Certain races never change face with class.
4058 */
4059 for (walk = pl->inv; walk; walk = walk->below)
4060 if (walk->name == shstr_NOCLASSFACECHANGE)
4061 flag_change_face = 0;
4062
4063 if (flag_change_face)
4064 {
4065 pl->face = change->face;
4066 pl->animation_id = change->animation_id;
4067 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4068 }
4069
4070 /* check the special case of can't use weapons */
4071 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4072 if (change->name == shstr_monk)
4073 pl->clr_flag (FLAG_USE_WEAPON);
4074
4075 break;
4076 }
4077 }
4078}
4079

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