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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.39 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.278 by root, Thu Nov 17 04:49:22 2016 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
38#include <math.h>
39
40/**
41 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue.
43 */
44int
45should_director_abort (object *op, object *victim)
46{ 38{
47 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
48
49 /* Get flags to determine what of arch, name, and race should be checked.
50 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
51 * the next is the name flag, and the last is the race flag. Also note,
52 * if subtype is set to zero, that also goes to defaults of all affecting
53 * it. Examples:
54 * subtype 1: only arch
55 * subtype 3: arch or name
56 * subtype 5: arch or race
57 * subtype 7: all three
58 */
59 if (op->subtype)
60 { 40 {
61 arch_flag = (op->subtype & 1); 41 set (WEAPON);
62 name_flag = (op->subtype & 2); 42 set (ARMOUR);
63 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
64 } 61 }
65 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
66 { 69 {
67 arch_flag = 1; 70 set (TRANSPORT);
68 name_flag = 1; 71 set (EXIT);
69 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
70 } 85 }
71 /* If the director has race set, only affect objects with a arch, 86} apply_types_player_only;
72 * name or race that matches. 87
73 */ 88// applying these _can_ be attempted, others cannot
74 if ((op->race) && 89// be applied at all. used by e.g. apply below.
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 90
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 91static const struct apply_types : typeset
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 92{
93 apply_types ()
94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
78 { 95 {
79 return 1; 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);
80 } 110 }
81 /* If the director has slaying set, only affect objects where none 111} apply_types;
82 * of arch, name, or race match.
83 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
88 return 1;
89 }
90 return 0;
91}
92
93/**
94 * This handles a player dropping money on an altar to identify stuff.
95 * It'll identify marked item, if none all items up to dropped money.
96 * Return value: 1 if money was destroyed, 0 if not.
97 */
98static int
99apply_id_altar (object *money, object *altar, object *pl)
100{
101 object *id, *marked;
102 int success = 0;
103
104 if (pl == NULL || pl->type != PLAYER)
105 return 0;
106
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be.
109 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0;
112
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory.
116 */
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 {
119 if (operate_altar (altar, &money))
120 {
121 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
123 if (marked->msg)
124 {
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL;
129 }
130 }
131
132 for (id = pl->inv; id; id = id->below)
133 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 {
136 if (operate_altar (altar, &money))
137 {
138 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
140 if (id->msg)
141 {
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break;
149 }
150 else
151 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break;
154 }
155 }
156 }
157 if (!success)
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
159 return money == NULL;
160}
161
162/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item.
165 **/
166static void
167handle_apply_yield (object *tmp)
168{
169 const char *yield;
170
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189}
190
191/**
192 * Handles applying a potion.
193 */
194int
195apply_potion (object *op, object *tmp)
196{
197 int got_one = 0, i;
198 object *force = 0, *floor = 0;
199
200 floor = get_map_ob (op->map, op->x, op->y);
201
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0;
208 }
209
210 if (op->type == PLAYER)
211 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
212 identify (tmp);
213
214 handle_apply_yield (tmp);
215
216 /* Potion of restoration - only for players */
217 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
218 {
219 object *depl;
220 archetype *at;
221
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 {
224 drain_stat (op);
225 fix_player (op);
226 decrease_ob (tmp);
227 return 1;
228 }
229
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
231 {
232 LOG (llevError, "Could not find archetype depletion\n");
233 return 0;
234 }
235 depl = present_arch_in_ob (at, op);
236
237 if (depl != NULL)
238 {
239 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242
243 depl->destroy ();
244 fix_player (op);
245 }
246 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248
249 decrease_ob (tmp);
250 return 1;
251 }
252
253 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
255 {
256 for (i = 1; i < MIN (11, op->level); i++)
257 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 {
260 if (op->contr->levhp[i] != 1)
261 {
262 op->contr->levhp[i] = 1;
263 break;
264 }
265 if (op->contr->levsp[i] != 1)
266 {
267 op->contr->levsp[i] = 1;
268 break;
269 }
270 if (op->contr->levgrace[i] != 1)
271 {
272 op->contr->levgrace[i] = 1;
273 break;
274 }
275 }
276 else
277 {
278 if (op->contr->levhp[i] < 9)
279 {
280 op->contr->levhp[i] = 9;
281 break;
282 }
283 if (op->contr->levsp[i] < 6)
284 {
285 op->contr->levsp[i] = 6;
286 break;
287 }
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 fix_player (op);
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 }
309 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 fix_player (op);
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 }
319 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 }
348 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350
351 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op);
355 return 1;
356 }
357
358 /* Deal with protection potions */
359 force = NULL;
360 for (i = 0; i < NROFATTACKS; i++)
361 {
362 if (tmp->resist[i])
363 {
364 if (!force)
365 force = get_archetype (FORCE_NAME);
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */
369 }
370 }
371 /* This is a protection potion */
372 if (force)
373 {
374 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 {
377 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 }
382 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force);
387 decrease_ob (tmp);
388 return 1;
389 }
390
391 /* Only thing left are the stat potions */
392 if (op->type == PLAYER)
393 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else
397 SET_FLAG (tmp, FLAG_APPLIED);
398 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
400 }
401
402 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears
405 * up all the stats.
406 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op);
409 decrease_ob (tmp);
410 return 1;
411}
412 112
413/**************************************************************************** 113/****************************************************************************
414 * Weapon improvement code follows 114 * Weapon improvement code follows
415 ****************************************************************************/ 115 ****************************************************************************/
416 116
417/** 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/**
418 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
419 */ 134 */
420static int 135static int
421check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
422{ 137{
423 int count = 0; 138 int count = 0;
424 139
425 140 if (!item)
426 if (item == NULL)
427 return 0; 141 return 0;
428 op = op->below; 142
429 while (op != NULL) 143 for (op = op->below; op; op = op->below)
430 { 144 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 147 count += op->number_of ();
440 } 148
441 }
442 op = op->below;
443 }
444 return count; 149 return count;
445} 150}
446 151
447/** 152/**
448 * This removes 'nrof' of what item->slaying says to remove. 153 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 154 * op is typically the player, which is only
450 * really used to determine what space to look at. 155 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
452 */ 157 */
453static void 158static void
454eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 160{
456 object *prev; 161 object *prev;
457 162
458 prev = op; 163 prev = op;
459 op = op->below; 164 op = op->below;
460 165
461 while (op != NULL) 166 while (op)
462 { 167 {
463 if (strcmp (op->arch->name, item) == 0) 168 if (op->arch->archname == item)
464 { 169 {
465 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
466 { 171 {
467 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
468 return; 173 return;
469 } 174 }
470 else 175 else
471 { 176 {
472 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
473 nrof -= op->nrof; 178 nrof -= op->nrof;
474 } 179 }
180
475 op = prev; 181 op = prev;
476 } 182 }
183
477 prev = op; 184 prev = op;
478 op = op->below; 185 op = op->below;
479 } 186 }
480} 187}
481 188
482/** 189/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 192 */
538static int 193static int
539check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
540{ 195{
541 int count = 0; 196 int count = 0;
542 197
543 if (improver->slaying != NULL) 198 if (improver->slaying)
544 { 199 {
545 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
546 if (count < 1) 201 if (count < 1)
547 { 202 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 204 return 0;
553 } 205 }
554 } 206 }
555 else 207 else
556 count = 1; 208 count = 1;
559} 211}
560 212
561/** 213/**
562 * Actually improves the weapon, and tells user. 214 * Actually improves the weapon, and tells user.
563 */ 215 */
564int 216static int
565improve_weapon_stat (object *op, object *improver, object *weapon, 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)
566{ 218{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 219 stat += sacrifice_count;
570 weapon->last_eat++; 220 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 221 improver->decrease ();
572 decrease_ob (improver);
573 222
574 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
575 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
576 return 1; 232 return 1;
577} 233}
578 234
579/* Types of improvements, hidden in the sp field. */ 235/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 236#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 237#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 238#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 239#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 240#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 241#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 242#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 243#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 244#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 245#define IMPROVE_INT 10
590#define IMPROVE_POW 11 246#define IMPROVE_POW 11
591
592 247
593/** 248/**
594 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
596 */ 251 */
597 252static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
600{ 254{
601 int sacrifice_count, i; 255 int sacrifice_count, i;
602 char buf[MAX_BUF];
603 256
604 if (weapon->level != 0) 257 if (weapon->level != 0)
605 { 258 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
607 return 0; 260 return 0;
608 } 261 }
262
609 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 264 if (weapon->resist[i])
611 break; 265 break;
612 266
613 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
620 { 274 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
622 return 0; 278 return 0;
623 } 279 }
280
624 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
626 return 0; 283 return 0;
284
627 weapon->level = isqrt (sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
630 287
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
632 293
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 296 slot at once! */
637 decrease_ob (improver); 297 improver->decrease ();
638 weapon->last_eat = 0; 298 weapon->last_eat = 0;
639 return 1; 299 return 1;
640} 300}
641
642 301
643/** 302/**
644 * 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.
645 * This is the new improve weapon code. 304 * This is the new improve weapon code.
646 * 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.
649 * 308 *
650 * 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
651 * 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 ??
652 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
653 */ 312 */
654int 313static int
655improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
656{ 315{
657 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
658 317
659 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
662 } 320
663 if (weapon->level == 0) 321 if (weapon->level == 0)
664 { 322 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 326 return 0;
667 } 327 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 328
329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 331 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 333 return 0;
672 } 334 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 335
336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
674 { 338 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 339 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 340 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 341 "really want to improve it.");
678 return 0; 342 return 0;
679 } 343 }
344
680 /* 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
681 * 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,
682 * 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
683 * weapon can be improved. 348 * weapon can be improved.
684 */ 349 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 350 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 351 {
687 weapon->stats.dam += 5; 352 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 355 weapon->last_eat++;
691 356
692 weapon->item_power++; 357 weapon->item_power++;
693 decrease_ob (improver); 358 improver->decrease ();
694 return 1; 359 return 1;
695 } 360 }
361
696 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 363 {
698 /* Reduce weight by 20% */ 364 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 365 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 366 if (weapon->weight < 1)
701 weapon->weight = 1; 367 weapon->weight = 1;
368
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 370 weapon->last_eat++;
704 weapon->item_power++; 371 weapon->item_power++;
705 decrease_ob (improver); 372 improver->decrease ();
706 return 1; 373 return 1;
707 } 374 }
375
708 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 377 {
710 weapon->magic++; 378 weapon->magic++;
711 weapon->last_eat++; 379 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 381 improver->decrease ();
714 weapon->item_power++; 382 weapon->item_power++;
715 return 1; 383 return 1;
716 } 384 }
717 385
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
724 392
725 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
727 { 395 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
729 return 0; 397 return 0;
730 } 398 }
399
731 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 401 weapon->item_power++;
733 402
734 switch (improver->stats.sp) 403 switch (improver->stats.sp)
735 { 404 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 405 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 406 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 407 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 408 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 409 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 410 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 411 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 412 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 413 op->failmsg ("Unknown improvement type.");
752 } 414 }
415
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 416 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 417 return 0;
755} 418}
756 419
757/** 420/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * 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, ...),
760 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
761 */ 424 */
762int 425static int
763check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
764{ 427{
765 object *otmp;
766
767 if (op->type != PLAYER) 428 if (op->type != PLAYER)
768 return 0; 429 return 0;
430
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 432 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 433 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 434 return 0;
773 } 435 }
774 otmp = find_marked_object (op); 436
437 object *otmp = op->mark ();
438
775 if (!otmp) 439 if (!otmp)
776 { 440 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 442 return 0;
779 } 443 }
444
780 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 446 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 447 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 448 return 0;
784 } 449 }
785 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
786 improve_weapon (op, tmp, otmp); 459 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 460 esrv_send_item (op, otmp);
788 return 1; 461 return 1;
789} 462}
790 463
808 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 482 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 484 * changing of physical area right now.
812 */ 485 */
813int 486static int
814improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
815{ 488{
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
819 { 490 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 491 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 492 return 0;
822 } 493 }
494
823 /* 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,
824 * 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.
825 * 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
826 * of gnarg and what not?) 498 * of gnarg and what not?)
827 */ 499 */
828 if (armour->title) 500 if (armour->title)
829 { 501 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 503 return 0;
832 } 504 }
833 505
834 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
836 */ 508 */
837 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 510
842 armour->magic++; 511 armour->magic++;
843 512
844 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
845 { 514 {
850 { 519 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 520 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 521 pow++;
853 } 522 }
854 523
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 524 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 525 }
857 else 526 else
858 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;
859 528
860 if (!settings.armor_weight_linear) 529 if (!settings.armor_weight_linear)
861 { 530 {
862 int base = 100; 531 int base = 100;
863 int pow = 0; 532 int pow = 0;
866 { 535 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 536 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 537 pow++;
869 } 538 }
870 539
871 armour->weight = (armour->arch->clone.weight * base) / 100; 540 armour->weight = (armour->arch->weight * base) / 100;
872 } 541 }
873 else 542 else
874 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;
875 544
876 if (armour->weight <= 0) 545 if (armour->weight <= 0)
877 { 546 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 547 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 548 armour->weight = 1;
880 } 549 }
881 550
882 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);
883 552
884 if (op->type == PLAYER) 553 if (op->type == PLAYER)
885 { 554 {
886 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
888 fix_player (op); 557 if (armour->flag [FLAG_APPLIED])
558 op->update_stats ();
889 } 559 }
890 decrease_ob (improver); 560
561 improver->decrease ();
562
891 if (tmp) 563 if (tmp)
892 { 564 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 565
894 esrv_send_item (op, tmp);
895 }
896 return 1; 566 return 1;
897} 567}
898
899 568
900/* 569/*
901 * 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
902 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
903 */ 572 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 573 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
911 * 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
912 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
913 */ 577 */
914int 578int
915convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
916{ 580{
917 int nr = 0; 581 sint64 nr = 0, price_in;
918 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
919 590
920 /* 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,
921 * 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
922 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
923 */ 594 */
924 if (!strcmp (CONV_FROM (converter), "money")) 595 if (conv_from == shstr_money)
925 { 596 {
926 int cost;
927
928 if (item->type != MONEY) 597 if (item->type != MONEY)
929 return 0; 598 return 0;
930 599
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 601 if (!nr)
933 return 0; 602 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 603
935 /* take into account rounding errors */ 604 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 605
937 cost++; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 607
608 item->decrease (cost);
939 609
940 price_in = cost * item->value; 610 price_in = cost * item->value;
941 } 611 }
942 else 612 else
943 { 613 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 614 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
946 return 0; 617 return 0;
947 618
948 if (CONV_NEED (converter)) 619 converter->play_sound (sound_find ("convert_item"));
620
621 if (need)
949 { 622 {
950 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
953 } 626 }
954 else 627 else
955 { 628 {
956 price_in = item->value; 629 price_in = item->value;
957 item->destroy (); 630 item->destroy ();
958 } 631 }
959 } 632 }
960 633
961 if (converter->inv != NULL) 634 if (converter->inv)
962 { 635 {
963 object *ob; 636 object *ob;
964 int i; 637 int i;
965 object *ob_to_copy; 638 object *ob_to_copy;
966 639
967 /* select random object from inventory to copy */ 640 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
969 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++)
970 {
971 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 644 ob_to_copy = ob;
974 } 645
975 } 646 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 649 }
980 else 650 else
981 { 651 {
982 if (converter->other_arch == NULL) 652 if (!conv_to)
983 { 653 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 656 return -1;
987 } 657 }
988 658
989 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 661 }
992 662
993 if (CONV_NR (converter)) 663 if (give)
994 item->nrof = CONV_NR (converter); 664 item->nrof = give;
665
995 if (nr) 666 if (nr)
996 item->nrof *= nr; 667 item->nrof *= nr;
997 if (is_in_shop (converter)) 668
998 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 }
999 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 681 {
1001 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",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 684 /**
1005 * 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
1006 * propably had something in mind when doing this 686 * hopefully had something in mind when doing this.
1007 */ 687 */
1008 } 688 }
1009 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
1010 return 1; 697 return 1;
1011} 698}
1012 699
1013/** 700/**
1014 * Handle apply on containers. 701 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1016 * 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]
1017 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1018 */ 705 */
1019 706static int
1020int
1021apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1022{ 708{
1023 char buf[MAX_BUF]; 709 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 710 return 0; /* This might change */
1028 711
1029 if (sack == NULL || sack->type != CONTAINER) 712 if (!sack || sack->type != CONTAINER)
1030 { 713 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 714 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 715 return 0;
1033 } 716 }
1034 op->contr->last_used = NULL; 717
1035 op->contr->last_used_id = 0; 718 op->contr->last_used = 0;
1036 719
1037 if (sack->env != op) 720 if (sack->env && sack->env != op)
721 {
722 op->failmsg ("You must put it onto the floor or into your inventory first.");
723 return 1;
1038 { 724 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 725
726 // already applied == open on ground, or open in inv, or active in inv
727 if (sack->flag [FLAG_APPLIED])
728 {
729 if (op->container_ () == sack)
1040 { 730 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 731 // open on ground or inv, so close
732 op->close_container ();
1042 return 1; 733 return 1;
1043 } 734 }
1044 /* It's on the ground, the problems begin */ 735 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 736 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 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));
741 return 1;
1060 { 742 }
1061 if (op->container == NULL) 743 }
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 744
1081 if (tmp && tmp->type == CLOSE_CON) 745 // it's locked?
1082 tmp->destroy (); 746 if (sack->slaying)
1083 } 747 {
748 if (object *tmp = find_key (op, op, sack))
1084 } 749 {
1085 } 750 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 {
1089 if (op->container)
1090 {
1091 if (op->container != sack)
1092 {
1093 tmp = op->container;
1094 apply_container (op, tmp);
1095 sprintf (buf, "You close %s and open ", query_name (tmp));
1096 op->container = sack;
1097 strcat (buf, query_name (sack));
1098 strcat (buf, ".");
1099 }
1100 else
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 } 751 }
1107 else 752 else
1108 { 753 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED); 754 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
1110 sprintf (buf, "You open %s.", query_name (sack)); 755 esrv_update_item (UPD_FLAGS, op, sack);
1111 SET_FLAG (sack, FLAG_APPLIED); 756 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1112 op->container = sack; 757 return 1;
1113 } 758 }
759 }
760
761 if (sack->env && !sack->flag [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;
766 esrv_update_item (UPD_FLAGS, op, sack);
767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1114 } 768 }
1115 else 769 else
1116 { /* not applied */ 770 op->open_container (sack);
1117 if (sack->slaying) 771
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1;
1145 }
1146 }
1147 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1149 if (op->contr)
1150 op->contr->socket.update_look = 1;
1151 return 1; 772 return 1;
1152} 773}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 774
1279/** 775/**
1280 * Handles dropping things on altar. 776 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 777 * Returns true if sacrifice was accepted.
1282 */ 778 */
1285{ 781{
1286 /* Only players can make sacrifices on spell casting altars. */ 782 /* Only players can make sacrifices on spell casting altars. */
1287 if (altar->inv && (!originator || originator->type != PLAYER)) 783 if (altar->inv && (!originator || originator->type != PLAYER))
1288 return 0; 784 return 0;
1289 785
1290 if (operate_altar (altar, &sacrifice)) 786 if (operate_altar (altar, &sacrifice, originator))
1291 { 787 {
1292 /* Simple check. Unfortunately, it means you can't cast magic bullet 788 /* Simple check. Unfortunately, it means you can't cast magic bullet
1293 * 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
1294 * is up to map designers to use them properly. 790 * is up to map designers to use them properly.
1295 */ 791 */
1296 if (altar->inv && altar->inv->type == SPELL) 792 if (altar->inv && altar->inv->type == SPELL)
1297 { 793 {
1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 794 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1299 cast_spell (originator, altar, 0, altar->inv, NULL); 795 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with 796 /* If it is connected, push the button. Fixes some problems with
1301 * old maps. 797 * old maps.
1302 */ 798 */
1303 799
1304/* push_button (altar);*/ 800/* push_button (altar);*/
1305 } 801 }
1306 else 802 else
1307 { 803 {
1308 altar->value = 1; /* works only once */ 804 altar->value = 1; /* works only once */
1309 push_button (altar); 805 push_button (altar, originator);
1310 } 806 }
1311 807
1312 return !sacrifice; 808 return !sacrifice;
1313 } 809 }
1314 else 810 else
1327{ 823{
1328 int rv = 0; 824 int rv = 0;
1329 double opinion; 825 double opinion;
1330 object *tmp, *next; 826 object *tmp, *next;
1331 827
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1333 829
1334 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 ())
1335 { 842 {
1336 /* Remove all the unpaid objects that may be carried here. 843 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in 844 * This could be pets or monsters that are somehow in
1338 * the shop. 845 * the shop.
1339 */ 846 */
1340 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1341 { 848 {
1342 next = tmp->below; 849 next = tmp->below;
1343 850
1344 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1345 { 852 {
1346 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);
1347 854
855 if (i >= 0)
1348 tmp->remove (); 856 tmp->move (i);
1349
1350 if (i == -1)
1351 i = 0;
1352
1353 tmp->map = op->map;
1354 tmp->x = op->x + freearr_x[i];
1355 tmp->y = op->y + freearr_y[i];
1356 insert_ob_in_map (tmp, op->map, op, 0);
1357 } 857 }
1358 } 858 }
1359 859
1360 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1361 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1362 return 0; 862 return 0;
1363 863
1364 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1366 */ 866 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1368 { 868 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371 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);
1372 871
1373 if (i != -1) 872 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 873 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1375 874
1376 return 0; 875 return 0;
1377 } 876 }
877
1378 /* Removed code that checked for multipart objects - it appears that 878 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine. 879 * the teleport function should be able to handle this just fine.
1380 */ 880 */
1381 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1382 } 882 }
1383 else if (can_pay (op) && get_payment (op)) 883 else if (can_pay (op) && get_payment (op))
1384 { 884 {
1385 /* this is only used for players */ 885 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1387 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
1388 if (shop_mat->msg) 895 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1390 /* 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,
1391 * 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
1392 * actually the shop floor. 899 * actually the shop floor.
1393 */ 900 */
1394 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1395 { 902 {
1396 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1397 904
1398 if (opinion > 0.9) 905 op->statusmsg (
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1400 else if (opinion > 0.75) 907 : opinion >= 0.75 ? "The shopkeeper waves to you."
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 908 : opinion >= 0.50 ? "The shopkeeper ignores you."
1402 else if (opinion > 0.5) 909 : "The shopkeeper glares at you with contempt."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else 910 );
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 } 911 }
1407 } 912 }
1408 else 913 else
1409 { 914 {
1410 /* 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
1411 * 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
1412 * they are not on the mat anymore 917 * they are not on the mat anymore
1413 */ 918 */
1414 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);
1415 920
1416 if (i == -1) 921 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n"); 922 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else 923 else
1421 { 924 {
1422 op->remove (); 925 op->remove ();
1423 op->x += freearr_x[i]; 926 op->x += freearr_x[i];
1424 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1425 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;
1426 } 929 }
1427 } 930 }
1428 931
1429 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1430 return rv; 933 return rv;
1431} 934}
1432 935
1433/** 936/**
1434 * Handles applying a sign. 937 * Handles applying a sign.
1435 */ 938 */
1436static void 939static void
1437apply_sign (object *op, object *sign, int autoapply) 940apply_sign (object *op, object *sign, int autoapply)
1438{ 941{
1439 readable_message_type *msgType; 942 if (!op->is_player())
1440 char newbuf[HUGE_BUF]; 943 return;
1441 944
1442 if (sign->msg == NULL) 945 if (sign->has_dialogue ())
1443 { 946 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 947 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1445 return; 948 return;
1446 } 949 }
1447 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
1448 if (sign->stats.food) 960 if (sign->stats.food)
1449 { 961 {
1450 if (sign->last_eat >= sign->stats.food) 962 if (sign->last_eat >= sign->stats.food)
1451 { 963 {
1452 if (!sign->move_on) 964 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
966
1454 return; 967 return;
1455 } 968 }
1456 969
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1458 sign->last_eat++; 971 sign->last_eat++;
1459 } 972 }
1460 973
1461 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 974 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1462 * No way to know for sure. The presumption is basically that if 975 * No way to know for sure. The presumption is basically that if
1463 * move_on is zero, it needs to be manually applied (doesn't talk 976 * move_on is zero, it needs to be manually applied (doesn't talk
1464 * to us). 977 * to us).
1465 */ 978 */
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 979 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1467 { 980 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 981 op->failmsg ("You are unable to read while blind!");
1469 return; 982 return;
1470 } 983 }
1471 msgType = get_readable_message_type (sign);
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1474}
1475 984
1476/** 985 if (op->contr)
1477 * 'victim' moves onto 'trap' 986 if (client *ns = op->contr->ns)
1478 * 'victim' leaves 'trap' 987 {
1479 * effect is determined by move_on/move_off of trap and move_type of victime. 988 if (sign->sound)
1480 * 989 ns->play_sound (sign->sound);
1481 * originator: Player, monster or other object that caused 'victim' to move 990 else if (autoapply)
1482 * onto 'trap'. Will receive messages caused by this action. May be NULL. 991 ns->play_sound (sound_find ("msg_voice"));
1483 * However, some types of traps require an originator to function. 992
1484 */ 993 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1485void 994 }
995}
996
997static void
1486move_apply (object *trap, object *victim, object *originator) 998move_apply_hole (object *trap, object *victim)
1487{ 999{
1488 static int recursion_depth = 0; 1000 /* Hole not open? */
1489 1001 if (trap->stats.wc > 0)
1490 /* Only exits affect DMs. */
1491 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1492 return; 1002 return;
1493 1003
1494 /* move_apply() is the most likely candidate for causing unwanted and 1004 /* Is this a multipart monster and not the head? If so, return.
1495 * possibly unlimited recursion. 1005 * Processing will happen if the head runs into the pit
1496 */ 1006 */
1497 /* The following was changed because it was causing perfeclty correct 1007 if (victim->head)
1498 * maps to fail. 1) it's not an error to recurse:
1499 * rune detonates, summoning monster. monster lands on nearby rune.
1500 * nearby rune detonates. This sort of recursion is expected and
1501 * proper. This code was causing needless crashes.
1502 */
1503 if (recursion_depth >= 500)
1504 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1507 return; 1008 return;
1508 }
1509 recursion_depth++;
1510 if (trap->head)
1511 trap = trap->head;
1512 1009
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1010 // now find all possible locations and randomly pick one
1514 goto leave; 1011 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1012 trap->range >= 3 ? SIZEOFFREE3 + 1
1013 : trap->range >= 2 ? SIZEOFFREE2 + 1
1014 : trap->range >= 1 ? SIZEOFFREE1 + 1
1015 : SIZEOFFREE0 + 1);
1515 1016
1516 switch (trap->type) 1017 if (dir < 0)
1517 {
1518 case PLAYERMOVER:
1519 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1520 {
1521 if (!trap->stats.maxsp)
1522 trap->stats.maxsp = 2;
1523
1524 /* Is this correct? From the docs, it doesn't look like it
1525 * should be divided by trap->speed
1526 */
1527 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1528
1529 /* Just put in some sanity check. I think there is a bug in the
1530 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed.
1532 */
1533 if (victim->speed_left < -50.0)
1534 victim->speed_left = -50.0;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 }
1537 goto leave;
1538
1539 case SPINNER:
1540 if (victim->direction)
1541 {
1542 victim->direction = absdir (victim->direction - trap->stats.sp);
1543 update_turn_face (victim);
1544 }
1545 goto leave;
1546
1547 case DIRECTOR:
1548 if (victim->direction && !should_director_abort (trap, victim))
1549 {
1550 victim->direction = trap->stats.sp;
1551 update_turn_face (victim);
1552 }
1553 goto leave;
1554
1555 case BUTTON:
1556 case PEDESTAL:
1557 update_button (trap);
1558 goto leave;
1559
1560 case ALTAR:
1561 /* sacrifice victim on trap */
1562 apply_altar (trap, victim, originator);
1563 goto leave;
1564
1565 case THROWN_OBJ:
1566 if (trap->inv == NULL)
1567 goto leave;
1568 /* fallthrough */
1569
1570 case ARROW:
1571 /* bad bug: monster throw a object, make a step forwards, step on object ,
1572 * trigger this here and get hit by own missile - and will be own enemy.
1573 * Victim then is his own enemy and will start to kill herself (this is
1574 * removed) but we have not synced victim and his missile. To avoid senseless
1575 * action, we avoid hits here
1576 */
1577 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1578 hit_with_arrow (trap, victim);
1579 goto leave;
1580
1581 case SPELL_EFFECT:
1582 apply_spell_effect (trap, victim);
1583 goto leave;
1584
1585 case TRAPDOOR:
1586 {
1587 int max, sound_was_played;
1588 object *ab, *ab_next;
1589
1590 if (!trap->value)
1591 {
1592 int tot;
1593
1594 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1595 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1596 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1597
1598 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1599 goto leave;
1600
1601 SET_ANIMATION (trap, trap->value);
1602 update_object (trap, UP_OBJ_FACE);
1603 }
1604
1605 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1606 {
1607 /* need to set this up, since if we do transfer the object,
1608 * ab->above would be bogus
1609 */
1610 ab_next = ab->above;
1611
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1613 {
1614 if (!sound_was_played)
1615 {
1616 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1617 sound_was_played = 1;
1618 }
1619 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1620 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1621 }
1622 }
1623 goto leave;
1624 }
1625
1626
1627 case CONVERTER:
1628 if (convert_item (victim, trap) < 0)
1629 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 }
1641 }
1642 goto leave;
1643
1644 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR:
1647 check_trigger (trap, victim);
1648 goto leave;
1649
1650 case DEEP_SWAMP:
1651 walk_on_deep_swamp (trap, victim);
1652 goto leave;
1653
1654 case CHECK_INV:
1655 check_inv (victim, trap);
1656 goto leave;
1657
1658 case HOLE:
1659 /* Hole not open? */
1660 if (trap->stats.wc > 0)
1661 goto leave;
1662
1663 /* Is this a multipart monster and not the head? If so, return.
1664 * Processing will happen if the head runs into the pit
1665 */
1666 if (victim->head)
1667 goto leave;
1668
1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672 goto leave;
1673
1674 case EXIT:
1675 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 {
1677 /* Basically, don't show exits leading to random maps the
1678 * players output.
1679 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1682 enter_exit (victim, trap);
1683 }
1684 goto leave;
1685
1686 case ENCOUNTER:
1687 /* may be some leftovers on this */
1688 goto leave;
1689
1690 case SHOP_MAT:
1691 apply_shop_mat (trap, victim);
1692 goto leave;
1693
1694 /* Drop a certain amount of gold, and have one item identified */
1695 case IDENTIFY_ALTAR:
1696 apply_id_altar (victim, trap, originator);
1697 goto leave;
1698
1699 case SIGN:
1700 if (victim->type != PLAYER && trap->stats.food > 0)
1701 goto leave; /* monsters musn't apply magic_mouths with counters */
1702
1703 apply_sign (victim, trap, 1);
1704 goto leave;
1705
1706 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap);
1711 goto leave;
1712
1713 case RUNE:
1714 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1717 spring_trap (trap, victim);
1718 }
1719 goto leave;
1720
1721 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1724 goto leave;
1725 }
1726
1727leave:
1728 recursion_depth--;
1729}
1730
1731/**
1732 * Handles reading a regular (ie not containing a spell) book.
1733 */
1734static void
1735apply_book (object *op, object *tmp)
1736{
1737 int lev_diff;
1738 object *skill_ob;
1739
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1743 return; 1018 return;
1744 }
1745 if (tmp->msg == NULL)
1746 {
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1748 return;
1749 }
1750 1019
1751 /* need a literacy skill to read stuff! */ 1020 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1752 skill_ob = find_skill_by_name (op, tmp->skill); 1021 victim->statusmsg ("You fall through the hole!", NDI_RED);
1753 if (!skill_ob)
1754 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1756 return;
1757 }
1758 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 {
1761 if (lev_diff < 2)
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1763 else if (lev_diff < 3)
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1765 else if (lev_diff < 5)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1767 else if (lev_diff < 8)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1769 else if (lev_diff < 15)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1771 else
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1773 return;
1774 }
1775 1022
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1023 transfer_ob (victim,
1777 1024 EXIT_X (trap) + freearr_x[dir],
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1025 EXIT_Y (trap) + freearr_y[dir],
1779 msgType->message_type, msgType->message_subtype, 1026 0, victim);
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1781
1782 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 {
1789 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED);
1791 /* If in a container, update how it looks */
1792 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else
1795 op->contr->socket.update_look = 1;
1796 }
1797 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 }
1800}
1801
1802/**
1803 * Handles the applying of a skill scroll, calling learn_skill straight.
1804 * op is the person learning the skill, tmp is the skill scroll object
1805 */
1806static void
1807apply_skillscroll (object *op, object *tmp)
1808{
1809 switch ((int) learn_skill (op, tmp))
1810 {
1811 case 0:
1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1814 return;
1815
1816 case 1:
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818 decrease_ob (tmp);
1819 return;
1820
1821 default:
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1823 decrease_ob (tmp);
1824 return;
1825 }
1826}
1827
1828/**
1829 * Actually makes op learn spell.
1830 * Informs player of what happens.
1831 */
1832void
1833do_learn_spell (object *op, object *spell, int special_prayer)
1834{
1835 object *tmp;
1836
1837 if (op->type != PLAYER)
1838 {
1839 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1840 return;
1841 }
1842
1843 /* Upgrade special prayers to normal prayers */
1844 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1845 {
1846 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1847 {
1848 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1849 return;
1850 }
1851 return;
1852 }
1853
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = spell->clone ();
1856 insert_ob_in_ob (tmp, op);
1857
1858 if (special_prayer)
1859 SET_FLAG (tmp, FLAG_STARTEQUIP);
1860
1861 esrv_add_spells (op->contr, tmp);
1862}
1863
1864/**
1865 * Erases spell from player's inventory.
1866 */
1867void
1868do_forget_spell (object *op, const char *spell)
1869{
1870 object *spob;
1871
1872 if (op->type != PLAYER)
1873 {
1874 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1875 return;
1876 }
1877 if ((spob = check_spell_known (op, spell)) == NULL)
1878 {
1879 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1880 return;
1881 }
1882
1883 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1884 player_unready_range_ob (op->contr, spob);
1885 esrv_remove_spell (op->contr, spob);
1886 spob->destroy ();
1887}
1888
1889/**
1890 * Handles player applying a spellbook.
1891 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1892 * stuff like that. Random learning failure too.
1893 */
1894static void
1895apply_spellbook (object *op, object *tmp)
1896{
1897 object *skop, *spell, *spell_skill;
1898
1899 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900 {
1901 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1902 return;
1903 }
1904
1905 /* artifact_spellbooks have 'slaying' field point to a spell name,
1906 * instead of having their spell stored in stats.sp. These are
1907 * legacy spellbooks
1908 */
1909
1910 if (tmp->slaying != NULL)
1911 {
1912 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1913 if (!spell)
1914 {
1915 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1916 return;
1917 }
1918 else
1919 insert_ob_in_ob (spell, tmp);
1920 tmp->slaying = NULL;
1921 }
1922
1923 skop = find_skill_by_name (op, tmp->skill);
1924
1925 /* need a literacy skill to learn spells. Also, having a literacy level
1926 * lower than the spell will make learning the spell more difficult */
1927 if (!skop)
1928 {
1929 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1930 return;
1931 }
1932
1933 spell = tmp->inv;
1934
1935 if (!spell)
1936 {
1937 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1938 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1939 return;
1940 }
1941
1942 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1943 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1945 return;
1946 }
1947
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1949
1950 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1951 {
1952 identify (tmp);
1953 if (tmp->env)
1954 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1955 else
1956 op->contr->socket.update_look = 1;
1957 }
1958
1959 /* I removed the check for special_prayer_mark here - it didn't make
1960 * a lot of sense - special prayers are not found in spellbooks, and
1961 * if the player doesn't know the spell, doesn't make a lot of sense that
1962 * they would have a special prayer mark.
1963 */
1964 if (check_spell_known (op, spell->name))
1965 {
1966 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1967 return;
1968 }
1969
1970 if (spell->skill)
1971 {
1972 spell_skill = find_skill_by_name (op, spell->skill);
1973
1974 if (!spell_skill)
1975 {
1976 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1977 return;
1978 }
1979
1980 if (spell_skill->level < spell->level)
1981 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1983 return;
1984 }
1985 }
1986
1987 /* Logic as follows
1988 *
1989 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1990 *
1991 * 2- The learner's skill level in literacy adjusts the chance to learn
1992 * a spell.
1993 *
1994 * 3 -Automatically fail to learn if you read while confused
1995 *
1996 * Overall, chances are the same but a player will find having a high
1997 * literacy rate very useful! -b.t.
1998 */
1999 if (QUERY_FLAG (op, FLAG_CONFUSED))
2000 {
2001 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2002 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2003 }
2004 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2005 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2006 {
2007
2008 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2009 do_learn_spell (op, spell, 0);
2010
2011 /* xp gain to literacy for spell learning */
2012 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2013 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2014 }
2015 else
2016 {
2017 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2018 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2019 }
2020 decrease_ob (tmp);
2021}
2022
2023/**
2024 * Handles applying a spell scroll.
2025 */
2026void
2027apply_scroll (object *op, object *tmp, int dir)
2028{
2029 object *skop;
2030
2031 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2032 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2034 return;
2035 }
2036
2037 if (!tmp->inv || tmp->inv->type != SPELL)
2038 {
2039 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2040 return;
2041 }
2042
2043 if (op->type == PLAYER)
2044 {
2045 /* players need a literacy skill to read stuff! */
2046 int exp_gain = 0;
2047
2048 /* hard code literacy - tmp->skill points to where the exp
2049 * should go for anything killed by the spell.
2050 */
2051 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2052
2053 if (!skop)
2054 {
2055 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2056 return;
2057 }
2058
2059 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2060 change_exp (op, exp_gain, skop->skill, 0);
2061 }
2062
2063 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2064 identify (tmp);
2065
2066 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2067
2068
2069 cast_spell (op, tmp, dir, tmp->inv, NULL);
2070 decrease_ob (tmp);
2071}
2072
2073/**
2074 * Applies a treasure object - by default, chest. op
2075 * is the person doing the applying, tmp is the treasure
2076 * chest.
2077 */
2078static void
2079apply_treasure (object *op, object *tmp)
2080{
2081 object *treas;
2082
2083
2084 /* Nice side effect of new treasure creation method is that the treasure
2085 * for the chest is done when the chest is created, and put into the chest
2086 * inventory. So that when the chest burns up, the items still exist. Also
2087 * prevents people fromt moving chests to more difficult maps to get better
2088 * treasure
2089 */
2090
2091 treas = tmp->inv;
2092 if (treas == NULL)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2095 decrease_ob (tmp);
2096 return;
2097 }
2098 while (tmp->inv)
2099 {
2100 treas = tmp->inv;
2101
2102 treas->remove ();
2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2104
2105 treas->x = op->x;
2106 treas->y = op->y;
2107 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2108
2109 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2110 spring_trap (treas, op);
2111
2112 /* If either player or container was destroyed, no need to do
2113 * further processing. I think this should be enclused with
2114 * spring trap above, as I don't think there is otherwise
2115 * any way for the treasure chest or player to get killed
2116 */
2117 if (op->destroyed () || tmp->destroyed ())
2118 break;
2119 }
2120
2121 if (!tmp->destroyed () && tmp->inv == NULL)
2122 decrease_ob (tmp);
2123
2124}
2125
2126/**
2127 * op eats food.
2128 * If player, takes care of messages and dragon special food.
2129 */
2130static void
2131apply_food (object *op, object *tmp)
2132{
2133 int capacity_remaining;
2134
2135 if (op->type != PLAYER)
2136 op->stats.hp = op->stats.maxhp;
2137 else
2138 {
2139 /* check if this is a dragon (player), eating some flesh */
2140 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2141 ;
2142 else
2143 {
2144 /* usual case - no dragon meal: */
2145 if (op->stats.food + tmp->stats.food > 999)
2146 {
2147 if (tmp->type == FOOD || tmp->type == FLESH)
2148 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2149 else
2150 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2151 }
2152
2153 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2154 {
2155 char buf[MAX_BUF];
2156
2157 if (!is_dragon_pl (op))
2158 {
2159 /* eating message for normal players */
2160 if (tmp->type == DRINK)
2161 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2162 else
2163 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2164 }
2165 else
2166 {
2167 /* eating message for dragon players */
2168 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2169 }
2170
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 capacity_remaining = 999 - op->stats.food;
2173 op->stats.food += tmp->stats.food;
2174 if (capacity_remaining < tmp->stats.food)
2175 op->stats.hp += capacity_remaining / 50;
2176 else
2177 op->stats.hp += tmp->stats.food / 50;
2178 if (op->stats.hp > op->stats.maxhp)
2179 op->stats.hp = op->stats.maxhp;
2180 if (op->stats.food > 999)
2181 op->stats.food = 999;
2182 }
2183
2184 /* special food hack -b.t. */
2185 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2186 eat_special_food (op, tmp);
2187 }
2188 }
2189 handle_apply_yield (tmp);
2190 decrease_ob (tmp);
2191}
2192
2193/**
2194 * A dragon is eating some flesh. If the flesh contains resistances,
2195 * there is a chance for the dragon's skin to get improved.
2196 *
2197 * attributes:
2198 * object *op the object (dragon player) eating the flesh
2199 * object *meal the flesh item, getting chewed in dragon's mouth
2200 * return:
2201 * int 1 if eating successful, 0 if it doesn't work
2202 */
2203int
2204dragon_eat_flesh (object *op, object *meal)
2205{
2206 object *skin = NULL; /* pointer to dragon skin force */
2207 object *abil = NULL; /* pointer to dragon ability force */
2208 object *tmp = NULL; /* tmp. object */
2209
2210 char buf[MAX_BUF]; /* tmp. string buffer */
2211 double chance; /* improvement-chance of one resistance type */
2212 double totalchance = 1; /* total chance of gaining one resistance */
2213 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2214 double mbonus = 0; /* monster bonus */
2215 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2216 int winners = 0; /* number of winners */
2217 int i; /* index */
2218
2219 /* let's make sure and doublecheck the parameters */
2220 if (meal->type != FLESH || !is_dragon_pl (op))
2221 return 0;
2222
2223 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2224 from the player's inventory */
2225 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2226 {
2227 if (tmp->type == FORCE)
2228 {
2229 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2230 skin = tmp;
2231 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2232 abil = tmp;
2233 }
2234 }
2235
2236 /* if either skin or ability are missing, this is an old player
2237 which is not to be considered a dragon -> bail out */
2238 if (skin == NULL || abil == NULL)
2239 return 0;
2240
2241 /* now start by filling stomache and health, according to food-value */
2242 if ((999 - op->stats.food) < meal->stats.food)
2243 op->stats.hp += (999 - op->stats.food) / 50;
2244 else
2245 op->stats.hp += meal->stats.food / 50;
2246 if (op->stats.hp > op->stats.maxhp)
2247 op->stats.hp = op->stats.maxhp;
2248
2249 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2250
2251 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2252
2253 /* on to the interesting part: chances for adding resistance */
2254 for (i = 0; i < NROFATTACKS; i++)
2255 {
2256 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2257 {
2258 /* got positive resistance, now calculate improvement chance (0-100) */
2259
2260 /* this bonus makes resistance increase easier at lower levels */
2261 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2262 if (i == abil->stats.exp)
2263 bonus += 5; /* additional bonus for resistance of ability-focus */
2264
2265 /* monster bonus increases with level, because high-level
2266 flesh is too rare */
2267 mbonus = op->level * 20. / ((double) settings.max_level);
2268
2269 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2270 ((double) settings.max_level)) - skin->resist[i];
2271
2272 if (chance >= 0.)
2273 chance += 1.;
2274 else
2275 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2276
2277 /* chance is proportional to amount of resistance (max. 50) */
2278 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2279
2280 /* doubled chance for resistance of ability-focus */
2281 if (i == abil->stats.exp)
2282 chance = MIN (100., chance * 2.);
2283
2284 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2285 if (RANDOM () % 10000 < (int) (chance * 100))
2286 {
2287 atnr_winner[winners] = i;
2288 winners++;
2289 }
2290
2291 if (chance >= 0.01)
2292 totalchance *= 1 - chance / 100;
2293
2294 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2295 }
2296 }
2297
2298 /* inverse totalchance as until now we have the failure-chance */
2299 totalchance = 100 - totalchance * 100;
2300 /* print message according to totalchance */
2301 if (totalchance > 50.)
2302 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2303 else if (totalchance > 10.)
2304 sprintf (buf, "The %s tasted very good.", &meal->name);
2305 else if (totalchance > 1.)
2306 sprintf (buf, "The %s tasted good.", &meal->name);
2307 else if (totalchance > 0.1)
2308 sprintf (buf, "The %s tasted bland.", &meal->name);
2309 else if (totalchance >= 0.01)
2310 sprintf (buf, "The %s had a boring taste.", &meal->name);
2311 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2312 sprintf (buf, "The %s tasted strange.", &meal->name);
2313 else
2314 sprintf (buf, "The %s had no taste.", &meal->name);
2315 new_draw_info (NDI_UNIQUE, 0, op, buf);
2316
2317 /* now choose a winner if we have any */
2318 i = -1;
2319 if (winners > 0)
2320 i = atnr_winner[RANDOM () % winners];
2321
2322 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2323 {
2324 /* resistance increased! */
2325 skin->resist[i]++;
2326 fix_player (op);
2327
2328 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2329 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2330 }
2331
2332 /* if this flesh contains a new ability focus, we mark it
2333 into the ability_force and it will take effect on next level */
2334 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2335 {
2336 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2337
2338 if (meal->last_eat != abil->stats.exp)
2339 {
2340 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2341 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2343 new_draw_info (NDI_UNIQUE, 0, op, buf);
2344 }
2345 else
2346 {
2347 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 abil->last_eat = 0;
2350 }
2351 }
2352 return 1;
2353}
2354
2355static void
2356apply_savebed (object *pl)
2357{
2358#ifndef COZY_SERVER
2359 if (!pl->contr->name_changed || !pl->stats.exp)
2360 {
2361 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2362 return;
2363 }
2364#endif
2365 INVOKE_PLAYER (LOGOUT, pl->contr);
2366 /* Need to call terminate_all_pets() before we remove the player ob */
2367 terminate_all_pets (pl);
2368 pl->remove ();
2369 pl->direction = 0;
2370 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2371
2372 /* update respawn position */
2373 strcpy (pl->contr->savebed_map, pl->map->path);
2374 pl->contr->bed_x = pl->x;
2375 pl->contr->bed_y = pl->y;
2376
2377 strcpy (pl->contr->killer, "left");
2378 check_score (pl); /* Always check score */
2379 (void) save_player (pl, 0);
2380 pl->map->players--;
2381#if MAP_MAXTIMEOUT
2382 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2383#endif
2384 play_again (pl);
2385 pl->speed = 0;
2386 update_ob_speed (pl);
2387}
2388
2389/**
2390 * Handles applying an improve armor scroll.
2391 * Does some sanity checks, then calls improve_armour.
2392 */
2393static void
2394apply_armour_improver (object *op, object *tmp)
2395{
2396 object *armor;
2397
2398 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2399 {
2400 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2401 return;
2402 }
2403 armor = find_marked_object (op);
2404 if (!armor)
2405 {
2406 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2407 return;
2408 }
2409 if (armor->type != ARMOUR
2410 && armor->type != CLOAK
2411 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2412 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2414 return;
2415 }
2416
2417 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2418 improve_armour (op, tmp, armor);
2419}
2420
2421
2422extern void
2423apply_poison (object *op, object *tmp)
2424{
2425 if (op->type == PLAYER)
2426 {
2427 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2429 strcpy (op->contr->killer, "poisonous booze");
2430 }
2431 if (tmp->stats.hp > 0)
2432 {
2433 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2434 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2435 }
2436 op->stats.food -= op->stats.food / 4;
2437 handle_apply_yield (tmp);
2438 decrease_ob (tmp);
2439}
2440
2441/**
2442 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2443 * A valid 2 way exit means:
2444 * -You can come back (there is another exit at the other side)
2445 * -You are
2446 * ° the owner of the exit
2447 * ° or in the same party as the owner
2448 *
2449 * Note: a owner in a 2 way exit is saved as the owner's name
2450 * in the field exit->name cause the field exit->owner doesn't
2451 * survive in the swapping (in fact the whole exit doesn't survive).
2452 */
2453int
2454is_legal_2ways_exit (object *op, object *exit)
2455{
2456 object *tmp;
2457 object *exit_owner;
2458 player *pp;
2459 maptile *exitmap;
2460
2461 if (exit->stats.exp != 1)
2462 return 1; /*This is not a 2 way, so it is legal */
2463 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2464 return 0; /* This is a reset town portal */
2465 /* To know if an exit has a correspondant, we look at
2466 * all the exits in destination and try to find one with same path as
2467 * the current exit's position */
2468 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2469 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2470 else
2471 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2472 if (exitmap)
2473 {
2474 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2475 if (!tmp)
2476 return 0;
2477 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2478 {
2479 if (tmp->type != EXIT)
2480 continue; /*Not an exit */
2481 if (!EXIT_PATH (tmp))
2482 continue; /*Not a valid exit */
2483 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2484 continue; /*Not in the same place */
2485 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2486 continue; /*Not in the same map */
2487
2488 /* From here we have found the exit is valid. However we do
2489 * here the check of the exit owner. It is important for the
2490 * town portals to prevent strangers from visiting your appartments
2491 */
2492 if (!exit->race)
2493 return 1; /*No owner, free for all! */
2494 exit_owner = NULL;
2495 for (pp = first_player; pp; pp = pp->next)
2496 {
2497 if (!pp->ob)
2498 continue;
2499 if (pp->ob->name != exit->race)
2500 continue;
2501 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2502 break;
2503 }
2504 if (!exit_owner)
2505 return 0; /* No more owner */
2506 if (exit_owner->contr == op->contr)
2507 return 1; /*It is your exit */
2508 if (exit_owner && /*There is a owner */
2509 (op->contr) && /*A player tries to pass */
2510 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2511 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2512 return 0;
2513 return 1;
2514 }
2515 }
2516 return 0;
2517}
2518
2519
2520/**
2521 * Main apply handler.
2522 *
2523 * Checks for unpaid items before applying.
2524 *
2525 * Return value:
2526 * 0: player or monster can't apply objects of that type
2527 * 1: has been applied, or there was an error applying the object
2528 * 2: objects of that type can't be applied if not in inventory
2529 *
2530 * op is the object that is causing object to be applied, tmp is the object
2531 * being applied.
2532 *
2533 * aflag is special (always apply/unapply) flags. Nothing is done with
2534 * them in this function - they are passed to apply_special
2535 */
2536
2537int
2538manual_apply (object *op, object *tmp, int aflag)
2539{
2540 if (tmp->head)
2541 tmp = tmp->head;
2542
2543 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2544 {
2545 if (op->type == PLAYER)
2546 {
2547 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2548 return 1;
2549 }
2550 else
2551 {
2552 return 0; /* monsters just skip unpaid items */
2553 }
2554 }
2555
2556 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2557 return RESULT_INT (0);
2558
2559 switch (tmp->type)
2560 {
2561
2562 case CF_HANDLE:
2563 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2564 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2565 tmp->value = tmp->value ? 0 : 1;
2566 SET_ANIMATION (tmp, tmp->value);
2567 update_object (tmp, UP_OBJ_FACE);
2568 push_button (tmp);
2569 return 1;
2570
2571 case TRIGGER:
2572 if (check_trigger (tmp, op))
2573 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2575 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2576 }
2577 else
2578 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 }
2581 return 1;
2582
2583 case EXIT:
2584 if (op->type != PLAYER)
2585 return 0;
2586 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2587 {
2588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2589 }
2590 else
2591 {
2592 /* Don't display messages for random maps. */
2593 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2594 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2595 enter_exit (op, tmp);
2596 }
2597 return 1;
2598
2599 case SIGN:
2600 apply_sign (op, tmp, 0);
2601 return 1;
2602
2603 case BOOK:
2604 if (op->type == PLAYER)
2605 {
2606 apply_book (op, tmp);
2607 return 1;
2608 }
2609 else
2610 {
2611 return 0;
2612 }
2613
2614 case SKILLSCROLL:
2615 if (op->type == PLAYER)
2616 {
2617 apply_skillscroll (op, tmp);
2618 return 1;
2619 }
2620 return 0;
2621
2622 case SPELLBOOK:
2623 if (op->type == PLAYER)
2624 {
2625 apply_spellbook (op, tmp);
2626 return 1;
2627 }
2628 return 0;
2629
2630 case SCROLL:
2631 apply_scroll (op, tmp, 0);
2632 return 1;
2633
2634 case POTION:
2635 (void) apply_potion (op, tmp);
2636 return 1;
2637
2638 /* Eneq(@csd.uu.se): Handle apply on containers. */
2639 case CLOSE_CON:
2640 if (op->type == PLAYER)
2641 (void) esrv_apply_container (op, tmp->env);
2642 else
2643 (void) apply_container (op, tmp->env);
2644 return 1;
2645
2646 case CONTAINER:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp);
2649 else
2650 (void) apply_container (op, tmp);
2651 return 1;
2652
2653 case TREASURE:
2654 if (op->type == PLAYER)
2655 {
2656 apply_treasure (op, tmp);
2657 return 1;
2658 }
2659 else
2660 {
2661 return 0;
2662 }
2663
2664 case WEAPON:
2665 case ARMOUR:
2666 case BOOTS:
2667 case GLOVES:
2668 case AMULET:
2669 case GIRDLE:
2670 case BRACERS:
2671 case SHIELD:
2672 case HELMET:
2673 case RING:
2674 case CLOAK:
2675 case WAND:
2676 case ROD:
2677 case HORN:
2678 case SKILL:
2679 case BOW:
2680 case LAMP:
2681 case BUILDER:
2682 case SKILL_TOOL:
2683 if (tmp->env != op)
2684 return 2; /* not in inventory */
2685 (void) apply_special (op, tmp, aflag);
2686 return 1;
2687
2688 case DRINK:
2689 case FOOD:
2690 case FLESH:
2691 apply_food (op, tmp);
2692 return 1;
2693
2694 case POISON:
2695 apply_poison (op, tmp);
2696 return 1;
2697
2698 case SAVEBED:
2699 if (op->type == PLAYER)
2700 {
2701 apply_savebed (op);
2702 return 1;
2703 }
2704 else
2705 {
2706 return 0;
2707 }
2708
2709 case ARMOUR_IMPROVER:
2710 if (op->type == PLAYER)
2711 {
2712 apply_armour_improver (op, tmp);
2713 return 1;
2714 }
2715 else
2716 {
2717 return 0;
2718 }
2719
2720 case WEAPON_IMPROVER:
2721 (void) check_improve_weapon (op, tmp);
2722 return 1;
2723
2724 case CLOCK:
2725 if (op->type == PLAYER)
2726 {
2727 char buf[MAX_BUF];
2728 timeofday_t tod;
2729
2730 get_tod (&tod);
2731 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2732 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2733 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2734 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2735 new_draw_info (NDI_UNIQUE, 0, op, buf);
2736 return 1;
2737 }
2738 else
2739 {
2740 return 0;
2741 }
2742
2743 case MENU:
2744 if (op->type == PLAYER)
2745 {
2746 shop_listing (op);
2747 return 1;
2748 }
2749 else
2750 {
2751 return 0;
2752 }
2753
2754 case POWER_CRYSTAL:
2755 apply_power_crystal (op, tmp); /* see egoitem.c */
2756 return 1;
2757
2758 case LIGHTER: /* for lighting torches/lanterns/etc */
2759 if (op->type == PLAYER)
2760 {
2761 apply_lighter (op, tmp);
2762 return 1;
2763 }
2764 else
2765 {
2766 return 0;
2767 }
2768
2769 case ITEM_TRANSFORMER:
2770 apply_item_transformer (op, tmp);
2771 return 1;
2772
2773 default:
2774 return 0;
2775 }
2776}
2777
2778
2779/* quiet suppresses the "don't know how to apply" and "you must get it first"
2780 * messages as needed by player_apply_below(). But there can still be
2781 * "but you are floating high above the ground" messages.
2782 *
2783 * Same return value as apply() function.
2784 */
2785int
2786player_apply (object *pl, object *op, int aflag, int quiet)
2787{
2788 int tmp;
2789
2790 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2791 {
2792 /* player is flying and applying object not in inventory */
2793 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2796 return 0;
2797 }
2798 }
2799
2800 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2801 * applied.
2802 */
2803 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2804 {
2805 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2806 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2807 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2808 op->destroy ();
2809 return 1;
2810 }
2811
2812 pl->contr->last_used = op;
2813 pl->contr->last_used_id = op->count;
2814
2815 tmp = manual_apply (pl, op, aflag);
2816 if (!quiet)
2817 {
2818 if (tmp == 0)
2819 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2820 else if (tmp == 2)
2821 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2822 }
2823 return tmp;
2824}
2825
2826/**
2827 * player_apply_below attempts to apply the object 'below' the player.
2828 * If the player has an open container, we use that for below, otherwise
2829 * we use the ground.
2830 */
2831
2832void
2833player_apply_below (object *pl)
2834{
2835 object *tmp, *next;
2836 int floors;
2837
2838 /* If using a container, set the starting item to be the top
2839 * item in the container. Otherwise, use the map.
2840 */
2841 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2842
2843 /* This is perhaps more complicated. However, I want to make sure that
2844 * we don't use a corrupt pointer for the next object, so we get the
2845 * next object in the stack before applying. This is can only be a
2846 * problem if player_apply() has a bug in that it uses the object but does
2847 * not return a proper value.
2848 */
2849 for (floors = 0; tmp != NULL; tmp = next)
2850 {
2851 next = tmp->below;
2852 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2853 floors++;
2854 else if (floors > 0)
2855 return; /* process only floor objects after first floor object */
2856
2857 /* If it is visible, player can apply it. If it is applied by
2858 * person moving on it, also activate. Added code to make it
2859 * so that at least one of players movement types be that which
2860 * the item needs.
2861 */
2862 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2863 {
2864 if (player_apply (pl, tmp, 0, 1) == 1)
2865 return;
2866 }
2867 if (floors >= 2)
2868 return; /* process at most two floor objects */
2869 }
2870} 1027}
2871 1028
2872/** 1029/**
2873 * Unapplies specified item. 1030 * Unapplies specified item.
2874 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2875 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2876 * 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.
2877 */ 1034 */
2878static int 1035static bool
2879unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2880{ 1037{
2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2882 return RESULT_INT (0); 1040 return RESULT_INT (0);
2883 1041
2884 object *tmp2; 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
2885 1044
2886 CLEAR_FLAG (op, FLAG_APPLIED); 1045 op->flag [FLAG_APPLIED] = false;
1046
2887 switch (op->type) 1047 switch (op->type)
2888 { 1048 {
1049 case SKILL:
1050 if (player *pl = who->contr)
1051 if (op->invisible)
1052 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1053 else
1054 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1055
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_SKILL] = false;
1058 break;
1059
2889 case WEAPON: 1060 case WEAPON:
2890 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1061 who->statusmsg (format ("You unwield %s.", query_name (op)));
2891
2892 (void) change_abil (who, op); 1062 change_abil (who, op);
2893 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1063 who->flag [FLAG_READY_WEAPON] = false;
2894 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1064
2895 clear_skill (who); 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
2896 break; 1073 break;
2897 1074
2898 case SKILL: /* allows objects to impart skills */ 1075 case RANGED:
2899 case SKILL_TOOL: 1076 case BOW:
2900 if (op != who->chosen_skill) 1077 case WAND:
1078 case ROD:
1079 case HORN:
1080 if (player *pl = who->contr)
2901 { 1081 {
2902 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
1083 change_abil (who, op);
2903 } 1084 }
2904 if (who->type == PLAYER) 1085 else
2905 { 1086 {
2906 if (who->contr->shoottype == range_skill) 1087 if (op->type == BOW)
2907 who->contr->shoottype = range_none; 1088 op->flag [FLAG_READY_BOW ] = false;
2908 if (!op->invisible)
2909 {
2910 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2911 }
2912 else 1089 else
2913 { 1090 op->flag [FLAG_READY_RANGE] = false;
2914 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2915 }
2916 } 1091 }
2917 (void) change_abil (who, op); 1092
2918 who->chosen_skill = NULL;
2919 CLEAR_FLAG (who, FLAG_READY_SKILL);
2920 break; 1093 break;
2921 1094
2922 case ARMOUR: 1095 case ARMOUR:
2923 case HELMET: 1096 case HELMET:
2924 case SHIELD: 1097 case SHIELD:
2927 case GLOVES: 1100 case GLOVES:
2928 case AMULET: 1101 case AMULET:
2929 case GIRDLE: 1102 case GIRDLE:
2930 case BRACERS: 1103 case BRACERS:
2931 case CLOAK: 1104 case CLOAK:
2932 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
2933 (void) change_abil (who, op); 1106 change_abil (who, op);
2934 break; 1107 break;
1108
2935 case LAMP: 1109 case SPELL:
2936 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1110 case BUILDER:
2937 tmp2 = arch_to_object (op->other_arch); 1111 who->statusmsg (format ("You unready %s.", query_name (op)));
2938 tmp2->x = op->x;
2939 tmp2->y = op->y;
2940 tmp2->map = op->map;
2941 tmp2->below = op->below;
2942 tmp2->above = op->above;
2943 tmp2->stats.food = op->stats.food;
2944 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2945
2946 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2947 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2948
2949 if (who->type == PLAYER)
2950 esrv_del_item (who->contr, op->count);
2951
2952 op->destroy ();
2953 insert_ob_in_ob (tmp2, who);
2954 fix_player (who);
2955 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2956 {
2957 if (who->type == PLAYER)
2958 {
2959 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2960 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2961 }
2962 }
2963 if (who->type == PLAYER)
2964 esrv_send_item (who, tmp2);
2965 return 1; /* otherwise, an attempt to drop causes problems */
2966 break; 1112 break;
2967 case BOW: 1113
2968 case WAND: 1114 //case SKILL_TOOL://TODO
2969 case ROD: 1115 default:
2970 case HORN: 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
2971 clear_skill (who);
2972 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2973 if (who->type == PLAYER)
2974 {
2975 who->contr->shoottype = range_none;
2976 }
2977 else
2978 {
2979 if (op->type == BOW)
2980 CLEAR_FLAG (who, FLAG_READY_BOW);
2981 else
2982 CLEAR_FLAG (who, FLAG_READY_RANGE);
2983 }
2984 break; 1117 break;
2985
2986 case BUILDER:
2987 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2988 who->contr->shoottype = range_none;
2989 who->contr->ranges[range_builder] = NULL;
2990 break;
2991
2992 default:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2994 break;
2995 }
2996
2997 fix_player (who);
2998
2999 if (!(aflags & AP_NO_MERGE))
3000 { 1118 }
3001 object *tmp;
3002 1119
3003 tmp = merge_ob (op, NULL); 1120 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3004 if (who->type == PLAYER) 1121 if (object *pl = op->visible_to ())
3005 {
3006 if (tmp)
3007 { /* it was merged */
3008 esrv_del_item (who->contr, op->count);
3009 op = tmp;
3010 }
3011
3012 esrv_send_item (who, op); 1122 esrv_send_item (pl, op);
3013 } 1123
3014 } 1124 who->update_stats ();
1125
3015 return 0; 1126 return 1;
3016} 1127}
3017 1128
3018/** 1129/**
3019 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
3020 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
3021 * 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
3022 * something like: 1133 * something like:
3023 * tmp = get_item_from_body_location(who->inv, 1); 1134 * tmp = get_next_item_from_body_location(who->inv, 1);
3024 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1135 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3025 * to find the second object that may use this location, etc. 1136 * to find the second object that may use this location, etc.
3026 * Returns NULL if no match is found. 1137 * Returns NULL if no match is found.
3027 * 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.
3028 * don't return invisible objects unless they are skill objects 1139 * don't return invisible objects unless they are skill objects
3029 * invisible other objects that use 1140 * invisible other objects that use
3030 * up body locations can be used as restrictions. 1141 * up body locations can be used as restrictions.
3031 */ 1142 */
3032object * 1143static object *
3033get_item_from_body_location (object *start, int loc) 1144get_next_item_from_body_location (int loc, object *start)
3034{ 1145{
3035 object *tmp;
3036
3037 if (!start)
3038 return NULL;
3039
3040 for (tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
3041 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1147 if (tmp->flag [FLAG_APPLIED]
1148 && tmp->slot [loc].info
1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3042 return tmp; 1150 return tmp;
3043 1151
3044 return NULL; 1152 return 0;
3045} 1153}
3046
3047
3048 1154
3049/** 1155/**
3050 * '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.
3051 * This should only be called when it is known 1157 * This should only be called when it is known
3052 * that there are objects to unapply. This makes pretty heavy 1158 * that there are objects to unapply. This makes pretty heavy
3055 * Returns 0 on success, returns 1 if there is some problem. 1161 * Returns 0 on success, returns 1 if there is some problem.
3056 * 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
3057 * 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
3058 * another function that does just that. 1164 * another function that does just that.
3059 */ 1165 */
3060int 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
3061unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
3062{ 1174{
3063 int i; 1175 if (op->is_range ())
3064 object *tmp = NULL, *last;
3065
3066 /* If we are applying a shield or weapon, unapply any equipped shield
3067 * or weapons first - only allowed to use one weapon/shield at a time.
3068 */
3069 if (op->type == WEAPON || op->type == SHIELD)
3070 {
3071 for (tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3072 { 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3073 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1178 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3074 { 1179 {
3075 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3076 {
3077 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
3078 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1181 who->failmsg (query_name (tmp));
3079 else 1182 else
3080 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
3081 } 1184 }
3082 else 1185 else
3083 { 1186 {
3084 /* In this case, we want to try and remove a cursed item. 1187 /* In this case, we want to try and remove a cursed item.
3085 * While we know it won't work, we want unapply_special to 1188 * While we know it won't work, we want unapply_special to
3086 * at least generate the message. 1189 * at least generate the message.
3087 */ 1190 */
3088 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1191 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3089 return 1; 1192 return 1;
3090 }
3091
3092 } 1193 }
3093 }
3094 }
3095 1194
3096 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3097 { 1196 {
3098 /* this used up a slot that we need to free */ 1197 /* this used up a slot that we need to free */
3099 if (op->body_info[i]) 1198 if (op->slot[i].info)
3100 { 1199 {
3101 last = who->inv; 1200 object *last = who->inv;
3102 1201
3103 /* We do a while loop - may need to remove several items in order 1202 /* We do a while loop - may need to remove several items in order
3104 * to free up enough slots. 1203 * to free up enough slots.
3105 */ 1204 */
3106 while ((who->body_used[i] + op->body_info[i]) < 0) 1205 while ((who->slot[i].used + op->slot[i].info) < 0)
3107 { 1206 {
3108 tmp = get_item_from_body_location (last, i); 1207 object *tmp = get_next_item_from_body_location (i, last);
1208
3109 if (!tmp) 1209 if (!tmp)
3110 { 1210 {
3111#if 0 1211#if 0
3112 /* Not a bug - we'll get this if the player has cursed items 1212 /* Not a bug - we'll get this if the player has cursed items
3113 * equipped. 1213 * equipped.
3114 */ 1214 */
3115 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1215 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3116#endif 1216#endif
3117 return 1; 1217 return 1;
3118 } 1218 }
1219
3119 /* If we are just printing, we don't care about cursed status */ 1220 /* If we are just printing, we don't care about cursed status */
3120 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1221 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3121 { 1222 {
3122 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
3123 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1224 who->failmsg (query_name (tmp));
3124 else 1225 else
3125 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
3126 } 1227 }
3127 else 1228 else
3128 { 1229 {
3129 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
3130 * Note this could be annoying if this is just one of a few, 1231 * Note this could be annoying if this is just one of a few,
3131 * so it may not be critical (eg, putting on a ring and you have 1232 * so it may not be critical (eg, putting on a ring and you have
3132 * one cursed ring.) 1233 * one cursed ring.)
3133 */ 1234 */
3134 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3135 } 1236 }
1237
3136 last = tmp->below; 1238 last = tmp->below;
3137 } 1239 }
3138 /* 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
3139 * return in the !tmp would have kicked in. 1241 * return in the !tmp would have kicked in.
3140 */ 1242 */
3141 } /* if op is using this body location */ 1243 } /* if op is using this body location */
3142 } /* for body lcoations */ 1244 } /* for body lcoations */
1245
3143 return 0; 1246 return 0;
3144} 1247}
3145 1248
3146/** 1249/**
3147 * Checks to see if 'who' can apply object 'op'. 1250 * Checks to see if 'who' can apply object 'op'.
3148 * Returns 0 if apply can be done without anything special. 1251 * Returns 0 if apply can be done without anything special.
3149 * Otherwise returns a bitmask - potentially several of these may be 1252 * Otherwise returns a bitmask - potentially several of these may be
3150 * set, but largely depends on circumstance - in the future, processing 1253 * set, but largely depends on circumstance - in the future, processing
3151 * 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
3152 * 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?)
3153 * 1256 *
3154 * See include/define.h for detailed description of the meaning of 1257 * See include/define.h for detailed description of the meaning of
3155 * these return values. 1258 * these return values.
3156 */ 1259 */
3157int 1260int
3158can_apply_object (object *who, object *op) 1261can_apply_object (object *who, object *op)
3159{ 1262{
3160 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1263 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3161 return RESULT_INT (0); 1264 return RESULT_INT (0);
3162 1265
3163 int i, retval = 0; 1266 int retval = 0;
3164 object *tmp = NULL, *ws = NULL; 1267 object *tmp = 0, *ws = 0;
3165 1268
3166 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1269 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3167 * 2 weapons, but we don't want to let them do that. So if they are
3168 * trying to equip a weapon or shield, see if they already have one
3169 * in place and store that way.
3170 */
3171 if (op->type == WEAPON || op->type == SHIELD)
3172 { 1270 {
3173 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1271 if (op->slot[i].info)
3174 { 1272 {
3175 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1273 /* Item uses more slots than we have */
1274 if (who->slot[i].info + op->slot [i].info < 0)
3176 { 1275 {
3177 retval = CAN_APPLY_UNAPPLY;
3178 ws = tmp;
3179 }
3180 }
3181 }
3182
3183
3184 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3185 {
3186 if (op->body_info[i])
3187 {
3188 /* Item uses more slots than we have */
3189 if (FABS (op->body_info[i]) > who->body_info[i])
3190 {
3191 /* Could return now for efficiently - rest of info below isn' 1276 /* Could return now for efficiency - rest of info below isn't
3192 * really needed. 1277 * really needed.
3193 */ 1278 */
3194 retval |= CAN_APPLY_NEVER; 1279 retval |= CAN_APPLY_NEVER;
3195 } 1280 }
3196 else if ((who->body_used[i] + op->body_info[i]) < 0) 1281 else if (who->slot[i].used + op->slot[i].info < 0)
3197 { 1282 {
3198 /* in this case, equipping this would use more free spots than 1283 /* in this case, equipping this would use more free spots than
3199 * we have. 1284 * we have.
3200 */ 1285 */
3201 object *tmp1;
3202
3203 1286
3204 /* if we have an applied weapon/shield, and unapply it would free 1287 /* if we have an applied weapon/shield, and unapply it would free
3205 * enough slots to equip the new item, then just set this can 1288 * enough slots to equip the new item, then just set "can
3206 * continue. We don't care about the logic below - if you have 1289 * apply unapply". We don't care about the logic below - if you have a
3207 * shield equipped and try to equip another shield, there is only 1290 * shield equipped and try to equip another shield, there is only
3208 * one choice. However, the check for the number of body locations 1291 * one choice. However, the check for the number of body locations
3209 * does take into the account cases where what is being applied 1292 * does take into the account cases where what is being applied
3210 * may be two handed for example. 1293 * may be two handed for example.
3211 */ 1294 */
3212 if (ws) 1295 if (ws)
3213 { 1296 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3214 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3215 { 1297 {
3216 retval |= CAN_APPLY_UNAPPLY; 1298 retval |= CAN_APPLY_UNAPPLY;
3217 continue; 1299 continue;
3218 } 1300 }
3219 }
3220 1301
3221 tmp1 = get_item_from_body_location (who->inv, i); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3222 if (!tmp1) 1303 if (!tmp1)
3223 {
3224#if 0
3225 /* This is sort of an error, but happens a lot when old players
3226 * join in with more stuff equipped than they are now allowed.
3227 */
3228 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3229#endif
3230 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
3231 }
3232 else 1305 else
3233 { 1306 {
3234 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
3235 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
3236 * to apply multiple objects 1309 * to apply multiple objects
3237 */ 1310 */
3238 retval |= CAN_APPLY_UNAPPLY; 1311 retval |= CAN_APPLY_UNAPPLY;
1312
3239 if (!tmp) 1313 if (!tmp)
3240 tmp = tmp1; 1314 tmp = tmp1;
3241 else if (tmp != tmp1) 1315 else if (tmp != tmp1)
3242 {
3243 retval |= CAN_APPLY_UNAPPLY_MULT; 1316 retval |= CAN_APPLY_UNAPPLY_MULT;
3244 } 1317
3245 /* This object isn't using up all the slots, so there must 1318 /* This object isn't using up all the slots, so there must
3246 * be another. If so, and it the new item doesn't need all 1319 * be another. If so, and it the new item doesn't need all
3247 * the slots, the player then has a choice. 1320 * the slots, the player then has a choice.
3248 */ 1321 */
3249 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1322 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1323 && abs (op->slot[i].info) < who->slot[i].info)
3250 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1324 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3251 1325
3252 /* Does unequippint 'tmp1' free up enough slots for this to be 1326 /* Does unequippint 'tmp1' free up enough slots for this to be
3253 * equipped? If not, there must be something else to unapply. 1327 * equipped? If not, there must be something else to unapply.
3254 */ 1328 */
3255 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1329 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_MULT; 1330 retval |= CAN_APPLY_UNAPPLY_MULT;
3257
3258 } 1331 }
3259 } /* if not enough free slots */ 1332 } /* if not enough free slots */
3260 } /* if this object uses location i */ 1333 } /* if this object uses location i */
3261 } /* for i -> num_body_locations loop */ 1334 } /* for i -> num_body_locations loop */
3262 1335
3265 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3266 * 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,
3267 * 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
3268 * all use the same location. 1341 * all use the same location.
3269 */ 1342 */
3270 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3271 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
1345
3272 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3273 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3274 1348
3275
3276 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3277 { 1350 {
3278 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1351 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3279 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
1353
3280 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3281 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
1356
3282 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3283 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
1359
3284 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3285 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3286 } 1362 }
1363
3287 return retval; 1364 return retval;
3288} 1365}
3289
3290
3291 1366
3292/** 1367/**
3293 * 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.
3294 * 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,
3295 * 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
3304 * AP_UNAPPLY=always unapply). 1379 * AP_UNAPPLY=always unapply).
3305 * 1380 *
3306 * Optional flags: 1381 * Optional flags:
3307 * 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
3308 * 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
3309 * 1385 *
3310 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1386 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3311 * 1387 *
3312 * apply_special() doesn't check for unpaid items. 1388 * apply_special() doesn't check for unpaid items.
3313 */ 1389 */
3314int 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
3315apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3316{ 1396{
3317 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3318 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *skop = NULL;
3319 int i;
3320
3321 if (who == NULL)
3322 {
3323 LOG (llevError, "apply_special() from object without environment.\n");
3324 return 1;
3325 }
3326
3327 if (op->env != who)
3328 return 1; /* op is not in inventory */
3329 1399
3330 /* trying to unequip op */ 1400 /* trying to unequip op */
3331 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
3332 { 1402 {
3333 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3334 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
3335 return 0; 1405 return 0;
3336 1406
3337 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1407 return unapply_special (who, op, aflags);
1408 }
1409 else if (basic_flag == AP_UNAPPLY)
1410 return 0;
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)
3338 { 1418 {
3339 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1419 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3340 return 1; 1420 return 1;
3341 } 1421 }
3342 return unapply_special (who, op, aflags); 1422 else if (i & CAN_APPLY_RESTRICTION)
3343 } 1423 {
3344 1424 who->failmsgf (
3345 if (basic_flag == AP_UNAPPLY) 1425 "You have a prohibition against using a %s. "
3346 return 0; 1426 "H<Your belief, profession or class prevents you from applying this item.>",
3347 1427 query_name (op)
3348 i = can_apply_object (who, op);
3349
3350 /* Can't just apply this object. Lets see what not and what to do */
3351 if (i)
3352 {
3353 if (i & CAN_APPLY_NEVER)
3354 { 1428 );
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3356 return 1; 1429 return 1;
3357 } 1430 }
3358 else if (i & CAN_APPLY_RESTRICTION) 1431
3359 {
3360 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3361 return 1;
3362 }
3363 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
3364 { 1433 {
3365 /* Some error, so don't try to equip something more */ 1434 /* Some error, so don't try to equip something more */
3366 if (unapply_for_ob (who, op, aflags)) 1435 if (unapply_for_ob (who, op, aflags))
3367 return 1; 1436 return 1;
3368 } 1437 }
3369 else 1438 else
3370 { 1439 {
3371 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1440 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3372 { 1441 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1442 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3374 unapply_for_ob (who, op, AP_PRINT); 1443 unapply_for_ob (who, op, AP_PRINT);
3375 return 1; 1444 return 1;
3376 } 1445 }
3377 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1446 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3378 {
3379 i = unapply_for_ob (who, op, aflags); 1447 if (unapply_for_ob (who, op, aflags))
3380 if (i)
3381 return 1; 1448 return 1;
3382 } 1449 }
3383 }
3384 } 1450 }
1451
3385 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1452 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3386 { 1453 {
1454 // try to ready attached skill first
3387 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
1456
3388 if (!skop) 1457 if (!skop)
3389 { 1458 {
3390 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1459 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3391 return 1; 1460 return 1;
3392 } 1461 }
3393 else 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3394 {
3395 /* While experience will be credited properly, we want to change the
3396 * skill so that the dam and wc get updated
3397 */
3398 change_skill (who, skop, 0);
3399 } 1463 {
3400 } 1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3401 1465 return 1;
3402 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1466 }
3403 { 1467 }
3404 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 1468
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);
3405 return 1; 1472 return 1;
3406 } 1473 }
3407
3408 1474
3409 /* Ok. We are now at the state where we can apply the new object. 1475 /* Ok. We are now at the state where we can apply the new object.
3410 * Note that we don't have the checks for can_use_... 1476 * Note that we don't have the checks for can_use_...
3411 * below - that is already taken care of by can_apply_object. 1477 * below - that is already taken care of by can_apply_object.
3412 */ 1478 */
3413 1479
3414 1480 // split away all the other items from the stack, so only one item is left
3415 if (op->nrof > 1) 1481 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3416 tmp = get_split_ob (op, op->nrof - 1);
3417 else
3418 tmp = NULL;
3419 1482
3420 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1483 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3421 return RESULT_INT (0); 1484 return RESULT_INT (0);
3422 1485
3423 switch (op->type) 1486 switch (op->type)
3424 { 1487 {
3425 case WEAPON: 1488 case WEAPON:
3426 if (!check_weapon_power (who, op->last_eat)) 1489 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3427 {
3428 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3429 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3430 if (tmp != NULL)
3431 (void) insert_ob_in_ob (tmp, who);
3432 return 1;
3433 }
3434 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3435 { 1490 {
3436 /* if the weapon does not have the name as the character, can't use it. */ 1491 /* if the weapon does not have the name as the character, can't use it. */
3437 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1492 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3438 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1493 who->failmsg ("The weapon does not recognize you as its owner. "
3439 if (tmp != NULL) 1494 "H<Its name indicates that it belongs to somebody else.>");
3440 (void) insert_ob_in_ob (tmp, who); 1495 if (tmp) who->insert (tmp);
3441 return 1; 1496 return 1;
3442 } 1497 }
3443 SET_FLAG (op, FLAG_APPLIED);
3444 1498
3445 if (skop) 1499 op->flag [FLAG_APPLIED] = true;
3446 change_skill (who, skop, 1);
3447 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3448 SET_FLAG (who, FLAG_READY_WEAPON);
3449 1500
3450 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 1501 if (player *pl = who->contr)
3451 1502 {
1503 who->statusmsg (format ("You wield %s.", query_name (op)));
3452 (void) change_abil (who, op); 1504 change_abil (who, op);
1505 }
1506
1507 op->flag [FLAG_READY_WEAPON] = true;
3453 break; 1508 break;
3454 1509
3455 case ARMOUR: 1510 case ARMOUR:
3456 case HELMET: 1511 case HELMET:
3457 case SHIELD: 1512 case SHIELD:
3460 case GIRDLE: 1515 case GIRDLE:
3461 case BRACERS: 1516 case BRACERS:
3462 case CLOAK: 1517 case CLOAK:
3463 case RING: 1518 case RING:
3464 case AMULET: 1519 case AMULET:
3465 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
3467 (void) change_abil (who, op); 1522 change_abil (who, op);
3468 break; 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
3469 case LAMP: 1532 case SKILL:
3470 if (op->stats.food < 1) 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 ()] != '\''))
3471 { 1546 {
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 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);
3473 return 1; 1550 return 1;
3474 } 1551 }
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3476 tmp2 = arch_to_object (op->other_arch);
3477 tmp2->stats.food = op->stats.food;
3478 SET_FLAG (tmp2, FLAG_APPLIED);
3479 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3480 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3481 insert_ob_in_ob (tmp2, who);
3482 1552
3483 /* Remove the old lantern */ 1553 if (player *pl = who->contr)
3484 if (who->type == PLAYER)
3485 esrv_del_item (who->contr, op->count);
3486
3487 op->destroy ();
3488
3489 /* insert the portion that was split off */
3490 if (tmp != NULL)
3491 { 1554 {
3492 (void) insert_ob_in_ob (tmp, who); 1555 op->flag [FLAG_APPLIED] = true;
3493 if (who->type == PLAYER) 1556 who->statusmsg (format ("You wield the %s.", query_name (op)));
3494 esrv_send_item (who, tmp); 1557 change_abil (who, op);
3495 } 1558 }
3496 fix_player (who); 1559 break;
3497 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1560
1561 case RANGED:
1562 if (player *pl = who->contr)
3498 { 1563 {
3499 if (who->type == PLAYER) 1564 op->flag [FLAG_APPLIED] = true;
3500 { 1565 who->statusmsg (format ("You applied the %s.", query_name (op)));
3501 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3502 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3503 }
3504 } 1566 }
3505 if (who->type == PLAYER)
3506 esrv_send_item (who, tmp2);
3507 return 0;
3508 break; 1567 break;
3509 1568
3510 /* this part is needed for skill-tools */
3511 case SKILL: 1569 case SPELL:
3512 case SKILL_TOOL: 1570 if (player *pl = who->contr)
3513 if (who->chosen_skill)
3514 { 1571 {
3515 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1572 op->flag [FLAG_APPLIED] = true;
3516 return 1; 1573 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3517 } 1574 }
3518 if (who->type == PLAYER)
3519 {
3520 who->contr->shoottype = range_skill;
3521 who->contr->ranges[range_skill] = op;
3522 if (!op->invisible)
3523 {
3524 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3525 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3526 }
3527 else
3528 {
3529 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3530 }
3531 }
3532 SET_FLAG (op, FLAG_APPLIED);
3533 (void) change_abil (who, op);
3534 who->chosen_skill = op;
3535 SET_FLAG (who, FLAG_READY_SKILL);
3536 break; 1575 break;
3537 1576
1577 /*FALLTHROUGH*/
3538 case BOW: 1578 case WAND:
3539 if (!check_weapon_power (who, op->last_eat))
3540 {
3541 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3542 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3543 if (tmp != NULL)
3544 (void) insert_ob_in_ob (tmp, who);
3545 return 1;
3546 }
3547 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3548 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3550 if (tmp != NULL)
3551 (void) insert_ob_in_ob (tmp, who);
3552 return 1;
3553 }
3554 /*FALLTHROUGH*/ case WAND:
3555 case ROD: 1579 case ROD:
3556 case HORN: 1580 case HORN:
3557 /* check for skill, alter player status */ 1581 op->flag [FLAG_APPLIED] = true;
3558 SET_FLAG (op, FLAG_APPLIED);
3559 if (skop)
3560 change_skill (who, skop, 0);
3561 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3562 1582
3563 if (who->type == PLAYER) 1583 if (player *pl = who->contr)
3564 { 1584 {
1585 who->statusmsg (format ("You ready %s.", query_name (op)));
1586
3565 if (op->type == BOW) 1587 if (op->type == BOW)
3566 { 1588 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1589
3567 (void) change_abil (who, op); 1590 change_abil (who, op);
3568 new_draw_info_format (NDI_UNIQUE, 0, who,
3569 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3570 who->contr->shoottype = range_bow;
3571 }
3572 else
3573 {
3574 who->contr->shoottype = range_misc;
3575 }
3576 } 1591 }
3577 else 1592 else
3578 { 1593 {
3579 if (op->type == BOW) 1594 if (op->type == BOW)
3580 SET_FLAG (who, FLAG_READY_BOW); 1595 op->flag [FLAG_READY_BOW ] = true;
3581 else 1596 else
3582 SET_FLAG (who, FLAG_READY_RANGE); 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?
3583 } 1607 }
3584 break; 1608 break;
3585 1609
3586 case BUILDER:
3587 if (who->contr->ranges[range_builder])
3588 unapply_special (who, who->contr->ranges[range_builder], 0);
3589 who->contr->shoottype = range_builder;
3590 who->contr->ranges[range_builder] = op;
3591 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3592 break;
3593
3594 default: 1610 default:
3595 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
3596 } /* end of switch op->type */ 1612 }
3597 1613
3598 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
3599 1615
3600 if (tmp != NULL) 1616 if (tmp) who->insert (tmp);
3601 tmp = insert_ob_in_ob (tmp, who);
3602 1617
3603 fix_player (who); 1618 who->update_stats ();
3604 1619
3605 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
3606 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
3607 * you don't know anything about them. 1622 * you don't know anything about them.
3608 */ 1623 */
3609 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1624 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3610 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
3611 1626
3612 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3613 {
3614 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
3615 { 1629 {
3616 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1630 who->failmsg (
3617 SET_FLAG (op, FLAG_KNOWN_CURSED); 1631 "Oops, it feels deadly cold! "
1632 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1633 );
1634 op->set_flag (FLAG_KNOWN_CURSED);
3618 } 1635 }
3619 } 1636
3620 if (who->type == PLAYER) 1637 if (object *pl = op->visible_to ())
3621 {
3622 /* if multiple objects were applied, update both slots */
3623 if (tmp)
3624 esrv_send_item (who, tmp);
3625 esrv_send_item (who, op); 1638 esrv_send_item (pl, op);
3626 } 1639
3627 return 0; 1640 return 0;
3628} 1641}
3629 1642
3630 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 */
3631int 1647int
3632monster_apply_special (object *who, object *op, int aflags) 1648should_director_abort (object *op, object *victim)
3633{ 1649{
3634 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1650 int arch_flag, name_flag, race_flag;
1651
1652 /* Get flags to determine what of arch, name, and race should be checked.
1653 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1654 * the next is the name flag, and the last is the race flag. Also note,
1655 * if subtype is set to zero, that also goes to defaults of all affecting
1656 * it. Examples:
1657 * subtype 1: only arch
1658 * subtype 3: arch or name
1659 * subtype 5: arch or race
1660 * subtype 7: all three
1661 */
1662 if (op->subtype)
1663 {
1664 arch_flag = op->subtype & 1;
1665 name_flag = op->subtype & 2;
1666 race_flag = op->subtype & 4;
1667 }
1668 else
1669 {
1670 arch_flag = 1;
1671 name_flag = 1;
1672 race_flag = 1;
1673 }
1674
1675 /* If the director has race set, only affect objects with a arch,
1676 * name or race that matches.
1677 */
1678 if ((op->race) &&
1679 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1680 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1681 ((!(victim->race && race_flag) || op->race != victim->race)))
3635 return 1; 1682 return 1;
3636 return apply_special (who, op, aflags);
3637}
3638 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
3639/** 1695/**
3640 * Map was just loaded, handle op's initialisation. 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.
3641 * 1699 */
3642 * Generates shop floor's item, and treasures. 1700static int
1701apply_id_altar (object *money, object *altar, object *pl)
1702{
1703 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1704
1705 if (!pl || pl->type != PLAYER)
1706 return 0;
1707
1708 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1709 * identifying' from being printed out more than it needs to be.
1710 */
1711 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1712 return 0;
1713
1714 /* if the player has a marked item, identify that if it needs to be
1715 * identified. If it doesn't, then go through the player inventory.
1716 */
1717 if (object *marked = pl->mark ())
1718 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1719 {
1720 if (operate_altar (altar, &money, pl))
1721 {
1722 identify (marked);
1723
1724 buf.printf ("You have %s.\r", long_desc (marked, pl));
1725 if (marked->msg)
1726 buf << "The item has a story:\r" << marked->msg << "\n\n";
1727
1728 return !money;
1729 }
1730 }
1731
1732 for (object *id = pl->inv; id; id = id->below)
1733 {
1734 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1735 {
1736 if (operate_altar (altar, &money, pl))
1737 {
1738 identify (id);
1739
1740 buf.printf ("You have %s.\r", long_desc (id, pl));
1741 if (id->msg)
1742 buf << "The item has a story:\r" << id->msg << "\n\n";
1743
1744 /* If no more money, might as well quit now */
1745 if (!money || !check_altar_sacrifice (altar, money))
1746 break;
1747 }
1748 else
1749 {
1750 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1751 break;
1752 }
1753 }
1754 }
1755
1756 if (buf.empty ())
1757 pl->failmsg ("You have nothing that needs identifying");
1758 else
1759 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1760
1761 return !money;
1762}
1763
1764/**
1765 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1766 * matching item.
1767 **/
1768void
1769handle_apply_yield (object *tmp)
1770{
1771 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1772 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1773}
1774
1775/**
1776 * Handles applying a potion.
3643 */ 1777 */
3644int 1778int
3645auto_apply (object *op) 1779apply_potion (object *op, object *tmp)
3646{ 1780{
3647 object *tmp = NULL, *tmp2; 1781 int got_one = 0, i;
3648 int i; 1782 object *force = 0;
3649 1783
3650 switch (op->type) 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;
3651 { 1790 }
3652 case SHOP_FLOOR: 1791
3653 if (!HAS_RANDOM_ITEMS (op)) 1792 if (op->type == PLAYER)
1793 if (!tmp->flag [FLAG_IDENTIFIED])
1794 identify (tmp);
1795
1796 handle_apply_yield (tmp);
1797
1798 /* Potion of restoration - only for players */
1799 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1800 {
1801 object *depl;
1802 archetype *at;
1803
1804 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1805 {
1806 op->drain_stat ();
1807 op->update_stats ();
1808 tmp->decrease ();
1809 return 1;
1810 }
1811
1812 if (!(at = archetype::find (shstr_depletion)))
1813 {
1814 LOG (llevError, "Could not find archetype depletion\n");
3654 return 0; 1815 return 0;
3655
3656 do
3657 {
3658 i = 10; /* let's give it 10 tries */
3659 while ((tmp = generate_treasure (op->randomitems,
3660 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3661 if (tmp == NULL)
3662 return 0;
3663 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3664 {
3665 tmp->destroy ();
3666 tmp = NULL;
3667 }
3668 } 1816 }
3669 while (!tmp);
3670 1817
3671 tmp->x = op->x; 1818 depl = present_arch_in_ob (at, op);
3672 tmp->y = op->y;
3673 SET_FLAG (tmp, FLAG_UNPAID);
3674 insert_ob_in_map (tmp, op->map, NULL, 0);
3675 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3676 identify (tmp);
3677 break;
3678 1819
3679 case TREASURE: 1820 if (depl)
3680 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3681 return 0;
3682
3683 while ((op->stats.hp--) > 0)
3684 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3685 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3686
3687 /* If we generated an object and put it in this object inventory,
3688 * move it to the parent object as the current object is about
3689 * to disappear. An example of this item is the random_* stuff
3690 * that is put inside other objects.
3691 */
3692 for (tmp = op->inv; tmp; tmp = tmp2)
3693 { 1821 {
3694 tmp2 = tmp->below; 1822 for (i = 0; i < NUM_STATS; i++)
3695 tmp->remove (); 1823 if (depl->stats.stat (i))
1824 op->statusmsg (restore_msg[i]);
3696 1825
3697 if (op->env)
3698 insert_ob_in_ob (tmp, op->env);
3699 else
3700 tmp->destroy (); 1826 depl->destroy ();
1827 op->update_stats ();
3701 } 1828 }
1829 else
1830 op->statusmsg ("Your potion had no effect.");
3702 1831
3703 op->destroy (); 1832 tmp->decrease ();
3704 break;
3705 }
3706 return tmp ? 1 : 0;
3707}
3708
3709/**
3710 * fix_auto_apply goes through the entire map (only the first time
3711 * when an original map is loaded) and performs special actions for
3712 * certain objects (most initialization of chests and creation of
3713 * treasures and stuff). Calls auto_apply if appropriate.
3714 */
3715void
3716fix_auto_apply (maptile *m)
3717{
3718 object *tmp, *above = NULL;
3719 int x, y;
3720
3721 if (m == NULL)
3722 return; 1833 return 1;
1834 }
3723 1835
3724 for (x = 0; x < MAP_WIDTH (m); x++) 1836 /* improvement potion - only for players */
3725 for (y = 0; y < MAP_HEIGHT (m); y++) 1837 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
3726 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 1838 {
1839 for (i = 1; i < min (11, op->level); i++)
3727 { 1840 {
3728 above = tmp->above; 1841 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3729
3730 if (tmp->inv)
3731 { 1842 {
3732 object *invtmp, *invnext; 1843 if (op->contr->levhp[i] != 1)
3733
3734 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3735 { 1844 {
3736 invnext = invtmp->below; 1845 op->contr->levhp[i] = 1;
3737
3738 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3739 auto_apply (invtmp);
3740 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3741 { 1846 break;
3742 while ((invtmp->stats.hp--) > 0)
3743 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3744
3745 invtmp->randomitems = NULL;
3746 }
3747 else if (invtmp && invtmp->arch
3748 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3749 {
3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3751 /* Need to clear this so that we never try to create
3752 * treasure again for this object
3753 */
3754 invtmp->randomitems = NULL;
3755 }
3756 } 1847 }
3757 /* This is really temporary - the code at the bottom will
3758 * also set randomitems to null. The problem is there are bunches
3759 * of maps/players already out there with items that have spells
3760 * which haven't had the randomitems set to null yet.
3761 * MSW 2004-05-13
3762 *
3763 * And if it's a spellbook, it's better to set randomitems to NULL too,
3764 * else you get two spells in the book ^_-
3765 * Ryo 2004-08-16
3766 */
3767 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3768 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3769 tmp->randomitems = NULL;
3770 1848
3771 } 1849 if (op->contr->levsp[i] != 1)
3772
3773 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3774 auto_apply (tmp);
3775 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3776 {
3777 while ((tmp->stats.hp--) > 0)
3778 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3779 tmp->randomitems = NULL;
3780 }
3781 else if (tmp->type == TIMED_GATE)
3782 {
3783 object *head = tmp->head != NULL ? tmp->head : tmp;
3784
3785 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3786 { 1850 {
3787 tmp->speed = 0; 1851 op->contr->levsp[i] = 1;
3788 update_ob_speed (tmp); 1852 break;
1853 }
1854
1855 if (op->contr->levgrace[i] != 1)
1856 {
1857 op->contr->levgrace[i] = 1;
1858 break;
3789 } 1859 }
3790 } 1860 }
3791 /* This function can be called everytime a map is loaded, even when 1861 else
3792 * swapping back in. As such, we don't want to create the treasure 1862 {
3793 * over and ove again, so after we generate the treasure, blank out 1863 if (op->contr->levhp[i] < 9)
3794 * randomitems so if it is swapped in again, it won't make anything. 1864 {
3795 * This is a problem for the above objects, because they have counters 1865 op->contr->levhp[i] = 9;
3796 * which say how many times to make the treasure. 1866 break;
1867 }
1868
1869 if (op->contr->levsp[i] < 6)
1870 {
1871 op->contr->levsp[i] = 6;
1872 break;
1873 }
1874
1875 if (op->contr->levgrace[i] < 3)
1876 {
1877 op->contr->levgrace[i] = 3;
1878 break;
1879 }
1880 }
1881 }
1882
1883 /* Just makes checking easier */
1884 if (i < min (11, op->level))
1885 got_one = 1;
1886
1887 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1888 {
1889 if (got_one)
1890 {
1891 op->update_stats ();
1892 op->statusmsg ("The Gods smile upon you and remake you "
1893 "a little more in their image. "
1894 "You feel a little more perfect.", NDI_GREEN);
1895 }
1896 else
1897 op->statusmsg ("The potion had no effect - you are already perfect.");
1898 }
1899 else
1900 { /* cursed potion */
1901 if (got_one)
1902 {
1903 op->update_stats ();
1904 op->failmsg ("The Gods are angry and punish you.");
1905 }
1906 else
1907 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1908 }
1909
1910 tmp->decrease ();
1911 return 1;
1912 }
1913
1914
1915 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1916 * and heroism all fit into this category. Given the spell object code,
1917 * there is no limit to the number of spells that potions can be cast,
1918 * but direction is problematic to try and imbue fireball potions for example.
1919 */
1920 if (tmp->inv)
1921 {
1922 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1923 {
1924 op->failmsg ("Yech! Your lungs are on fire!");
1925 create_exploding_ball_at (op, op->level);
1926 }
1927 else
1928 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1929
1930 tmp->decrease ();
1931
1932 /* if youre dead, no point in doing this... */
1933 if (!op->flag [FLAG_REMOVED])
1934 op->update_stats ();
1935
1936 return 1;
1937 }
1938
1939 /* Deal with protection potions */
1940 force = NULL;
1941 for (i = 0; i < NROFATTACKS; i++)
1942 {
1943 if (tmp->resist[i])
1944 {
1945 if (!force)
1946 force = archetype::get (FORCE_NAME);
1947
1948 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1949 force->type = POTION_EFFECT;
1950 break; /* Only need to find one protection since we copy entire batch */
1951 }
1952 }
1953
1954 /* This is a protection potion */
1955 if (force)
1956 {
1957 /* cursed items last longer */
1958 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1959 {
1960 force->stats.food *= 10;
1961 for (i = 0; i < NROFATTACKS; i++)
1962 if (force->resist[i] > 0)
1963 force->resist[i] = -force->resist[i]; /* prot => vuln */
1964 }
1965
1966 force->speed_left = -1;
1967 force = insert_ob_in_ob (force, op);
1968 tmp->clr_flag (FLAG_APPLIED);
1969 force->set_flag (FLAG_APPLIED);
1970 change_abil (op, force);
1971 tmp->decrease ();
1972 return 1;
1973 }
1974
1975 /* Only thing left are the stat potions */
1976 if (op->type == PLAYER)
1977 { /* only for players */
1978 if ((tmp->flag [FLAG_CURSED]
1979 || tmp->flag [FLAG_DAMNED])
1980 && tmp->value != 0)
1981 tmp->clr_flag (FLAG_APPLIED);
1982 else
1983 tmp->set_flag (FLAG_APPLIED);
1984
1985 if (!change_abil (op, tmp))
1986 op->statusmsg ("Nothing happened.");
1987 }
1988
1989 /* CLEAR_FLAG is so that if the character has other potions
1990 * that were grouped with the one consumed, his
1991 * stat will not be raised by them. fix_player just clears
1992 * up all the stats.
1993 */
1994 tmp->clr_flag (FLAG_APPLIED);
1995 op->update_stats ();
1996 tmp->decrease ();
1997 return 1;
1998}
1999
2000/**
2001 * 'victim' moves onto 'trap'
2002 * 'victim' leaves 'trap'
2003 * effect is determined by move_on/move_off of trap and move_type of victime.
2004 *
2005 * originator: Player, monster or other object that caused 'victim' to move
2006 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2007 * However, some types of traps require an originator to function.
2008 */
2009void
2010move_apply (object *trap, object *victim, object *originator)
2011{
2012 static int recursion_depth = 0;
2013
2014 trap = trap->head_ ();
2015
2016 /* Only exits affect DMs. */
2017 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2018 return;
2019
2020 /* move_apply() is the most likely candidate for causing unwanted and
2021 * possibly unlimited recursion.
2022 */
2023
2024 /* The following was changed because it was causing perfectly correct
2025 * maps to fail. 1) it's not an error to recurse:
2026 * rune detonates, summoning monster. monster lands on nearby rune.
2027 * nearby rune detonates. This sort of recursion is expected and
2028 * proper. This code was causing needless crashes.
2029 */
2030 if (recursion_depth >= 500)
2031 {
2032 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2033 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2034 return;
2035 }
2036
2037 recursion_depth++;
2038
2039 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2040 switch (trap->type)
2041 {
2042 case PLAYERMOVER:
2043 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2044 {
2045 if (!trap->stats.maxsp)
2046 trap->stats.maxsp = 2;
2047
2048 /* Is this correct? From the docs, it doesn't look like it
2049 * should be divided by trap->speed
2050 */
2051 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2052
2053 /* Just put in some sanity check. I think there is a bug in the
2054 * above with some objects have zero speed, and thus the player
2055 * getting permanently paralyzed.
2056 */
2057 victim->speed_left = max (-50.f, victim->speed_left);
2058 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2059 }
2060 break;
2061
2062 case SPINNER:
2063 if (victim->direction)
2064 {
2065 victim->direction = absdir (victim->direction - trap->stats.sp);
2066 update_turn_face (victim);
2067 }
2068 break;
2069
2070 case DIRECTOR:
2071 if (victim->direction && !should_director_abort (trap, victim))
2072 {
2073 victim->direction = trap->stats.sp;
2074 update_turn_face (victim);
2075 }
2076 break;
2077
2078 case BUTTON:
2079 case PEDESTAL:
2080 case T_MATCH:
2081 update_button (trap, originator);
2082 break;
2083
2084 case ALTAR:
2085 /* sacrifice victim on trap */
2086 apply_altar (trap, victim, originator);
2087 break;
2088
2089 case THROWN_OBJ:
2090 if (trap->inv == NULL)
2091 break;
2092 /* fallthrough */
2093
2094 case ARROW:
2095 /* bad bug: monster throw a object, make a step forwards, step on object ,
2096 * trigger this here and get hit by own missile - and will be own enemy.
2097 * Victim then is his own enemy and will start to kill herself (this is
2098 * removed) but we have not synced victim and his missile. To avoid senseless
2099 * action, we avoid hits here
3797 */ 2100 */
3798 else if (tmp && tmp->arch && tmp->type != PLAYER 2101 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
3799 && tmp->type != TREASURE && tmp->type != SPELL 2102 && trap->owner != victim)
3800 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 2103 hit_with_arrow (trap, victim);
2104 break;
2105
2106 case SPELL_EFFECT:
2107 apply_spell_effect (trap, victim);
2108 break;
2109
2110 case TRAPDOOR:
2111 {
2112 int max, sound_was_played;
2113 object *ab, *ab_next;
2114
2115 if (!trap->value)
2116 {
2117 int tot;
2118
2119 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2120 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2121 tot += ab->head_ ()->total_weight ();
2122
2123 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2124 break;
2125
2126 SET_ANIMATION (trap, trap->value);
2127 update_object (trap, UP_OBJ_FACE);
2128 }
2129
2130 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2131 {
2132 /* need to set this up, since if we do transfer the object,
2133 * ab->above would be bogus
2134 */
2135 ab_next = ab->above;
2136
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 {
2139 if (!sound_was_played)
2140 {
2141 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2142 sound_was_played = 1;
2143 }
2144
2145 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2146 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2147 }
2148 }
2149 break;
2150 }
2151
2152 case CONVERTER:
2153 if (convert_item (victim, trap) < 0)
3801 { 2154 {
3802 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 2155 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
3803 tmp->randomitems = NULL; 2156 archetype::get (shstr_burnout)->insert_at (trap, trap);
3804 } 2157 }
2158
2159 break;
2160
2161 case TRIGGER_BUTTON:
2162 case TRIGGER_PEDESTAL:
2163 case TRIGGER_ALTAR:
2164 check_trigger (trap, victim, originator);
2165 break;
2166
2167 case DEEP_SWAMP:
2168 walk_on_deep_swamp (trap, victim);
2169 break;
2170
2171 case CHECK_INV:
2172 check_inv (victim, trap);
2173 break;
2174
2175 case HOLE:
2176 move_apply_hole (trap, victim);
2177 break;
2178
2179 case EXIT:
2180 if (victim->type == PLAYER && EXIT_PATH (trap))
2181 {
2182 /* Basically, don't show exits leading to random maps the
2183 * players output.
2184 */
2185 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2186 victim->statusmsg (trap->msg, NDI_NAVY);
2187
2188 trap->play_sound (trap->sound);
2189 victim->enter_exit (trap);
2190 }
2191 break;
2192
2193 case ENCOUNTER:
2194 /* may be some leftovers on this */
2195 break;
2196
2197 case SHOP_MAT:
2198 apply_shop_mat (trap, victim);
2199 break;
2200
2201 /* Drop a certain amount of gold, and have one item identified */
2202 case IDENTIFY_ALTAR:
2203 apply_id_altar (victim, trap, originator);
2204 break;
2205
2206 case SIGN:
2207 if (victim->type != PLAYER && trap->stats.food > 0)
2208 break; /* monsters musn't apply magic_mouths with counters */
2209
2210 apply_sign (victim, trap, 1);
2211 break;
2212
2213 case CONTAINER:
2214 apply_container (victim, trap);
2215 break;
2216
2217 case RUNE:
2218 case TRAP:
2219 if (trap->level && victim->flag [FLAG_ALIVE])
2220 spring_trap (trap, victim);
2221 break;
2222
2223 default:
2224 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2225 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2226 break;
2227 }
2228
2229 recursion_depth--;
2230}
2231
2232/**
2233 * Handles reading a regular (ie not containing a spell) book.
2234 */
2235static void
2236apply_book (object *op, object *tmp)
2237{
2238 int lev_diff;
2239 object *skill_ob;
2240
2241 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2242 {
2243 op->failmsg ("You are unable to read while blind!");
2244 return;
2245 }
2246
2247 if (!tmp->msg)
2248 {
2249 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2250 return;
2251 }
2252
2253 /* need a literacy skill to read stuff! */
2254 skill_ob = find_skill_by_name (op, tmp->skill);
2255 if (!skill_ob)
2256 {
2257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2258 return;
2259 }
2260
2261 lev_diff = tmp->level - (skill_ob->level + 5);
2262 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2263 {
2264 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2265 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2266 : lev_diff < 5 ? "This book is beyond your comprehension."
2267 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2268 : lev_diff < 15 ? "This book is way beyond your comprehension."
2269 : "This book is totally beyond your comprehension.");
2270 return;
2271 }
2272
2273 // we currently don't use the message types for anything.
2274 // readable_message_type *msgType = get_readable_message_type (tmp);
2275
2276 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2277
2278 if (player *pl = op->contr)
2279 if (client *ns = pl->ns)
2280 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2281
2282 /* gain xp from reading */
2283 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2284 { /* only if not read before */
2285 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2286
2287 if (!tmp->flag [FLAG_IDENTIFIED])
3805 } 2288 {
2289 /*exp_gain *= 2; because they just identified it too */
2290 tmp->set_flag (FLAG_IDENTIFIED);
3806 2291
3807 for (x = 0; x < MAP_WIDTH (m); x++) 2292 if (object *pl = tmp->visible_to ())
3808 for (y = 0; y < MAP_HEIGHT (m); y++) 2293 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
3809 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 2294 }
3810 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3811 check_trigger (tmp, tmp->above);
3812}
3813 2295
3814/** 2296 change_exp (op, exp_gain, skill_ob->skill, 0);
3815 * Handles player eating food that temporarily changes status (resistances, stats). 2297 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
3816 * This used to call cast_change_attr(), but 2298 }
3817 * that doesn't work with the new spell code. Since we know what 2299}
3818 * the food changes, just grab a force and use that instead.
3819 */
3820 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 */
3821void 2386void
3822eat_special_food (object *who, object *food) 2387do_learn_spell (object *op, object *spell, int special_prayer)
3823{ 2388{
3824 object *force; 2389 object *tmp;
3825 int i, did_one = 0;
3826 sint8 k;
3827 2390
3828 force = get_archetype (FORCE_NAME); 2391 if (op->type != PLAYER)
3829 2392 {
3830 for (i = 0; i < NUM_STATS; i++) 2393 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2394 return;
3831 { 2395 }
3832 k = get_attr_value (&food->stats, i); 2396
3833 if (k) 2397 /* Upgrade special prayers to normal prayers */
3834 { 2398 if ((tmp = check_spell_known (op, spell->name)) != NULL)
3835 set_attr_value (&force->stats, i, k); 2399 {
3836 did_one = 1; 2400 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
3837 } 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)
3838 } 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 }
3839 2437
3840 /* check if we can protect the eater */ 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 */
3841 for (i = 0; i < NROFATTACKS; i++) 2726 for (i = 0; i < NROFATTACKS; i++)
3842 { 2727 {
3843 if (food->resist[i] > 0) 2728 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
3844 {
3845 force->resist[i] = food->resist[i] / 2;
3846 did_one = 1;
3847 } 2729 {
3848 } 2730 /* got positive resistance, now calculate improvement chance (0-100) */
3849 if (did_one) 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 }
3850 { 2768 }
3851 force->speed = 0.1; 2769
3852 update_ob_speed (force); 2770 /* inverse totalchance as until now we have the failure-chance */
3853 /* bigger morsel of food = longer effect time */ 2771 totalchance = 100 - totalchance * 100;
3854 force->stats.food = food->stats.food / 5; 2772
3855 SET_FLAG (force, FLAG_IS_USED_UP); 2773 /* print message according to totalchance */
3856 SET_FLAG (force, FLAG_APPLIED); 2774 const char *buf;
3857 change_abil (who, force); 2775 if (totalchance > 50.)
3858 insert_ob_in_ob (force, who); 2776 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
3859 } 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);
3860 else 2787 else
3861 force->destroy (); 2788 buf = format ("The %s had no taste.", &meal->name);
3862 2789
3863 /* check for hp, sp change */ 2790 op->statusmsg (buf);
3864 if (food->stats.hp != 0) 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]));
3865 { 2804 }
3866 if (QUERY_FLAG (food, FLAG_CURSED)) 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
3867 { 2818 ));
3868 strcpy (who->contr->killer, food->name);
3869 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3870 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3871 }
3872 else 2819 else
3873 { 2820 {
3874 if (food->stats.hp > 0) 2821 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
3875 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 2822 abil->last_eat = 0;
3876 else
3877 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3878 who->stats.hp += food->stats.hp;
3879 }
3880 }
3881 if (food->stats.sp != 0)
3882 {
3883 if (QUERY_FLAG (food, FLAG_CURSED))
3884 { 2823 }
3885 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 2824 }
3886 who->stats.sp -= food->stats.sp; 2825
3887 if (who->stats.sp < 0) 2826 return 1;
3888 who->stats.sp = 0; 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))
3889 } 2844 ;
3890 else 2845 else
3891 { 2846 {
3892 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 2847 /* usual case - no dragon meal: */
3893 who->stats.sp += food->stats.sp; 2848 if (op->stats.food + tmp->stats.food > MAX_FOOD)
3894 /* place limit on max sp from food? */ 2849 {
2850 if (tmp->type == FOOD || tmp->type == FLESH)
2851 op->failmsg ("You feel full, but what a waste of food!");
2852 else
2853 op->statusmsg ("Most of the drink goes down your face not your throat!");
2854 }
2855
2856 tmp->play_sound (
2857 tmp->sound
2858 ? tmp->sound
2859 : tmp->type == DRINK
2860 ? sound_find ("eat_drink")
2861 : sound_find ("eat_food")
2862 );
2863
2864 if (!tmp->flag [FLAG_CURSED])
2865 {
2866 const char *buf;
2867
2868 if (!op->is_dragon ())
2869 {
2870 /* eating message for normal players */
2871 if (tmp->type == DRINK)
2872 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2873 else
2874 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2875 }
2876 else
2877 /* eating message for dragon players */
2878 buf = format ("The %s tasted terrible!", &tmp->name);
2879
2880 op->statusmsg (buf);
2881
2882 capacity_remaining = MAX_FOOD - op->stats.food;
2883 op->stats.food += tmp->stats.food;
2884 if (capacity_remaining < tmp->stats.food)
2885 op->stats.hp += capacity_remaining / 50;
2886 else
2887 op->stats.hp += tmp->stats.food / 50;
2888
2889 min_it (op->stats.hp, op->stats.maxhp);
2890 min_it (op->stats.food, MAX_FOOD);
2891 }
2892
2893 /* special food hack -b.t. */
2894 if (tmp->title || tmp->flag [FLAG_CURSED])
2895 eat_special_food (op, tmp);
2896 }
2897 }
2898
2899 handle_apply_yield (tmp);
2900 tmp->decrease ();
2901}
2902
2903/**
2904 * Handles applying an improve armor scroll.
2905 * Does some sanity checks, then calls improve_armour.
2906 */
2907static void
2908apply_armour_improver (object *op, object *tmp)
2909{
2910 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2911 {
2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2913 return;
2914 }
2915
2916 object *armor = op->mark ();
2917
2918 if (!armor)
2919 {
2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2921 return;
2922 }
2923
2924 if (armor->type != ARMOUR
2925 && armor->type != CLOAK
2926 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2927 {
2928 op->failmsg ("Your marked item is not armour!\n");
2929 return;
2930 }
2931
2932 if (!op->apply (armor, AP_UNAPPLY))
2933 {
2934 op->failmsg ("You are unable to take off your armour to improve it!");
2935 return;
2936 }
2937
2938 op->statusmsg ("Applying armour enchantment.");
2939 improve_armour (op, tmp, armor);
2940}
2941
2942void
2943apply_poison (object *op, object *tmp)
2944{
2945 // need to do it now when it is still on the map
2946 handle_apply_yield (tmp);
2947
2948 object *poison = tmp->split (1);
2949
2950 if (op->type == PLAYER)
2951 {
2952 op->contr->play_sound (sound_find ("drink_poison"));
2953 op->failmsg ("Yech! That tasted poisonous!");
2954 op->contr->killer = poison;
2955 }
2956
2957 if (poison->stats.hp > 0)
2958 {
2959 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2960 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2961 }
2962
2963 op->stats.food -= op->stats.food / 4;
2964 poison->destroy ();
2965}
2966
2967/**
2968 * This function will try to apply a lighter and in case no lighter
2969 * is specified it will try to find a lighter in the players inventory,
2970 * and inform him about this requirement.
2971 *
2972 * who - the player
2973 * op - the item we want to light
2974 * lighter - the lighter or 0 if a lighter has yet to be found
2975 */
2976static object *
2977auto_apply_lighter (object *who, object *op, object *lighter)
2978{
2979 if (lighter == 0)
2980 {
2981 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3895 } 2982 {
2983 if (tmp->type == LIGHTER)
2984 {
2985 lighter = tmp;
2986 break;
2987 }
2988 }
2989
2990 if (!lighter)
2991 {
2992 who->failmsgf (
2993 "You can't light up the %s with your bare hands! "
2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
2995 &op->name
2996 );
2997 return 0;
2998 }
2999 }
3000
3001 // last_eat == 0 means the lighter is not being used up!
3002 if (lighter->last_eat && lighter->stats.food)
3896 } 3003 {
3897 fix_player (who); 3004 /* lighter gets used up */
3898} 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 }
3899 3018
3019 return lighter;
3020}
3900 3021
3901/** 3022/**
3902 * Designed primarily to light torches/lanterns/etc. 3023 * Designed primarily to light torches/lanterns/etc.
3903 * 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
3904 * the selected object to "burn". -b.t. 3025 * the selected object to "burn". -b.t.
3905 */ 3026 */
3906 3027static void
3907void
3908apply_lighter (object *who, object *lighter) 3028apply_lighter (object *who, object *lighter)
3909{ 3029{
3910 object *item; 3030 if (object *item = who->mark ())
3911 int is_player_env = 0;
3912 char item_name[MAX_BUF];
3913
3914 item = find_marked_object (who);
3915 if (item)
3916 { 3031 {
3917 if (lighter->last_eat && lighter->stats.food) 3032 if (!auto_apply_lighter (who, item, lighter))
3918 { /* lighter gets used up */
3919 /* Split multiple lighters if they're being used up. Otherwise *
3920 * one charge from each would be used up. --DAMN */
3921 if (lighter->nrof > 1)
3922 {
3923 object *oneLighter = lighter->clone ();
3924
3925 lighter->nrof -= 1;
3926 oneLighter->nrof = 1;
3927 oneLighter->stats.food--;
3928 esrv_send_item (who, lighter);
3929 oneLighter = insert_ob_in_ob (oneLighter, who);
3930 esrv_send_item (who, oneLighter);
3931 }
3932 else
3933 lighter->stats.food--;
3934 }
3935 else if (lighter->last_eat)
3936 { /* no charges left in lighter */
3937 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3938 return; 3033 return;
3939 } 3034
3940 /* 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?
3941 * 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
3942 * objects at once. 3037 * objects at once.
3943 */ 3038 */
3944 /* If the item is destroyed, we don't have a valid pointer to the
3945 * name object, so make a copy so the message we print out makes
3946 * some sense.
3947 */
3948 strcpy (item_name, item->name);
3949 if (who == is_player_inv (item))
3950 is_player_env = 1;
3951 3039
3952 save_throw_object (item, AT_FIRE, who); 3040 save_throw_object (item, AT_FIRE, who);
3953 /* Change to check count and not freed, since the object pointer 3041
3954 * may have gotten recycled
3955 */
3956 if (item->destroyed ()) 3042 if (item->destroyed ()
3043 || ((item->type == LAMP || item->type == TORCH)
3044 && item->glow_radius > 0))
3045 who->statusmsg (format (
3046 "You light the %s with the %s.",
3047 &item->name, &lighter->name
3957 { 3048 ));
3958 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3959 /* Need to update the player so that the players glow radius
3960 * gets changed.
3961 */
3962 if (is_player_env)
3963 fix_player (who);
3964 }
3965 else 3049 else
3966 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3050 who->failmsgf (
3051 "You attempt to light the %s with the %s and fail.",
3052 &item->name, &lighter->name
3053 );
3054 }
3055 else
3056 who->failmsg ("You need to mark a lightable object.");
3057}
3058
3059/**
3060 * This function generates a cursed effect for cursed lamps and torches.
3061 */
3062static void
3063player_apply_lamp_cursed_effect (object *who, object *op)
3064{
3065 if (op->level)
3967 } 3066 {
3968 else /* nothing to light */ 3067 who->failmsgf (
3969 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 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 }
3970 3080
3971}
3972
3973/**
3974 * op made some mistake with a scroll, this takes care of punishment.
3975 * scroll_failure()- hacked directly from spell_failure
3976 */
3977void
3978scroll_failure (object *op, int failure, int power)
3979{
3980 if (abs (failure / 4) > power)
3981 power = abs (failure / 4); /* set minimum effect */
3982
3983 if (failure <= -1 && failure > -15)
3984 { /* wonder */
3985 object *tmp;
3986
3987 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3988 tmp = get_archetype (SPELL_WONDER);
3989 cast_wonder (op, op, 0, tmp);
3990 tmp->destroy (); 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)
3991 } 3096 {
3992 else if (failure <= -15 && failure > -35) 3097 object *lighter = 0;
3993 { /* drain mana */ 3098
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3099 if (op->flag [FLAG_IS_LIGHTABLE]
3995 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3100 && !(lighter = auto_apply_lighter (who, op, 0)))
3101 return;
3102
3996 if (op->stats.sp < 0) 3103 if (op->stats.food < 1)
3997 op->stats.sp = 0;
3998 }
3999 else if (settings.spell_failure_effects == TRUE)
4000 {
4001 if (failure <= -35 && failure > -60)
4002 { /* confusion */
4003 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4004 confuse_player (op, op, power);
4005 } 3104 {
4006 else if (failure <= -60 && failure > -70) 3105 if (op->type == LAMP)
4007 { /* paralysis */ 3106 who->failmsgf (
4008 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3107 "The %s is out of fuel! "
4009 paralyze_player (op, op, power); 3108 "H<Lamps and similar items need fuel. They cannot be refilled.>",
4010 } 3109 &op->name
4011 else if (failure <= -70 && failure > -80) 3110 );
4012 { /* blind */ 3111 else
4013 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3112 who->failmsgf (
4014 blind_player (op, op, power); 3113 "The %s is burnt out! "
4015 } 3114 "H<Torches and similar items burn out and become worthless.>",
4016 else if (failure <= -80) 3115 &op->name
4017 { /* blast the immediate area */ 3116 );
4018 object *tmp; 3117 return;
4019
4020 tmp = get_archetype (LOOSE_MANA);
4021 cast_magic_storm (op, tmp, power);
4022 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4023 tmp->destroy ();
4024 }
4025 }
4026}
4027
4028void
4029apply_changes_to_player (object *pl, object *change)
4030{
4031 int excess_stat = 0; /* if the stat goes over the maximum
4032 for the race, put the excess stat some
4033 where else. */
4034
4035 switch (change->type)
4036 {
4037 case CLASS:
4038 { 3118 }
4039 living *stats = &(pl->contr->orig_stats);
4040 living *ns = &(change->stats);
4041 object *walk;
4042 int flag_change_face = 1;
4043 3119
4044 /* the following code assigns stats up to the stat max 3120 if (op->flag [FLAG_CURSED])
4045 * for the race, and if the stat max is exceeded, 3121 {
4046 * tries to randomly reassign the excess stat 3122 player_apply_lamp_cursed_effect (who, op);
4047 */ 3123 return;
4048 int i, j; 3124 }
4049 3125
4050 for (i = 0; i < NUM_STATS; i++) 3126 if (lighter)
3127 who->statusmsg (format (
3128 "You light up the %s with the %s.", &op->name, &lighter->name));
3129 else
3130 who->statusmsg (format ("You light up the %s.", &op->name));
3131 }
3132 else
3133 {
3134 if (op->flag [FLAG_CURSED])
3135 {
3136 player_apply_lamp_cursed_effect (who, op);
3137 return;
3138 }
3139
3140 if (op->type == TORCH)
3141 {
3142 if (!op->flag [FLAG_IS_LIGHTABLE])
4051 { 3143 {
4052 sint8 stat = get_attr_value (stats, i); 3144 who->statusmsg (format (
4053 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3145 "You put out the %s. "
4054 3146 "H<The %s can't be used anymore, as it can't be lighted up again.>",
4055 stat += get_attr_value (ns, i); 3147 &op->name, &op->name));
4056 if (stat > 20 + race_bonus)
4057 {
4058 excess_stat++;
4059 stat = 20 + race_bonus;
4060 }
4061 set_attr_value (stats, i, stat);
4062 } 3148 }
4063
4064 for (j = 0; excess_stat > 0 && j < 100; j++)
4065 { /* try 100 times to assign excess stats */
4066 int i = rndm (0, 6);
4067 int stat = get_attr_value (stats, i);
4068 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4069
4070 if (i == CHA)
4071 continue; /* exclude cha from this */
4072 if (stat < 20 + race_bonus)
4073 {
4074 change_attr_value (stats, i, 1);
4075 excess_stat--;
4076 }
4077 }
4078
4079 /* insert the randomitems from the change's treasurelist into
4080 * the player ref: player.c
4081 */
4082 if (change->randomitems != NULL)
4083 give_initial_items (pl, change->randomitems);
4084
4085
4086 /* set up the face, for some races. */
4087
4088 /* first, look for the force object banning
4089 * changing the face. Certain races never change face with class.
4090 */
4091 for (walk = pl->inv; walk != NULL; walk = walk->below)
4092 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4093 flag_change_face = 0;
4094
4095 if (flag_change_face)
4096 {
4097 pl->animation_id = GET_ANIM_ID (change);
4098 pl->face = change->face;
4099
4100 if (QUERY_FLAG (change, FLAG_ANIMATE))
4101 SET_FLAG (pl, FLAG_ANIMATE);
4102 else 3149 else
4103 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));
4104 } 3154 }
3155 else
3156 who->statusmsg (format ("You turn off the %s.", &op->name));
3157 }
4105 3158
4106 /* check the special case of can't use weapons */ 3159 apply_lamp (op, switch_on);
4107 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3160}
4108 if (!strcmp (change->name, "monk"))
4109 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4110 3161
4111 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])
4112 } 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;
4113 } 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);
4114} 3216}
4115 3217
4116/** 3218/**
4117 * This handles items of type 'transformer'. 3219 * This handles items of type 'transformer'.
4118 * 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
4121 * 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.
4122 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3224 * The format is as follow: transformer:[number ]yield[;transformer:...].
4123 * 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.
4124 * 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.
4125 */ 3227 */
4126void 3228static void
4127apply_item_transformer (object *pl, object *transformer) 3229apply_item_transformer (object *pl, object *transformer)
4128{ 3230{
4129 object *marked;
4130 object *new_item; 3231 object *new_item;
4131 char *find; 3232 const char *find;
4132 char *separator; 3233 char *separator;
4133 int yield; 3234 int yield;
4134 char got[MAX_BUF]; 3235 char got[MAX_BUF];
4135 int len; 3236 int len;
4136 3237
4137 if (!pl || !transformer) 3238 if (!pl || !transformer)
4138 return; 3239 return;
4139 marked = find_marked_object (pl); 3240
3241 object *marked = pl->mark ();
3242
4140 if (!marked) 3243 if (!marked)
4141 { 3244 {
4142 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3245 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
4143 return; 3246 return;
4144 } 3247 }
3248
4145 if (!marked->slaying) 3249 if (!marked->slaying)
4146 { 3250 {
4147 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3251 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4148 return; 3252 return;
4149 } 3253 }
3254
4150 /* check whether they are compatible or not */ 3255 /* check whether they are compatible or not */
4151 find = strstr (marked->slaying, transformer->arch->name); 3256 find = strstr (&marked->slaying, transformer->arch->archname);
4152 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3257 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4153 { 3258 {
4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3259 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4155 return; 3260 return;
4156 } 3261 }
3262
4157 find += strlen (transformer->arch->name) + 1; 3263 find += strlen (transformer->arch->archname) + 1;
4158 /* Item can be used, now find how many and what it yields */ 3264 /* Item can be used, now find how many and what it yields */
4159 if (isdigit (*(find))) 3265 if (isdigit (*(find)))
4160 { 3266 {
4161 yield = atoi (find); 3267 yield = atoi (find);
4162 if (yield < 1) 3268 if (yield < 1)
4168 else 3274 else
4169 yield = 1; 3275 yield = 1;
4170 3276
4171 while (isdigit (*find)) 3277 while (isdigit (*find))
4172 find++; 3278 find++;
3279
4173 while (*find == ' ') 3280 while (*find == ' ')
4174 find++; 3281 find++;
3282
4175 memset (got, 0, MAX_BUF); 3283 memset (got, 0, MAX_BUF);
3284
4176 if ((separator = strchr (find, ';')) != NULL) 3285 if ((separator = (char *) strchr (find, ';')))
4177 {
4178 len = separator - find; 3286 len = separator - find;
4179 }
4180 else 3287 else
4181 {
4182 len = strlen (find); 3288 len = strlen (find);
4183 } 3289
4184 if (len > MAX_BUF - 1) 3290 min_it (len, MAX_BUF - 1);
4185 len = MAX_BUF - 1; 3291
4186 strcpy (got, find); 3292 strcpy (got, find);
4187 got[len] = '\0'; 3293 got[len] = '\0';
4188 3294
4189 /* Now create new item, remove used ones when required. */ 3295 /* Now create new item, remove used ones when required. */
4190 new_item = get_archetype (got); 3296 new_item = archetype::get (got);
4191 if (!new_item) 3297 if (!new_item)
4192 { 3298 {
4193 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 3299 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
4194 return; 3300 return;
4195 } 3301 }
4196 3302
4197 new_item->nrof = yield; 3303 new_item->nrof = yield;
3304
4198 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 3305 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4199 insert_ob_in_ob (new_item, pl); 3306
4200 esrv_send_inventory (pl, pl); 3307 pl->insert (new_item);
4201 /* Eat up one item */ 3308 /* Eat up one item */
4202 decrease_ob_nr (marked, 1); 3309 marked->decrease ();
3310
4203 /* Eat one transformer if needed */ 3311 /* Eat one transformer if needed */
4204 if (transformer->stats.food) 3312 if (transformer->stats.food)
4205 if (--transformer->stats.food == 0) 3313 if (--transformer->stats.food == 0)
4206 decrease_ob_nr (transformer, 1); 3314 transformer->decrease ();
4207} 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);
3513 return;
3514 }
3515
3516 while (top && top->invisible)
3517 top = top->below;
3518
3519 if (!top || top->flag [FLAG_IS_FLOOR])
3520 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3521 "H<There is nothing here that you can apply.>");
3522 else
3523 // next, try to explain the topmost object
3524 switch (top->type)
3525 {
3526 // TODO: all this should move to examine
3527 case ALTAR:
3528 case IDENTIFY_ALTAR:
3529 case TRIGGER_ALTAR:
3530 case CONVERTER:
3531 //case TRIGGER_PEDESTAL:
3532 pl->failmsgf (
3533 "You see no obvious mechanism on the %s."
3534 "H<You have to drop one or more specific items here.>",
3535 query_short_name (top)
3536 );
3537 break;
3538
3539 case BUTTON:
3540 case TRIGGER_BUTTON:
3541 pl->failmsgf (
3542 "The %s looks as if you could activate it with somehting heavy. "
3543 "H<You must put enough items here to activate it.>",
3544 query_short_name (top)
3545 );
3546 break;
3547
3548 default:
3549 examine (pl, top);
3550 break;
3551 }
3552}
3553
3554// saner interface, returns successful status
3555bool
3556object::apply (object *ob, int aflags)
3557{
3558 if (!ob) // simplifies a lot of callers
3559 return true;
3560
3561 ob = ob->head_ ();
3562
3563 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3564 {
3565 if (contr)
3566 {
3567 examine (this, ob);
3568 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3569 return 1;
3570 }
3571 else
3572 return 0; /* monsters just skip unpaid items */
3573 }
3574
3575 if (contr)
3576 {
3577 if (!ob->env && (move_type & MOVE_FLYING))
3578 {
3579 /* player is flying and applying object not in inventory */
3580 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3581 {
3582 failmsg ("But you are floating high above the ground! "
3583 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3584 "or waiting till the levitation effect wears off.>");
3585 return 0;
3586 }
3587 }
3588
3589 contr->last_used = ob;
3590 }
3591
3592 bool want_apply =
3593 aflags & AP_APPLY ? true
3594 : aflags & AP_UNAPPLY ? false
3595 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3596
3597 // cannot unapply cursed items
3598 if (!want_apply
3599 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3600 && ob->flag [FLAG_APPLIED]
3601 && !(aflags & AP_IGNORE_CURSE))
3602 {
3603 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3604 return 0;
3605 }
3606
3607 object_ptr *slot = 0;
3608
3609 // detect the slot, if this is a player
3610 if (contr && !(aflags & AP_NO_SLOT))
3611 {
3612 object *oslot;
3613
3614 switch (ob->type)
3615 {
3616 case WEAPON:
3617 slot = &contr->combat_ob;
3618 oslot = contr->ranged_ob;
3619 break;
3620
3621 case RANGED:
3622 case BOW:
3623 case SPELL:
3624 case WAND:
3625 case ROD:
3626 case HORN:
3627 case BUILDER:
3628 slot = &contr->ranged_ob;
3629 oslot = contr->combat_ob;
3630 break;
3631
3632 // oh, the humanity
3633 case SKILL:
3634 // skill is used on it's own, as opposed to being a chosen_skill
3635
3636 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3637 {
3638 failmsgf (
3639 "You feel as if you wanted to do something funny, but you can't remember what. "
3640 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3641 "It cannot be used on its own.>",
3642 &ob->skill
3643 );
3644 return 1;
3645 }
3646
3647 if (skill_flags [ob->subtype] & SF_AUTARK
3648 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3649 {
3650 if (skill_flags [ob->subtype] & SF_USE)
3651 failmsgf (
3652 "You feel as if you wanted to do something funny, but you can't remember what. "
3653 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3654 &ob->skill, &ob->skill
3655 );
3656 else
3657 failmsgf (
3658 "You feel as if you wanted to do something funny, but you can't remember what. "
3659 "H<The %s skill cannot be readied or used, it is always active.>",
3660 &ob->skill
3661 );
3662
3663 return 1;
3664 }
3665
3666 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3667 break;
3668
3669 if (skill_flags [ob->subtype] & SF_COMBAT)
3670 {
3671 slot = &contr->combat_ob;
3672 oslot = contr->ranged_ob;
3673 }
3674 else if (skill_flags [ob->subtype] & SF_RANGED)
3675 {
3676 slot = &contr->ranged_ob;
3677 oslot = contr->combat_ob;
3678 }
3679
3680 break;
3681 }
3682
3683 // now handle slot exclusions
3684 if (slot)
3685 {
3686 // only one slot can be active
3687 if (want_apply)
3688 {
3689 // clear slot unless we are in it already
3690 if (*slot != ob)
3691 if (!apply (*slot, AP_UNAPPLY))
3692 return false;
3693
3694 // unapply other slot, because we want to become active
3695 if (!apply (oslot, AP_UNAPPLY))
3696 return false;
3697 }
3698
3699 // clear item from slot if applied
3700 if (!want_apply && current_weapon == ob)
3701 current_weapon = 0;
3702 }
3703 }
3704
3705 if (ob->flag [FLAG_APPLIED] != want_apply)
3706 manual_apply (this, ob, aflags);
3707
3708 if (ob->flag [FLAG_APPLIED] != want_apply)
3709 return false;
3710
3711 if (slot && want_apply)
3712 current_weapon = *slot = ob;
3713
3714 return true;
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
3737 {
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 }
3753 }
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)
3805 {
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;
3846 }
3847
3848 if (tmp->flag [FLAG_AUTO_APPLY])
3849 auto_apply (tmp);
3850 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3851 {
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
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;
3933 }
3934
3935 /* check if we can protect the eater */
3936 for (i = 0; i < NROFATTACKS; i++)
3937 {
3938 if (food->resist[i] > 0)
3939 {
3940 force->resist[i] = food->resist[i];
3941 did_one = 1;
3942 }
3943 }
3944
3945 if (did_one)
3946 {
3947 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3948
3949 /* make the force take effect and report effects to user */
3950 change_abil (who, force);
3951 }
3952 else
3953 force->destroy ();
3954 }
3955
3956 /* check for hp, sp change */
3957 if (food->stats.hp != 0)
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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