ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC vs.
Revision 1.263 by root, Thu May 13 12:13:22 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#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 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp);
214 }
215
216 handle_apply_yield (tmp);
217
218 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
220 {
221 object *depl;
222 archetype *at;
223
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 {
226 drain_stat (op);
227 fix_player (op);
228 decrease_ob (tmp);
229 return 1;
230 }
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
232 {
233 LOG (llevError, "Could not find archetype depletion\n");
234 return 0;
235 }
236 depl = present_arch_in_ob (at, op);
237 if (depl != NULL)
238 {
239 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i))
241 {
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
243 }
244 remove_ob (depl);
245 free_object (depl);
246 fix_player (op);
247 }
248 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
250
251 decrease_ob (tmp);
252 return 1;
253 }
254
255 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257 {
258
259 for (i = 1; i < MIN (11, op->level); i++)
260 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 {
263 if (op->contr->levhp[i] != 1)
264 {
265 op->contr->levhp[i] = 1;
266 break;
267 }
268 if (op->contr->levsp[i] != 1)
269 {
270 op->contr->levsp[i] = 1;
271 break;
272 }
273 if (op->contr->levgrace[i] != 1)
274 {
275 op->contr->levgrace[i] = 1;
276 break;
277 }
278 }
279 else
280 {
281 if (op->contr->levhp[i] < 9)
282 {
283 op->contr->levhp[i] = 9;
284 break;
285 }
286 if (op->contr->levsp[i] < 6)
287 {
288 op->contr->levsp[i] = 6;
289 break;
290 }
291 if (op->contr->levgrace[i] < 3)
292 {
293 op->contr->levgrace[i] = 3;
294 break;
295 }
296 }
297 }
298 /* Just makes checking easier */
299 if (i < MIN (11, op->level))
300 got_one = 1;
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 {
303 if (got_one)
304 {
305 fix_player (op);
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
309 }
310 else
311 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
312 }
313 else
314 { /* cursed potion */
315 if (got_one)
316 {
317 fix_player (op);
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
319 }
320 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
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 remove_ob (item); 630 item->destroy ();
958 free_object (item);
959 } 631 }
960 } 632 }
961 633
962 if (converter->inv != NULL) 634 if (converter->inv)
963 { 635 {
964 object *ob; 636 object *ob;
965 int i; 637 int i;
966 object *ob_to_copy; 638 object *ob_to_copy;
967 639
968 /* select random object from inventory to copy */ 640 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
970 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++)
971 {
972 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 644 ob_to_copy = ob;
975 } 645
976 } 646 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 649 }
981 else 650 else
982 { 651 {
983 if (converter->other_arch == NULL) 652 if (!conv_to)
984 { 653 {
985 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",
986 &converter->name, converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 656 return -1;
988 } 657 }
989 658
990 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 661 }
993 662
994 if (CONV_NR (converter)) 663 if (give)
995 item->nrof = CONV_NR (converter); 664 item->nrof = give;
665
996 if (nr) 666 if (nr)
997 item->nrof *= nr; 667 item->nrof *= nr;
998 if (is_in_shop (converter)) 668
999 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 }
1000 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 681 {
1002 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",
1003 &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);
1004
1005 /** 684 /**
1006 * 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
1007 * propably had something in mind when doing this 686 * hopefully had something in mind when doing this.
1008 */ 687 */
1009 } 688 }
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
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 696 return 1;
1012} 697}
1013 698
1014/** 699/**
1015 * Handle apply on containers. 700 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 702 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
1019 */ 704 */
1020 705static int
1021int
1022apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
1023{ 707{
1024 char buf[MAX_BUF]; 708 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 709 return 0; /* This might change */
1029 710
1030 if (sack == NULL || sack->type != CONTAINER) 711 if (!sack || sack->type != CONTAINER)
1031 { 712 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 713 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 714 return 0;
1034 } 715 }
1035 op->contr->last_used = NULL; 716
1036 op->contr->last_used_id = 0; 717 op->contr->last_used = 0;
1037 718
1038 if (sack->env != op) 719 if (sack->env && sack->env != op)
720 {
721 op->failmsg ("You must put it onto the floor or into your inventory first.");
722 return 1;
1039 { 723 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 724
725 // already applied == open on ground, or open in inv, or active in inv
726 if (sack->flag [FLAG_APPLIED])
727 {
728 if (op->container_ () == sack)
1041 { 729 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 730 // open on ground or inv, so close
731 op->close_container ();
1043 return 1; 732 return 1;
1044 } 733 }
1045 /* It's on the ground, the problems begin */ 734 else if (!sack->env)
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 735 {
1060 if (QUERY_FLAG (sack, FLAG_APPLIED)) 736 // active on floor, but not ours: some other player has opened it
737 // normally this only happens to dms standing on the same space.
738 // but it doesn't hurt to handle it.
739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
740 return 1;
1061 { 741 }
1062 if (op->container == NULL) 742 }
1063 { 743
1064 tmp = arch_to_object (sack->other_arch); 744 // it's locked?
1065 /* not good, but insert_ob_in_ob() is too smart */ 745 if (sack->slaying)
1066 CLEAR_FLAG (tmp, FLAG_REMOVED); 746 {
1067 tmp->x = tmp->y = 0; 747 if (object *tmp = find_key (op, op, sack))
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 } 748 {
1088 } 749 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1089
1090 if (QUERY_FLAG (sack, FLAG_APPLIED))
1091 {
1092 if (op->container)
1093 {
1094 if (op->container != sack)
1095 {
1096 tmp = op->container;
1097 apply_container (op, tmp);
1098 sprintf (buf, "You close %s and open ", query_name (tmp));
1099 op->container = sack;
1100 strcat (buf, query_name (sack));
1101 strcat (buf, ".");
1102 }
1103 else
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 } 750 }
1110 else 751 else
1111 { 752 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED); 753 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
1113 sprintf (buf, "You open %s.", query_name (sack)); 754 esrv_update_item (UPD_FLAGS, op, sack);
1114 SET_FLAG (sack, FLAG_APPLIED); 755 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1115 op->container = sack; 756 return 1;
1116 } 757 }
758 }
759
760 if (sack->env && !sack->flag [FLAG_APPLIED])
761 {
762 // it is in our env, so activate it, do not open yet
763 op->close_container ();
764 sack->flag [FLAG_APPLIED] = true;
765 esrv_update_item (UPD_FLAGS, op, sack);
766 op->statusmsg (format ("You ready %s.", query_name (sack)));
1117 } 767 }
1118 else 768 else
1119 { /* not applied */ 769 op->open_container (sack);
1120 if (sack->slaying) 770
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1;
1148 }
1149 }
1150 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 if (op->contr)
1153 op->contr->socket.update_look = 1;
1154 return 1; 771 return 1;
1155} 772}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 773
1282/** 774/**
1283 * Handles dropping things on altar. 775 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 776 * Returns true if sacrifice was accepted.
1285 */ 777 */
1288{ 780{
1289 /* Only players can make sacrifices on spell casting altars. */ 781 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER)) 782 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0; 783 return 0;
1292 784
1293 if (operate_altar (altar, &sacrifice)) 785 if (operate_altar (altar, &sacrifice, originator))
1294 { 786 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet 787 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * with an altar. We call it a Potion - altars are stationary - it 788 * with an altar. We call it a Potion - altars are stationary - it
1297 * is up to map designers to use them properly. 789 * is up to map designers to use them properly.
1298 */ 790 */
1299 if (altar->inv && altar->inv->type == SPELL) 791 if (altar->inv && altar->inv->type == SPELL)
1300 { 792 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 793 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 794 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 795 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 796 * old maps.
1305 */ 797 */
1306 798
1307/* push_button (altar);*/ 799/* push_button (altar);*/
1308 } 800 }
1309 else 801 else
1310 { 802 {
1311 altar->value = 1; /* works only once */ 803 altar->value = 1; /* works only once */
1312 push_button (altar); 804 push_button (altar, originator);
1313 } 805 }
1314 806
1315 return !sacrifice; 807 return !sacrifice;
1316 } 808 }
1317 else 809 else
1330{ 822{
1331 int rv = 0; 823 int rv = 0;
1332 double opinion; 824 double opinion;
1333 object *tmp, *next; 825 object *tmp, *next;
1334 826
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 827 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1336 828
1337 if (op->type != PLAYER) 829 bool has_unpaid = false;
830
831 // quite inefficient to do this here twice, but the api doesn't lend itself to
832 // a quick and small change :(
833 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
834 if (item->flag [FLAG_UNPAID])
835 {
836 has_unpaid = true;
837 break;
838 }
839
840 if (!op->is_player ())
1338 { 841 {
1339 /* Remove all the unpaid objects that may be carried here. 842 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 843 * This could be pets or monsters that are somehow in
1341 * the shop. 844 * the shop.
1342 */ 845 */
1343 for (tmp = op->inv; tmp; tmp = next) 846 for (tmp = op->inv; tmp; tmp = next)
1344 { 847 {
1345 next = tmp->below; 848 next = tmp->below;
1346 849
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 850 if (tmp->flag [FLAG_UNPAID])
1348 { 851 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 852 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 853
1351 remove_ob (tmp);
1352
1353 if (i == -1) 854 if (i >= 0)
1354 i = 0; 855 tmp->move (i);
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 } 856 }
1361 } 857 }
1362 858
1363 /* Don't teleport things like spell effects */ 859 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK)) 860 if (op->flag [FLAG_NO_PICK])
1365 return 0; 861 return 0;
1366 862
1367 /* unpaid objects, or non living objects, can't transfer by 863 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 864 * shop mats. Instead, put it on a nearby space.
1369 */ 865 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 866 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1371 { 867 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 868 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 869 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 870
1376 if (i != -1) 871 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 872 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378 873
1379 return 0; 874 return 0;
1380 } 875 }
876
1381 /* Removed code that checked for multipart objects - it appears that 877 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine. 878 * the teleport function should be able to handle this just fine.
1383 */ 879 */
1384 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1385 } 881 }
1386 else if (can_pay (op) && get_payment (op)) 882 else if (can_pay (op) && get_payment (op))
1387 { 883 {
1388 /* this is only used for players */ 884 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 885 rv = teleport (shop_mat, SHOP_MAT, op);
1390 886
887 if (has_unpaid)
888 op->contr->play_sound (sound_find ("shop_buy"));
889 else if (op->is_in_shop ())
890 op->contr->play_sound (sound_find ("shop_enter"));
891 else
892 op->contr->play_sound (sound_find ("shop_leave"));
893
1391 if (shop_mat->msg) 894 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 895 op->statusmsg (shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct, 896 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is 897 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor. 898 * actually the shop floor.
1396 */ 899 */
1397 else if (!rv && !is_in_shop (op)) 900 else if (!rv && !op->is_in_shop ())
1398 { 901 {
1399 opinion = shopkeeper_approval (op->map, op); 902 opinion = shopkeeper_approval (op->map, op);
1400 903
1401 if (opinion > 0.9) 904 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 905 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 906 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 907 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 908 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 909 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 910 }
1410 } 911 }
1411 else 912 else
1412 { 913 {
1413 /* if we get here, a player tried to leave a shop but was not able 914 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that 915 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore 916 * they are not on the mat anymore
1416 */ 917 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 918 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 919
1419 if (i == -1) 920 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 921 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 922 else
1424 { 923 {
1425 remove_ob (op); 924 op->remove ();
1426 op->x += freearr_x[i]; 925 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 926 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 927 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 928 }
1430 } 929 }
1431 930
1432 CLEAR_FLAG (op, FLAG_NO_APPLY); 931 op->clr_flag (FLAG_NO_APPLY);
1433 return rv; 932 return rv;
1434} 933}
1435 934
1436/** 935/**
1437 * Handles applying a sign. 936 * Handles applying a sign.
1438 */ 937 */
1439static void 938static void
1440apply_sign (object *op, object *sign, int autoapply) 939apply_sign (object *op, object *sign, int autoapply)
1441{ 940{
1442 readable_message_type *msgType; 941 if (!op->is_player())
1443 char newbuf[HUGE_BUF]; 942 return;
1444 943
1445 if (sign->msg == NULL) 944 if (sign->has_dialogue ())
1446 { 945 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 946 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1448 return; 947 return;
1449 } 948 }
1450 949
950 if (!sign->msg)
951 {
952 op->contr->infobox (MSG_CHANNEL ("examine"),
953 format ("T<%s>\n\n Nothing %sis written on it.",
954 &sign->name,
955 sign->name == sign->arch->name ? "" : "else "));
956 return;
957 }
958
1451 if (sign->stats.food) 959 if (sign->stats.food)
1452 { 960 {
1453 if (sign->last_eat >= sign->stats.food) 961 if (sign->last_eat >= sign->stats.food)
1454 { 962 {
1455 if (!sign->move_on) 963 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 964 op->failmsg ("You cannot read it anymore.");
965
1457 return; 966 return;
1458 } 967 }
1459 968
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 969 if (!op->flag [FLAG_WIZPASS])
1461 sign->last_eat++; 970 sign->last_eat++;
1462 } 971 }
1463 972
1464 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 973 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1465 * No way to know for sure. The presumption is basically that if 974 * No way to know for sure. The presumption is basically that if
1466 * move_on is zero, it needs to be manually applied (doesn't talk 975 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us). 976 * to us).
1468 */ 977 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 978 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1470 { 979 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 980 op->failmsg ("You are unable to read while blind!");
1472 return; 981 return;
1473 } 982 }
1474 msgType = get_readable_message_type (sign);
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1477}
1478 983
1479/** 984 if (op->contr)
1480 * 'victim' moves onto 'trap' 985 if (client *ns = op->contr->ns)
1481 * 'victim' leaves 'trap' 986 {
1482 * effect is determined by move_on/move_off of trap and move_type of victime. 987 if (sign->sound)
1483 * 988 ns->play_sound (sign->sound);
1484 * originator: Player, monster or other object that caused 'victim' to move 989 else if (autoapply)
1485 * onto 'trap'. Will receive messages caused by this action. May be NULL. 990 ns->play_sound (sound_find ("msg_voice"));
1486 * However, some types of traps require an originator to function. 991
1487 */ 992 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1488void 993 }
994}
995
996static void
1489move_apply (object *trap, object *victim, object *originator) 997move_apply_hole (object *trap, object *victim)
1490{ 998{
1491 static int recursion_depth = 0; 999 /* Hole not open? */
1492 1000 if (trap->stats.wc > 0)
1493 /* Only exits affect DMs. */
1494 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1495 return; 1001 return;
1496 1002
1497 /* move_apply() is the most likely candidate for causing unwanted and 1003 /* Is this a multipart monster and not the head? If so, return.
1498 * possibly unlimited recursion. 1004 * Processing will happen if the head runs into the pit
1499 */ 1005 */
1500 /* The following was changed because it was causing perfeclty correct 1006 if (victim->head)
1501 * maps to fail. 1) it's not an error to recurse:
1502 * rune detonates, summoning monster. monster lands on nearby rune.
1503 * nearby rune detonates. This sort of recursion is expected and
1504 * proper. This code was causing needless crashes.
1505 */
1506 if (recursion_depth >= 500)
1507 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1510 return; 1007 return;
1511 }
1512 recursion_depth++;
1513 if (trap->head)
1514 trap = trap->head;
1515 1008
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1009 // now find all possible locations and randomly pick one
1517 goto leave; 1010 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1011 trap->range >= 3 ? SIZEOFFREE3 + 1
1012 : trap->range >= 2 ? SIZEOFFREE2 + 1
1013 : trap->range >= 1 ? SIZEOFFREE1 + 1
1014 : SIZEOFFREE0 + 1);
1518 1015
1519 switch (trap->type) 1016 if (dir < 0)
1520 {
1521 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523 {
1524 if (!trap->stats.maxsp)
1525 trap->stats.maxsp = 2;
1526
1527 /* Is this correct? From the docs, it doesn't look like it
1528 * should be divided by trap->speed
1529 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531
1532 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed.
1535 */
1536 if (victim->speed_left < -50.0)
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 }
1540 goto leave;
1541
1542 case SPINNER:
1543 if (victim->direction)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 {
1595 int tot;
1596
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 }
1607
1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 {
1610 /* need to set this up, since if we do transfer the object,
1611 * ab->above would be bogus
1612 */
1613 ab_next = ab->above;
1614
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 {
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 }
1626 goto leave;
1627 }
1628
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 }
1645 goto leave;
1646
1647 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR:
1650 check_trigger (trap, victim);
1651 goto leave;
1652
1653 case DEEP_SWAMP:
1654 walk_on_deep_swamp (trap, victim);
1655 goto leave;
1656
1657 case CHECK_INV:
1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1664 goto leave;
1665
1666 /* Is this a multipart monster and not the head? If so, return.
1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1682 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685 enter_exit (victim, trap);
1686 }
1687 goto leave;
1688
1689 case ENCOUNTER:
1690 /* may be some leftovers on this */
1691 goto leave;
1692
1693 case SHOP_MAT:
1694 apply_shop_mat (trap, victim);
1695 goto leave;
1696
1697 /* Drop a certain amount of gold, and have one item identified */
1698 case IDENTIFY_ALTAR:
1699 apply_id_altar (victim, trap, originator);
1700 goto leave;
1701
1702 case SIGN:
1703 if (victim->type != PLAYER && trap->stats.food > 0)
1704 goto leave; /* monsters musn't apply magic_mouths with counters */
1705
1706 apply_sign (victim, trap, 1);
1707 goto leave;
1708
1709 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap);
1714 goto leave;
1715
1716 case RUNE:
1717 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1720 spring_trap (trap, victim);
1721 }
1722 goto leave;
1723
1724 default:
1725 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1727 goto leave;
1728 }
1729
1730leave:
1731 recursion_depth--;
1732}
1733
1734/**
1735 * Handles reading a regular (ie not containing a spell) book.
1736 */
1737static void
1738apply_book (object *op, object *tmp)
1739{
1740 int lev_diff;
1741 object *skill_ob;
1742
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1746 return; 1017 return;
1747 }
1748 if (tmp->msg == NULL)
1749 {
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1751 return;
1752 }
1753 1018
1754 /* need a literacy skill to read stuff! */ 1019 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1755 skill_ob = find_skill_by_name (op, tmp->skill); 1020 victim->statusmsg ("You fall through the hole!", NDI_RED);
1756 if (!skill_ob)
1757 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1759 return;
1760 }
1761 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 {
1764 if (lev_diff < 2)
1765 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1766 else if (lev_diff < 3)
1767 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1768 else if (lev_diff < 5)
1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1770 else if (lev_diff < 8)
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1772 else if (lev_diff < 15)
1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1774 else
1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1776 return;
1777 }
1778 1021
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1022 transfer_ob (victim,
1780 1023 EXIT_X (trap) + freearr_x[dir],
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1024 EXIT_Y (trap) + freearr_y[dir],
1782 msgType->message_type, msgType->message_subtype, 1025 0, victim);
1783 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1784
1785 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 {
1792 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED);
1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else
1798 op->contr->socket.update_look = 1;
1799 }
1800 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 }
1803}
1804
1805/**
1806 * Handles the applying of a skill scroll, calling learn_skill straight.
1807 * op is the person learning the skill, tmp is the skill scroll object
1808 */
1809static void
1810apply_skillscroll (object *op, object *tmp)
1811{
1812 switch ((int) learn_skill (op, tmp))
1813 {
1814 case 0:
1815 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1817 return;
1818
1819 case 1:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1821 decrease_ob (tmp);
1822 return;
1823
1824 default:
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1826 decrease_ob (tmp);
1827 return;
1828 }
1829}
1830
1831/**
1832 * Actually makes op learn spell.
1833 * Informs player of what happens.
1834 */
1835void
1836do_learn_spell (object *op, object *spell, int special_prayer)
1837{
1838 object *tmp;
1839
1840 if (op->type != PLAYER)
1841 {
1842 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1843 return;
1844 }
1845
1846 /* Upgrade special prayers to normal prayers */
1847 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1848 {
1849 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1850 {
1851 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1852 return;
1853 }
1854 return;
1855 }
1856
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1858 tmp = get_object ();
1859 copy_object (spell, tmp);
1860 insert_ob_in_ob (tmp, op);
1861
1862 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866
1867 esrv_add_spells (op->contr, tmp);
1868}
1869
1870/**
1871 * Erases spell from player's inventory.
1872 */
1873void
1874do_forget_spell (object *op, const char *spell)
1875{
1876 object *spob;
1877
1878 if (op->type != PLAYER)
1879 {
1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1881 return;
1882 }
1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return;
1887 }
1888
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob);
1893 free_object (spob);
1894}
1895
1896/**
1897 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1899 * stuff like that. Random learning failure too.
1900 */
1901static void
1902apply_spellbook (object *op, object *tmp)
1903{
1904 object *skop, *spell, *spell_skill;
1905
1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1909 return;
1910 }
1911
1912 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks
1915 */
1916
1917 if (tmp->slaying != NULL)
1918 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell)
1921 {
1922 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1923 return;
1924 }
1925 else
1926 insert_ob_in_ob (spell, tmp);
1927 tmp->slaying = NULL;
1928 }
1929
1930 skop = find_skill_by_name (op, tmp->skill);
1931
1932 /* need a literacy skill to learn spells. Also, having a literacy level
1933 * lower than the spell will make learning the spell more difficult */
1934 if (!skop)
1935 {
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1937 return;
1938 }
1939
1940 spell = tmp->inv;
1941 if (!spell)
1942 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945 return;
1946 }
1947
1948 if (spell->level > (skop->level + 10))
1949 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1951 return;
1952 }
1953
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 identify (tmp);
1959 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else
1962 op->contr->socket.update_look = 1;
1963 }
1964
1965 /* I removed the check for special_prayer_mark here - it didn't make
1966 * a lot of sense - special prayers are not found in spellbooks, and
1967 * if the player doesn't know the spell, doesn't make a lot of sense that
1968 * they would have a special prayer mark.
1969 */
1970 if (check_spell_known (op, spell->name))
1971 {
1972 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1973 return;
1974 }
1975
1976 if (spell->skill)
1977 {
1978 spell_skill = find_skill_by_name (op, spell->skill);
1979
1980 if (!spell_skill)
1981 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1983 return;
1984 }
1985
1986 if (spell_skill->level < spell->level)
1987 {
1988 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1989 return;
1990 }
1991 }
1992
1993 /* Logic as follows
1994 *
1995 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1996 *
1997 * 2- The learner's skill level in literacy adjusts the chance to learn
1998 * a spell.
1999 *
2000 * 3 -Automatically fail to learn if you read while confused
2001 *
2002 * Overall, chances are the same but a player will find having a high
2003 * literacy rate very useful! -b.t.
2004 */
2005 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2008 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2009 }
2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2011 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2012 {
2013
2014 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2015 do_learn_spell (op, spell, 0);
2016
2017 /* xp gain to literacy for spell learning */
2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2019 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2020 }
2021 else
2022 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2025 }
2026 decrease_ob (tmp);
2027}
2028
2029/**
2030 * Handles applying a spell scroll.
2031 */
2032void
2033apply_scroll (object *op, object *tmp, int dir)
2034{
2035 object *skop;
2036
2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 {
2039 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2040 return;
2041 }
2042
2043 if (!tmp->inv || tmp->inv->type != SPELL)
2044 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2046 return;
2047 }
2048
2049 if (op->type == PLAYER)
2050 {
2051 /* players need a literacy skill to read stuff! */
2052 int exp_gain = 0;
2053
2054 /* hard code literacy - tmp->skill points to where the exp
2055 * should go for anything killed by the spell.
2056 */
2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2058
2059 if (!skop)
2060 {
2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2062 return;
2063 }
2064
2065 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2066 change_exp (op, exp_gain, skop->skill, 0);
2067 }
2068
2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070 identify (tmp);
2071
2072 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2073
2074
2075 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076 decrease_ob (tmp);
2077}
2078
2079/**
2080 * Applies a treasure object - by default, chest. op
2081 * is the person doing the applying, tmp is the treasure
2082 * chest.
2083 */
2084static void
2085apply_treasure (object *op, object *tmp)
2086{
2087 object *treas;
2088
2089
2090 /* Nice side effect of new treasure creation method is that the treasure
2091 * for the chest is done when the chest is created, and put into the chest
2092 * inventory. So that when the chest burns up, the items still exist. Also
2093 * prevents people fromt moving chests to more difficult maps to get better
2094 * treasure
2095 */
2096
2097 treas = tmp->inv;
2098 if (treas == NULL)
2099 {
2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2101 decrease_ob (tmp);
2102 return;
2103 }
2104 while (tmp->inv)
2105 {
2106 treas = tmp->inv;
2107
2108 remove_ob (treas);
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110
2111 treas->x = op->x;
2112 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op);
2117 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed
2121 */
2122 if (op->destroyed () || tmp->destroyed ())
2123 break;
2124 }
2125
2126 if (!tmp->destroyed () && tmp->inv == NULL)
2127 decrease_ob (tmp);
2128
2129}
2130
2131/**
2132 * op eats food.
2133 * If player, takes care of messages and dragon special food.
2134 */
2135static void
2136apply_food (object *op, object *tmp)
2137{
2138 int capacity_remaining;
2139
2140 if (op->type != PLAYER)
2141 op->stats.hp = op->stats.maxhp;
2142 else
2143 {
2144 /* check if this is a dragon (player), eating some flesh */
2145 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2146 ;
2147 else
2148 {
2149 /* usual case - no dragon meal: */
2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2152 if (tmp->type == FOOD || tmp->type == FLESH)
2153 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2154 else
2155 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2156 }
2157
2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2160 char buf[MAX_BUF];
2161
2162 if (!is_dragon_pl (op))
2163 {
2164 /* eating message for normal players */
2165 if (tmp->type == DRINK)
2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2167 else
2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2169 }
2170 else
2171 {
2172 /* eating message for dragon players */
2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2174 }
2175
2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2177 capacity_remaining = 999 - op->stats.food;
2178 op->stats.food += tmp->stats.food;
2179 if (capacity_remaining < tmp->stats.food)
2180 op->stats.hp += capacity_remaining / 50;
2181 else
2182 op->stats.hp += tmp->stats.food / 50;
2183 if (op->stats.hp > op->stats.maxhp)
2184 op->stats.hp = op->stats.maxhp;
2185 if (op->stats.food > 999)
2186 op->stats.food = 999;
2187 }
2188
2189 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp);
2192 }
2193 }
2194 handle_apply_yield (tmp);
2195 decrease_ob (tmp);
2196}
2197
2198/**
2199 * A dragon is eating some flesh. If the flesh contains resistances,
2200 * there is a chance for the dragon's skin to get improved.
2201 *
2202 * attributes:
2203 * object *op the object (dragon player) eating the flesh
2204 * object *meal the flesh item, getting chewed in dragon's mouth
2205 * return:
2206 * int 1 if eating successful, 0 if it doesn't work
2207 */
2208int
2209dragon_eat_flesh (object *op, object *meal)
2210{
2211 object *skin = NULL; /* pointer to dragon skin force */
2212 object *abil = NULL; /* pointer to dragon ability force */
2213 object *tmp = NULL; /* tmp. object */
2214
2215 char buf[MAX_BUF]; /* tmp. string buffer */
2216 double chance; /* improvement-chance of one resistance type */
2217 double totalchance = 1; /* total chance of gaining one resistance */
2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2219 double mbonus = 0; /* monster bonus */
2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2221 int winners = 0; /* number of winners */
2222 int i; /* index */
2223
2224 /* let's make sure and doublecheck the parameters */
2225 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0;
2227
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2237 abil = tmp;
2238 }
2239 }
2240
2241 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL)
2244 return 0;
2245
2246 /* now start by filling stomache and health, according to food-value */
2247 if ((999 - op->stats.food) < meal->stats.food)
2248 op->stats.hp += (999 - op->stats.food) / 50;
2249 else
2250 op->stats.hp += meal->stats.food / 50;
2251 if (op->stats.hp > op->stats.maxhp)
2252 op->stats.hp = op->stats.maxhp;
2253
2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2255
2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2257
2258 /* on to the interesting part: chances for adding resistance */
2259 for (i = 0; i < NROFATTACKS; i++)
2260 {
2261 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2262 {
2263 /* got positive resistance, now calculate improvement chance (0-100) */
2264
2265 /* this bonus makes resistance increase easier at lower levels */
2266 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2267 if (i == abil->stats.exp)
2268 bonus += 5; /* additional bonus for resistance of ability-focus */
2269
2270 /* monster bonus increases with level, because high-level
2271 flesh is too rare */
2272 mbonus = op->level * 20. / ((double) settings.max_level);
2273
2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2275 ((double) settings.max_level)) - skin->resist[i];
2276
2277 if (chance >= 0.)
2278 chance += 1.;
2279 else
2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2281
2282 /* chance is proportional to amount of resistance (max. 50) */
2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2284
2285 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.);
2288
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100))
2291 {
2292 atnr_winner[winners] = i;
2293 winners++;
2294 }
2295
2296 if (chance >= 0.01)
2297 totalchance *= 1 - chance / 100;
2298
2299 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2300 }
2301 }
2302
2303 /* inverse totalchance as until now we have the failure-chance */
2304 totalchance = 100 - totalchance * 100;
2305 /* print message according to totalchance */
2306 if (totalchance > 50.)
2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2308 else if (totalchance > 10.)
2309 sprintf (buf, "The %s tasted very good.", &meal->name);
2310 else if (totalchance > 1.)
2311 sprintf (buf, "The %s tasted good.", &meal->name);
2312 else if (totalchance > 0.1)
2313 sprintf (buf, "The %s tasted bland.", &meal->name);
2314 else if (totalchance >= 0.01)
2315 sprintf (buf, "The %s had a boring taste.", &meal->name);
2316 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2317 sprintf (buf, "The %s tasted strange.", &meal->name);
2318 else
2319 sprintf (buf, "The %s had no taste.", &meal->name);
2320 new_draw_info (NDI_UNIQUE, 0, op, buf);
2321
2322 /* now choose a winner if we have any */
2323 i = -1;
2324 if (winners > 0)
2325 i = atnr_winner[RANDOM () % winners];
2326
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 {
2329 /* resistance increased! */
2330 skin->resist[i]++;
2331 fix_player (op);
2332
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 }
2336
2337 /* if this flesh contains a new ability focus, we mark it
2338 into the ability_force and it will take effect on next level */
2339 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2340 {
2341 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2342
2343 if (meal->last_eat != abil->stats.exp)
2344 {
2345 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 }
2350 else
2351 {
2352 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 abil->last_eat = 0;
2355 }
2356 }
2357 return 1;
2358}
2359
2360static void
2361apply_savebed (object *pl)
2362{
2363#ifndef COZY_SERVER
2364 if (!pl->contr->name_changed || !pl->stats.exp)
2365 {
2366 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2367 return;
2368 }
2369#endif
2370 INVOKE_PLAYER (LOGOUT, pl->contr);
2371 /* Need to call terminate_all_pets() before we remove the player ob */
2372 terminate_all_pets (pl);
2373 remove_ob (pl);
2374 pl->direction = 0;
2375 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2376
2377 /* update respawn position */
2378 strcpy (pl->contr->savebed_map, pl->map->path);
2379 pl->contr->bed_x = pl->x;
2380 pl->contr->bed_y = pl->y;
2381
2382 strcpy (pl->contr->killer, "left");
2383 check_score (pl); /* Always check score */
2384 (void) save_player (pl, 0);
2385 pl->map->players--;
2386#if MAP_MAXTIMEOUT
2387 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2388#endif
2389 play_again (pl);
2390 pl->speed = 0;
2391 update_ob_speed (pl);
2392}
2393
2394/**
2395 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour.
2397 */
2398static void
2399apply_armour_improver (object *op, object *tmp)
2400{
2401 object *armor;
2402
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2404 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2406 return;
2407 }
2408 armor = find_marked_object (op);
2409 if (!armor)
2410 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2412 return;
2413 }
2414 if (armor->type != ARMOUR
2415 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2419 return;
2420 }
2421
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2423 improve_armour (op, tmp, armor);
2424}
2425
2426
2427extern void
2428apply_poison (object *op, object *tmp)
2429{
2430 if (op->type == PLAYER)
2431 {
2432 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2433 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2434 strcpy (op->contr->killer, "poisonous booze");
2435 }
2436 if (tmp->stats.hp > 0)
2437 {
2438 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2439 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2440 }
2441 op->stats.food -= op->stats.food / 4;
2442 handle_apply_yield (tmp);
2443 decrease_ob (tmp);
2444}
2445
2446/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2448 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side)
2450 * -You are
2451 * ° the owner of the exit
2452 * ° or in the same party as the owner
2453 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name
2455 * in the field exit->name cause the field exit->owner doesn't
2456 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */
2458int
2459is_legal_2ways_exit (object *op, object *exit)
2460{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at
2471 * all the exits in destination and try to find one with same path as
2472 * the current exit's position */
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2475 else
2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2477 if (exitmap)
2478 {
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2480 if (!tmp)
2481 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2483 {
2484 if (tmp->type != EXIT)
2485 continue; /*Not an exit */
2486 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2491 continue; /*Not in the same map */
2492
2493 /* From here we have found the exit is valid. However we do
2494 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments
2496 */
2497 if (!exit->race)
2498 return 1; /*No owner, free for all! */
2499 exit_owner = NULL;
2500 for (pp = first_player; pp; pp = pp->next)
2501 {
2502 if (!pp->ob)
2503 continue;
2504 if (pp->ob->name != exit->race)
2505 continue;
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break;
2508 }
2509 if (!exit_owner)
2510 return 0; /* No more owner */
2511 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */
2513 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2516 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0;
2518 return 1;
2519 }
2520 }
2521 return 0;
2522}
2523
2524
2525/**
2526 * Main apply handler.
2527 *
2528 * Checks for unpaid items before applying.
2529 *
2530 * Return value:
2531 * 0: player or monster can't apply objects of that type
2532 * 1: has been applied, or there was an error applying the object
2533 * 2: objects of that type can't be applied if not in inventory
2534 *
2535 * op is the object that is causing object to be applied, tmp is the object
2536 * being applied.
2537 *
2538 * aflag is special (always apply/unapply) flags. Nothing is done with
2539 * them in this function - they are passed to apply_special
2540 */
2541
2542int
2543manual_apply (object *op, object *tmp, int aflag)
2544{
2545 if (tmp->head)
2546 tmp = tmp->head;
2547
2548 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2549 {
2550 if (op->type == PLAYER)
2551 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2553 return 1;
2554 }
2555 else
2556 {
2557 return 0; /* monsters just skip unpaid items */
2558 }
2559 }
2560
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0);
2563
2564 switch (tmp->type)
2565 {
2566
2567 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2570 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value);
2572 update_object (tmp, UP_OBJ_FACE);
2573 push_button (tmp);
2574 return 1;
2575
2576 case TRIGGER:
2577 if (check_trigger (tmp, op))
2578 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2581 }
2582 else
2583 {
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2585 }
2586 return 1;
2587
2588 case EXIT:
2589 if (op->type != PLAYER)
2590 return 0;
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 {
2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 }
2595 else
2596 {
2597 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2600 enter_exit (op, tmp);
2601 }
2602 return 1;
2603
2604 case SIGN:
2605 apply_sign (op, tmp, 0);
2606 return 1;
2607
2608 case BOOK:
2609 if (op->type == PLAYER)
2610 {
2611 apply_book (op, tmp);
2612 return 1;
2613 }
2614 else
2615 {
2616 return 0;
2617 }
2618
2619 case SKILLSCROLL:
2620 if (op->type == PLAYER)
2621 {
2622 apply_skillscroll (op, tmp);
2623 return 1;
2624 }
2625 return 0;
2626
2627 case SPELLBOOK:
2628 if (op->type == PLAYER)
2629 {
2630 apply_spellbook (op, tmp);
2631 return 1;
2632 }
2633 return 0;
2634
2635 case SCROLL:
2636 apply_scroll (op, tmp, 0);
2637 return 1;
2638
2639 case POTION:
2640 (void) apply_potion (op, tmp);
2641 return 1;
2642
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */
2644 case CLOSE_CON:
2645 if (op->type == PLAYER)
2646 (void) esrv_apply_container (op, tmp->env);
2647 else
2648 (void) apply_container (op, tmp->env);
2649 return 1;
2650
2651 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp);
2656 return 1;
2657
2658 case TREASURE:
2659 if (op->type == PLAYER)
2660 {
2661 apply_treasure (op, tmp);
2662 return 1;
2663 }
2664 else
2665 {
2666 return 0;
2667 }
2668
2669 case WEAPON:
2670 case ARMOUR:
2671 case BOOTS:
2672 case GLOVES:
2673 case AMULET:
2674 case GIRDLE:
2675 case BRACERS:
2676 case SHIELD:
2677 case HELMET:
2678 case RING:
2679 case CLOAK:
2680 case WAND:
2681 case ROD:
2682 case HORN:
2683 case SKILL:
2684 case BOW:
2685 case LAMP:
2686 case BUILDER:
2687 case SKILL_TOOL:
2688 if (tmp->env != op)
2689 return 2; /* not in inventory */
2690 (void) apply_special (op, tmp, aflag);
2691 return 1;
2692
2693 case DRINK:
2694 case FOOD:
2695 case FLESH:
2696 apply_food (op, tmp);
2697 return 1;
2698
2699 case POISON:
2700 apply_poison (op, tmp);
2701 return 1;
2702
2703 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2707 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713
2714 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER)
2716 {
2717 apply_armour_improver (op, tmp);
2718 return 1;
2719 }
2720 else
2721 {
2722 return 0;
2723 }
2724
2725 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp);
2727 return 1;
2728
2729 case CLOCK:
2730 if (op->type == PLAYER)
2731 {
2732 char buf[MAX_BUF];
2733 timeofday_t tod;
2734
2735 get_tod (&tod);
2736 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2737 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2738 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2740 new_draw_info (NDI_UNIQUE, 0, op, buf);
2741 return 1;
2742 }
2743 else
2744 {
2745 return 0;
2746 }
2747
2748 case MENU:
2749 if (op->type == PLAYER)
2750 {
2751 shop_listing (op);
2752 return 1;
2753 }
2754 else
2755 {
2756 return 0;
2757 }
2758
2759 case POWER_CRYSTAL:
2760 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1;
2762
2763 case LIGHTER: /* for lighting torches/lanterns/etc */
2764 if (op->type == PLAYER)
2765 {
2766 apply_lighter (op, tmp);
2767 return 1;
2768 }
2769 else
2770 {
2771 return 0;
2772 }
2773
2774 case ITEM_TRANSFORMER:
2775 apply_item_transformer (op, tmp);
2776 return 1;
2777
2778 default:
2779 return 0;
2780 }
2781}
2782
2783
2784/* quiet suppresses the "don't know how to apply" and "you must get it first"
2785 * messages as needed by player_apply_below(). But there can still be
2786 * "but you are floating high above the ground" messages.
2787 *
2788 * Same return value as apply() function.
2789 */
2790int
2791player_apply (object *pl, object *op, int aflag, int quiet)
2792{
2793 int tmp;
2794
2795 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2796 {
2797 /* player is flying and applying object not in inventory */
2798 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2799 {
2800 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2801 return 0;
2802 }
2803 }
2804
2805 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2806 * applied.
2807 */
2808 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2809 {
2810 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2811 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2812 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2813 remove_ob (op);
2814 free_object (op);
2815 return 1;
2816 }
2817
2818 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820
2821 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet)
2823 {
2824 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2826 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2828 }
2829 return tmp;
2830}
2831
2832/**
2833 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground.
2836 */
2837
2838void
2839player_apply_below (object *pl)
2840{
2841 object *tmp, *next;
2842 int floors;
2843
2844 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value.
2854 */
2855 for (floors = 0; tmp != NULL; tmp = next)
2856 {
2857 next = tmp->below;
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++;
2860 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */
2862
2863 /* If it is visible, player can apply it. If it is applied by
2864 * person moving on it, also activate. Added code to make it
2865 * so that at least one of players movement types be that which
2866 * the item needs.
2867 */
2868 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2870 if (player_apply (pl, tmp, 0, 1) == 1)
2871 return;
2872 }
2873 if (floors >= 2)
2874 return; /* process at most two floor objects */
2875 }
2876} 1026}
2877 1027
2878/** 1028/**
2879 * Unapplies specified item. 1029 * Unapplies specified item.
2880 * No check done on cursed/damned. 1030 * No check done on cursed/damned.
2881 * Break this out of apply_special - this is just done 1031 * Break this out of apply_special - this is just done
2882 * to keep the size of apply_special to a more managable size. 1032 * to keep the size of apply_special to a more managable size.
2883 */ 1033 */
2884static int 1034static bool
2885unapply_special (object *who, object *op, int aflags) 1035unapply_special (object *who, object *op, int aflags)
2886{ 1036{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 1039 return RESULT_INT (0);
2889 1040
2890 object *tmp2; 1041 if (who->current_weapon == op)
1042 who->current_weapon = 0;
2891 1043
2892 CLEAR_FLAG (op, FLAG_APPLIED); 1044 op->flag [FLAG_APPLIED] = false;
1045
2893 switch (op->type) 1046 switch (op->type)
2894 { 1047 {
1048 case SKILL:
1049 if (player *pl = who->contr)
1050 if (op->invisible)
1051 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1052 else
1053 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1054
1055 change_abil (who, op);
1056 who->flag [FLAG_READY_SKILL] = false;
1057 break;
1058
2895 case WEAPON: 1059 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1060 who->statusmsg (format ("You unwield %s.", query_name (op)));
2897
2898 (void) change_abil (who, op); 1061 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1062 who->flag [FLAG_READY_WEAPON] = false;
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1063
2901 clear_skill (who); 1064 // unapplying a weapon or skill tool should also unapply the skill it governs
1065 // but this is hard, as it shouldn't do so when the skill can
1066 // be used for other reasons
1067 //TODO: really?
1068 if (who->chosen_skill)
1069 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1070 unapply_special (who, who->chosen_skill, 0);
1071
2902 break; 1072 break;
2903 1073
2904 case SKILL: /* allows objects to impart skills */ 1074 case BOW:
2905 case SKILL_TOOL: 1075 case WAND:
2906 if (op != who->chosen_skill) 1076 case ROD:
1077 case HORN:
1078 case RANGED:
1079 if (player *pl = who->contr)
2907 { 1080 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1081 who->statusmsg (format ("You unready %s.", query_name (op)));
1082 change_abil (who, op);
2909 } 1083 }
2910 if (who->type == PLAYER) 1084 else
2911 { 1085 {
2912 if (who->contr->shoottype == range_skill) 1086 if (op->type == BOW)
2913 who->contr->shoottype = range_none; 1087 op->flag [FLAG_READY_BOW ] = false;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else 1088 else
2919 { 1089 op->flag [FLAG_READY_RANGE] = false;
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 } 1090 }
2923 (void) change_abil (who, op); 1091
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 1092 break;
2927 1093
2928 case ARMOUR: 1094 case ARMOUR:
2929 case HELMET: 1095 case HELMET:
2930 case SHIELD: 1096 case SHIELD:
2933 case GLOVES: 1099 case GLOVES:
2934 case AMULET: 1100 case AMULET:
2935 case GIRDLE: 1101 case GIRDLE:
2936 case BRACERS: 1102 case BRACERS:
2937 case CLOAK: 1103 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1104 who->statusmsg (format ("You unwear %s.", query_name (op)));
2939 (void) change_abil (who, op); 1105 change_abil (who, op);
2940 break; 1106 break;
1107
2941 case LAMP: 1108 case SPELL:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1109 case BUILDER:
2943 tmp2 = arch_to_object (op->other_arch); 1110 who->statusmsg (format ("You unready %s.", query_name (op)));
2944 tmp2->x = op->x;
2945 tmp2->y = op->y;
2946 tmp2->map = op->map;
2947 tmp2->below = op->below;
2948 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954
2955 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count);
2957
2958 remove_ob (op);
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who);
2961 fix_player (who);
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 {
2964 if (who->type == PLAYER)
2965 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2968 }
2969 }
2970 if (who->type == PLAYER)
2971 esrv_send_item (who, tmp2);
2972 return 1; /* otherwise, an attempt to drop causes problems */
2973 break; 1111 break;
2974 case BOW: 1112
2975 case WAND: 1113 //case SKILL_TOOL://TODO
2976 case ROD: 1114 default:
2977 case HORN: 1115 who->statusmsg (format ("You unapply %s.", query_name (op)));
2978 clear_skill (who);
2979 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2980 if (who->type == PLAYER)
2981 {
2982 who->contr->shoottype = range_none;
2983 }
2984 else
2985 {
2986 if (op->type == BOW)
2987 CLEAR_FLAG (who, FLAG_READY_BOW);
2988 else
2989 CLEAR_FLAG (who, FLAG_READY_RANGE);
2990 }
2991 break; 1116 break;
2992
2993 case BUILDER:
2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2995 who->contr->shoottype = range_none;
2996 who->contr->ranges[range_builder] = NULL;
2997 break;
2998
2999 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3001 break;
3002 }
3003
3004 fix_player (who);
3005
3006 if (!(aflags & AP_NO_MERGE))
3007 { 1117 }
3008 object *tmp;
3009 1118
3010 tmp = merge_ob (op, NULL); 1119 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3011 if (who->type == PLAYER) 1120 if (object *pl = op->visible_to ())
3012 {
3013 if (tmp)
3014 { /* it was merged */
3015 esrv_del_item (who->contr, op->count);
3016 op = tmp;
3017 }
3018
3019 esrv_send_item (who, op); 1121 esrv_send_item (pl, op);
3020 } 1122
3021 } 1123 who->update_stats ();
1124
3022 return 0; 1125 return 1;
3023} 1126}
3024 1127
3025/** 1128/**
3026 * Returns the object that is using location 'loc'. 1129 * Returns the object that is using location 'loc'.
3027 * Note that 'start' is the first object to start examing - we 1130 * Note that 'start' is the first object to start examing - we
3028 * then go through the below of this. In this way, you can do 1131 * then go through the below of this. In this way, you can do
3029 * something like: 1132 * something like:
3030 * tmp = get_item_from_body_location(who->inv, 1); 1133 * tmp = get_next_item_from_body_location(who->inv, 1);
3031 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1134 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3032 * to find the second object that may use this location, etc. 1135 * to find the second object that may use this location, etc.
3033 * Returns NULL if no match is found. 1136 * Returns NULL if no match is found.
3034 * loc is the index into the array we are looking for a match. 1137 * loc is the index into the array we are looking for a match.
3035 * don't return invisible objects unless they are skill objects 1138 * don't return invisible objects unless they are skill objects
3036 * invisible other objects that use 1139 * invisible other objects that use
3037 * up body locations can be used as restrictions. 1140 * up body locations can be used as restrictions.
3038 */ 1141 */
3039object * 1142static object *
3040get_item_from_body_location (object *start, int loc) 1143get_next_item_from_body_location (int loc, object *start)
3041{ 1144{
3042 object *tmp;
3043
3044 if (!start)
3045 return NULL;
3046
3047 for (tmp = start; tmp; tmp = tmp->below) 1145 for (object *tmp = start; tmp; tmp = tmp->below)
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1146 if (tmp->flag [FLAG_APPLIED]
1147 && tmp->slot [loc].info
1148 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3049 return tmp; 1149 return tmp;
3050 1150
3051 return NULL; 1151 return 0;
3052} 1152}
3053
3054
3055 1153
3056/** 1154/**
3057 * 'op' wants to apply an object, but can't because of other equipment. 1155 * 'op' wants to apply an object, but can't because of other equipment.
3058 * This should only be called when it is known 1156 * This should only be called when it is known
3059 * that there are objects to unapply. This makes pretty heavy 1157 * that there are objects to unapply. This makes pretty heavy
3062 * Returns 0 on success, returns 1 if there is some problem. 1160 * Returns 0 on success, returns 1 if there is some problem.
3063 * if aflags is AP_PRINT, we instead print out waht to unapply 1161 * if aflags is AP_PRINT, we instead print out waht to unapply
3064 * instead of doing it. This is a lot less code than having 1162 * instead of doing it. This is a lot less code than having
3065 * another function that does just that. 1163 * another function that does just that.
3066 */ 1164 */
3067int 1165
1166#define CANNOT_REMOVE_CURSED \
1167 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1168 "Praying over an altar, scrolls of remove curse/damnation, " \
1169 "priests or even other players might help.>"
1170
1171static bool
3068unapply_for_ob (object *who, object *op, int aflags) 1172unapply_for_ob (object *who, object *op, int aflags)
3069{ 1173{
3070 int i; 1174 if (op->is_range ())
3071 object *tmp = NULL, *last;
3072
3073 /* If we are applying a shield or weapon, unapply any equipped shield
3074 * or weapons first - only allowed to use one weapon/shield at a time.
3075 */
3076 if (op->type == WEAPON || op->type == SHIELD)
3077 {
3078 for (tmp = who->inv; tmp; tmp = tmp->below) 1175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3079 { 1176 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1177 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3081 { 1178 {
3082 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3083 {
3084 if (aflags & AP_PRINT) 1179 if (aflags & AP_PRINT)
3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1180 who->failmsg (query_name (tmp));
3086 else 1181 else
3087 unapply_special (who, tmp, aflags); 1182 unapply_special (who, tmp, aflags);
3088 } 1183 }
3089 else 1184 else
3090 { 1185 {
3091 /* In this case, we want to try and remove a cursed item. 1186 /* In this case, we want to try and remove a cursed item.
3092 * While we know it won't work, we want unapply_special to 1187 * While we know it won't work, we want unapply_special to
3093 * at least generate the message. 1188 * at least generate the message.
3094 */ 1189 */
3095 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1190 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3096 return 1; 1191 return 1;
3097 }
3098
3099 } 1192 }
3100 }
3101 }
3102 1193
3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1194 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 { 1195 {
3105 /* this used up a slot that we need to free */ 1196 /* this used up a slot that we need to free */
3106 if (op->body_info[i]) 1197 if (op->slot[i].info)
3107 { 1198 {
3108 last = who->inv; 1199 object *last = who->inv;
3109 1200
3110 /* We do a while loop - may need to remove several items in order 1201 /* We do a while loop - may need to remove several items in order
3111 * to free up enough slots. 1202 * to free up enough slots.
3112 */ 1203 */
3113 while ((who->body_used[i] + op->body_info[i]) < 0) 1204 while ((who->slot[i].used + op->slot[i].info) < 0)
3114 { 1205 {
3115 tmp = get_item_from_body_location (last, i); 1206 object *tmp = get_next_item_from_body_location (i, last);
1207
3116 if (!tmp) 1208 if (!tmp)
3117 { 1209 {
3118#if 0 1210#if 0
3119 /* Not a bug - we'll get this if the player has cursed items 1211 /* Not a bug - we'll get this if the player has cursed items
3120 * equipped. 1212 * equipped.
3121 */ 1213 */
3122 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1214 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3123#endif 1215#endif
3124 return 1; 1216 return 1;
3125 } 1217 }
1218
3126 /* If we are just printing, we don't care about cursed status */ 1219 /* If we are just printing, we don't care about cursed status */
3127 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1220 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3128 { 1221 {
3129 if (aflags & AP_PRINT) 1222 if (aflags & AP_PRINT)
3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1223 who->failmsg (query_name (tmp));
3131 else 1224 else
3132 unapply_special (who, tmp, aflags); 1225 unapply_special (who, tmp, aflags);
3133 } 1226 }
3134 else 1227 else
3135 { 1228 {
3136 /* Cursed item that we can't unequip - tell the player. 1229 /* Cursed item that we can't unequip - tell the player.
3137 * Note this could be annoying if this is just one of a few, 1230 * Note this could be annoying if this is just one of a few,
3138 * so it may not be critical (eg, putting on a ring and you have 1231 * so it may not be critical (eg, putting on a ring and you have
3139 * one cursed ring.) 1232 * one cursed ring.)
3140 */ 1233 */
3141 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1234 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3142 } 1235 }
1236
3143 last = tmp->below; 1237 last = tmp->below;
3144 } 1238 }
3145 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1239 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3146 * return in the !tmp would have kicked in. 1240 * return in the !tmp would have kicked in.
3147 */ 1241 */
3148 } /* if op is using this body location */ 1242 } /* if op is using this body location */
3149 } /* for body lcoations */ 1243 } /* for body lcoations */
1244
3150 return 0; 1245 return 0;
3151} 1246}
3152 1247
3153/** 1248/**
3154 * Checks to see if 'who' can apply object 'op'. 1249 * Checks to see if 'who' can apply object 'op'.
3155 * Returns 0 if apply can be done without anything special. 1250 * Returns 0 if apply can be done without anything special.
3156 * Otherwise returns a bitmask - potentially several of these may be 1251 * Otherwise returns a bitmask - potentially several of these may be
3157 * set, but largely depends on circumstance - in the future, processing 1252 * set, but largely depends on circumstance - in the future, processing
3158 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1253 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3159 * is set, do we really are what the other flags may be?) 1254 * is set, do we really care what the other flags may be?)
3160 * 1255 *
3161 * See include/define.h for detailed description of the meaning of 1256 * See include/define.h for detailed description of the meaning of
3162 * these return values. 1257 * these return values.
3163 */ 1258 */
3164int 1259int
3165can_apply_object (object *who, object *op) 1260can_apply_object (object *who, object *op)
3166{ 1261{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1262 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0); 1263 return RESULT_INT (0);
3169 1264
3170 int i, retval = 0; 1265 int retval = 0;
3171 object *tmp = NULL, *ws = NULL; 1266 object *tmp = 0, *ws = 0;
3172 1267
3173 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1268 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3174 * 2 weapons, but we don't want to let them do that. So if they are
3175 * trying to equip a weapon or shield, see if they already have one
3176 * in place and store that way.
3177 */
3178 if (op->type == WEAPON || op->type == SHIELD)
3179 { 1269 {
3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1270 if (op->slot[i].info)
3181 { 1271 {
3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1272 /* Item uses more slots than we have */
1273 if (who->slot[i].info + op->slot [i].info < 0)
3183 { 1274 {
3184 retval = CAN_APPLY_UNAPPLY;
3185 ws = tmp;
3186 }
3187 }
3188 }
3189
3190
3191 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3192 {
3193 if (op->body_info[i])
3194 {
3195 /* Item uses more slots than we have */
3196 if (FABS (op->body_info[i]) > who->body_info[i])
3197 {
3198 /* Could return now for efficiently - rest of info below isn' 1275 /* Could return now for efficiency - rest of info below isn't
3199 * really needed. 1276 * really needed.
3200 */ 1277 */
3201 retval |= CAN_APPLY_NEVER; 1278 retval |= CAN_APPLY_NEVER;
3202 } 1279 }
3203 else if ((who->body_used[i] + op->body_info[i]) < 0) 1280 else if (who->slot[i].used + op->slot[i].info < 0)
3204 { 1281 {
3205 /* in this case, equipping this would use more free spots than 1282 /* in this case, equipping this would use more free spots than
3206 * we have. 1283 * we have.
3207 */ 1284 */
3208 object *tmp1;
3209
3210 1285
3211 /* if we have an applied weapon/shield, and unapply it would free 1286 /* if we have an applied weapon/shield, and unapply it would free
3212 * enough slots to equip the new item, then just set this can 1287 * enough slots to equip the new item, then just set "can
3213 * continue. We don't care about the logic below - if you have 1288 * apply unapply". We don't care about the logic below - if you have a
3214 * shield equipped and try to equip another shield, there is only 1289 * shield equipped and try to equip another shield, there is only
3215 * one choice. However, the check for the number of body locations 1290 * one choice. However, the check for the number of body locations
3216 * does take into the account cases where what is being applied 1291 * does take into the account cases where what is being applied
3217 * may be two handed for example. 1292 * may be two handed for example.
3218 */ 1293 */
3219 if (ws) 1294 if (ws)
3220 { 1295 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3221 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3222 { 1296 {
3223 retval |= CAN_APPLY_UNAPPLY; 1297 retval |= CAN_APPLY_UNAPPLY;
3224 continue; 1298 continue;
3225 } 1299 }
3226 }
3227 1300
3228 tmp1 = get_item_from_body_location (who->inv, i); 1301 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3229 if (!tmp1) 1302 if (!tmp1)
3230 {
3231#if 0
3232 /* This is sort of an error, but happens a lot when old players
3233 * join in with more stuff equipped than they are now allowed.
3234 */
3235 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3236#endif
3237 retval |= CAN_APPLY_NEVER; 1303 retval |= CAN_APPLY_NEVER;
3238 }
3239 else 1304 else
3240 { 1305 {
3241 /* need to unapply something. However, if this something 1306 /* need to unapply something. However, if this something
3242 * is different than we had found before, it means they need 1307 * is different than we had found before, it means they need
3243 * to apply multiple objects 1308 * to apply multiple objects
3244 */ 1309 */
3245 retval |= CAN_APPLY_UNAPPLY; 1310 retval |= CAN_APPLY_UNAPPLY;
1311
3246 if (!tmp) 1312 if (!tmp)
3247 tmp = tmp1; 1313 tmp = tmp1;
3248 else if (tmp != tmp1) 1314 else if (tmp != tmp1)
3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT; 1315 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 } 1316
3252 /* This object isn't using up all the slots, so there must 1317 /* This object isn't using up all the slots, so there must
3253 * be another. If so, and it the new item doesn't need all 1318 * be another. If so, and it the new item doesn't need all
3254 * the slots, the player then has a choice. 1319 * the slots, the player then has a choice.
3255 */ 1320 */
3256 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1321 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1322 && abs (op->slot[i].info) < who->slot[i].info)
3257 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1323 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3258 1324
3259 /* Does unequippint 'tmp1' free up enough slots for this to be 1325 /* Does unequippint 'tmp1' free up enough slots for this to be
3260 * equipped? If not, there must be something else to unapply. 1326 * equipped? If not, there must be something else to unapply.
3261 */ 1327 */
3262 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1328 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3263 retval |= CAN_APPLY_UNAPPLY_MULT; 1329 retval |= CAN_APPLY_UNAPPLY_MULT;
3264
3265 } 1330 }
3266 } /* if not enough free slots */ 1331 } /* if not enough free slots */
3267 } /* if this object uses location i */ 1332 } /* if this object uses location i */
3268 } /* for i -> num_body_locations loop */ 1333 } /* for i -> num_body_locations loop */
3269 1334
3272 * the weapon/shield checks, and the range checks for monsters, 1337 * the weapon/shield checks, and the range checks for monsters,
3273 * because you can't control those just by body location - bows, shields, 1338 * because you can't control those just by body location - bows, shields,
3274 * and weapons all use the same slot. Similar for horn/rod/wand - they 1339 * and weapons all use the same slot. Similar for horn/rod/wand - they
3275 * all use the same location. 1340 * all use the same location.
3276 */ 1341 */
3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1342 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3278 retval |= CAN_APPLY_RESTRICTION; 1343 retval |= CAN_APPLY_RESTRICTION;
1344
3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1345 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3280 retval |= CAN_APPLY_RESTRICTION; 1346 retval |= CAN_APPLY_RESTRICTION;
3281 1347
3282
3283 if (who->type != PLAYER) 1348 if (who->type != PLAYER)
3284 { 1349 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1350 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3286 retval |= CAN_APPLY_RESTRICTION; 1351 retval |= CAN_APPLY_RESTRICTION;
1352
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1353 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3288 retval |= CAN_APPLY_RESTRICTION; 1354 retval |= CAN_APPLY_RESTRICTION;
1355
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1356 if (op->type == RING && !who->flag [FLAG_USE_RING])
3290 retval |= CAN_APPLY_RESTRICTION; 1357 retval |= CAN_APPLY_RESTRICTION;
1358
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1359 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3292 retval |= CAN_APPLY_RESTRICTION; 1360 retval |= CAN_APPLY_RESTRICTION;
3293 } 1361 }
1362
3294 return retval; 1363 return retval;
3295} 1364}
3296
3297
3298 1365
3299/** 1366/**
3300 * who is the object using the object. It can be a monster. 1367 * who is the object using the object. It can be a monster.
3301 * op is the object they are using. op is an equipment type item, 1368 * op is the object they are using. op is an equipment type item,
3302 * eg, one which you put on and keep on for a while, and not something 1369 * eg, one which you put on and keep on for a while, and not something
3311 * AP_UNAPPLY=always unapply). 1378 * AP_UNAPPLY=always unapply).
3312 * 1379 *
3313 * Optional flags: 1380 * Optional flags:
3314 * AP_NO_MERGE: don't merge an unapplied object with other objects 1381 * AP_NO_MERGE: don't merge an unapplied object with other objects
3315 * AP_IGNORE_CURSE: unapply cursed items 1382 * AP_IGNORE_CURSE: unapply cursed items
1383 * AP_NO_READY: do not ready skills when applying skill tools
3316 * 1384 *
3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1385 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3318 * 1386 *
3319 * apply_special() doesn't check for unpaid items. 1387 * apply_special() doesn't check for unpaid items.
3320 */ 1388 */
3321int 1389
1390#define LACK_ITEM_POWER \
1391 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1392
1393static bool
3322apply_special (object *who, object *op, int aflags) 1394apply_special (object *who, object *op, int aflags)
3323{ 1395{
3324 int basic_flag = aflags & AP_BASIC_FLAGS; 1396 int basic_flag = aflags & AP_MODE;
3325 object *tmp, *tmp2, *skop = NULL; 1397 object *tmp, *tmp2, *skop = NULL;
3326 int i;
3327 1398
3328 if (who == NULL) 1399 if (who == NULL)
3329 { 1400 {
3330 LOG (llevError, "apply_special() from object without environment.\n"); 1401 LOG (llevError, "apply_special() from object without environment.\n");
3331 return 1; 1402 return 1;
3332 } 1403 }
3333 1404
1405 //TODO: remove these when apply_special is no longer exposed
3334 if (op->env != who) 1406 if (op->env != who)
3335 return 1; /* op is not in inventory */ 1407 return 1; /* op is not in inventory */
3336 1408
3337 /* trying to unequip op */ 1409 /* trying to unequip op */
3338 if (QUERY_FLAG (op, FLAG_APPLIED)) 1410 if (op->flag [FLAG_APPLIED])
3339 { 1411 {
3340 /* always apply, so no reason to unapply */ 1412 /* always apply, so no reason to unapply */
3341 if (basic_flag == AP_APPLY) 1413 if (basic_flag == AP_APPLY)
3342 return 0; 1414 return 0;
3343 1415
3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1416 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3345 { 1417 {
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1418 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3347 return 1; 1419 return 1;
3348 } 1420 }
1421
3349 return unapply_special (who, op, aflags); 1422 return unapply_special (who, op, aflags);
3350 } 1423 }
3351
3352 if (basic_flag == AP_UNAPPLY) 1424 else if (basic_flag == AP_UNAPPLY)
3353 return 0; 1425 return 0;
3354 1426
3355 i = can_apply_object (who, op); 1427 splay (op);
3356 1428
3357 /* Can't just apply this object. Lets see what not and what to do */ 1429 /* Can't just apply this object. Lets see what not and what to do */
3358 if (i) 1430 if (int i = can_apply_object (who, op))
3359 { 1431 {
3360 if (i & CAN_APPLY_NEVER) 1432 if (i & CAN_APPLY_NEVER)
3361 { 1433 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1434 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3363 return 1; 1435 return 1;
3364 } 1436 }
3365 else if (i & CAN_APPLY_RESTRICTION) 1437 else if (i & CAN_APPLY_RESTRICTION)
3366 { 1438 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1439 who->failmsgf (
1440 "You have a prohibition against using a %s. "
1441 "H<Your belief, profession or class prevents you from applying this item.>",
1442 query_name (op)
1443 );
3368 return 1; 1444 return 1;
3369 } 1445 }
1446
3370 if (who->type != PLAYER) 1447 if (who->type != PLAYER)
3371 { 1448 {
3372 /* Some error, so don't try to equip something more */ 1449 /* Some error, so don't try to equip something more */
3373 if (unapply_for_ob (who, op, aflags)) 1450 if (unapply_for_ob (who, op, aflags))
3374 return 1; 1451 return 1;
3375 } 1452 }
3376 else 1453 else
3377 { 1454 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1455 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 1456 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1457 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3381 unapply_for_ob (who, op, AP_PRINT); 1458 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 1459 return 1;
3383 } 1460 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1461 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3386 i = unapply_for_ob (who, op, aflags); 1462 if (unapply_for_ob (who, op, aflags))
3387 if (i)
3388 return 1; 1463 return 1;
3389 } 1464 }
3390 }
3391 } 1465 }
1466
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1467 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 1468 {
1469 // try to ready attached skill first
3394 skop = find_skill_by_name (who, op->skill); 1470 skop = find_skill_by_name (who, op->skill);
1471
3395 if (!skop) 1472 if (!skop)
3396 { 1473 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1474 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3398 return 1; 1475 return 1;
3399 } 1476 }
3400 else 1477 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3401 {
3402 /* While experience will be credited properly, we want to change the
3403 * skill so that the dam and wc get updated
3404 */
3405 change_skill (who, skop, 0);
3406 } 1478 {
3407 } 1479 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3408 1480 return 1;
3409 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1481 }
3410 { 1482 }
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 1483
1484 if (!check_item_power (who, op->item_power))
1485 {
1486 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3412 return 1; 1487 return 1;
3413 } 1488 }
3414
3415 1489
3416 /* Ok. We are now at the state where we can apply the new object. 1490 /* Ok. We are now at the state where we can apply the new object.
3417 * Note that we don't have the checks for can_use_... 1491 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object. 1492 * below - that is already taken care of by can_apply_object.
3419 */ 1493 */
3420 1494
3421 1495 // split away all the other items from the stack, so only one item is left
3422 if (op->nrof > 1) 1496 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3423 tmp = get_split_ob (op, op->nrof - 1);
3424 else
3425 tmp = NULL;
3426 1497
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1498 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0); 1499 return RESULT_INT (0);
3429 1500
3430 switch (op->type) 1501 switch (op->type)
3431 { 1502 {
3432 case WEAPON: 1503 case WEAPON:
3433 if (!check_weapon_power (who, op->last_eat)) 1504 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3434 {
3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3437 if (tmp != NULL)
3438 (void) insert_ob_in_ob (tmp, who);
3439 return 1;
3440 }
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 1505 {
3443 /* if the weapon does not have the name as the character, can't use it. */ 1506 /* if the weapon does not have the name as the character, can't use it. */
3444 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1507 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3445 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1508 who->failmsg ("The weapon does not recognize you as its owner. "
3446 if (tmp != NULL) 1509 "H<Its name indicates that it belongs to somebody else.>");
3447 (void) insert_ob_in_ob (tmp, who); 1510 if (tmp) who->insert (tmp);
3448 return 1; 1511 return 1;
3449 } 1512 }
3450 SET_FLAG (op, FLAG_APPLIED);
3451 1513
3452 if (skop) 1514 op->flag [FLAG_APPLIED] = true;
3453 change_skill (who, skop, 1);
3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3455 SET_FLAG (who, FLAG_READY_WEAPON);
3456 1515
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 1516 if (player *pl = who->contr)
3458 1517 {
1518 who->statusmsg (format ("You wield %s.", query_name (op)));
3459 (void) change_abil (who, op); 1519 change_abil (who, op);
1520 }
1521
1522 op->flag [FLAG_READY_WEAPON] = true;
3460 break; 1523 break;
3461 1524
3462 case ARMOUR: 1525 case ARMOUR:
3463 case HELMET: 1526 case HELMET:
3464 case SHIELD: 1527 case SHIELD:
3467 case GIRDLE: 1530 case GIRDLE:
3468 case BRACERS: 1531 case BRACERS:
3469 case CLOAK: 1532 case CLOAK:
3470 case RING: 1533 case RING:
3471 case AMULET: 1534 case AMULET:
3472 SET_FLAG (op, FLAG_APPLIED); 1535 op->set_flag (FLAG_APPLIED);
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1536 who->statusmsg (format ("You wear %s.", query_name (op)));
3474 (void) change_abil (who, op); 1537 change_abil (who, op);
3475 break; 1538 break;
1539
1540 case SKILL_TOOL:
1541 // applying a skill tool does not ready the skill
1542 // if something needs the skill, it has to ready it itself
1543 //TODO: unapplying should unapply the skill, though
1544 op->set_flag (FLAG_APPLIED);
1545 break;
1546
3476 case LAMP: 1547 case SKILL:
3477 if (op->stats.food < 1) 1548 if (!(aflags & AP_NO_SLOT))
3478 { 1549 {
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 1550 // skill is used on it's own, as opposed to being a chosen_skill
1551
1552 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1553 {
1554 who->failmsgf (
1555 "You feel as if you wanted to do something funny, but you can't remember what. "
1556 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1557 "It cannot be used on its own.>",
1558 &op->skill
1559 );
1560 if (tmp) who->insert (tmp);
1561 return 1;
1562 }
1563
1564 if (skill_flags [op->subtype] & SF_AUTARK
1565 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566 {
1567 if (skill_flags [op->subtype] & SF_USE)
1568 who->failmsgf (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571 &op->skill, &op->skill
1572 );
1573 else
1574 who->failmsgf (
1575 "You feel as if you wanted to do something funny, but you can't remember what. "
1576 "H<The %s skill cannot be readied or used, it is always active.>",
1577 &op->skill
1578 );
1579
1580 if (tmp) who->insert (tmp);
1581
1582 return 1;
1583 }
1584
1585 if (who->contr)
1586 if (op->invisible)
1587 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1588 else
1589 who->statusmsg (format ("You ready %s.", query_name (op)));
1590 }
1591
1592 who->set_flag (FLAG_READY_SKILL);
1593 op->set_flag (FLAG_APPLIED);
1594 change_abil (who, op);
1595 break;
1596
1597 case BOW:
1598 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1599 {
1600 who->failmsg ("The weapon does not recognize you as its owner. "
1601 "H<Its name indicates that it belongs to somebody else.>");
1602 if (tmp) who->insert (tmp);
3480 return 1; 1603 return 1;
3481 } 1604 }
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3483 tmp2 = arch_to_object (op->other_arch);
3484 tmp2->stats.food = op->stats.food;
3485 SET_FLAG (tmp2, FLAG_APPLIED);
3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3487 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3488 insert_ob_in_ob (tmp2, who);
3489 1605
3490 /* Remove the old lantern */ 1606 if (player *pl = who->contr)
3491 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count);
3493
3494 remove_ob (op);
3495 free_object (op);
3496
3497 /* insert the portion that was split off */
3498 if (tmp != NULL)
3499 { 1607 {
3500 (void) insert_ob_in_ob (tmp, who); 1608 op->flag [FLAG_APPLIED] = true;
3501 if (who->type == PLAYER) 1609 who->statusmsg (format ("You wield the %s.", query_name (op)));
3502 esrv_send_item (who, tmp); 1610 change_abil (who, op);
3503 } 1611 }
3504 fix_player (who); 1612 break;
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1613
1614 case RANGED:
1615 if (player *pl = who->contr)
3506 { 1616 {
3507 if (who->type == PLAYER) 1617 op->flag [FLAG_APPLIED] = true;
3508 { 1618 who->statusmsg (format ("You applied the %s.", query_name (op)));
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3511 }
3512 } 1619 }
3513 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp2);
3515 return 0;
3516 break; 1620 break;
3517 1621
3518 /* this part is needed for skill-tools */
3519 case SKILL: 1622 case SPELL:
3520 case SKILL_TOOL: 1623 if (player *pl = who->contr)
3521 if (who->chosen_skill)
3522 { 1624 {
3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1625 op->flag [FLAG_APPLIED] = true;
3524 return 1; 1626 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3525 } 1627 }
3526 if (who->type == PLAYER)
3527 {
3528 who->contr->shoottype = range_skill;
3529 who->contr->ranges[range_skill] = op;
3530 if (!op->invisible)
3531 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3534 }
3535 else
3536 {
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3538 }
3539 }
3540 SET_FLAG (op, FLAG_APPLIED);
3541 (void) change_abil (who, op);
3542 who->chosen_skill = op;
3543 SET_FLAG (who, FLAG_READY_SKILL);
3544 break; 1628 break;
3545 1629
1630 /*FALLTHROUGH*/
3546 case BOW: 1631 case WAND:
3547 if (!check_weapon_power (who, op->last_eat))
3548 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3550 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3551 if (tmp != NULL)
3552 (void) insert_ob_in_ob (tmp, who);
3553 return 1;
3554 }
3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3556 {
3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3558 if (tmp != NULL)
3559 (void) insert_ob_in_ob (tmp, who);
3560 return 1;
3561 }
3562 /*FALLTHROUGH*/ case WAND:
3563 case ROD: 1632 case ROD:
3564 case HORN: 1633 case HORN:
3565 /* check for skill, alter player status */ 1634 op->flag [FLAG_APPLIED] = true;
3566 SET_FLAG (op, FLAG_APPLIED);
3567 if (skop)
3568 change_skill (who, skop, 0);
3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3570 1635
3571 if (who->type == PLAYER) 1636 if (player *pl = who->contr)
3572 { 1637 {
1638 who->statusmsg (format ("You ready %s.", query_name (op)));
1639
3573 if (op->type == BOW) 1640 if (op->type == BOW)
3574 { 1641 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1642
3575 (void) change_abil (who, op); 1643 change_abil (who, op);
3576 new_draw_info_format (NDI_UNIQUE, 0, who,
3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3578 who->contr->shoottype = range_bow;
3579 }
3580 else
3581 {
3582 who->contr->shoottype = range_misc;
3583 }
3584 } 1644 }
3585 else 1645 else
3586 { 1646 {
3587 if (op->type == BOW) 1647 if (op->type == BOW)
3588 SET_FLAG (who, FLAG_READY_BOW); 1648 op->flag [FLAG_READY_BOW ] = true;
3589 else 1649 else
3590 SET_FLAG (who, FLAG_READY_RANGE); 1650 op->flag [FLAG_READY_RANGE] = true;
1651 }
1652
1653 break;
1654
1655 case BUILDER:
1656 if (player *pl = who->contr)
1657 {
1658 who->statusmsg (format ("You ready your %s.", query_name (op)));
1659 //TODO: change_abil?
3591 } 1660 }
3592 break; 1661 break;
3593 1662
3594 case BUILDER:
3595 if (who->contr->ranges[range_builder])
3596 unapply_special (who, who->contr->ranges[range_builder], 0);
3597 who->contr->shoottype = range_builder;
3598 who->contr->ranges[range_builder] = op;
3599 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3600 break;
3601
3602 default: 1663 default:
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1664 who->statusmsg (format ("You apply %s.", query_name (op)));
3604 } /* end of switch op->type */ 1665 }
3605 1666
3606 SET_FLAG (op, FLAG_APPLIED); 1667 op->set_flag (FLAG_APPLIED);
3607 1668
3608 if (tmp != NULL) 1669 if (tmp) who->insert (tmp);
3609 tmp = insert_ob_in_ob (tmp, who);
3610 1670
3611 fix_player (who); 1671 who->update_stats ();
3612 1672
3613 /* We exclude spell casting objects. The fire code will set the 1673 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 1674 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 1675 * you don't know anything about them.
3616 */ 1676 */
3617 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1677 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3618 SET_FLAG (op, FLAG_BEEN_APPLIED); 1678 op->set_flag (FLAG_BEEN_APPLIED);
3619 1679
3620 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1680 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3621 {
3622 if (who->type == PLAYER) 1681 if (who->type == PLAYER)
3623 { 1682 {
3624 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1683 who->failmsg (
3625 SET_FLAG (op, FLAG_KNOWN_CURSED); 1684 "Oops, it feels deadly cold! "
1685 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1686 );
1687 op->set_flag (FLAG_KNOWN_CURSED);
3626 } 1688 }
3627 } 1689
3628 if (who->type == PLAYER) 1690 if (object *pl = op->visible_to ())
3629 {
3630 /* if multiple objects were applied, update both slots */
3631 if (tmp)
3632 esrv_send_item (who, tmp);
3633 esrv_send_item (who, op); 1691 esrv_send_item (pl, op);
3634 } 1692
3635 return 0; 1693 return 0;
3636} 1694}
3637 1695
3638 1696/**
1697 * Check if op should abort moving victim because of it's race or slaying.
1698 * Returns 1 if it should abort, returns 0 if it should continue.
1699 */
3639int 1700int
3640monster_apply_special (object *who, object *op, int aflags) 1701should_director_abort (object *op, object *victim)
3641{ 1702{
3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1703 int arch_flag, name_flag, race_flag;
1704
1705 /* Get flags to determine what of arch, name, and race should be checked.
1706 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1707 * the next is the name flag, and the last is the race flag. Also note,
1708 * if subtype is set to zero, that also goes to defaults of all affecting
1709 * it. Examples:
1710 * subtype 1: only arch
1711 * subtype 3: arch or name
1712 * subtype 5: arch or race
1713 * subtype 7: all three
1714 */
1715 if (op->subtype)
1716 {
1717 arch_flag = op->subtype & 1;
1718 name_flag = op->subtype & 2;
1719 race_flag = op->subtype & 4;
1720 }
1721 else
1722 {
1723 arch_flag = 1;
1724 name_flag = 1;
1725 race_flag = 1;
1726 }
1727
1728 /* If the director has race set, only affect objects with a arch,
1729 * name or race that matches.
1730 */
1731 if ((op->race) &&
1732 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1733 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1734 ((!(victim->race && race_flag) || op->race != victim->race)))
3643 return 1; 1735 return 1;
3644 return apply_special (who, op, aflags);
3645}
3646 1736
1737 /* If the director has slaying set, only affect objects where none
1738 * of arch, name, or race match.
1739 */
1740 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1741 ((victim->name && name_flag && op->slaying == victim->name)) ||
1742 ((victim->race && race_flag && op->slaying == victim->race)))
1743 return 1;
1744
1745 return 0;
1746}
1747
3647/** 1748/**
3648 * Map was just loaded, handle op's initialisation. 1749 * This handles a player dropping money on an altar to identify stuff.
1750 * It'll identify marked item, if none all items up to dropped money.
1751 * Return value: 1 if money was destroyed, 0 if not.
3649 * 1752 */
3650 * Generates shop floor's item, and treasures. 1753static int
1754apply_id_altar (object *money, object *altar, object *pl)
1755{
1756 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1757
1758 if (!pl || pl->type != PLAYER)
1759 return 0;
1760
1761 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1762 * identifying' from being printed out more than it needs to be.
1763 */
1764 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1765 return 0;
1766
1767 /* if the player has a marked item, identify that if it needs to be
1768 * identified. If it doesn't, then go through the player inventory.
1769 */
1770 if (object *marked = pl->mark ())
1771 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1772 {
1773 if (operate_altar (altar, &money, pl))
1774 {
1775 identify (marked);
1776
1777 buf.printf ("You have %s.\r", long_desc (marked, pl));
1778 if (marked->msg)
1779 buf << "The item has a story:\r" << marked->msg << "\n\n";
1780
1781 return !money;
1782 }
1783 }
1784
1785 for (object *id = pl->inv; id; id = id->below)
1786 {
1787 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1788 {
1789 if (operate_altar (altar, &money, pl))
1790 {
1791 identify (id);
1792
1793 buf.printf ("You have %s.\r", long_desc (id, pl));
1794 if (id->msg)
1795 buf << "The item has a story:\r" << id->msg << "\n\n";
1796
1797 /* If no more money, might as well quit now */
1798 if (!money || !check_altar_sacrifice (altar, money))
1799 break;
1800 }
1801 else
1802 {
1803 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1804 break;
1805 }
1806 }
1807 }
1808
1809 if (buf.empty ())
1810 pl->failmsg ("You have nothing that needs identifying");
1811 else
1812 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1813
1814 return !money;
1815}
1816
1817/**
1818 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1819 * matching item.
1820 **/
1821void
1822handle_apply_yield (object *tmp)
1823{
1824 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1825 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1826}
1827
1828/**
1829 * Handles applying a potion.
3651 */ 1830 */
3652int 1831int
3653auto_apply (object *op) 1832apply_potion (object *op, object *tmp)
3654{ 1833{
3655 object *tmp = NULL, *tmp2; 1834 int got_one = 0, i;
3656 int i; 1835 object *force = 0;
3657 1836
3658 switch (op->type) 1837 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1838
1839 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1840 {
1841 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1842
1843 tmp->clr_flag (FLAG_APPLIED);
1844 return 0;
3659 { 1845 }
3660 case SHOP_FLOOR: 1846
3661 if (!HAS_RANDOM_ITEMS (op)) 1847 if (op->type == PLAYER)
1848 if (!tmp->flag [FLAG_IDENTIFIED])
1849 identify (tmp);
1850
1851 handle_apply_yield (tmp);
1852
1853 /* Potion of restoration - only for players */
1854 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1855 {
1856 object *depl;
1857 archetype *at;
1858
1859 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1860 {
1861 op->drain_stat ();
1862 op->update_stats ();
1863 tmp->decrease ();
1864 return 1;
1865 }
1866
1867 if (!(at = archetype::find (shstr_depletion)))
1868 {
1869 LOG (llevError, "Could not find archetype depletion\n");
3662 return 0; 1870 return 0;
3663 do
3664 {
3665 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3668 if (tmp == NULL)
3669 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 {
3672 free_object (tmp);
3673 tmp = NULL;
3674 }
3675 } 1871 }
3676 while (!tmp);
3677 tmp->x = op->x;
3678 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3682 identify (tmp);
3683 break;
3684 1872
3685 case TREASURE: 1873 depl = present_arch_in_ob (at, op);
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0;
3688 while ((op->stats.hp--) > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3690 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 1874
3692 /* If we generated an object and put it in this object inventory, 1875 if (depl)
3693 * move it to the parent object as the current object is about
3694 * to disappear. An example of this item is the random_* stuff
3695 * that is put inside other objects.
3696 */
3697 for (tmp = op->inv; tmp; tmp = tmp2)
3698 { 1876 {
3699 tmp2 = tmp->below; 1877 for (i = 0; i < NUM_STATS; i++)
3700 remove_ob (tmp); 1878 if (depl->stats.stat (i))
3701 if (op->env) 1879 op->statusmsg (restore_msg[i]);
3702 insert_ob_in_ob (tmp, op->env); 1880
3703 else 1881 depl->destroy ();
3704 free_object (tmp); 1882 op->update_stats ();
3705 } 1883 }
3706 remove_ob (op); 1884 else
3707 free_object (op); 1885 op->statusmsg ("Your potion had no effect.");
3708 break;
3709 }
3710 return tmp ? 1 : 0;
3711}
3712 1886
3713/** 1887 tmp->decrease ();
3714 * fix_auto_apply goes through the entire map (only the first time
3715 * when an original map is loaded) and performs special actions for
3716 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate.
3718 */
3719void
3720fix_auto_apply (maptile *m)
3721{
3722 object *tmp, *above = NULL;
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 1888 return 1;
1889 }
3727 1890
3728 for (x = 0; x < MAP_WIDTH (m); x++) 1891 /* improvement potion - only for players */
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 1892 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 1893 {
1894 for (i = 1; i < min (11, op->level); i++)
3731 { 1895 {
3732 above = tmp->above; 1896 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3733
3734 if (tmp->inv)
3735 { 1897 {
3736 object *invtmp, *invnext; 1898 if (op->contr->levhp[i] != 1)
3737
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 { 1899 {
3740 invnext = invtmp->below; 1900 op->contr->levhp[i] = 1;
3741
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3745 { 1901 break;
3746 while ((invtmp->stats.hp--) > 0)
3747 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3748
3749 invtmp->randomitems = NULL;
3750 }
3751 else if (invtmp && invtmp->arch
3752 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3753 {
3754 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3755 /* Need to clear this so that we never try to create
3756 * treasure again for this object
3757 */
3758 invtmp->randomitems = NULL;
3759 }
3760 } 1902 }
3761 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13
3766 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16
3770 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3772 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3773 tmp->randomitems = NULL;
3774 1903
3775 } 1904 if (op->contr->levsp[i] != 1)
3776
3777 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3778 auto_apply (tmp);
3779 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3780 {
3781 while ((tmp->stats.hp--) > 0)
3782 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3783 tmp->randomitems = NULL;
3784 }
3785 else if (tmp->type == TIMED_GATE)
3786 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp;
3788
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 { 1905 {
3791 tmp->speed = 0; 1906 op->contr->levsp[i] = 1;
3792 update_ob_speed (tmp); 1907 break;
1908 }
1909
1910 if (op->contr->levgrace[i] != 1)
1911 {
1912 op->contr->levgrace[i] = 1;
1913 break;
3793 } 1914 }
3794 } 1915 }
3795 /* This function can be called everytime a map is loaded, even when 1916 else
3796 * swapping back in. As such, we don't want to create the treasure 1917 {
3797 * over and ove again, so after we generate the treasure, blank out 1918 if (op->contr->levhp[i] < 9)
3798 * randomitems so if it is swapped in again, it won't make anything. 1919 {
3799 * This is a problem for the above objects, because they have counters 1920 op->contr->levhp[i] = 9;
3800 * which say how many times to make the treasure. 1921 break;
1922 }
1923
1924 if (op->contr->levsp[i] < 6)
1925 {
1926 op->contr->levsp[i] = 6;
1927 break;
1928 }
1929
1930 if (op->contr->levgrace[i] < 3)
1931 {
1932 op->contr->levgrace[i] = 3;
1933 break;
1934 }
1935 }
1936 }
1937
1938 /* Just makes checking easier */
1939 if (i < min (11, op->level))
1940 got_one = 1;
1941
1942 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1943 {
1944 if (got_one)
1945 {
1946 op->update_stats ();
1947 op->statusmsg ("The Gods smile upon you and remake you "
1948 "a little more in their image. "
1949 "You feel a little more perfect.", NDI_GREEN);
1950 }
1951 else
1952 op->statusmsg ("The potion had no effect - you are already perfect.");
1953 }
1954 else
1955 { /* cursed potion */
1956 if (got_one)
1957 {
1958 op->update_stats ();
1959 op->failmsg ("The Gods are angry and punish you.");
1960 }
1961 else
1962 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1963 }
1964
1965 tmp->decrease ();
1966 return 1;
1967 }
1968
1969
1970 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1971 * and heroism all fit into this category. Given the spell object code,
1972 * there is no limit to the number of spells that potions can be cast,
1973 * but direction is problematic to try and imbue fireball potions for example.
1974 */
1975 if (tmp->inv)
1976 {
1977 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1978 {
1979 op->failmsg ("Yech! Your lungs are on fire!");
1980 create_exploding_ball_at (op, op->level);
1981 }
1982 else
1983 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1984
1985 tmp->decrease ();
1986
1987 /* if youre dead, no point in doing this... */
1988 if (!op->flag [FLAG_REMOVED])
1989 op->update_stats ();
1990
1991 return 1;
1992 }
1993
1994 /* Deal with protection potions */
1995 force = NULL;
1996 for (i = 0; i < NROFATTACKS; i++)
1997 {
1998 if (tmp->resist[i])
1999 {
2000 if (!force)
2001 force = get_archetype (FORCE_NAME);
2002
2003 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2004 force->type = POTION_EFFECT;
2005 break; /* Only need to find one protection since we copy entire batch */
2006 }
2007 }
2008
2009 /* This is a protection potion */
2010 if (force)
2011 {
2012 /* cursed items last longer */
2013 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2014 {
2015 force->stats.food *= 10;
2016 for (i = 0; i < NROFATTACKS; i++)
2017 if (force->resist[i] > 0)
2018 force->resist[i] = -force->resist[i]; /* prot => vuln */
2019 }
2020
2021 force->speed_left = -1;
2022 force = insert_ob_in_ob (force, op);
2023 tmp->clr_flag (FLAG_APPLIED);
2024 force->set_flag (FLAG_APPLIED);
2025 change_abil (op, force);
2026 tmp->decrease ();
2027 return 1;
2028 }
2029
2030 /* Only thing left are the stat potions */
2031 if (op->type == PLAYER)
2032 { /* only for players */
2033 if ((tmp->flag [FLAG_CURSED]
2034 || tmp->flag [FLAG_DAMNED])
2035 && tmp->value != 0)
2036 tmp->clr_flag (FLAG_APPLIED);
2037 else
2038 tmp->set_flag (FLAG_APPLIED);
2039
2040 if (!change_abil (op, tmp))
2041 op->statusmsg ("Nothing happened.");
2042 }
2043
2044 /* CLEAR_FLAG is so that if the character has other potions
2045 * that were grouped with the one consumed, his
2046 * stat will not be raised by them. fix_player just clears
2047 * up all the stats.
2048 */
2049 tmp->clr_flag (FLAG_APPLIED);
2050 op->update_stats ();
2051 tmp->decrease ();
2052 return 1;
2053}
2054
2055/**
2056 * 'victim' moves onto 'trap'
2057 * 'victim' leaves 'trap'
2058 * effect is determined by move_on/move_off of trap and move_type of victime.
2059 *
2060 * originator: Player, monster or other object that caused 'victim' to move
2061 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2062 * However, some types of traps require an originator to function.
2063 */
2064void
2065move_apply (object *trap, object *victim, object *originator)
2066{
2067 static int recursion_depth = 0;
2068
2069 trap = trap->head_ ();
2070
2071 /* Only exits affect DMs. */
2072 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2073 return;
2074
2075 /* move_apply() is the most likely candidate for causing unwanted and
2076 * possibly unlimited recursion.
2077 */
2078
2079 /* The following was changed because it was causing perfectly correct
2080 * maps to fail. 1) it's not an error to recurse:
2081 * rune detonates, summoning monster. monster lands on nearby rune.
2082 * nearby rune detonates. This sort of recursion is expected and
2083 * proper. This code was causing needless crashes.
2084 */
2085 if (recursion_depth >= 500)
2086 {
2087 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2088 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2089 return;
2090 }
2091
2092 recursion_depth++;
2093
2094 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2095 switch (trap->type)
2096 {
2097 case PLAYERMOVER:
2098 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2099 {
2100 if (!trap->stats.maxsp)
2101 trap->stats.maxsp = 2;
2102
2103 /* Is this correct? From the docs, it doesn't look like it
2104 * should be divided by trap->speed
2105 */
2106 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2107
2108 /* Just put in some sanity check. I think there is a bug in the
2109 * above with some objects have zero speed, and thus the player
2110 * getting permanently paralyzed.
2111 */
2112 victim->speed_left = max (-50.f, victim->speed_left);
2113 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2114 }
2115 break;
2116
2117 case SPINNER:
2118 if (victim->direction)
2119 {
2120 victim->direction = absdir (victim->direction - trap->stats.sp);
2121 update_turn_face (victim);
2122 }
2123 break;
2124
2125 case DIRECTOR:
2126 if (victim->direction && !should_director_abort (trap, victim))
2127 {
2128 victim->direction = trap->stats.sp;
2129 update_turn_face (victim);
2130 }
2131 break;
2132
2133 case BUTTON:
2134 case PEDESTAL:
2135 case T_MATCH:
2136 update_button (trap, originator);
2137 break;
2138
2139 case ALTAR:
2140 /* sacrifice victim on trap */
2141 apply_altar (trap, victim, originator);
2142 break;
2143
2144 case THROWN_OBJ:
2145 if (trap->inv == NULL)
2146 break;
2147 /* fallthrough */
2148
2149 case ARROW:
2150 /* bad bug: monster throw a object, make a step forwards, step on object ,
2151 * trigger this here and get hit by own missile - and will be own enemy.
2152 * Victim then is his own enemy and will start to kill herself (this is
2153 * removed) but we have not synced victim and his missile. To avoid senseless
2154 * action, we avoid hits here
3801 */ 2155 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 2156 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
3803 && tmp->type != TREASURE && tmp->type != SPELL 2157 && trap->owner != victim)
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 2158 hit_with_arrow (trap, victim);
2159 break;
2160
2161 case SPELL_EFFECT:
2162 apply_spell_effect (trap, victim);
2163 break;
2164
2165 case TRAPDOOR:
2166 {
2167 int max, sound_was_played;
2168 object *ab, *ab_next;
2169
2170 if (!trap->value)
2171 {
2172 int tot;
2173
2174 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2175 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2176 tot += ab->head_ ()->total_weight ();
2177
2178 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2179 break;
2180
2181 SET_ANIMATION (trap, trap->value);
2182 update_object (trap, UP_OBJ_FACE);
2183 }
2184
2185 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2186 {
2187 /* need to set this up, since if we do transfer the object,
2188 * ab->above would be bogus
2189 */
2190 ab_next = ab->above;
2191
2192 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2193 {
2194 if (!sound_was_played)
2195 {
2196 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2197 sound_was_played = 1;
2198 }
2199
2200 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2201 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2202 }
2203 }
2204 break;
2205 }
2206
2207 case CONVERTER:
2208 if (convert_item (victim, trap) < 0)
3805 { 2209 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 2210 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
3807 tmp->randomitems = NULL; 2211 archetype::get (shstr_burnout)->insert_at (trap, trap);
3808 } 2212 }
2213
2214 break;
2215
2216 case TRIGGER_BUTTON:
2217 case TRIGGER_PEDESTAL:
2218 case TRIGGER_ALTAR:
2219 check_trigger (trap, victim, originator);
2220 break;
2221
2222 case DEEP_SWAMP:
2223 walk_on_deep_swamp (trap, victim);
2224 break;
2225
2226 case CHECK_INV:
2227 check_inv (victim, trap);
2228 break;
2229
2230 case HOLE:
2231 move_apply_hole (trap, victim);
2232 break;
2233
2234 case EXIT:
2235 if (victim->type == PLAYER && EXIT_PATH (trap))
2236 {
2237 /* Basically, don't show exits leading to random maps the
2238 * players output.
2239 */
2240 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2241 victim->statusmsg (trap->msg, NDI_NAVY);
2242
2243 trap->play_sound (trap->sound);
2244 victim->enter_exit (trap);
2245 }
2246 break;
2247
2248 case ENCOUNTER:
2249 /* may be some leftovers on this */
2250 break;
2251
2252 case SHOP_MAT:
2253 apply_shop_mat (trap, victim);
2254 break;
2255
2256 /* Drop a certain amount of gold, and have one item identified */
2257 case IDENTIFY_ALTAR:
2258 apply_id_altar (victim, trap, originator);
2259 break;
2260
2261 case SIGN:
2262 if (victim->type != PLAYER && trap->stats.food > 0)
2263 break; /* monsters musn't apply magic_mouths with counters */
2264
2265 apply_sign (victim, trap, 1);
2266 break;
2267
2268 case CONTAINER:
2269 apply_container (victim, trap);
2270 break;
2271
2272 case RUNE:
2273 case TRAP:
2274 if (trap->level && victim->flag [FLAG_ALIVE])
2275 spring_trap (trap, victim);
2276 break;
2277
2278 default:
2279 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2280 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2281 break;
2282 }
2283
2284 recursion_depth--;
2285}
2286
2287/**
2288 * Handles reading a regular (ie not containing a spell) book.
2289 */
2290static void
2291apply_book (object *op, object *tmp)
2292{
2293 int lev_diff;
2294 object *skill_ob;
2295
2296 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2297 {
2298 op->failmsg ("You are unable to read while blind!");
2299 return;
2300 }
2301
2302 if (!tmp->msg)
2303 {
2304 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2305 return;
2306 }
2307
2308 /* need a literacy skill to read stuff! */
2309 skill_ob = find_skill_by_name (op, tmp->skill);
2310 if (!skill_ob)
2311 {
2312 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2313 return;
2314 }
2315
2316 lev_diff = tmp->level - (skill_ob->level + 5);
2317 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2318 {
2319 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2320 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2321 : lev_diff < 5 ? "This book is beyond your comprehension."
2322 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2323 : lev_diff < 15 ? "This book is way beyond your comprehension."
2324 : "This book is totally beyond your comprehension.");
2325 return;
2326 }
2327
2328 // we currently don't use the message types for anything.
2329 // readable_message_type *msgType = get_readable_message_type (tmp);
2330
2331 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2332
2333 if (player *pl = op->contr)
2334 if (client *ns = pl->ns)
2335 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2336
2337 /* gain xp from reading */
2338 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2339 { /* only if not read before */
2340 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2341
2342 if (!tmp->flag [FLAG_IDENTIFIED])
3809 } 2343 {
2344 /*exp_gain *= 2; because they just identified it too */
2345 tmp->set_flag (FLAG_IDENTIFIED);
3810 2346
3811 for (x = 0; x < MAP_WIDTH (m); x++) 2347 if (object *pl = tmp->visible_to ())
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 2348 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
3813 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 2349 }
3814 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above);
3816}
3817 2350
3818/** 2351 change_exp (op, exp_gain, skill_ob->skill, 0);
3819 * Handles player eating food that temporarily changes status (resistances, stats). 2352 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
3820 * This used to call cast_change_attr(), but 2353 }
3821 * that doesn't work with the new spell code. Since we know what 2354}
3822 * the food changes, just grab a force and use that instead.
3823 */
3824 2355
2356/**
2357 * op made some mistake with a scroll, this takes care of punishment.
2358 * scroll_failure()- hacked directly from spell_failure
2359 */
2360static void
2361scroll_failure (object *op, int failure, int power)
2362{
2363 if (abs (failure / 4) > power)
2364 power = abs (failure / 4); /* set minimum effect */
2365
2366 if (failure <= -1 && failure > -15)
2367 { /* wonder */
2368 object *tmp;
2369
2370 op->failmsg ("Your spell warps!");
2371 tmp = get_archetype (SPELL_WONDER);
2372 cast_wonder (op, op, 0, tmp);
2373 tmp->destroy ();
2374 }
2375 else if (failure <= -15 && failure > -35)
2376 { /* drain mana */
2377 op->failmsg ("Your mana is drained!");
2378 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2379 if (op->stats.sp < 0)
2380 op->stats.sp = 0;
2381 }
2382 else if (settings.spell_failure_effects == TRUE)
2383 {
2384 if (failure <= -35 && failure > -60)
2385 { /* confusion */
2386 op->failmsg ("The magic recoils on you!");
2387 confuse_player (op, op, power);
2388 }
2389 else if (failure <= -60 && failure > -70)
2390 { /* paralysis */
2391 op->failmsg ("The magic recoils and paralyzes you!");
2392 paralyze_player (op, op, power);
2393 }
2394 else if (failure <= -70 && failure > -80)
2395 { /* blind */
2396 op->failmsg ("The magic recoils on you!");
2397 blind_player (op, op, power);
2398 }
2399 else if (failure <= -80)
2400 { /* blast the immediate area */
2401 object *tmp = get_archetype (LOOSE_MANA);
2402 cast_magic_storm (op, tmp, power);
2403 op->failmsg ("You unleash uncontrolled mana!");
2404 tmp->destroy ();
2405 }
2406 }
2407}
2408
2409/**
2410 * Handles the applying of a skill scroll, calling learn_skill straight.
2411 * op is the person learning the skill, tmp is the skill scroll object
2412 */
2413static void
2414apply_skillscroll (object *op, object *tmp)
2415{
2416 switch (learn_skill (op, tmp))
2417 {
2418 case 0:
2419 op->play_sound (sound_find ("generic_fail"));
2420 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2421 break;
2422
2423 case 1:
2424 tmp->decrease ();
2425 op->play_sound (sound_find ("skill_learn"));
2426 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2427 break;
2428
2429 default:
2430 tmp->decrease ();
2431 op->play_sound (sound_find ("generic_fail"));
2432 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2433 break;
2434 }
2435}
2436
2437/**
2438 * Actually makes op learn spell.
2439 * Informs player of what happens.
2440 */
3825void 2441void
3826eat_special_food (object *who, object *food) 2442do_learn_spell (object *op, object *spell, int special_prayer)
3827{ 2443{
3828 object *force; 2444 object *tmp;
3829 int i, did_one = 0;
3830 sint8 k;
3831 2445
3832 force = get_archetype (FORCE_NAME); 2446 if (op->type != PLAYER)
3833 2447 {
3834 for (i = 0; i < NUM_STATS; i++) 2448 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2449 return;
3835 { 2450 }
3836 k = get_attr_value (&food->stats, i); 2451
3837 if (k) 2452 /* Upgrade special prayers to normal prayers */
3838 { 2453 if ((tmp = check_spell_known (op, spell->name)) != NULL)
3839 set_attr_value (&force->stats, i, k); 2454 {
3840 did_one = 1; 2455 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
3841 } 2456 {
2457 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2458 return;
2459 }
2460 return;
2461 }
2462
2463 op->contr->play_sound (sound_find ("learn_spell"));
2464
2465 tmp = spell->clone ();
2466 insert_ob_in_ob (tmp, op);
2467
2468 if (special_prayer)
2469 tmp->set_flag (FLAG_STARTEQUIP);
2470
2471 esrv_add_spells (op->contr, tmp);
2472}
2473
2474/**
2475 * Erases spell from player's inventory.
2476 */
2477void
2478do_forget_spell (object *op, const char *spell)
2479{
2480 object *spob;
2481
2482 if (op->type != PLAYER)
3842 } 2483 {
2484 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2485 return;
2486 }
2487 if ((spob = check_spell_known (op, spell)) == NULL)
2488 {
2489 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2490 return;
2491 }
3843 2492
3844 /* check if we can protect the eater */ 2493 op->failmsgf ("You lose knowledge of %s.", spell);
2494 esrv_remove_spell (op->contr, spob);
2495 spob->destroy ();
2496}
2497
2498/**
2499 * Handles player applying a spellbook.
2500 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2501 * stuff like that. Random learning failure too.
2502 */
2503static void
2504apply_spellbook (object *op, object *tmp)
2505{
2506 object *skop, *spell, *spell_skill;
2507
2508 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2509 {
2510 op->failmsg ("You are unable to read while blind.");
2511 return;
2512 }
2513
2514 /* artifact_spellbooks have 'slaying' field point to a spell name,
2515 * instead of having their spell stored in stats.sp. These are
2516 * legacy spellbooks
2517 */
2518 if (tmp->slaying)
2519 {
2520 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2521
2522 if (!spell)
2523 {
2524 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2525 return;
2526 }
2527 else
2528 insert_ob_in_ob (spell, tmp);
2529
2530 tmp->slaying = 0;
2531 }
2532
2533 skop = find_skill_by_name (op, tmp->skill);
2534
2535 /* need a literacy skill to learn spells. Also, having a literacy level
2536 * lower than the spell will make learning the spell more difficult */
2537 if (!skop)
2538 {
2539 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2540 return;
2541 }
2542
2543 spell = tmp->inv;
2544
2545 if (!spell)
2546 {
2547 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2548 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2549 return;
2550 }
2551
2552 int learn_level = sqrtf (spell->level) * 1.5f;
2553 if (skop->level < learn_level)
2554 {
2555 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2556 &tmp->skill, learn_level);
2557 return;
2558 }
2559
2560 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2561
2562 if (!tmp->flag [FLAG_IDENTIFIED])
2563 identify (tmp);
2564
2565 /* I removed the check for special_prayer_mark here - it didn't make
2566 * a lot of sense - special prayers are not found in spellbooks, and
2567 * if the player doesn't know the spell, doesn't make a lot of sense that
2568 * they would have a special prayer mark.
2569 */
2570 if (check_spell_known (op, spell->name))
2571 {
2572 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2573 return;
2574 }
2575
2576 if (spell->skill)
2577 {
2578 spell_skill = find_skill_by_name (op, spell->skill);
2579
2580 if (!spell_skill)
2581 {
2582 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2583 return;
2584 }
2585
2586 if (spell_skill->level < spell->level)
2587 {
2588 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2589 return;
2590 }
2591 }
2592
2593 /* Logic as follows
2594 *
2595 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2596 *
2597 * 2- The learner's skill level in literacy adjusts the chance to learn
2598 * a spell.
2599 *
2600 * 3 -Automatically fail to learn if you read while confused
2601 *
2602 * Overall, chances are the same but a player will find having a high
2603 * literacy rate very useful! -b.t.
2604 */
2605 if (op->flag [FLAG_CONFUSED])
2606 {
2607 op->failmsg ("In your confused state you flub the wording of the text!");
2608 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2609 }
2610 else if (tmp->flag [FLAG_STARTEQUIP] ||
2611 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2612 {
2613 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2614 do_learn_spell (op, spell, 0);
2615
2616 /* xp gain to literacy for spell learning */
2617 if (!tmp->flag [FLAG_STARTEQUIP])
2618 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2619 }
2620 else
2621 {
2622 op->contr->play_sound (sound_find ("fumble_spell"));
2623 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2624 }
2625
2626 tmp->decrease ();
2627}
2628
2629/**
2630 * Handles applying a spell scroll.
2631 */
2632void
2633apply_scroll (object *op, object *tmp, int dir)
2634{
2635 object *skop;
2636
2637 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2638 {
2639 op->failmsg ("You are unable to read while blind.");
2640 return;
2641 }
2642
2643 if (!tmp->inv || tmp->inv->type != SPELL)
2644 {
2645 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2646 return;
2647 }
2648
2649 if (op->type == PLAYER)
2650 {
2651 /* players need a literacy skill to read stuff! */
2652 int exp_gain = 0;
2653
2654 /* hard code literacy - tmp->skill points to where the exp
2655 * should go for anything killed by the spell.
2656 */
2657 skop = find_skill_by_name (op, shstr_literacy);
2658
2659 if (!skop)
2660 {
2661 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2662 return;
2663 }
2664
2665 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2666 change_exp (op, exp_gain, skop->skill, 0);
2667 }
2668
2669 if (!tmp->flag [FLAG_IDENTIFIED])
2670 identify (tmp);
2671
2672 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2673
2674 cast_spell (op, tmp, dir, tmp->inv, NULL);
2675 tmp->decrease ();
2676}
2677
2678/**
2679 * Applies a treasure object - by default, chest. op
2680 * is the person doing the applying, tmp is the treasure
2681 * chest.
2682 */
2683static void
2684apply_treasure (object *op, object *tmp)
2685{
2686 /* Nice side effect of this treasure creation method is that the treasure
2687 * for the chest is done when the chest is created, and put into the chest
2688 * inventory. So that when the chest burns up, the items still exist. Also
2689 * prevents people from moving chests to more difficult maps to get better
2690 * treasure
2691 */
2692 object *treas = tmp->inv;
2693
2694 if (!treas)
2695 {
2696 op->statusmsg ("The chest was empty.");
2697 tmp->decrease ();
2698 return;
2699 }
2700
2701 while (tmp->inv)
2702 {
2703 treas = tmp->inv;
2704 treas->remove ();
2705
2706 treas->x = op->x;
2707 treas->y = op->y;
2708 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2709
2710 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2711 spring_trap (treas, op);
2712
2713 /* If either player or container was destroyed, no need to do
2714 * further processing. I think this should be enclused with
2715 * spring trap above, as I don't think there is otherwise
2716 * any way for the treasure chest or player to get killed.
2717 */
2718 if (op->destroyed () || tmp->destroyed ())
2719 break;
2720 }
2721
2722 if (!tmp->destroyed () && !tmp->inv)
2723 tmp->decrease (true);
2724}
2725
2726/**
2727 * A dragon is eating some flesh. If the flesh contains resistances,
2728 * there is a chance for the dragon's skin to get improved.
2729 *
2730 * attributes:
2731 * object *op the object (dragon player) eating the flesh
2732 * object *meal the flesh item, getting chewed in dragon's mouth
2733 * return:
2734 * int 1 if eating successful, 0 if it doesn't work
2735 */
2736static int
2737dragon_eat_flesh (object *op, object *meal)
2738{
2739 object *skin = NULL; /* pointer to dragon skin force */
2740 object *abil = NULL; /* pointer to dragon ability force */
2741 object *tmp = NULL; /* tmp. object */
2742
2743 double chance; /* improvement-chance of one resistance type */
2744 double totalchance = 1; /* total chance of gaining one resistance */
2745 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2746 double mbonus = 0; /* monster bonus */
2747 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2748 int winners = 0; /* number of winners */
2749 int i; /* index */
2750
2751 /* let's make sure and doublecheck the parameters */
2752 if (meal->type != FLESH || !op->is_dragon ())
2753 return 0;
2754
2755 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2756 from the player's inventory */
2757 for (tmp = op->inv; tmp; tmp = tmp->below)
2758 if (tmp->type == FORCE)
2759 if (tmp->arch->archname == shstr_dragon_skin_force)
2760 skin = tmp;
2761 else if (tmp->arch->archname == shstr_dragon_ability_force)
2762 abil = tmp;
2763
2764 /* if either skin or ability are missing, this is an old player
2765 which is not to be considered a dragon -> bail out */
2766 if (skin == NULL || abil == NULL)
2767 return 0;
2768
2769 /* now start by filling stomache and health, according to food-value */
2770 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2771 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2772 else
2773 op->stats.hp += meal->stats.food / 50;
2774
2775 min_it (op->stats.hp, op->stats.maxhp);
2776 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2777
2778 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2779
2780 /* on to the interesting part: chances for adding resistance */
3845 for (i = 0; i < NROFATTACKS; i++) 2781 for (i = 0; i < NROFATTACKS; i++)
3846 { 2782 {
3847 if (food->resist[i] > 0) 2783 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
3848 {
3849 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1;
3851 } 2784 {
3852 } 2785 /* got positive resistance, now calculate improvement chance (0-100) */
3853 if (did_one) 2786
2787 /* this bonus makes resistance increase easier at lower levels */
2788 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2789 if (i == abil->stats.exp)
2790 bonus += 5; /* additional bonus for resistance of ability-focus */
2791
2792 /* monster bonus increases with level, because high-level
2793 flesh is too rare */
2794 mbonus = op->level * 20. / ((double) settings.max_level);
2795
2796 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2797 ((double)settings.max_level)) - skin->resist[i];
2798
2799 if (chance >= 0.)
2800 chance += 1.;
2801 else
2802 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2803
2804 /* chance is proportional to amount of resistance (max. 50) */
2805 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2806
2807 /* doubled chance for resistance of ability-focus */
2808 if (i == abil->stats.exp)
2809 chance = min (100., chance * 2.);
2810
2811 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2812 if (rndm (10000) < (unsigned int)(chance * 100))
2813 {
2814 atnr_winner[winners] = i;
2815 winners++;
2816 }
2817
2818 if (chance >= 0.01)
2819 totalchance *= 1 - chance / 100;
2820
2821 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2822 }
3854 { 2823 }
3855 force->speed = 0.1; 2824
3856 update_ob_speed (force); 2825 /* inverse totalchance as until now we have the failure-chance */
3857 /* bigger morsel of food = longer effect time */ 2826 totalchance = 100 - totalchance * 100;
3858 force->stats.food = food->stats.food / 5; 2827
3859 SET_FLAG (force, FLAG_IS_USED_UP); 2828 /* print message according to totalchance */
3860 SET_FLAG (force, FLAG_APPLIED); 2829 const char *buf;
3861 change_abil (who, force); 2830 if (totalchance > 50.)
3862 insert_ob_in_ob (force, who); 2831 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
3863 } 2832 else if (totalchance > 10.)
2833 buf = format ("The %s tasted very good.", &meal->name);
2834 else if (totalchance > 1.)
2835 buf = format ("The %s tasted good.", &meal->name);
2836 else if (totalchance > 0.1)
2837 buf = format ("The %s tasted bland.", &meal->name);
2838 else if (totalchance >= 0.01)
2839 buf = format ("The %s had a boring taste.", &meal->name);
2840 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2841 buf = format ("The %s tasted strange.", &meal->name);
3864 else 2842 else
3865 { 2843 buf = format ("The %s had no taste.", &meal->name);
3866 free_object (force); 2844
2845 op->statusmsg (buf);
2846
2847 /* now choose a winner if we have any */
2848 i = -1;
2849 if (winners > 0)
2850 i = atnr_winner [rndm (winners)];
2851
2852 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
3867 } 2853 {
2854 /* resistance increased! */
2855 skin->resist[i]++;
2856 op->update_stats ();
3868 2857
3869 /* check for hp, sp change */ 2858 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
3870 if (food->stats.hp != 0)
3871 { 2859 }
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 2860
2861 /* if this flesh contains a new ability focus, we mark it
2862 into the ability_force and it will take effect on next level */
2863 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2864 {
2865 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2866
2867 if (meal->last_eat != abil->stats.exp)
2868 op->statusmsg (format (
2869 "Your metabolism prepares to focus on %s!\n"
2870 "The change will happen at level %d.",
2871 change_resist_msg[meal->last_eat],
2872 abil->level + 1
3873 { 2873 ));
3874 strcpy (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 }
3878 else 2874 else
3879 { 2875 {
3880 if (food->stats.hp > 0) 2876 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 2877 abil->last_eat = 0;
3882 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3884 who->stats.hp += food->stats.hp;
3885 }
3886 }
3887 if (food->stats.sp != 0)
3888 {
3889 if (QUERY_FLAG (food, FLAG_CURSED))
3890 { 2878 }
3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 2879 }
3892 who->stats.sp -= food->stats.sp; 2880
3893 if (who->stats.sp < 0) 2881 return 1;
3894 who->stats.sp = 0; 2882}
2883
2884/**
2885 * op eats food.
2886 * If player, takes care of messages and dragon special food.
2887 */
2888static void
2889apply_food (object *op, object *tmp)
2890{
2891 int capacity_remaining;
2892
2893 if (op->type != PLAYER)
2894 op->stats.hp = op->stats.maxhp;
2895 else
2896 {
2897 /* check if this is a dragon (player), eating some flesh */
2898 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
3895 } 2899 ;
3896 else 2900 else
3897 { 2901 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 2902 /* usual case - no dragon meal: */
3899 who->stats.sp += food->stats.sp; 2903 if (op->stats.food + tmp->stats.food > MAX_FOOD)
3900 /* place limit on max sp from food? */ 2904 {
2905 if (tmp->type == FOOD || tmp->type == FLESH)
2906 op->failmsg ("You feel full, but what a waste of food!");
2907 else
2908 op->statusmsg ("Most of the drink goes down your face not your throat!");
2909 }
2910
2911 tmp->play_sound (
2912 tmp->sound
2913 ? tmp->sound
2914 : tmp->type == DRINK
2915 ? sound_find ("eat_drink")
2916 : sound_find ("eat_food")
2917 );
2918
2919 if (!tmp->flag [FLAG_CURSED])
2920 {
2921 const char *buf;
2922
2923 if (!op->is_dragon ())
2924 {
2925 /* eating message for normal players */
2926 if (tmp->type == DRINK)
2927 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2928 else
2929 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2930 }
2931 else
2932 /* eating message for dragon players */
2933 buf = format ("The %s tasted terrible!", &tmp->name);
2934
2935 op->statusmsg (buf);
2936
2937 capacity_remaining = MAX_FOOD - op->stats.food;
2938 op->stats.food += tmp->stats.food;
2939 if (capacity_remaining < tmp->stats.food)
2940 op->stats.hp += capacity_remaining / 50;
2941 else
2942 op->stats.hp += tmp->stats.food / 50;
2943
2944 min_it (op->stats.hp, op->stats.maxhp);
2945 min_it (op->stats.food, MAX_FOOD);
2946 }
2947
2948 /* special food hack -b.t. */
2949 if (tmp->title || tmp->flag [FLAG_CURSED])
2950 eat_special_food (op, tmp);
2951 }
2952 }
2953
2954 handle_apply_yield (tmp);
2955 tmp->decrease ();
2956}
2957
2958/**
2959 * Handles applying an improve armor scroll.
2960 * Does some sanity checks, then calls improve_armour.
2961 */
2962static void
2963apply_armour_improver (object *op, object *tmp)
2964{
2965 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2966 {
2967 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2968 return;
2969 }
2970
2971 object *armor = op->mark ();
2972
2973 if (!armor)
2974 {
2975 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2976 return;
2977 }
2978
2979 if (armor->type != ARMOUR
2980 && armor->type != CLOAK
2981 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2982 {
2983 op->failmsg ("Your marked item is not armour!\n");
2984 return;
2985 }
2986
2987 if (!op->apply (armor, AP_UNAPPLY))
2988 {
2989 op->failmsg ("You are unable to take off your armour to improve it!");
2990 return;
2991 }
2992
2993 op->statusmsg ("Applying armour enchantment.");
2994 improve_armour (op, tmp, armor);
2995}
2996
2997void
2998apply_poison (object *op, object *tmp)
2999{
3000 // need to do it now when it is still on the map
3001 handle_apply_yield (tmp);
3002
3003 object *poison = tmp->split (1);
3004
3005 if (op->type == PLAYER)
3006 {
3007 op->contr->play_sound (sound_find ("drink_poison"));
3008 op->failmsg ("Yech! That tasted poisonous!");
3009 op->contr->killer = poison;
3010 }
3011
3012 if (poison->stats.hp > 0)
3013 {
3014 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3015 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3016 }
3017
3018 op->stats.food -= op->stats.food / 4;
3019 poison->destroy ();
3020}
3021
3022/**
3023 * This function will try to apply a lighter and in case no lighter
3024 * is specified it will try to find a lighter in the players inventory,
3025 * and inform him about this requirement.
3026 *
3027 * who - the player
3028 * op - the item we want to light
3029 * lighter - the lighter or 0 if a lighter has yet to be found
3030 */
3031static object *
3032auto_apply_lighter (object *who, object *op, object *lighter)
3033{
3034 if (lighter == 0)
3035 {
3036 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3901 } 3037 {
3038 if (tmp->type == LIGHTER)
3039 {
3040 lighter = tmp;
3041 break;
3042 }
3043 }
3044
3045 if (!lighter)
3046 {
3047 who->failmsgf (
3048 "You can't light up the %s with your bare hands! "
3049 "H<You need a lighter in your inventory, for example a flint and steel.>",
3050 &op->name
3051 );
3052 return 0;
3053 }
3054 }
3055
3056 // last_eat == 0 means the lighter is not being used up!
3057 if (lighter->last_eat && lighter->stats.food)
3902 } 3058 {
3903 fix_player (who); 3059 /* lighter gets used up */
3904} 3060 lighter = lighter->split ();
3061 lighter->stats.food--;
3062 who->insert (lighter);
3063 }
3064 else if (lighter->last_eat)
3065 {
3066 /* no charges left in lighter */
3067 who->failmsgf (
3068 "You attempt to light the %s with a used up %s.",
3069 &op->name, &lighter->name
3070 );
3071 return 0;
3072 }
3905 3073
3074 return lighter;
3075}
3906 3076
3907/** 3077/**
3908 * Designed primarily to light torches/lanterns/etc. 3078 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3079 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3080 * the selected object to "burn". -b.t.
3911 */ 3081 */
3912 3082static void
3913void
3914apply_lighter (object *who, object *lighter) 3083apply_lighter (object *who, object *lighter)
3915{ 3084{
3916 object *item;
3917 int is_player_env = 0; 3085 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3086
3920 item = find_marked_object (who); 3087 if (object *item = who->mark ())
3921 if (item)
3922 { 3088 {
3923 if (lighter->last_eat && lighter->stats.food) 3089 if (!auto_apply_lighter (who, item, lighter))
3924 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1)
3928 {
3929 object *oneLighter = get_object ();
3930
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1;
3933 oneLighter->nrof = 1;
3934 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who);
3937 esrv_send_item (who, oneLighter);
3938 }
3939 else
3940 lighter->stats.food--;
3941 }
3942 else if (lighter->last_eat)
3943 { /* no charges left in lighter */
3944 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3945 return; 3090 return;
3946 } 3091
3947 /* Perhaps we should split what we are trying to light on fire? 3092 /* Perhaps we should split what we are trying to light on fire?
3948 * I can't see many times when you would want to light multiple 3093 * I can't see many times when you would want to light multiple
3949 * objects at once. 3094 * objects at once.
3950 */ 3095 */
3951 /* If the item is destroyed, we don't have a valid pointer to the
3952 * name object, so make a copy so the message we print out makes
3953 * some sense.
3954 */
3955 strcpy (item_name, item->name);
3956 if (who == is_player_inv (item))
3957 is_player_env = 1;
3958 3096
3959 save_throw_object (item, AT_FIRE, who); 3097 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer 3098
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ()) 3099 if (item->destroyed ()
3100 || ((item->type == LAMP || item->type == TORCH)
3101 && item->glow_radius > 0))
3102 who->statusmsg (format (
3103 "You light the %s with the %s.",
3104 &item->name, &lighter->name
3964 { 3105 ));
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3966 /* Need to update the player so that the players glow radius
3967 * gets changed.
3968 */
3969 if (is_player_env)
3970 fix_player (who);
3971 }
3972 else 3106 else
3973 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3107 who->failmsgf (
3108 "You attempt to light the %s with the %s and fail.",
3109 &item->name, &lighter->name
3110 );
3111 }
3112 else
3113 who->failmsg ("You need to mark a lightable object.");
3114}
3115
3116/**
3117 * This function generates a cursed effect for cursed lamps and torches.
3118 */
3119static void
3120player_apply_lamp_cursed_effect (object *who, object *op)
3121{
3122 if (op->level)
3974 } 3123 {
3975 else /* nothing to light */ 3124 who->failmsgf (
3976 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3125 "The %s was cursed, it explodes in a big fireball!",
3977 3126 &op->name
3978} 3127 );
3979 3128 create_exploding_ball_at (who, op->level);
3980/** 3129 }
3981 * op made some mistake with a scroll, this takes care of punishment. 3130 else
3982 * scroll_failure()- hacked directly from spell_failure
3983 */
3984void
3985scroll_failure (object *op, int failure, int power)
3986{
3987 if (abs (failure / 4) > power)
3988 power = abs (failure / 4); /* set minimum effect */
3989
3990 if (failure <= -1 && failure > -15)
3991 { /* wonder */
3992 object *tmp;
3993
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3995 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp);
3998 } 3131 {
3999 else if (failure <= -15 && failure > -35) 3132 who->failmsgf (
4000 { /* drain mana */ 3133 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3134 &op->name
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3135 );
3136 }
3137
3138 op->destroy ();
3139}
3140
3141/**
3142 * Apply for players and lamps
3143 *
3144 * who - the player
3145 * op - the lamp
3146 */
3147static void
3148player_apply_lamp (object *who, object *op)
3149{
3150 bool switch_on = op->glow_radius ? false : true;
3151
3152 if (switch_on)
3153 {
3154 object *lighter = 0;
3155
3156 if (op->flag [FLAG_IS_LIGHTABLE]
3157 && !(lighter = auto_apply_lighter (who, op, 0)))
3158 return;
3159
4003 if (op->stats.sp < 0) 3160 if (op->stats.food < 1)
4004 op->stats.sp = 0;
4005 }
4006 else if (settings.spell_failure_effects == TRUE)
4007 {
4008 if (failure <= -35 && failure > -60)
4009 { /* confusion */
4010 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4011 confuse_player (op, op, power);
4012 } 3161 {
4013 else if (failure <= -60 && failure > -70) 3162 if (op->type == LAMP)
4014 { /* paralysis */ 3163 who->failmsgf (
4015 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3164 "The %s is out of fuel! "
4016 paralyze_player (op, op, power); 3165 "H<Lamps and similar items need fuel. They cannot be refilled.>",
4017 } 3166 &op->name
4018 else if (failure <= -70 && failure > -80) 3167 );
4019 { /* blind */ 3168 else
4020 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3169 who->failmsgf (
4021 blind_player (op, op, power); 3170 "The %s is burnt out! "
4022 } 3171 "H<Torches and similar items burn out and become worthless.>",
4023 else if (failure <= -80) 3172 &op->name
4024 { /* blast the immediate area */ 3173 );
4025 object *tmp; 3174 return;
4026
4027 tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4030 free_object (tmp);
4031 }
4032 }
4033}
4034
4035void
4036apply_changes_to_player (object *pl, object *change)
4037{
4038 int excess_stat = 0; /* if the stat goes over the maximum
4039 for the race, put the excess stat some
4040 where else. */
4041
4042 switch (change->type)
4043 {
4044 case CLASS:
4045 { 3175 }
4046 living *stats = &(pl->contr->orig_stats);
4047 living *ns = &(change->stats);
4048 object *walk;
4049 int flag_change_face = 1;
4050 3176
4051 /* the following code assigns stats up to the stat max 3177 if (op->flag [FLAG_CURSED])
4052 * for the race, and if the stat max is exceeded, 3178 {
4053 * tries to randomly reassign the excess stat 3179 player_apply_lamp_cursed_effect (who, op);
4054 */ 3180 return;
4055 int i, j; 3181 }
4056 3182
4057 for (i = 0; i < NUM_STATS; i++) 3183 if (lighter)
3184 who->statusmsg (format (
3185 "You light up the %s with the %s.", &op->name, &lighter->name));
3186 else
3187 who->statusmsg (format ("You light up the %s.", &op->name));
3188 }
3189 else
3190 {
3191 if (op->flag [FLAG_CURSED])
3192 {
3193 player_apply_lamp_cursed_effect (who, op);
3194 return;
3195 }
3196
3197 if (op->type == TORCH)
3198 {
3199 if (!op->flag [FLAG_IS_LIGHTABLE])
4058 { 3200 {
4059 sint8 stat = get_attr_value (stats, i); 3201 who->statusmsg (format (
4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3202 "You put out the %s. "
4061 3203 "H<The %s can't be used anymore, as it can't be lighted up again.>",
4062 stat += get_attr_value (ns, i); 3204 &op->name, &op->name));
4063 if (stat > 20 + race_bonus)
4064 {
4065 excess_stat++;
4066 stat = 20 + race_bonus;
4067 }
4068 set_attr_value (stats, i, stat);
4069 } 3205 }
4070
4071 for (j = 0; excess_stat > 0 && j < 100; j++)
4072 { /* try 100 times to assign excess stats */
4073 int i = rndm (0, 6);
4074 int stat = get_attr_value (stats, i);
4075 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4076
4077 if (i == CHA)
4078 continue; /* exclude cha from this */
4079 if (stat < 20 + race_bonus)
4080 {
4081 change_attr_value (stats, i, 1);
4082 excess_stat--;
4083 }
4084 }
4085
4086 /* insert the randomitems from the change's treasurelist into
4087 * the player ref: player.c
4088 */
4089 if (change->randomitems != NULL)
4090 give_initial_items (pl, change->randomitems);
4091
4092
4093 /* set up the face, for some races. */
4094
4095 /* first, look for the force object banning
4096 * changing the face. Certain races never change face with class.
4097 */
4098 for (walk = pl->inv; walk != NULL; walk = walk->below)
4099 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4100 flag_change_face = 0;
4101
4102 if (flag_change_face)
4103 {
4104 pl->animation_id = GET_ANIM_ID (change);
4105 pl->face = change->face;
4106
4107 if (QUERY_FLAG (change, FLAG_ANIMATE))
4108 SET_FLAG (pl, FLAG_ANIMATE);
4109 else 3206 else
4110 CLEAR_FLAG (pl, FLAG_ANIMATE); 3207 who->statusmsg (format (
3208 "You put out the %s."
3209 "H<Torches wear out if you put them out.>",
3210 &op->name));
4111 } 3211 }
3212 else
3213 who->statusmsg (format ("You turn off the %s.", &op->name));
3214 }
4112 3215
4113 /* check the special case of can't use weapons */ 3216 apply_lamp (op, switch_on);
4114 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3217}
4115 if (!strcmp (change->name, "monk"))
4116 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4117 3218
4118 break; 3219void get_animation_from_arch (object *op, arch_ptr a)
3220{
3221 op->animation_id = a->animation_id;
3222 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3223 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3224 op->anim_speed = a->anim_speed;
3225 op->last_anim = 0;
3226 op->state = 0;
3227 op->face = a->face;
3228
3229 if (NUM_ANIMATIONS(op) > 1)
3230 {
3231 SET_ANIMATION(op, 0);
3232 animate_object (op, op->direction);
3233 }
3234 else
3235 update_object (op, UP_OBJ_FACE);
3236}
3237
3238/**
3239 * Apply for LAMPs and TORCHes.
3240 *
3241 * op - the lamp
3242 * switch_on - a flag which says whether the lamp should be switched on or off
3243 */
3244void apply_lamp (object *op, bool switch_on)
3245{
3246 op->set_glow_radius (switch_on ? op->range : 0);
3247 op->set_speed (switch_on ? op->arch->speed : 0);
3248
3249 // torches wear out if you put them out
3250 if (op->type == TORCH && !switch_on)
3251 {
3252 if (op->flag [FLAG_IS_LIGHTABLE])
4119 } 3253 {
3254 op->stats.food -= (double) op->arch->stats.food / 15;
3255 if (op->stats.food < 0)
3256 op->stats.food = 0;
3257 }
3258 else
3259 op->stats.food = 0;
4120 } 3260 }
3261
3262 // lamps and torched get worthless when used up
3263 if (op->stats.food <= 0)
3264 op->value = 0;
3265
3266 // FIXME: This is a hack to make the more sane torches and lamps
3267 // still animated ;-/
3268 if (op->other_arch)
3269 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3270
3271 if (object *pl = op->visible_to ())
3272 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
4121} 3273}
4122 3274
4123/** 3275/**
4124 * This handles items of type 'transformer'. 3276 * This handles items of type 'transformer'.
4125 * Basically those items, used with a marked item, transform both items into something 3277 * Basically those items, used with a marked item, transform both items into something
4128 * Change information is contained in the 'slaying' field of the marked item. 3280 * Change information is contained in the 'slaying' field of the marked item.
4129 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3281 * The format is as follow: transformer:[number ]yield[;transformer:...].
4130 * This way an item can be transformed in many things, and/or many objects. 3282 * This way an item can be transformed in many things, and/or many objects.
4131 * The 'slaying' field for transformer is used as verb for the action. 3283 * The 'slaying' field for transformer is used as verb for the action.
4132 */ 3284 */
4133void 3285static void
4134apply_item_transformer (object *pl, object *transformer) 3286apply_item_transformer (object *pl, object *transformer)
4135{ 3287{
4136 object *marked;
4137 object *new_item; 3288 object *new_item;
4138 char *find; 3289 const char *find;
4139 char *separator; 3290 char *separator;
4140 int yield; 3291 int yield;
4141 char got[MAX_BUF]; 3292 char got[MAX_BUF];
4142 int len; 3293 int len;
4143 3294
4144 if (!pl || !transformer) 3295 if (!pl || !transformer)
4145 return; 3296 return;
4146 marked = find_marked_object (pl); 3297
3298 object *marked = pl->mark ();
3299
4147 if (!marked) 3300 if (!marked)
4148 { 3301 {
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3302 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
4150 return; 3303 return;
4151 } 3304 }
3305
4152 if (!marked->slaying) 3306 if (!marked->slaying)
4153 { 3307 {
4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3308 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4155 return; 3309 return;
4156 } 3310 }
3311
4157 /* check whether they are compatible or not */ 3312 /* check whether they are compatible or not */
4158 find = strstr (marked->slaying, transformer->arch->name); 3313 find = strstr (&marked->slaying, transformer->arch->archname);
4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3314 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4160 { 3315 {
4161 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3316 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4162 return; 3317 return;
4163 } 3318 }
3319
4164 find += strlen (transformer->arch->name) + 1; 3320 find += strlen (transformer->arch->archname) + 1;
4165 /* Item can be used, now find how many and what it yields */ 3321 /* Item can be used, now find how many and what it yields */
4166 if (isdigit (*(find))) 3322 if (isdigit (*(find)))
4167 { 3323 {
4168 yield = atoi (find); 3324 yield = atoi (find);
4169 if (yield < 1) 3325 if (yield < 1)
4175 else 3331 else
4176 yield = 1; 3332 yield = 1;
4177 3333
4178 while (isdigit (*find)) 3334 while (isdigit (*find))
4179 find++; 3335 find++;
3336
4180 while (*find == ' ') 3337 while (*find == ' ')
4181 find++; 3338 find++;
3339
4182 memset (got, 0, MAX_BUF); 3340 memset (got, 0, MAX_BUF);
3341
4183 if ((separator = strchr (find, ';')) != NULL) 3342 if ((separator = (char *) strchr (find, ';')))
4184 {
4185 len = separator - find; 3343 len = separator - find;
4186 }
4187 else 3344 else
4188 {
4189 len = strlen (find); 3345 len = strlen (find);
4190 } 3346
4191 if (len > MAX_BUF - 1) 3347 min_it (len, MAX_BUF - 1);
4192 len = MAX_BUF - 1; 3348
4193 strcpy (got, find); 3349 strcpy (got, find);
4194 got[len] = '\0'; 3350 got[len] = '\0';
4195 3351
4196 /* Now create new item, remove used ones when required. */ 3352 /* Now create new item, remove used ones when required. */
4197 new_item = get_archetype (got); 3353 new_item = get_archetype (got);
4198 if (!new_item) 3354 if (!new_item)
4199 { 3355 {
4200 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 3356 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
4201 return; 3357 return;
4202 } 3358 }
4203 3359
4204 new_item->nrof = yield; 3360 new_item->nrof = yield;
3361
4205 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 3362 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4206 insert_ob_in_ob (new_item, pl); 3363
4207 esrv_send_inventory (pl, pl); 3364 pl->insert (new_item);
4208 /* Eat up one item */ 3365 /* Eat up one item */
4209 decrease_ob_nr (marked, 1); 3366 marked->decrease ();
3367
4210 /* Eat one transformer if needed */ 3368 /* Eat one transformer if needed */
4211 if (transformer->stats.food) 3369 if (transformer->stats.food)
4212 if (--transformer->stats.food == 0) 3370 if (--transformer->stats.food == 0)
4213 decrease_ob_nr (transformer, 1); 3371 transformer->decrease ();
4214} 3372}
3373
3374/**
3375 * Main apply handler.
3376 *
3377 * Checks for unpaid items before applying.
3378 *
3379 * Return value is currently not used
3380 *
3381 * who is the object that is causing object to be applied, op is the object
3382 * being applied.
3383 *
3384 * aflag is special (always apply/unapply) flags. Nothing is done with
3385 * them in this function - they are passed to apply_special
3386 */
3387static bool
3388manual_apply (object *who, object *op, int aflag)
3389{
3390 op = op->head_ ();
3391
3392 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3393 {
3394 if (who->contr)
3395 {
3396 examine (who, op);
3397 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3398 return 1;
3399 }
3400 else
3401 return 0; /* monsters just skip unpaid items */
3402 }
3403
3404 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3405 return RESULT_INT (0);
3406 else if (apply_types_inv_only [op->type])
3407 {
3408 // special item, using slot system, needs to be in inv
3409 if (op->env == who)
3410 return apply_special (who, op, aflag);
3411
3412 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3413 }
3414 else if (!who->contr && apply_types_player_only [op->type])
3415 return 0; // monsters shouldn't try to apply player-only stuff
3416 else if (apply_types [op->type])
3417 {
3418 // ordinary stuff, may be on the floor
3419 switch (op->type)
3420 {
3421 case T_HANDLE:
3422 who->play_sound (sound_find ("turn_handle"));
3423 who->statusmsg ("You turn the handle.");
3424 op->value = op->value ? 0 : 1;
3425 SET_ANIMATION (op, op->value);
3426 update_object (op, UP_OBJ_FACE);
3427 push_button (op, who);
3428 break;
3429
3430 case TRIGGER:
3431 if (check_trigger (op, who, who))
3432 {
3433 who->statusmsg ("You turn the handle.");
3434 who->play_sound (sound_find ("turn_handle"));
3435 }
3436 else
3437 who->failmsg ("The handle doesn't move.");
3438
3439 break;
3440
3441 case EXIT:
3442 if (!EXIT_PATH (op))
3443 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3444 else
3445 {
3446 /* Don't display messages for random maps. */
3447 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3448 who->statusmsg (op->msg, NDI_NAVY);
3449
3450 who->enter_exit (op);
3451 }
3452
3453 break;
3454
3455 case INSCRIBABLE:
3456 who->statusmsg (op->msg);
3457 // maybe show a spell menu to chose from or something like that
3458 break;
3459
3460 case SIGN:
3461 apply_sign (who, op, 0);
3462 break;
3463
3464 case BOOK:
3465 apply_book (who, op);
3466 break;
3467
3468 case SKILLSCROLL:
3469 apply_skillscroll (who, op);
3470 break;
3471
3472 case SPELLBOOK:
3473 apply_spellbook (who, op);
3474 break;
3475
3476 case SCROLL:
3477 apply_scroll (who, op, 0);
3478 break;
3479
3480 case POTION:
3481 apply_potion (who, op);
3482 break;
3483
3484 /* Eneq(@csd.uu.se): Handle apply on containers. */
3485 //TODO: remove, as it is unsed?
3486 case CLOSE_CON:
3487 apply_container (who, op->env);
3488 break;
3489
3490 case CONTAINER:
3491 apply_container (who, op);
3492 break;
3493
3494 case TREASURE:
3495 apply_treasure (who, op);
3496 break;
3497
3498 case LAMP:
3499 case TORCH:
3500 player_apply_lamp (who, op);
3501 break;
3502
3503 case DRINK:
3504 case FOOD:
3505 case FLESH:
3506 apply_food (who, op);
3507 break;
3508
3509 case POISON:
3510 apply_poison (who, op);
3511 break;
3512
3513 case SAVEBED:
3514 break;
3515
3516 case ARMOUR_IMPROVER:
3517 apply_armour_improver (who, op);
3518 break;
3519
3520 case WEAPON_IMPROVER:
3521 check_improve_weapon (who, op);
3522 break;
3523
3524 case CLOCK:
3525 {
3526 timeofday_t tod;
3527
3528 get_tod (&tod);
3529 who->play_sound (sound_find ("sound_clock"));
3530 who->statusmsg (format (
3531 "It is %d minute%s past %d o'clock %s",
3532 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3533 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3534 ));
3535 }
3536 break;
3537
3538 case MENU:
3539 shop_listing (op, who);
3540 break;
3541
3542 case POWER_CRYSTAL:
3543 apply_power_crystal (who, op); /* see egoitem.c */
3544 break;
3545
3546 case LIGHTER: /* for lighting torches/lanterns/etc */
3547 apply_lighter (who, op);
3548 break;
3549
3550 case ITEM_TRANSFORMER:
3551 apply_item_transformer (who, op);
3552 break;
3553 }
3554
3555 return 1;
3556 }
3557 else
3558 {
3559 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3560 return 0;
3561 }
3562}
3563
3564/**
3565 * player_apply_below attempts to apply the object 'below' the player.
3566 * If the player has an open container, we use that for below, otherwise
3567 * we use the ground.
3568 */
3569void
3570player_apply_below (object *pl)
3571{
3572 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3573
3574 /* If using a container, set the starting item to be the top
3575 * item in the container. Otherwise, use the map.
3576 */
3577
3578 // first try to apply "applyables"
3579 for (object *tmp = top; tmp; tmp = tmp->below)
3580 if (!tmp->invisible && apply_types [tmp->type])
3581 {
3582 // If it is visible, player can apply it.
3583 pl->apply (tmp);
3584 return;
3585 }
3586
3587 while (top && top->invisible)
3588 top = top->below;
3589
3590 if (!top || top->flag [FLAG_IS_FLOOR])
3591 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3592 "H<There is nothing here that you can apply.>");
3593 else
3594 // next, try to explain the topmost object
3595 switch (top->type)
3596 {
3597 // TODO: all this should move to examine
3598 case ALTAR:
3599 case IDENTIFY_ALTAR:
3600 case TRIGGER_ALTAR:
3601 case CONVERTER:
3602 //case TRIGGER_PEDESTAL:
3603 pl->failmsgf (
3604 "You see no obvious mechanism on the %s."
3605 "H<You have to drop one or more specific items here.>",
3606 query_short_name (top)
3607 );
3608 break;
3609
3610 case BUTTON:
3611 case TRIGGER_BUTTON:
3612 pl->failmsgf (
3613 "The %s looks as if you could activate it with somehting heavy. "
3614 "H<You must put enough items here to activate it.>",
3615 query_short_name (top)
3616 );
3617 break;
3618
3619 default:
3620 examine (pl, top);
3621 break;
3622 }
3623}
3624
3625// saner interface, returns successful status
3626bool
3627object::apply (object *ob, int aflags)
3628{
3629 if (!ob) // simplifies a lot of callers
3630 return true;
3631
3632 if (contr)
3633 {
3634 if (!ob->env && (move_type & MOVE_FLYING))
3635 {
3636 /* player is flying and applying object not in inventory */
3637 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3638 {
3639 failmsg ("But you are floating high above the ground! "
3640 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3641 "or waiting till the levitation effect wears off.>");
3642 return 0;
3643 }
3644 }
3645
3646 contr->last_used = ob;
3647 }
3648
3649 bool want_apply =
3650 aflags & AP_APPLY ? true
3651 : aflags & AP_UNAPPLY ? false
3652 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3653
3654 object_ptr *slot = 0;
3655
3656 // detect the slot, if this is a player
3657 if (contr && !(aflags & AP_NO_SLOT))
3658 {
3659 object *oslot;
3660
3661 switch (ob->type)
3662 {
3663 case WEAPON:
3664 slot = &contr->combat_ob;
3665 oslot = contr->ranged_ob;
3666 break;
3667
3668 case BOW:
3669 case RANGED:
3670 case SPELL:
3671 case WAND:
3672 case ROD:
3673 case HORN:
3674 case BUILDER:
3675 slot = &contr->ranged_ob;
3676 oslot = contr->combat_ob;
3677 break;
3678
3679 // oh, the humanity
3680 case SKILL:
3681 if (aflags & AP_NO_SLOT)
3682 break;
3683
3684 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3685 break;
3686
3687 if (skill_flags [ob->subtype] & SF_COMBAT)
3688 {
3689 slot = &contr->combat_ob;
3690 oslot = contr->ranged_ob;
3691 }
3692 else if (skill_flags [ob->subtype] & SF_RANGED)
3693 {
3694 slot = &contr->ranged_ob;
3695 oslot = contr->combat_ob;
3696 }
3697
3698 break;
3699 }
3700
3701 // now handle slot exclusions
3702 if (slot)
3703 {
3704 // only one slot can be active
3705 if (want_apply)
3706 {
3707 // clear slot unless we are in it already
3708 if (*slot != ob)
3709 apply (*slot, AP_UNAPPLY);
3710
3711 // unapply other slot, because we want to become active
3712 apply (oslot, AP_UNAPPLY);
3713 }
3714
3715 // clear item from slot if applied
3716 if (!want_apply && current_weapon == ob)
3717 current_weapon = 0;
3718 }
3719 }
3720
3721 if (ob->flag [FLAG_APPLIED] != want_apply)
3722 manual_apply (this, ob, aflags);
3723
3724 if (ob->flag [FLAG_APPLIED] != want_apply)
3725 return false;
3726
3727 if (slot && want_apply)
3728 current_weapon = *slot = ob;
3729
3730 return true;
3731}
3732
3733/**
3734 * Map was just loaded, handle op's initialisation.
3735 *
3736 * Generates shop floor's item, and treasures.
3737 */
3738int
3739auto_apply (object *op)
3740{
3741 object *tmp = NULL, *tmp2;
3742 int i;
3743
3744 op->clr_flag (FLAG_AUTO_APPLY);
3745
3746 switch (op->type)
3747 {
3748 case SHOP_FLOOR:
3749 if (!op->has_random_items ())
3750 return 0;
3751
3752 do
3753 {
3754 i = 10; /* let's give it 10 tries */
3755 while ((tmp = generate_treasure (op->randomitems,
3756 op->stats.exp
3757 ? (int) op->stats.exp
3758 : max (op->map->difficulty, 5)))
3759 == NULL && --i);
3760
3761 if (tmp == NULL)
3762 return 0;
3763
3764 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3765 {
3766 tmp->destroy ();
3767 tmp = NULL;
3768 }
3769 }
3770 while (!tmp);
3771
3772 tmp->x = op->x;
3773 tmp->y = op->y;
3774 tmp->set_flag (FLAG_UNPAID);
3775 insert_ob_in_map (tmp, op->map, NULL, 0);
3776 identify (tmp);
3777 break;
3778
3779 case TREASURE:
3780 if (op->flag [FLAG_IS_A_TEMPLATE])
3781 return 0;
3782
3783 while (op->stats.hp-- > 0)
3784 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3785 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3786
3787 /* If we generated an object and put it in this object inventory,
3788 * move it to the parent object as the current object is about
3789 * to disappear. An example of this item is the random_* stuff
3790 * that is put inside other objects.
3791 */
3792 if (op->env)
3793 while (op->inv)
3794 op->env->insert (op->inv);
3795
3796 op->destroy ();
3797 break;
3798 }
3799
3800 return !!tmp;
3801}
3802
3803/**
3804 * fix_auto_apply goes through the entire map every time a map
3805 * is loaded or swapped in and performs special actions for
3806 * certain objects (most initialization of chests and creation of
3807 * treasures and stuff). Calls auto_apply if appropriate.
3808 */
3809void
3810maptile::fix_auto_apply ()
3811{
3812 if (!spaces)
3813 return;
3814
3815 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816 for (object *tmp = ms->bot; tmp; )
3817 {
3818 object *above = tmp->above;
3819
3820 if (tmp->inv)
3821 {
3822 object *invtmp, *invnext;
3823
3824 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3825 {
3826 invnext = invtmp->below;
3827
3828 if (invtmp->flag [FLAG_AUTO_APPLY])
3829 auto_apply (invtmp);
3830 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3831 {
3832 while (invtmp->stats.hp-- > 0)
3833 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3834
3835 invtmp->randomitems = NULL;
3836 }
3837 else if (invtmp && invtmp->arch
3838 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3839 {
3840 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3841 /* Need to clear this so that we never try to create
3842 * treasure again for this object
3843 */
3844 invtmp->randomitems = NULL;
3845 }
3846 }
3847
3848 /* This is really temporary - the code at the bottom will
3849 * also set randomitems to null. The problem is there are bunches
3850 * of maps/players already out there with items that have spells
3851 * which haven't had the randomitems set to null yet.
3852 * MSW 2004-05-13
3853 *
3854 * And if it's a spellbook, it's better to set randomitems to NULL too,
3855 * else you get two spells in the book ^_-
3856 * Ryo 2004-08-16
3857 */
3858 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3859 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3860 tmp->randomitems = NULL;
3861 }
3862
3863 if (tmp->flag [FLAG_AUTO_APPLY])
3864 auto_apply (tmp);
3865 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3866 {
3867 while ((tmp->stats.hp--) > 0)
3868 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3869 tmp->randomitems = NULL;
3870 }
3871 else if (tmp->type == TIMED_GATE)
3872 {
3873 object *head = tmp->head != NULL ? tmp->head : tmp;
3874
3875 if (head->flag [FLAG_IS_LINKED])
3876 tmp->set_speed (0);
3877 }
3878 /* This function can be called everytime a map is loaded, even when
3879 * swapping back in. As such, we don't want to create the treasure
3880 * over and ove again, so after we generate the treasure, blank out
3881 * randomitems so if it is swapped in again, it won't make anything.
3882 * This is a problem for the above objects, because they have counters
3883 * which say how many times to make the treasure.
3884 */
3885 else if (tmp && tmp->arch && tmp->type != PLAYER
3886 && tmp->type != TREASURE && tmp->type != SPELL
3887 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3888 {
3889 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3890 tmp->randomitems = NULL;
3891 }
3892
3893 // close all containers
3894 else if (tmp->type == CONTAINER)
3895 tmp->flag [FLAG_APPLIED] = 0;
3896
3897 tmp = above;
3898 }
3899
3900 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3901 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3902 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3903 check_trigger (tmp, tmp->above, tmp->above);
3904}
3905
3906/**
3907 * Handles player eating food that temporarily changes status (resistances, stats).
3908 * This used to call cast_change_attr(), but
3909 * that doesn't work with the new spell code. Since we know what
3910 * the food changes, just grab a force and use that instead.
3911 */
3912void
3913eat_special_food (object *who, object *food)
3914{
3915 object *force;
3916 int i, did_one = 0;
3917
3918 char buf[64];
3919 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3920 shstr key (buf);
3921
3922 /* bigger morsel of food = longer effect time */
3923 int duration = TIME2TICK (food->stats.food);
3924
3925 if (force = who->force_find (key))
3926 {
3927 if (duration > fabs (force->speed_left / force->speed))
3928 {
3929 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));
3930 force->force_set_timer (duration);
3931 }
3932 else
3933 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3934
3935 return;
3936 }
3937 else
3938 {
3939 force = who->force_add (key, duration);
3940 force->name = key;
3941
3942 /* check if the food affects a stat */
3943 for (i = 0; i < NUM_STATS; i++)
3944 if (sint8 k = food->stats.stat (i))
3945 {
3946 force->stats.stat (i) = k;
3947 did_one = 1;
3948 }
3949
3950 /* check if we can protect the eater */
3951 for (i = 0; i < NROFATTACKS; i++)
3952 {
3953 if (food->resist[i] > 0)
3954 {
3955 force->resist[i] = food->resist[i];
3956 did_one = 1;
3957 }
3958 }
3959
3960 if (did_one)
3961 {
3962 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));
3963
3964 /* make the force take effect and report effects to user */
3965 change_abil (who, force);
3966 }
3967 else
3968 force->destroy ();
3969 }
3970
3971 /* check for hp, sp change */
3972 if (food->stats.hp != 0)
3973 {
3974 if (food->flag [FLAG_CURSED])
3975 {
3976 who->contr->killer = food;
3977 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3978 who->failmsg ("Eck!...that was poisonous!");
3979 }
3980 else
3981 {
3982 if (food->stats.hp > 0)
3983 who->statusmsg ("You begin to feel better.");
3984 else
3985 who->failmsg ("Eck!...that was poisonous!");
3986
3987 who->stats.hp += food->stats.hp;
3988 }
3989 }
3990
3991 if (food->stats.sp != 0)
3992 {
3993 if (food->flag [FLAG_CURSED])
3994 {
3995 who->failmsg ("You are drained of mana!");
3996 who->stats.sp -= food->stats.sp;
3997 if (who->stats.sp < 0)
3998 who->stats.sp = 0;
3999 }
4000 else
4001 {
4002 who->statusmsg ("You feel a rush of magical energy!");
4003 who->stats.sp += food->stats.sp;
4004 /* place limit on max sp from food? */
4005 }
4006 }
4007
4008 who->update_stats ();
4009}
4010
4011void
4012apply_changes_to_player (object *pl, object *change)
4013{
4014 int excess_stat = 0; /* if the stat goes over the maximum
4015 for the race, put the excess stat some
4016 where else. */
4017
4018 switch (change->type)
4019 {
4020 case CLASS:
4021 {
4022 living *stats = &(pl->contr->orig_stats);
4023 living *ns = &(change->stats);
4024 object *walk;
4025 int flag_change_face = 1;
4026
4027 /* the following code assigns stats up to the stat max
4028 * for the race, and if the stat max is exceeded,
4029 * tries to randomly reassign the excess stat
4030 */
4031 int i, j;
4032
4033 for (i = 0; i < NUM_STATS; i++)
4034 {
4035 int race_bonus = pl->arch->stats.stat (i);
4036 sint8 stat = stats->stat (i) + ns->stat (i);
4037
4038 if (stat > 20 + race_bonus)
4039 {
4040 excess_stat++;
4041 stat = 20 + race_bonus;
4042 }
4043
4044 stats->stat (i) = stat;
4045 }
4046
4047 for (j = 0; excess_stat > 0 && j < 100; j++)
4048 { /* try 100 times to assign excess stats */
4049 int i = rndm (0, 6);
4050
4051 if (i == CHA)
4052 continue; /* exclude cha from this */
4053
4054 int stat = stats->stat (i);
4055 int race_bonus = pl->arch->stats.stat (i);
4056 if (stat < 20 + race_bonus)
4057 {
4058 change_attr_value (stats, i, 1);
4059 excess_stat--;
4060 }
4061 }
4062
4063 /* insert the randomitems from the change's treasurelist into
4064 * the player ref: player.c
4065 */
4066 if (change->randomitems)
4067 give_initial_items (pl, change->randomitems);
4068
4069 /* set up the face, for some races. */
4070
4071 /* first, look for the force object banning
4072 * changing the face. Certain races never change face with class.
4073 */
4074 for (walk = pl->inv; walk; walk = walk->below)
4075 if (walk->name == shstr_NOCLASSFACECHANGE)
4076 flag_change_face = 0;
4077
4078 if (flag_change_face)
4079 {
4080 pl->face = change->face;
4081 pl->animation_id = change->animation_id;
4082 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4083 }
4084
4085 /* check the special case of can't use weapons */
4086 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4087 if (change->name == shstr_monk)
4088 pl->clr_flag (FLAG_USE_WEAPON);
4089
4090 break;
4091 }
4092 }
4093}
4094

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines