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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.38 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.259 by root, Fri Apr 16 23:32:07 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 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
212 identify (tmp);
213
214 handle_apply_yield (tmp);
215
216 /* Potion of restoration - only for players */
217 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
218 {
219 object *depl;
220 archetype *at;
221
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 {
224 drain_stat (op);
225 fix_player (op);
226 decrease_ob (tmp);
227 return 1;
228 }
229
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
231 {
232 LOG (llevError, "Could not find archetype depletion\n");
233 return 0;
234 }
235 depl = present_arch_in_ob (at, op);
236
237 if (depl != NULL)
238 {
239 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242
243 depl->destroy ();
244 fix_player (op);
245 }
246 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248
249 decrease_ob (tmp);
250 return 1;
251 }
252
253 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
255 {
256 for (i = 1; i < MIN (11, op->level); i++)
257 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 {
260 if (op->contr->levhp[i] != 1)
261 {
262 op->contr->levhp[i] = 1;
263 break;
264 }
265 if (op->contr->levsp[i] != 1)
266 {
267 op->contr->levsp[i] = 1;
268 break;
269 }
270 if (op->contr->levgrace[i] != 1)
271 {
272 op->contr->levgrace[i] = 1;
273 break;
274 }
275 }
276 else
277 {
278 if (op->contr->levhp[i] < 9)
279 {
280 op->contr->levhp[i] = 9;
281 break;
282 }
283 if (op->contr->levsp[i] < 6)
284 {
285 op->contr->levsp[i] = 6;
286 break;
287 }
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 fix_player (op);
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 }
309 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 fix_player (op);
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 }
319 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 }
348 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350
351 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op);
355 return 1;
356 }
357
358 /* Deal with protection potions */
359 force = NULL;
360 for (i = 0; i < NROFATTACKS; i++)
361 {
362 if (tmp->resist[i])
363 {
364 if (!force)
365 force = get_archetype (FORCE_NAME);
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */
369 }
370 }
371 /* This is a protection potion */
372 if (force)
373 {
374 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 {
377 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 }
382 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force);
387 decrease_ob (tmp);
388 return 1;
389 }
390
391 /* Only thing left are the stat potions */
392 if (op->type == PLAYER)
393 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else
397 SET_FLAG (tmp, FLAG_APPLIED);
398 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
400 }
401
402 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears
405 * up all the stats.
406 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op);
409 decrease_ob (tmp);
410 return 1;
411}
412 112
413/**************************************************************************** 113/****************************************************************************
414 * Weapon improvement code follows 114 * Weapon improvement code follows
415 ****************************************************************************/ 115 ****************************************************************************/
416 116
417/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
418 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
419 */ 134 */
420static int 135static int
421check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
422{ 137{
423 int count = 0; 138 int count = 0;
424 139
425 140 if (!item)
426 if (item == NULL)
427 return 0; 141 return 0;
428 op = op->below; 142
429 while (op != NULL) 143 for (op = op->below; op; op = op->below)
430 { 144 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 147 count += op->number_of ();
440 } 148
441 }
442 op = op->below;
443 }
444 return count; 149 return count;
445} 150}
446 151
447/** 152/**
448 * This removes 'nrof' of what item->slaying says to remove. 153 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 154 * op is typically the player, which is only
450 * really used to determine what space to look at. 155 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
452 */ 157 */
453static void 158static void
454eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 160{
456 object *prev; 161 object *prev;
457 162
458 prev = op; 163 prev = op;
459 op = op->below; 164 op = op->below;
460 165
461 while (op != NULL) 166 while (op)
462 { 167 {
463 if (strcmp (op->arch->name, item) == 0) 168 if (op->arch->archname == item)
464 { 169 {
465 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
466 { 171 {
467 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
468 return; 173 return;
469 } 174 }
470 else 175 else
471 { 176 {
472 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
473 nrof -= op->nrof; 178 nrof -= op->nrof;
474 } 179 }
180
475 op = prev; 181 op = prev;
476 } 182 }
183
477 prev = op; 184 prev = op;
478 op = op->below; 185 op = op->below;
479 } 186 }
480} 187}
481 188
482/** 189/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 192 */
538static int 193static int
539check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
540{ 195{
541 int count = 0; 196 int count = 0;
542 197
543 if (improver->slaying != NULL) 198 if (improver->slaying)
544 { 199 {
545 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
546 if (count < 1) 201 if (count < 1)
547 { 202 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 204 return 0;
553 } 205 }
554 } 206 }
555 else 207 else
556 count = 1; 208 count = 1;
559} 211}
560 212
561/** 213/**
562 * Actually improves the weapon, and tells user. 214 * Actually improves the weapon, and tells user.
563 */ 215 */
564int 216static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 218{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 219 stat += sacrifice_count;
570 weapon->last_eat++; 220 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 221 improver->decrease ();
572 decrease_ob (improver);
573 222
574 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
575 fix_player (op); 224 op->update_stats ();
225
226 op->statusmsg (format (
227 "Your sacrifice was accepted.\n"
228 "Weapon's bonus to %s improved by %d.",
229 statname, sacrifice_count
230 ));
231
576 return 1; 232 return 1;
577} 233}
578 234
579/* Types of improvements, hidden in the sp field. */ 235/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 236#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 237#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 238#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 239#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 240#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 241#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 242#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 243#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 244#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 245#define IMPROVE_INT 10
590#define IMPROVE_POW 11 246#define IMPROVE_POW 11
591
592 247
593/** 248/**
594 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
596 */ 251 */
597 252static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
600{ 254{
601 int sacrifice_count, i; 255 int sacrifice_count, i;
602 char buf[MAX_BUF]; 256 char buf[MAX_BUF];
603 257
604 if (weapon->level != 0) 258 if (weapon->level != 0)
605 { 259 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 260 op->failmsg ("Weapon is already prepared!");
607 return 0; 261 return 0;
608 } 262 }
263
609 for (i = 0; i < NROFATTACKS; i++) 264 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 265 if (weapon->resist[i])
611 break; 266 break;
612 267
613 /* If we break out, i will be less than nrofattacks, preventing 268 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 271 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 272 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 273 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 274 weapon->stats.ac) /* AC - only taifu's I think */
620 { 275 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 276 op->failmsg ("You cannot prepare magic weapons. "
277 "H<A weapon is considered magical if it changes regeneration, "
278 "speed or ac, or has other protections.>");
622 return 0; 279 return 0;
623 } 280 }
281
624 sacrifice_count = check_sacrifice (op, improver); 282 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 283 if (sacrifice_count <= 0)
626 return 0; 284 return 0;
285
627 weapon->level = isqrt (sacrifice_count); 286 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); 287 eat_item (op, improver->slaying, sacrifice_count);
630 288
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 289 op->statusmsg (format (
290 "Your sacrifice was accepted."
291 "Your *%s may be improved %d times.",
292 &weapon->name, weapon->level
293 ));
632 294
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 295 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 296 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 297 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 298 slot at once! */
637 decrease_ob (improver); 299 improver->decrease ();
638 weapon->last_eat = 0; 300 weapon->last_eat = 0;
639 return 1; 301 return 1;
640} 302}
641
642 303
643/** 304/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 305 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 306 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 307 * Returns 0 if it was not able to work for some reason.
649 * 310 *
650 * We are hiding extra information about the weapon in the level and 311 * 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 ?? 312 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 313 * level == max improve last_eat == current improve
653 */ 314 */
654int 315static int
655improve_weapon (object *op, object *improver, object *weapon) 316improve_weapon (object *op, object *improver, object *weapon)
656{ 317{
657 int sacrifice_count, sacrifice_needed = 0; 318 int sacrifice_count, sacrifice_needed = 0;
658 319
659 if (improver->stats.sp == IMPROVE_PREPARE) 320 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 321 return prepare_weapon (op, improver, weapon);
662 } 322
663 if (weapon->level == 0) 323 if (weapon->level == 0)
664 { 324 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 325 op->failmsg (
326 "This weapon has not been prepared."
327 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 328 return 0;
667 } 329 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 330
331 if (weapon->last_eat >= weapon->level // improvements used up
332 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 333 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 334 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 335 return 0;
672 } 336 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 337
338 if (weapon->flag [FLAG_APPLIED]
339 && !check_item_power (op, weapon->item_power + 1))
674 { 340 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 341 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"); 342 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 343 "really want to improve it.");
678 return 0; 344 return 0;
679 } 345 }
346
680 /* This just increases damage by 5 points, no matter what. No sacrifice 347 /* 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, 348 * 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 349 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 350 * weapon can be improved.
684 */ 351 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 352 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 353 {
687 weapon->stats.dam += 5; 354 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 355 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); 356 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 357 weapon->last_eat++;
691 358
692 weapon->item_power++; 359 weapon->item_power++;
693 decrease_ob (improver); 360 improver->decrease ();
694 return 1; 361 return 1;
695 } 362 }
363
696 if (improver->stats.sp == IMPROVE_WEIGHT) 364 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 365 {
698 /* Reduce weight by 20% */ 366 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 367 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 368 if (weapon->weight < 1)
701 weapon->weight = 1; 369 weapon->weight = 1;
370
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 371 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 372 weapon->last_eat++;
704 weapon->item_power++; 373 weapon->item_power++;
705 decrease_ob (improver); 374 improver->decrease ();
706 return 1; 375 return 1;
707 } 376 }
377
708 if (improver->stats.sp == IMPROVE_ENCHANT) 378 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 379 {
710 weapon->magic++; 380 weapon->magic++;
711 weapon->last_eat++; 381 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 382 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 383 improver->decrease ();
714 weapon->item_power++; 384 weapon->item_power++;
715 return 1; 385 return 1;
716 } 386 }
717 387
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 388 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 393 sacrifice_needed *= 2;
724 394
725 sacrifice_count = check_sacrifice (op, improver); 395 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 396 if (sacrifice_count < sacrifice_needed)
727 { 397 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 398 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
729 return 0; 399 return 0;
730 } 400 }
401
731 eat_item (op, improver->slaying, sacrifice_needed); 402 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 403 weapon->item_power++;
733 404
734 switch (improver->stats.sp) 405 switch (improver->stats.sp)
735 { 406 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 407 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"); 408 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"); 409 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"); 410 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"); 411 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"); 412 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"); 413 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 414 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 415 op->failmsg ("Unknown improvement type.");
752 } 416 }
417
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 418 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 419 return 0;
755} 420}
756 421
757/** 422/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 423 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 424 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 425 * then calls improve_weapon to do the dirty work.
761 */ 426 */
762int 427static int
763check_improve_weapon (object *op, object *tmp) 428check_improve_weapon (object *op, object *tmp)
764{ 429{
765 object *otmp;
766
767 if (op->type != PLAYER) 430 if (op->type != PLAYER)
768 return 0; 431 return 0;
432
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 433 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 434 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 435 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 436 return 0;
773 } 437 }
774 otmp = find_marked_object (op); 438
439 object *otmp = op->mark ();
440
775 if (!otmp) 441 if (!otmp)
776 { 442 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 443 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; 444 return 0;
779 } 445 }
446
780 if (otmp->type != WEAPON && otmp->type != BOW) 447 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 448 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 449 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 450 return 0;
784 } 451 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 452
453 if (!op->apply (otmp, AP_UNAPPLY))
454 {
455 op->failmsg ("You are unable to take off your weapon to improve it!");
456 return 0;
457 }
458
459 op->statusmsg ("Applied weapon builder.");
460
786 improve_weapon (op, tmp, otmp); 461 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 462 esrv_send_item (op, otmp);
788 return 1; 463 return 1;
789} 464}
790 465
808 * the armour value of the piece of equipment exceed either 483 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 484 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 485 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 486 * changing of physical area right now.
812 */ 487 */
813int 488static int
814improve_armour (object *op, object *improver, object *armour) 489improve_armour (object *op, object *improver, object *armour)
815{ 490{
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant) 491 if (armour->magic >= settings.armor_max_enchant)
819 { 492 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 493 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 494 return 0;
822 } 495 }
496
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 497 /* 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. 498 * 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 499 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 500 * of gnarg and what not?)
827 */ 501 */
828 if (armour->title) 502 if (armour->title)
829 { 503 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 504 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 505 return 0;
832 } 506 }
833 507
834 /* Split objects if needed. Can't insert tmp until the 508 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 509 * end of this function - otherwise it will just re-merge.
836 */ 510 */
837 if (armour->nrof > 1) 511 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;
841 512
842 armour->magic++; 513 armour->magic++;
843 514
844 if (!settings.armor_speed_linear) 515 if (!settings.armor_speed_linear)
845 { 516 {
850 { 521 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 522 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 523 pow++;
853 } 524 }
854 525
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 526 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 527 }
857 else 528 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 529 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 530
860 if (!settings.armor_weight_linear) 531 if (!settings.armor_weight_linear)
861 { 532 {
862 int base = 100; 533 int base = 100;
863 int pow = 0; 534 int pow = 0;
866 { 537 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 538 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 539 pow++;
869 } 540 }
870 541
871 armour->weight = (armour->arch->clone.weight * base) / 100; 542 armour->weight = (armour->arch->weight * base) / 100;
872 } 543 }
873 else 544 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 545 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 546
876 if (armour->weight <= 0) 547 if (armour->weight <= 0)
877 { 548 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 549 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 550 armour->weight = 1;
880 } 551 }
881 552
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 553 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 554
884 if (op->type == PLAYER) 555 if (op->type == PLAYER)
885 { 556 {
886 esrv_send_item (op, armour); 557 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 558
888 fix_player (op); 559 if (armour->flag [FLAG_APPLIED])
560 op->update_stats ();
889 } 561 }
890 decrease_ob (improver); 562
563 improver->decrease ();
564
891 if (tmp) 565 if (tmp)
892 { 566 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 567
894 esrv_send_item (op, tmp);
895 }
896 return 1; 568 return 1;
897} 569}
898
899 570
900/* 571/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 572 * 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. 573 * what the converter wants, -1 if the converter is broken.
903 */ 574 *
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. 575 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 576 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 577 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 578 * what the converter wants, this will not do anything.
913 */ 579 */
914int 580int
915convert_item (object *item, object *converter) 581convert_item (object *item, object *converter)
916{ 582{
917 int nr = 0; 583 sint64 nr = 0, price_in;
918 uint32 price_in; 584
585 if (item->flag [FLAG_UNPAID])
586 return 0;
587
588 shstr conv_from = converter->slaying;
589 archetype *conv_to = converter->other_arch;
590 sint64 need = converter->stats.food;
591 sint64 give = converter->stats.sp;
919 592
920 /* We make some assumptions - we assume if it takes money as it type, 593 /* 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 594 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 595 * 3 gp and player drops a platinum, tough luck)
923 */ 596 */
924 if (!strcmp (CONV_FROM (converter), "money")) 597 if (conv_from == shstr_money)
925 { 598 {
926 int cost;
927
928 if (item->type != MONEY) 599 if (item->type != MONEY)
929 return 0; 600 return 0;
930 601
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 602 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 603 if (!nr)
933 return 0; 604 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 605
935 /* take into account rounding errors */ 606 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 607
937 cost++; 608 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 609
610 item->decrease (cost);
939 611
940 price_in = cost * item->value; 612 price_in = cost * item->value;
941 } 613 }
942 else 614 else
943 { 615 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 616 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 617 || conv_from != item->arch->archname
618 || (need && need > (uint16) item->nrof))
946 return 0; 619 return 0;
947 620
948 if (CONV_NEED (converter)) 621 converter->play_sound (sound_find ("convert_item"));
622
623 if (need)
949 { 624 {
950 nr = item->nrof / CONV_NEED (converter); 625 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 626 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 627 price_in = nr * need * item->value;
953 } 628 }
954 else 629 else
955 { 630 {
956 price_in = item->value; 631 price_in = item->value;
957 item->destroy (); 632 item->destroy ();
958 } 633 }
959 } 634 }
960 635
961 if (converter->inv != NULL) 636 if (converter->inv)
962 { 637 {
963 object *ob; 638 object *ob;
964 int i; 639 int i;
965 object *ob_to_copy; 640 object *ob_to_copy;
966 641
967 /* select random object from inventory to copy */ 642 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 643 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 644 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 645 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 646 ob_to_copy = ob;
974 } 647
975 } 648 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy); 649 item->clr_flag (FLAG_IS_A_TEMPLATE);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 650 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 651 }
980 else 652 else
981 { 653 {
982 if (converter->other_arch == NULL) 654 if (!conv_to)
983 { 655 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 656 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 657 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 658 return -1;
987 } 659 }
988 660
989 item = object_create_arch (converter->other_arch); 661 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 662 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 663 }
992 664
993 if (CONV_NR (converter)) 665 if (give)
994 item->nrof = CONV_NR (converter); 666 item->nrof = give;
667
995 if (nr) 668 if (nr)
996 item->nrof *= nr; 669 item->nrof *= nr;
997 if (is_in_shop (converter)) 670
998 SET_FLAG (item, FLAG_UNPAID); 671 if (converter->flag [FLAG_PRECIOUS])
672 item->set_flag (FLAG_UNPAID);
673
674 if (converter->is_in_shop ())
675 {
676 // converters on shop floors don't work anymore, bug lets check for it
677 // and report in case someone still does it.
678 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
679 converter->debug_desc ());
680 item->set_flag (FLAG_UNPAID);
681 }
999 else if (price_in < item->nrof * item->value) 682 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 683 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 684 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 685 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 686 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 687 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 688 * hopefully had something in mind when doing this.
1007 */ 689 */
1008 } 690 }
691
692 // elmex: only identify if we need to, for example so that generated money doesn't
693 // get an 'identified' flag so easily.
694 if (item->need_identify ())
695 identify (item);
696
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 697 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 698 return 1;
1011} 699}
1012 700
1013/** 701/**
1014 * Handle apply on containers. 702 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 703 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 704 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 705 * added the alchemical cauldron to the code -b.t.
1018 */ 706 */
1019 707static int
1020int
1021apply_container (object *op, object *sack) 708apply_container (object *op, object *sack)
1022{ 709{
1023 char buf[MAX_BUF]; 710 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 711 return 0; /* This might change */
1028 712
1029 if (sack == NULL || sack->type != CONTAINER) 713 if (!sack || sack->type != CONTAINER)
1030 { 714 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 715 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 716 return 0;
1033 } 717 }
1034 op->contr->last_used = NULL; 718
1035 op->contr->last_used_id = 0; 719 op->contr->last_used = 0;
1036 720
1037 if (sack->env != op) 721 if (sack->env && sack->env != op)
722 {
723 op->failmsg ("You must put it onto the floor or into your inventory first.");
724 return 1;
1038 { 725 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 726
727 // already applied == open on ground, or open in inv, or active in inv
728 if (sack->flag [FLAG_APPLIED])
729 {
730 if (op->container_ () == sack)
1040 { 731 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 732 // open on ground or inv, so close
733 op->close_container ();
1042 return 1; 734 return 1;
1043 } 735 }
1044 /* It's on the ground, the problems begin */ 736 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 737 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 738 // active, but not ours: some other player has opened it
739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
740 return 1;
1060 { 741 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 742
1081 if (tmp && tmp->type == CLOSE_CON) 743 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 744 }
745 else if (sack->env)
746 {
747 // it is in our env, so activate it, do not open yet
1089 if (op->container) 748 op->close_container ();
1090 { 749 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 750 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 751 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 752 return 1;
1094 apply_container (op, tmp); 753 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 754
1096 op->container = sack; 755 // it's locked?
1097 strcat (buf, query_name (sack)); 756 if (sack->slaying)
1098 strcat (buf, "."); 757 {
1099 } 758 if (object *tmp = find_key (op, op, sack))
1100 else 759 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 760 else
1108 { 761 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 762 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 763 return 1;
1145 } 764 }
1146 }
1147 } 765 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 766
1149 if (op->contr) 767 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 768
1151 return 1; 769 return 1;
1152} 770}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 771
1279/** 772/**
1280 * Handles dropping things on altar. 773 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 774 * Returns true if sacrifice was accepted.
1282 */ 775 */
1285{ 778{
1286 /* Only players can make sacrifices on spell casting altars. */ 779 /* Only players can make sacrifices on spell casting altars. */
1287 if (altar->inv && (!originator || originator->type != PLAYER)) 780 if (altar->inv && (!originator || originator->type != PLAYER))
1288 return 0; 781 return 0;
1289 782
1290 if (operate_altar (altar, &sacrifice)) 783 if (operate_altar (altar, &sacrifice, originator))
1291 { 784 {
1292 /* Simple check. Unfortunately, it means you can't cast magic bullet 785 /* Simple check. Unfortunately, it means you can't cast magic bullet
1293 * with an altar. We call it a Potion - altars are stationary - it 786 * with an altar. We call it a Potion - altars are stationary - it
1294 * is up to map designers to use them properly. 787 * is up to map designers to use them properly.
1295 */ 788 */
1296 if (altar->inv && altar->inv->type == SPELL) 789 if (altar->inv && altar->inv->type == SPELL)
1297 { 790 {
1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 791 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1299 cast_spell (originator, altar, 0, altar->inv, NULL); 792 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with 793 /* If it is connected, push the button. Fixes some problems with
1301 * old maps. 794 * old maps.
1302 */ 795 */
1303 796
1304/* push_button (altar);*/ 797/* push_button (altar);*/
1305 } 798 }
1306 else 799 else
1307 { 800 {
1308 altar->value = 1; /* works only once */ 801 altar->value = 1; /* works only once */
1309 push_button (altar); 802 push_button (altar, originator);
1310 } 803 }
1311 804
1312 return !sacrifice; 805 return !sacrifice;
1313 } 806 }
1314 else 807 else
1327{ 820{
1328 int rv = 0; 821 int rv = 0;
1329 double opinion; 822 double opinion;
1330 object *tmp, *next; 823 object *tmp, *next;
1331 824
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 825 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1333 826
1334 if (op->type != PLAYER) 827 bool has_unpaid = false;
828
829 // quite inefficient to do this here twice, but the api doesn't lend itself to
830 // a quick and small change :(
831 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
832 if (item->flag [FLAG_UNPAID])
833 {
834 has_unpaid = true;
835 break;
836 }
837
838 if (!op->is_player ())
1335 { 839 {
1336 /* Remove all the unpaid objects that may be carried here. 840 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in 841 * This could be pets or monsters that are somehow in
1338 * the shop. 842 * the shop.
1339 */ 843 */
1340 for (tmp = op->inv; tmp; tmp = next) 844 for (tmp = op->inv; tmp; tmp = next)
1341 { 845 {
1342 next = tmp->below; 846 next = tmp->below;
1343 847
1344 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 848 if (tmp->flag [FLAG_UNPAID])
1345 { 849 {
1346 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 850 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1347 851
852 if (i >= 0)
1348 tmp->remove (); 853 tmp->move (i);
1349
1350 if (i == -1)
1351 i = 0;
1352
1353 tmp->map = op->map;
1354 tmp->x = op->x + freearr_x[i];
1355 tmp->y = op->y + freearr_y[i];
1356 insert_ob_in_map (tmp, op->map, op, 0);
1357 } 854 }
1358 } 855 }
1359 856
1360 /* Don't teleport things like spell effects */ 857 /* Don't teleport things like spell effects */
1361 if (QUERY_FLAG (op, FLAG_NO_PICK)) 858 if (op->flag [FLAG_NO_PICK])
1362 return 0; 859 return 0;
1363 860
1364 /* unpaid objects, or non living objects, can't transfer by 861 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space. 862 * shop mats. Instead, put it on a nearby space.
1366 */ 863 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 864 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1368 { 865 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 866 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 867 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372 868
1373 if (i != -1) 869 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 870 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1375 871
1376 return 0; 872 return 0;
1377 } 873 }
874
1378 /* Removed code that checked for multipart objects - it appears that 875 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine. 876 * the teleport function should be able to handle this just fine.
1380 */ 877 */
1381 rv = teleport (shop_mat, SHOP_MAT, op); 878 rv = teleport (shop_mat, SHOP_MAT, op);
1382 } 879 }
1383 else if (can_pay (op) && get_payment (op)) 880 else if (can_pay (op) && get_payment (op))
1384 { 881 {
1385 /* this is only used for players */ 882 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op); 883 rv = teleport (shop_mat, SHOP_MAT, op);
1387 884
885 if (has_unpaid)
886 op->contr->play_sound (sound_find ("shop_buy"));
887 else if (op->is_in_shop ())
888 op->contr->play_sound (sound_find ("shop_enter"));
889 else
890 op->contr->play_sound (sound_find ("shop_leave"));
891
1388 if (shop_mat->msg) 892 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 893 op->statusmsg (shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct, 894 /* This check below is a bit simplistic - generally it should be correct,
1391 * but there is never a guarantee that the bottom space on the map is 895 * but there is never a guarantee that the bottom space on the map is
1392 * actually the shop floor. 896 * actually the shop floor.
1393 */ 897 */
1394 else if (!rv && !is_in_shop (op)) 898 else if (!rv && !op->is_in_shop ())
1395 { 899 {
1396 opinion = shopkeeper_approval (op->map, op); 900 opinion = shopkeeper_approval (op->map, op);
1397 901
1398 if (opinion > 0.9) 902 op->statusmsg (
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 903 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1400 else if (opinion > 0.75) 904 : opinion >= 0.75 ? "The shopkeeper waves to you."
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 905 : opinion >= 0.50 ? "The shopkeeper ignores you."
1402 else if (opinion > 0.5) 906 : "The shopkeeper glares at you with contempt."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else 907 );
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 } 908 }
1407 } 909 }
1408 else 910 else
1409 { 911 {
1410 /* if we get here, a player tried to leave a shop but was not able 912 /* if we get here, a player tried to leave a shop but was not able
1411 * to afford the items he has. We try to move the player so that 913 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore 914 * they are not on the mat anymore
1413 */ 915 */
1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 916 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415 917
1416 if (i == -1) 918 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n"); 919 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else 920 else
1421 { 921 {
1422 op->remove (); 922 op->remove ();
1423 op->x += freearr_x[i]; 923 op->x += freearr_x[i];
1424 op->y += freearr_y[i]; 924 op->y += freearr_y[i];
1425 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 925 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1426 } 926 }
1427 } 927 }
1428 928
1429 CLEAR_FLAG (op, FLAG_NO_APPLY); 929 op->clr_flag (FLAG_NO_APPLY);
1430 return rv; 930 return rv;
1431} 931}
1432 932
1433/** 933/**
1434 * Handles applying a sign. 934 * Handles applying a sign.
1435 */ 935 */
1436static void 936static void
1437apply_sign (object *op, object *sign, int autoapply) 937apply_sign (object *op, object *sign, int autoapply)
1438{ 938{
1439 readable_message_type *msgType; 939 if (!op->is_player())
1440 char newbuf[HUGE_BUF]; 940 return;
1441 941
1442 if (sign->msg == NULL) 942 if (sign->has_dialogue ())
1443 { 943 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 944 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1445 return; 945 return;
1446 } 946 }
1447 947
948 if (!sign->msg)
949 {
950 op->contr->infobox (MSG_CHANNEL ("examine"),
951 format ("T<%s>\n\n Nothing %sis written on it.",
952 &sign->name,
953 sign->name == sign->arch->name ? "" : "else "));
954 return;
955 }
956
1448 if (sign->stats.food) 957 if (sign->stats.food)
1449 { 958 {
1450 if (sign->last_eat >= sign->stats.food) 959 if (sign->last_eat >= sign->stats.food)
1451 { 960 {
1452 if (!sign->move_on) 961 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 962 op->failmsg ("You cannot read it anymore.");
963
1454 return; 964 return;
1455 } 965 }
1456 966
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 967 if (!op->flag [FLAG_WIZPASS])
1458 sign->last_eat++; 968 sign->last_eat++;
1459 } 969 }
1460 970
1461 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 971 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1462 * No way to know for sure. The presumption is basically that if 972 * No way to know for sure. The presumption is basically that if
1463 * move_on is zero, it needs to be manually applied (doesn't talk 973 * move_on is zero, it needs to be manually applied (doesn't talk
1464 * to us). 974 * to us).
1465 */ 975 */
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 976 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1467 { 977 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 978 op->failmsg ("You are unable to read while blind!");
1469 return; 979 return;
1470 } 980 }
1471 msgType = get_readable_message_type (sign);
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1474}
1475 981
1476/** 982 if (op->contr)
1477 * 'victim' moves onto 'trap' 983 if (client *ns = op->contr->ns)
1478 * 'victim' leaves 'trap' 984 {
1479 * effect is determined by move_on/move_off of trap and move_type of victime. 985 if (sign->sound)
1480 * 986 ns->play_sound (sign->sound);
1481 * originator: Player, monster or other object that caused 'victim' to move 987 else if (autoapply)
1482 * onto 'trap'. Will receive messages caused by this action. May be NULL. 988 ns->play_sound (sound_find ("msg_voice"));
1483 * However, some types of traps require an originator to function. 989
1484 */ 990 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1485void 991 }
992}
993
994static void
1486move_apply (object *trap, object *victim, object *originator) 995move_apply_hole (object *trap, object *victim)
1487{ 996{
1488 static int recursion_depth = 0; 997 /* Hole not open? */
1489 998 if (trap->stats.wc > 0)
1490 /* Only exits affect DMs. */
1491 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1492 return; 999 return;
1493 1000
1494 /* move_apply() is the most likely candidate for causing unwanted and 1001 /* Is this a multipart monster and not the head? If so, return.
1495 * possibly unlimited recursion. 1002 * Processing will happen if the head runs into the pit
1496 */ 1003 */
1497 /* The following was changed because it was causing perfeclty correct 1004 if (victim->head)
1498 * maps to fail. 1) it's not an error to recurse:
1499 * rune detonates, summoning monster. monster lands on nearby rune.
1500 * nearby rune detonates. This sort of recursion is expected and
1501 * proper. This code was causing needless crashes.
1502 */
1503 if (recursion_depth >= 500)
1504 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1507 return; 1005 return;
1508 }
1509 recursion_depth++;
1510 if (trap->head)
1511 trap = trap->head;
1512 1006
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1007 // now find all possible locations and randomly pick one
1514 goto leave; 1008 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1009 trap->range >= 3 ? SIZEOFFREE3 + 1
1010 : trap->range >= 2 ? SIZEOFFREE2 + 1
1011 : trap->range >= 1 ? SIZEOFFREE1 + 1
1012 : SIZEOFFREE0 + 1);
1515 1013
1516 switch (trap->type) 1014 if (dir < 0)
1517 {
1518 case PLAYERMOVER:
1519 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1520 {
1521 if (!trap->stats.maxsp)
1522 trap->stats.maxsp = 2;
1523
1524 /* Is this correct? From the docs, it doesn't look like it
1525 * should be divided by trap->speed
1526 */
1527 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1528
1529 /* Just put in some sanity check. I think there is a bug in the
1530 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed.
1532 */
1533 if (victim->speed_left < -50.0)
1534 victim->speed_left = -50.0;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 }
1537 goto leave;
1538
1539 case SPINNER:
1540 if (victim->direction)
1541 {
1542 victim->direction = absdir (victim->direction - trap->stats.sp);
1543 update_turn_face (victim);
1544 }
1545 goto leave;
1546
1547 case DIRECTOR:
1548 if (victim->direction && !should_director_abort (trap, victim))
1549 {
1550 victim->direction = trap->stats.sp;
1551 update_turn_face (victim);
1552 }
1553 goto leave;
1554
1555 case BUTTON:
1556 case PEDESTAL:
1557 update_button (trap);
1558 goto leave;
1559
1560 case ALTAR:
1561 /* sacrifice victim on trap */
1562 apply_altar (trap, victim, originator);
1563 goto leave;
1564
1565 case THROWN_OBJ:
1566 if (trap->inv == NULL)
1567 goto leave;
1568 /* fallthrough */
1569
1570 case ARROW:
1571 /* bad bug: monster throw a object, make a step forwards, step on object ,
1572 * trigger this here and get hit by own missile - and will be own enemy.
1573 * Victim then is his own enemy and will start to kill herself (this is
1574 * removed) but we have not synced victim and his missile. To avoid senseless
1575 * action, we avoid hits here
1576 */
1577 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1578 hit_with_arrow (trap, victim);
1579 goto leave;
1580
1581 case SPELL_EFFECT:
1582 apply_spell_effect (trap, victim);
1583 goto leave;
1584
1585 case TRAPDOOR:
1586 {
1587 int max, sound_was_played;
1588 object *ab, *ab_next;
1589
1590 if (!trap->value)
1591 {
1592 int tot;
1593
1594 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1595 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1596 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1597
1598 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1599 goto leave;
1600
1601 SET_ANIMATION (trap, trap->value);
1602 update_object (trap, UP_OBJ_FACE);
1603 }
1604
1605 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1606 {
1607 /* need to set this up, since if we do transfer the object,
1608 * ab->above would be bogus
1609 */
1610 ab_next = ab->above;
1611
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1613 {
1614 if (!sound_was_played)
1615 {
1616 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1617 sound_was_played = 1;
1618 }
1619 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1620 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1621 }
1622 }
1623 goto leave;
1624 }
1625
1626
1627 case CONVERTER:
1628 if (convert_item (victim, trap) < 0)
1629 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 }
1641 }
1642 goto leave;
1643
1644 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR:
1647 check_trigger (trap, victim);
1648 goto leave;
1649
1650 case DEEP_SWAMP:
1651 walk_on_deep_swamp (trap, victim);
1652 goto leave;
1653
1654 case CHECK_INV:
1655 check_inv (victim, trap);
1656 goto leave;
1657
1658 case HOLE:
1659 /* Hole not open? */
1660 if (trap->stats.wc > 0)
1661 goto leave;
1662
1663 /* Is this a multipart monster and not the head? If so, return.
1664 * Processing will happen if the head runs into the pit
1665 */
1666 if (victim->head)
1667 goto leave;
1668
1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672 goto leave;
1673
1674 case EXIT:
1675 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 {
1677 /* Basically, don't show exits leading to random maps the
1678 * players output.
1679 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1682 enter_exit (victim, trap);
1683 }
1684 goto leave;
1685
1686 case ENCOUNTER:
1687 /* may be some leftovers on this */
1688 goto leave;
1689
1690 case SHOP_MAT:
1691 apply_shop_mat (trap, victim);
1692 goto leave;
1693
1694 /* Drop a certain amount of gold, and have one item identified */
1695 case IDENTIFY_ALTAR:
1696 apply_id_altar (victim, trap, originator);
1697 goto leave;
1698
1699 case SIGN:
1700 if (victim->type != PLAYER && trap->stats.food > 0)
1701 goto leave; /* monsters musn't apply magic_mouths with counters */
1702
1703 apply_sign (victim, trap, 1);
1704 goto leave;
1705
1706 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap);
1711 goto leave;
1712
1713 case RUNE:
1714 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1717 spring_trap (trap, victim);
1718 }
1719 goto leave;
1720
1721 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1724 goto leave;
1725 }
1726
1727leave:
1728 recursion_depth--;
1729}
1730
1731/**
1732 * Handles reading a regular (ie not containing a spell) book.
1733 */
1734static void
1735apply_book (object *op, object *tmp)
1736{
1737 int lev_diff;
1738 object *skill_ob;
1739
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1743 return; 1015 return;
1744 }
1745 if (tmp->msg == NULL)
1746 {
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1748 return;
1749 }
1750 1016
1751 /* need a literacy skill to read stuff! */ 1017 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1752 skill_ob = find_skill_by_name (op, tmp->skill); 1018 victim->statusmsg ("You fall through the hole!", NDI_RED);
1753 if (!skill_ob)
1754 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1756 return;
1757 }
1758 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 {
1761 if (lev_diff < 2)
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1763 else if (lev_diff < 3)
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1765 else if (lev_diff < 5)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1767 else if (lev_diff < 8)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1769 else if (lev_diff < 15)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1771 else
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1773 return;
1774 }
1775 1019
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1020 transfer_ob (victim,
1777 1021 EXIT_X (trap) + freearr_x[dir],
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1022 EXIT_Y (trap) + freearr_y[dir],
1779 msgType->message_type, msgType->message_subtype, 1023 0, victim);
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1781
1782 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 {
1789 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED);
1791 /* If in a container, update how it looks */
1792 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else
1795 op->contr->socket.update_look = 1;
1796 }
1797 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 }
1800}
1801
1802/**
1803 * Handles the applying of a skill scroll, calling learn_skill straight.
1804 * op is the person learning the skill, tmp is the skill scroll object
1805 */
1806static void
1807apply_skillscroll (object *op, object *tmp)
1808{
1809 switch ((int) learn_skill (op, tmp))
1810 {
1811 case 0:
1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1814 return;
1815
1816 case 1:
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818 decrease_ob (tmp);
1819 return;
1820
1821 default:
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1823 decrease_ob (tmp);
1824 return;
1825 }
1826}
1827
1828/**
1829 * Actually makes op learn spell.
1830 * Informs player of what happens.
1831 */
1832void
1833do_learn_spell (object *op, object *spell, int special_prayer)
1834{
1835 object *tmp;
1836
1837 if (op->type != PLAYER)
1838 {
1839 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1840 return;
1841 }
1842
1843 /* Upgrade special prayers to normal prayers */
1844 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1845 {
1846 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1847 {
1848 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1849 return;
1850 }
1851 return;
1852 }
1853
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = object::create ();
1856 spell->copy_to (tmp);
1857 insert_ob_in_ob (tmp, op);
1858
1859 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863
1864 esrv_add_spells (op->contr, tmp);
1865}
1866
1867/**
1868 * Erases spell from player's inventory.
1869 */
1870void
1871do_forget_spell (object *op, const char *spell)
1872{
1873 object *spob;
1874
1875 if (op->type != PLAYER)
1876 {
1877 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1878 return;
1879 }
1880 if ((spob = check_spell_known (op, spell)) == NULL)
1881 {
1882 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1883 return;
1884 }
1885
1886 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1887 player_unready_range_ob (op->contr, spob);
1888 esrv_remove_spell (op->contr, spob);
1889 spob->destroy ();
1890}
1891
1892/**
1893 * Handles player applying a spellbook.
1894 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1895 * stuff like that. Random learning failure too.
1896 */
1897static void
1898apply_spellbook (object *op, object *tmp)
1899{
1900 object *skop, *spell, *spell_skill;
1901
1902 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1903 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1905 return;
1906 }
1907
1908 /* artifact_spellbooks have 'slaying' field point to a spell name,
1909 * instead of having their spell stored in stats.sp. These are
1910 * legacy spellbooks
1911 */
1912
1913 if (tmp->slaying != NULL)
1914 {
1915 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1916 if (!spell)
1917 {
1918 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1919 return;
1920 }
1921 else
1922 insert_ob_in_ob (spell, tmp);
1923 tmp->slaying = NULL;
1924 }
1925
1926 skop = find_skill_by_name (op, tmp->skill);
1927
1928 /* need a literacy skill to learn spells. Also, having a literacy level
1929 * lower than the spell will make learning the spell more difficult */
1930 if (!skop)
1931 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1933 return;
1934 }
1935
1936 spell = tmp->inv;
1937
1938 if (!spell)
1939 {
1940 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1941 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1942 return;
1943 }
1944
1945 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1946 {
1947 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1948 return;
1949 }
1950
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 {
1955 identify (tmp);
1956 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else
1959 op->contr->socket.update_look = 1;
1960 }
1961
1962 /* I removed the check for special_prayer_mark here - it didn't make
1963 * a lot of sense - special prayers are not found in spellbooks, and
1964 * if the player doesn't know the spell, doesn't make a lot of sense that
1965 * they would have a special prayer mark.
1966 */
1967 if (check_spell_known (op, spell->name))
1968 {
1969 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1970 return;
1971 }
1972
1973 if (spell->skill)
1974 {
1975 spell_skill = find_skill_by_name (op, spell->skill);
1976
1977 if (!spell_skill)
1978 {
1979 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1980 return;
1981 }
1982
1983 if (spell_skill->level < spell->level)
1984 {
1985 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1986 return;
1987 }
1988 }
1989
1990 /* Logic as follows
1991 *
1992 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1993 *
1994 * 2- The learner's skill level in literacy adjusts the chance to learn
1995 * a spell.
1996 *
1997 * 3 -Automatically fail to learn if you read while confused
1998 *
1999 * Overall, chances are the same but a player will find having a high
2000 * literacy rate very useful! -b.t.
2001 */
2002 if (QUERY_FLAG (op, FLAG_CONFUSED))
2003 {
2004 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2005 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2006 }
2007 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2008 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2009 {
2010
2011 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2012 do_learn_spell (op, spell, 0);
2013
2014 /* xp gain to literacy for spell learning */
2015 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2016 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2017 }
2018 else
2019 {
2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2021 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2022 }
2023 decrease_ob (tmp);
2024}
2025
2026/**
2027 * Handles applying a spell scroll.
2028 */
2029void
2030apply_scroll (object *op, object *tmp, int dir)
2031{
2032 object *skop;
2033
2034 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2035 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2037 return;
2038 }
2039
2040 if (!tmp->inv || tmp->inv->type != SPELL)
2041 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2043 return;
2044 }
2045
2046 if (op->type == PLAYER)
2047 {
2048 /* players need a literacy skill to read stuff! */
2049 int exp_gain = 0;
2050
2051 /* hard code literacy - tmp->skill points to where the exp
2052 * should go for anything killed by the spell.
2053 */
2054 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2055
2056 if (!skop)
2057 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2059 return;
2060 }
2061
2062 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2063 change_exp (op, exp_gain, skop->skill, 0);
2064 }
2065
2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067 identify (tmp);
2068
2069 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2070
2071
2072 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073 decrease_ob (tmp);
2074}
2075
2076/**
2077 * Applies a treasure object - by default, chest. op
2078 * is the person doing the applying, tmp is the treasure
2079 * chest.
2080 */
2081static void
2082apply_treasure (object *op, object *tmp)
2083{
2084 object *treas;
2085
2086
2087 /* Nice side effect of new treasure creation method is that the treasure
2088 * for the chest is done when the chest is created, and put into the chest
2089 * inventory. So that when the chest burns up, the items still exist. Also
2090 * prevents people fromt moving chests to more difficult maps to get better
2091 * treasure
2092 */
2093
2094 treas = tmp->inv;
2095 if (treas == NULL)
2096 {
2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2098 decrease_ob (tmp);
2099 return;
2100 }
2101 while (tmp->inv)
2102 {
2103 treas = tmp->inv;
2104
2105 treas->remove ();
2106 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2107
2108 treas->x = op->x;
2109 treas->y = op->y;
2110 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2111
2112 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2113 spring_trap (treas, op);
2114
2115 /* If either player or container was destroyed, no need to do
2116 * further processing. I think this should be enclused with
2117 * spring trap above, as I don't think there is otherwise
2118 * any way for the treasure chest or player to get killed
2119 */
2120 if (op->destroyed () || tmp->destroyed ())
2121 break;
2122 }
2123
2124 if (!tmp->destroyed () && tmp->inv == NULL)
2125 decrease_ob (tmp);
2126
2127}
2128
2129/**
2130 * op eats food.
2131 * If player, takes care of messages and dragon special food.
2132 */
2133static void
2134apply_food (object *op, object *tmp)
2135{
2136 int capacity_remaining;
2137
2138 if (op->type != PLAYER)
2139 op->stats.hp = op->stats.maxhp;
2140 else
2141 {
2142 /* check if this is a dragon (player), eating some flesh */
2143 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2144 ;
2145 else
2146 {
2147 /* usual case - no dragon meal: */
2148 if (op->stats.food + tmp->stats.food > 999)
2149 {
2150 if (tmp->type == FOOD || tmp->type == FLESH)
2151 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2152 else
2153 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2154 }
2155
2156 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2157 {
2158 char buf[MAX_BUF];
2159
2160 if (!is_dragon_pl (op))
2161 {
2162 /* eating message for normal players */
2163 if (tmp->type == DRINK)
2164 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2165 else
2166 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2167 }
2168 else
2169 {
2170 /* eating message for dragon players */
2171 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2172 }
2173
2174 new_draw_info (NDI_UNIQUE, 0, op, buf);
2175 capacity_remaining = 999 - op->stats.food;
2176 op->stats.food += tmp->stats.food;
2177 if (capacity_remaining < tmp->stats.food)
2178 op->stats.hp += capacity_remaining / 50;
2179 else
2180 op->stats.hp += tmp->stats.food / 50;
2181 if (op->stats.hp > op->stats.maxhp)
2182 op->stats.hp = op->stats.maxhp;
2183 if (op->stats.food > 999)
2184 op->stats.food = 999;
2185 }
2186
2187 /* special food hack -b.t. */
2188 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2189 eat_special_food (op, tmp);
2190 }
2191 }
2192 handle_apply_yield (tmp);
2193 decrease_ob (tmp);
2194}
2195
2196/**
2197 * A dragon is eating some flesh. If the flesh contains resistances,
2198 * there is a chance for the dragon's skin to get improved.
2199 *
2200 * attributes:
2201 * object *op the object (dragon player) eating the flesh
2202 * object *meal the flesh item, getting chewed in dragon's mouth
2203 * return:
2204 * int 1 if eating successful, 0 if it doesn't work
2205 */
2206int
2207dragon_eat_flesh (object *op, object *meal)
2208{
2209 object *skin = NULL; /* pointer to dragon skin force */
2210 object *abil = NULL; /* pointer to dragon ability force */
2211 object *tmp = NULL; /* tmp. object */
2212
2213 char buf[MAX_BUF]; /* tmp. string buffer */
2214 double chance; /* improvement-chance of one resistance type */
2215 double totalchance = 1; /* total chance of gaining one resistance */
2216 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2217 double mbonus = 0; /* monster bonus */
2218 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2219 int winners = 0; /* number of winners */
2220 int i; /* index */
2221
2222 /* let's make sure and doublecheck the parameters */
2223 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0;
2225
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE)
2231 {
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2233 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2235 abil = tmp;
2236 }
2237 }
2238
2239 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL)
2242 return 0;
2243
2244 /* now start by filling stomache and health, according to food-value */
2245 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50;
2247 else
2248 op->stats.hp += meal->stats.food / 50;
2249 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp = op->stats.maxhp;
2251
2252 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253
2254 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2255
2256 /* on to the interesting part: chances for adding resistance */
2257 for (i = 0; i < NROFATTACKS; i++)
2258 {
2259 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2260 {
2261 /* got positive resistance, now calculate improvement chance (0-100) */
2262
2263 /* this bonus makes resistance increase easier at lower levels */
2264 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2265 if (i == abil->stats.exp)
2266 bonus += 5; /* additional bonus for resistance of ability-focus */
2267
2268 /* monster bonus increases with level, because high-level
2269 flesh is too rare */
2270 mbonus = op->level * 20. / ((double) settings.max_level);
2271
2272 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2273 ((double) settings.max_level)) - skin->resist[i];
2274
2275 if (chance >= 0.)
2276 chance += 1.;
2277 else
2278 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2279
2280 /* chance is proportional to amount of resistance (max. 50) */
2281 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2282
2283 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.);
2286
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100))
2289 {
2290 atnr_winner[winners] = i;
2291 winners++;
2292 }
2293
2294 if (chance >= 0.01)
2295 totalchance *= 1 - chance / 100;
2296
2297 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2298 }
2299 }
2300
2301 /* inverse totalchance as until now we have the failure-chance */
2302 totalchance = 100 - totalchance * 100;
2303 /* print message according to totalchance */
2304 if (totalchance > 50.)
2305 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2306 else if (totalchance > 10.)
2307 sprintf (buf, "The %s tasted very good.", &meal->name);
2308 else if (totalchance > 1.)
2309 sprintf (buf, "The %s tasted good.", &meal->name);
2310 else if (totalchance > 0.1)
2311 sprintf (buf, "The %s tasted bland.", &meal->name);
2312 else if (totalchance >= 0.01)
2313 sprintf (buf, "The %s had a boring taste.", &meal->name);
2314 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2315 sprintf (buf, "The %s tasted strange.", &meal->name);
2316 else
2317 sprintf (buf, "The %s had no taste.", &meal->name);
2318 new_draw_info (NDI_UNIQUE, 0, op, buf);
2319
2320 /* now choose a winner if we have any */
2321 i = -1;
2322 if (winners > 0)
2323 i = atnr_winner[RANDOM () % winners];
2324
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 {
2327 /* resistance increased! */
2328 skin->resist[i]++;
2329 fix_player (op);
2330
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 }
2334
2335 /* if this flesh contains a new ability focus, we mark it
2336 into the ability_force and it will take effect on next level */
2337 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2338 {
2339 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2340
2341 if (meal->last_eat != abil->stats.exp)
2342 {
2343 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2344 new_draw_info (NDI_UNIQUE, 0, op, buf);
2345 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 }
2348 else
2349 {
2350 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2351 new_draw_info (NDI_UNIQUE, 0, op, buf);
2352 abil->last_eat = 0;
2353 }
2354 }
2355 return 1;
2356}
2357
2358static void
2359apply_savebed (object *pl)
2360{
2361#ifndef COZY_SERVER
2362 if (!pl->contr->name_changed || !pl->stats.exp)
2363 {
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2365 return;
2366 }
2367#endif
2368 INVOKE_PLAYER (LOGOUT, pl->contr);
2369 /* Need to call terminate_all_pets() before we remove the player ob */
2370 terminate_all_pets (pl);
2371 pl->remove ();
2372 pl->direction = 0;
2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2374
2375 /* update respawn position */
2376 strcpy (pl->contr->savebed_map, pl->map->path);
2377 pl->contr->bed_x = pl->x;
2378 pl->contr->bed_y = pl->y;
2379
2380 strcpy (pl->contr->killer, "left");
2381 check_score (pl); /* Always check score */
2382 (void) save_player (pl, 0);
2383 pl->map->players--;
2384#if MAP_MAXTIMEOUT
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2386#endif
2387 play_again (pl);
2388 pl->speed = 0;
2389 update_ob_speed (pl);
2390}
2391
2392/**
2393 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour.
2395 */
2396static void
2397apply_armour_improver (object *op, object *tmp)
2398{
2399 object *armor;
2400
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2402 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2404 return;
2405 }
2406 armor = find_marked_object (op);
2407 if (!armor)
2408 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2410 return;
2411 }
2412 if (armor->type != ARMOUR
2413 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2417 return;
2418 }
2419
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421 improve_armour (op, tmp, armor);
2422}
2423
2424
2425extern void
2426apply_poison (object *op, object *tmp)
2427{
2428 if (op->type == PLAYER)
2429 {
2430 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2432 strcpy (op->contr->killer, "poisonous booze");
2433 }
2434 if (tmp->stats.hp > 0)
2435 {
2436 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2437 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2438 }
2439 op->stats.food -= op->stats.food / 4;
2440 handle_apply_yield (tmp);
2441 decrease_ob (tmp);
2442}
2443
2444/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2446 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side)
2448 * -You are
2449 * ° the owner of the exit
2450 * ° or in the same party as the owner
2451 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name
2453 * in the field exit->name cause the field exit->owner doesn't
2454 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */
2456int
2457is_legal_2ways_exit (object *op, object *exit)
2458{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at
2469 * all the exits in destination and try to find one with same path as
2470 * the current exit's position */
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2473 else
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap)
2476 {
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2478 if (!tmp)
2479 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2481 {
2482 if (tmp->type != EXIT)
2483 continue; /*Not an exit */
2484 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2489 continue; /*Not in the same map */
2490
2491 /* From here we have found the exit is valid. However we do
2492 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments
2494 */
2495 if (!exit->race)
2496 return 1; /*No owner, free for all! */
2497 exit_owner = NULL;
2498 for (pp = first_player; pp; pp = pp->next)
2499 {
2500 if (!pp->ob)
2501 continue;
2502 if (pp->ob->name != exit->race)
2503 continue;
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break;
2506 }
2507 if (!exit_owner)
2508 return 0; /* No more owner */
2509 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */
2511 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2514 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0;
2516 return 1;
2517 }
2518 }
2519 return 0;
2520}
2521
2522
2523/**
2524 * Main apply handler.
2525 *
2526 * Checks for unpaid items before applying.
2527 *
2528 * Return value:
2529 * 0: player or monster can't apply objects of that type
2530 * 1: has been applied, or there was an error applying the object
2531 * 2: objects of that type can't be applied if not in inventory
2532 *
2533 * op is the object that is causing object to be applied, tmp is the object
2534 * being applied.
2535 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special
2538 */
2539
2540int
2541manual_apply (object *op, object *tmp, int aflag)
2542{
2543 if (tmp->head)
2544 tmp = tmp->head;
2545
2546 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2547 {
2548 if (op->type == PLAYER)
2549 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2551 return 1;
2552 }
2553 else
2554 {
2555 return 0; /* monsters just skip unpaid items */
2556 }
2557 }
2558
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0);
2561
2562 switch (tmp->type)
2563 {
2564
2565 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value);
2570 update_object (tmp, UP_OBJ_FACE);
2571 push_button (tmp);
2572 return 1;
2573
2574 case TRIGGER:
2575 if (check_trigger (tmp, op))
2576 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2579 }
2580 else
2581 {
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2583 }
2584 return 1;
2585
2586 case EXIT:
2587 if (op->type != PLAYER)
2588 return 0;
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590 {
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592 }
2593 else
2594 {
2595 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2598 enter_exit (op, tmp);
2599 }
2600 return 1;
2601
2602 case SIGN:
2603 apply_sign (op, tmp, 0);
2604 return 1;
2605
2606 case BOOK:
2607 if (op->type == PLAYER)
2608 {
2609 apply_book (op, tmp);
2610 return 1;
2611 }
2612 else
2613 {
2614 return 0;
2615 }
2616
2617 case SKILLSCROLL:
2618 if (op->type == PLAYER)
2619 {
2620 apply_skillscroll (op, tmp);
2621 return 1;
2622 }
2623 return 0;
2624
2625 case SPELLBOOK:
2626 if (op->type == PLAYER)
2627 {
2628 apply_spellbook (op, tmp);
2629 return 1;
2630 }
2631 return 0;
2632
2633 case SCROLL:
2634 apply_scroll (op, tmp, 0);
2635 return 1;
2636
2637 case POTION:
2638 (void) apply_potion (op, tmp);
2639 return 1;
2640
2641 /* Eneq(@csd.uu.se): Handle apply on containers. */
2642 case CLOSE_CON:
2643 if (op->type == PLAYER)
2644 (void) esrv_apply_container (op, tmp->env);
2645 else
2646 (void) apply_container (op, tmp->env);
2647 return 1;
2648
2649 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp);
2654 return 1;
2655
2656 case TREASURE:
2657 if (op->type == PLAYER)
2658 {
2659 apply_treasure (op, tmp);
2660 return 1;
2661 }
2662 else
2663 {
2664 return 0;
2665 }
2666
2667 case WEAPON:
2668 case ARMOUR:
2669 case BOOTS:
2670 case GLOVES:
2671 case AMULET:
2672 case GIRDLE:
2673 case BRACERS:
2674 case SHIELD:
2675 case HELMET:
2676 case RING:
2677 case CLOAK:
2678 case WAND:
2679 case ROD:
2680 case HORN:
2681 case SKILL:
2682 case BOW:
2683 case LAMP:
2684 case BUILDER:
2685 case SKILL_TOOL:
2686 if (tmp->env != op)
2687 return 2; /* not in inventory */
2688 (void) apply_special (op, tmp, aflag);
2689 return 1;
2690
2691 case DRINK:
2692 case FOOD:
2693 case FLESH:
2694 apply_food (op, tmp);
2695 return 1;
2696
2697 case POISON:
2698 apply_poison (op, tmp);
2699 return 1;
2700
2701 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711
2712 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER)
2714 {
2715 apply_armour_improver (op, tmp);
2716 return 1;
2717 }
2718 else
2719 {
2720 return 0;
2721 }
2722
2723 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp);
2725 return 1;
2726
2727 case CLOCK:
2728 if (op->type == PLAYER)
2729 {
2730 char buf[MAX_BUF];
2731 timeofday_t tod;
2732
2733 get_tod (&tod);
2734 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2735 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2736 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2737 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2738 new_draw_info (NDI_UNIQUE, 0, op, buf);
2739 return 1;
2740 }
2741 else
2742 {
2743 return 0;
2744 }
2745
2746 case MENU:
2747 if (op->type == PLAYER)
2748 {
2749 shop_listing (op);
2750 return 1;
2751 }
2752 else
2753 {
2754 return 0;
2755 }
2756
2757 case POWER_CRYSTAL:
2758 apply_power_crystal (op, tmp); /* see egoitem.c */
2759 return 1;
2760
2761 case LIGHTER: /* for lighting torches/lanterns/etc */
2762 if (op->type == PLAYER)
2763 {
2764 apply_lighter (op, tmp);
2765 return 1;
2766 }
2767 else
2768 {
2769 return 0;
2770 }
2771
2772 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp);
2774 return 1;
2775
2776 default:
2777 return 0;
2778 }
2779}
2780
2781
2782/* quiet suppresses the "don't know how to apply" and "you must get it first"
2783 * messages as needed by player_apply_below(). But there can still be
2784 * "but you are floating high above the ground" messages.
2785 *
2786 * Same return value as apply() function.
2787 */
2788int
2789player_apply (object *pl, object *op, int aflag, int quiet)
2790{
2791 int tmp;
2792
2793 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2794 {
2795 /* player is flying and applying object not in inventory */
2796 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797 {
2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2799 return 0;
2800 }
2801 }
2802
2803 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2804 * applied.
2805 */
2806 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2807 {
2808 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2809 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2810 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2811 op->destroy ();
2812 return 1;
2813 }
2814
2815 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817
2818 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet)
2820 {
2821 if (tmp == 0)
2822 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2823 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2825 }
2826 return tmp;
2827}
2828
2829/**
2830 * player_apply_below attempts to apply the object 'below' the player.
2831 * If the player has an open container, we use that for below, otherwise
2832 * we use the ground.
2833 */
2834
2835void
2836player_apply_below (object *pl)
2837{
2838 object *tmp, *next;
2839 int floors;
2840
2841 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map.
2843 */
2844 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2845
2846 /* This is perhaps more complicated. However, I want to make sure that
2847 * we don't use a corrupt pointer for the next object, so we get the
2848 * next object in the stack before applying. This is can only be a
2849 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value.
2851 */
2852 for (floors = 0; tmp != NULL; tmp = next)
2853 {
2854 next = tmp->below;
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++;
2857 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */
2859
2860 /* If it is visible, player can apply it. If it is applied by
2861 * person moving on it, also activate. Added code to make it
2862 * so that at least one of players movement types be that which
2863 * the item needs.
2864 */
2865 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2866 {
2867 if (player_apply (pl, tmp, 0, 1) == 1)
2868 return;
2869 }
2870 if (floors >= 2)
2871 return; /* process at most two floor objects */
2872 }
2873} 1024}
2874 1025
2875/** 1026/**
2876 * Unapplies specified item. 1027 * Unapplies specified item.
2877 * No check done on cursed/damned. 1028 * No check done on cursed/damned.
2878 * Break this out of apply_special - this is just done 1029 * Break this out of apply_special - this is just done
2879 * to keep the size of apply_special to a more managable size. 1030 * to keep the size of apply_special to a more managable size.
2880 */ 1031 */
2881static int 1032static bool
2882unapply_special (object *who, object *op, int aflags) 1033unapply_special (object *who, object *op, int aflags)
2883{ 1034{
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1036 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 1037 return RESULT_INT (0);
2886 1038
2887 object *tmp2; 1039 if (who->current_weapon == op)
1040 who->current_weapon = 0;
2888 1041
2889 CLEAR_FLAG (op, FLAG_APPLIED); 1042 op->flag [FLAG_APPLIED] = false;
1043
2890 switch (op->type) 1044 switch (op->type)
2891 { 1045 {
1046 case SKILL:
1047 if (player *pl = who->contr)
1048 if (op->invisible)
1049 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1050 else
1051 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1052
1053 change_abil (who, op);
1054 who->flag [FLAG_READY_SKILL] = false;
1055 break;
1056
2892 case WEAPON: 1057 case WEAPON:
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1058 who->statusmsg (format ("You unwield %s.", query_name (op)));
2894
2895 (void) change_abil (who, op); 1059 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1060 who->flag [FLAG_READY_WEAPON] = false;
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1061
2898 clear_skill (who); 1062 // unapplying a weapon or skill tool should also unapply the skill it governs
1063 // but this is hard, as it shouldn't do so when the skill can
1064 // be used for other reasons
1065 if (who->chosen_skill)
1066 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1067 unapply_special (who, op, 0);
1068
2899 break; 1069 break;
2900 1070
2901 case SKILL: /* allows objects to impart skills */ 1071 case BOW:
2902 case SKILL_TOOL: 1072 case WAND:
2903 if (op != who->chosen_skill) 1073 case ROD:
1074 case HORN:
1075 case RANGED:
1076 if (player *pl = who->contr)
2904 { 1077 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1078 who->statusmsg (format ("You unready %s.", query_name (op)));
1079 change_abil (who, op);
2906 } 1080 }
2907 if (who->type == PLAYER) 1081 else
2908 { 1082 {
2909 if (who->contr->shoottype == range_skill) 1083 if (op->type == BOW)
2910 who->contr->shoottype = range_none; 1084 op->flag [FLAG_READY_BOW ] = false;
2911 if (!op->invisible)
2912 {
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else 1085 else
2916 { 1086 op->flag [FLAG_READY_RANGE] = false;
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 }
2919 } 1087 }
2920 (void) change_abil (who, op); 1088
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 1089 break;
2924 1090
2925 case ARMOUR: 1091 case ARMOUR:
2926 case HELMET: 1092 case HELMET:
2927 case SHIELD: 1093 case SHIELD:
2930 case GLOVES: 1096 case GLOVES:
2931 case AMULET: 1097 case AMULET:
2932 case GIRDLE: 1098 case GIRDLE:
2933 case BRACERS: 1099 case BRACERS:
2934 case CLOAK: 1100 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1101 who->statusmsg (format ("You unwear %s.", query_name (op)));
2936 (void) change_abil (who, op); 1102 change_abil (who, op);
2937 break; 1103 break;
1104
2938 case LAMP: 1105 case SPELL:
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1106 case BUILDER:
2940 tmp2 = arch_to_object (op->other_arch); 1107 who->statusmsg (format ("You unready %s.", query_name (op)));
2941 tmp2->x = op->x;
2942 tmp2->y = op->y;
2943 tmp2->map = op->map;
2944 tmp2->below = op->below;
2945 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2948
2949 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2950 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951
2952 if (who->type == PLAYER)
2953 esrv_del_item (who->contr, op->count);
2954
2955 op->destroy ();
2956 insert_ob_in_ob (tmp2, who);
2957 fix_player (who);
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 {
2960 if (who->type == PLAYER)
2961 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2963 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2964 }
2965 }
2966 if (who->type == PLAYER)
2967 esrv_send_item (who, tmp2);
2968 return 1; /* otherwise, an attempt to drop causes problems */
2969 break; 1108 break;
2970 case BOW: 1109
2971 case WAND: 1110 //case SKILL_TOOL://TODO
2972 case ROD: 1111 default:
2973 case HORN: 1112 who->statusmsg (format ("You unapply %s.", query_name (op)));
2974 clear_skill (who);
2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976 if (who->type == PLAYER)
2977 {
2978 who->contr->shoottype = range_none;
2979 }
2980 else
2981 {
2982 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 }
2987 break; 1113 break;
2988
2989 case BUILDER:
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2991 who->contr->shoottype = range_none;
2992 who->contr->ranges[range_builder] = NULL;
2993 break;
2994
2995 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2997 break;
2998 }
2999
3000 fix_player (who);
3001
3002 if (!(aflags & AP_NO_MERGE))
3003 { 1114 }
3004 object *tmp;
3005 1115
3006 tmp = merge_ob (op, NULL); 1116 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3007 if (who->type == PLAYER) 1117 if (object *pl = op->visible_to ())
3008 {
3009 if (tmp)
3010 { /* it was merged */
3011 esrv_del_item (who->contr, op->count);
3012 op = tmp;
3013 }
3014
3015 esrv_send_item (who, op); 1118 esrv_send_item (pl, op);
3016 } 1119
3017 } 1120 who->update_stats ();
1121
3018 return 0; 1122 return 1;
3019} 1123}
3020 1124
3021/** 1125/**
3022 * Returns the object that is using location 'loc'. 1126 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 1127 * Note that 'start' is the first object to start examing - we
3024 * then go through the below of this. In this way, you can do 1128 * then go through the below of this. In this way, you can do
3025 * something like: 1129 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 1130 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1131 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 1132 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 1133 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match. 1134 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects 1135 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 1136 * invisible other objects that use
3033 * up body locations can be used as restrictions. 1137 * up body locations can be used as restrictions.
3034 */ 1138 */
3035object * 1139static object *
3036get_item_from_body_location (object *start, int loc) 1140get_next_item_from_body_location (int loc, object *start)
3037{ 1141{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 1142 for (object *tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1143 if (tmp->flag [FLAG_APPLIED]
1144 && tmp->slot [loc].info
1145 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3045 return tmp; 1146 return tmp;
3046 1147
3047 return NULL; 1148 return 0;
3048} 1149}
3049
3050
3051 1150
3052/** 1151/**
3053 * 'op' wants to apply an object, but can't because of other equipment. 1152 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known 1153 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 1154 * that there are objects to unapply. This makes pretty heavy
3058 * Returns 0 on success, returns 1 if there is some problem. 1157 * Returns 0 on success, returns 1 if there is some problem.
3059 * if aflags is AP_PRINT, we instead print out waht to unapply 1158 * if aflags is AP_PRINT, we instead print out waht to unapply
3060 * instead of doing it. This is a lot less code than having 1159 * instead of doing it. This is a lot less code than having
3061 * another function that does just that. 1160 * another function that does just that.
3062 */ 1161 */
3063int 1162
1163#define CANNOT_REMOVE_CURSED \
1164 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1165 "Praying over an altar, scrolls of remove curse/damnation, " \
1166 "priests or even other players might help.>"
1167
1168static bool
3064unapply_for_ob (object *who, object *op, int aflags) 1169unapply_for_ob (object *who, object *op, int aflags)
3065{ 1170{
3066 int i; 1171 if (op->is_range ())
3067 object *tmp = NULL, *last;
3068
3069 /* If we are applying a shield or weapon, unapply any equipped shield
3070 * or weapons first - only allowed to use one weapon/shield at a time.
3071 */
3072 if (op->type == WEAPON || op->type == SHIELD)
3073 {
3074 for (tmp = who->inv; tmp; tmp = tmp->below) 1172 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 { 1173 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1174 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3077 { 1175 {
3078 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 {
3080 if (aflags & AP_PRINT) 1176 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1177 who->failmsg (query_name (tmp));
3082 else 1178 else
3083 unapply_special (who, tmp, aflags); 1179 unapply_special (who, tmp, aflags);
3084 } 1180 }
3085 else 1181 else
3086 { 1182 {
3087 /* In this case, we want to try and remove a cursed item. 1183 /* In this case, we want to try and remove a cursed item.
3088 * While we know it won't work, we want unapply_special to 1184 * While we know it won't work, we want unapply_special to
3089 * at least generate the message. 1185 * at least generate the message.
3090 */ 1186 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1187 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3092 return 1; 1188 return 1;
3093 }
3094
3095 } 1189 }
3096 }
3097 }
3098 1190
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1191 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 1192 {
3101 /* this used up a slot that we need to free */ 1193 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 1194 if (op->slot[i].info)
3103 { 1195 {
3104 last = who->inv; 1196 object *last = who->inv;
3105 1197
3106 /* We do a while loop - may need to remove several items in order 1198 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots. 1199 * to free up enough slots.
3108 */ 1200 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 1201 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 1202 {
3111 tmp = get_item_from_body_location (last, i); 1203 object *tmp = get_next_item_from_body_location (i, last);
1204
3112 if (!tmp) 1205 if (!tmp)
3113 { 1206 {
3114#if 0 1207#if 0
3115 /* Not a bug - we'll get this if the player has cursed items 1208 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped. 1209 * equipped.
3117 */ 1210 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1211 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119#endif 1212#endif
3120 return 1; 1213 return 1;
3121 } 1214 }
1215
3122 /* If we are just printing, we don't care about cursed status */ 1216 /* If we are just printing, we don't care about cursed status */
3123 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1217 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3124 { 1218 {
3125 if (aflags & AP_PRINT) 1219 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1220 who->failmsg (query_name (tmp));
3127 else 1221 else
3128 unapply_special (who, tmp, aflags); 1222 unapply_special (who, tmp, aflags);
3129 } 1223 }
3130 else 1224 else
3131 { 1225 {
3132 /* Cursed item that we can't unequip - tell the player. 1226 /* Cursed item that we can't unequip - tell the player.
3133 * Note this could be annoying if this is just one of a few, 1227 * Note this could be annoying if this is just one of a few,
3134 * so it may not be critical (eg, putting on a ring and you have 1228 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.) 1229 * one cursed ring.)
3136 */ 1230 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1231 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3138 } 1232 }
1233
3139 last = tmp->below; 1234 last = tmp->below;
3140 } 1235 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1236 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3142 * return in the !tmp would have kicked in. 1237 * return in the !tmp would have kicked in.
3143 */ 1238 */
3144 } /* if op is using this body location */ 1239 } /* if op is using this body location */
3145 } /* for body lcoations */ 1240 } /* for body lcoations */
1241
3146 return 0; 1242 return 0;
3147} 1243}
3148 1244
3149/** 1245/**
3150 * Checks to see if 'who' can apply object 'op'. 1246 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 1247 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 1248 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 1249 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1250 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3155 * is set, do we really are what the other flags may be?) 1251 * is set, do we really care what the other flags may be?)
3156 * 1252 *
3157 * See include/define.h for detailed description of the meaning of 1253 * See include/define.h for detailed description of the meaning of
3158 * these return values. 1254 * these return values.
3159 */ 1255 */
3160int 1256int
3161can_apply_object (object *who, object *op) 1257can_apply_object (object *who, object *op)
3162{ 1258{
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1259 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 1260 return RESULT_INT (0);
3165 1261
3166 int i, retval = 0; 1262 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 1263 object *tmp = 0, *ws = 0;
3168 1264
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1265 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3170 * 2 weapons, but we don't want to let them do that. So if they are
3171 * trying to equip a weapon or shield, see if they already have one
3172 * in place and store that way.
3173 */
3174 if (op->type == WEAPON || op->type == SHIELD)
3175 { 1266 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1267 if (op->slot[i].info)
3177 { 1268 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1269 /* Item uses more slots than we have */
1270 if (who->slot[i].info + op->slot [i].info < 0)
3179 { 1271 {
3180 retval = CAN_APPLY_UNAPPLY;
3181 ws = tmp;
3182 }
3183 }
3184 }
3185
3186
3187 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3188 {
3189 if (op->body_info[i])
3190 {
3191 /* Item uses more slots than we have */
3192 if (FABS (op->body_info[i]) > who->body_info[i])
3193 {
3194 /* Could return now for efficiently - rest of info below isn' 1272 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 1273 * really needed.
3196 */ 1274 */
3197 retval |= CAN_APPLY_NEVER; 1275 retval |= CAN_APPLY_NEVER;
3198 } 1276 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 1277 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 1278 {
3201 /* in this case, equipping this would use more free spots than 1279 /* in this case, equipping this would use more free spots than
3202 * we have. 1280 * we have.
3203 */ 1281 */
3204 object *tmp1;
3205
3206 1282
3207 /* if we have an applied weapon/shield, and unapply it would free 1283 /* if we have an applied weapon/shield, and unapply it would free
3208 * enough slots to equip the new item, then just set this can 1284 * enough slots to equip the new item, then just set "can
3209 * continue. We don't care about the logic below - if you have 1285 * apply unapply". We don't care about the logic below - if you have a
3210 * shield equipped and try to equip another shield, there is only 1286 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 1287 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 1288 * does take into the account cases where what is being applied
3213 * may be two handed for example. 1289 * may be two handed for example.
3214 */ 1290 */
3215 if (ws) 1291 if (ws)
3216 { 1292 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3217 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3218 { 1293 {
3219 retval |= CAN_APPLY_UNAPPLY; 1294 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 1295 continue;
3221 } 1296 }
3222 }
3223 1297
3224 tmp1 = get_item_from_body_location (who->inv, i); 1298 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 1299 if (!tmp1)
3226 {
3227#if 0
3228 /* This is sort of an error, but happens a lot when old players
3229 * join in with more stuff equipped than they are now allowed.
3230 */
3231 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3232#endif
3233 retval |= CAN_APPLY_NEVER; 1300 retval |= CAN_APPLY_NEVER;
3234 }
3235 else 1301 else
3236 { 1302 {
3237 /* need to unapply something. However, if this something 1303 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 1304 * is different than we had found before, it means they need
3239 * to apply multiple objects 1305 * to apply multiple objects
3240 */ 1306 */
3241 retval |= CAN_APPLY_UNAPPLY; 1307 retval |= CAN_APPLY_UNAPPLY;
1308
3242 if (!tmp) 1309 if (!tmp)
3243 tmp = tmp1; 1310 tmp = tmp1;
3244 else if (tmp != tmp1) 1311 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 1312 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 1313
3248 /* This object isn't using up all the slots, so there must 1314 /* This object isn't using up all the slots, so there must
3249 * be another. If so, and it the new item doesn't need all 1315 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice. 1316 * the slots, the player then has a choice.
3251 */ 1317 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1318 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1319 && abs (op->slot[i].info) < who->slot[i].info)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1320 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 1321
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 1322 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 1323 * equipped? If not, there must be something else to unapply.
3257 */ 1324 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1325 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 1326 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 1327 }
3262 } /* if not enough free slots */ 1328 } /* if not enough free slots */
3263 } /* if this object uses location i */ 1329 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 1330 } /* for i -> num_body_locations loop */
3265 1331
3268 * the weapon/shield checks, and the range checks for monsters, 1334 * the weapon/shield checks, and the range checks for monsters,
3269 * because you can't control those just by body location - bows, shields, 1335 * because you can't control those just by body location - bows, shields,
3270 * and weapons all use the same slot. Similar for horn/rod/wand - they 1336 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location. 1337 * all use the same location.
3272 */ 1338 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1339 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3274 retval |= CAN_APPLY_RESTRICTION; 1340 retval |= CAN_APPLY_RESTRICTION;
1341
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1342 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3276 retval |= CAN_APPLY_RESTRICTION; 1343 retval |= CAN_APPLY_RESTRICTION;
3277 1344
3278
3279 if (who->type != PLAYER) 1345 if (who->type != PLAYER)
3280 { 1346 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1347 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3282 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
1349
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1350 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3284 retval |= CAN_APPLY_RESTRICTION; 1351 retval |= CAN_APPLY_RESTRICTION;
1352
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1353 if (op->type == RING && !who->flag [FLAG_USE_RING])
3286 retval |= CAN_APPLY_RESTRICTION; 1354 retval |= CAN_APPLY_RESTRICTION;
1355
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1356 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3288 retval |= CAN_APPLY_RESTRICTION; 1357 retval |= CAN_APPLY_RESTRICTION;
3289 } 1358 }
1359
3290 return retval; 1360 return retval;
3291} 1361}
3292
3293
3294 1362
3295/** 1363/**
3296 * who is the object using the object. It can be a monster. 1364 * who is the object using the object. It can be a monster.
3297 * op is the object they are using. op is an equipment type item, 1365 * op is the object they are using. op is an equipment type item,
3298 * eg, one which you put on and keep on for a while, and not something 1366 * eg, one which you put on and keep on for a while, and not something
3307 * AP_UNAPPLY=always unapply). 1375 * AP_UNAPPLY=always unapply).
3308 * 1376 *
3309 * Optional flags: 1377 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects 1378 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items 1379 * AP_IGNORE_CURSE: unapply cursed items
1380 * AP_NO_READY: do not ready skills when applying skill tools
3312 * 1381 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1382 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 1383 *
3315 * apply_special() doesn't check for unpaid items. 1384 * apply_special() doesn't check for unpaid items.
3316 */ 1385 */
3317int 1386
1387#define LACK_ITEM_POWER \
1388 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1389
1390static bool
3318apply_special (object *who, object *op, int aflags) 1391apply_special (object *who, object *op, int aflags)
3319{ 1392{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 1393 int basic_flag = aflags & AP_MODE;
3321 object *tmp, *tmp2, *skop = NULL; 1394 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323 1395
3324 if (who == NULL) 1396 if (who == NULL)
3325 { 1397 {
3326 LOG (llevError, "apply_special() from object without environment.\n"); 1398 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1; 1399 return 1;
3328 } 1400 }
3329 1401
1402 //TODO: remove these when apply_special is no longer exposed
3330 if (op->env != who) 1403 if (op->env != who)
3331 return 1; /* op is not in inventory */ 1404 return 1; /* op is not in inventory */
3332 1405
3333 /* trying to unequip op */ 1406 /* trying to unequip op */
3334 if (QUERY_FLAG (op, FLAG_APPLIED)) 1407 if (op->flag [FLAG_APPLIED])
3335 { 1408 {
3336 /* always apply, so no reason to unapply */ 1409 /* always apply, so no reason to unapply */
3337 if (basic_flag == AP_APPLY) 1410 if (basic_flag == AP_APPLY)
3338 return 0; 1411 return 0;
3339 1412
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1413 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3341 { 1414 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1415 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3343 return 1; 1416 return 1;
3344 } 1417 }
1418
3345 return unapply_special (who, op, aflags); 1419 return unapply_special (who, op, aflags);
3346 } 1420 }
3347
3348 if (basic_flag == AP_UNAPPLY) 1421 else if (basic_flag == AP_UNAPPLY)
3349 return 0; 1422 return 0;
3350 1423
3351 i = can_apply_object (who, op); 1424 splay (op);
3352 1425
3353 /* Can't just apply this object. Lets see what not and what to do */ 1426 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i) 1427 if (int i = can_apply_object (who, op))
3355 { 1428 {
3356 if (i & CAN_APPLY_NEVER) 1429 if (i & CAN_APPLY_NEVER)
3357 { 1430 {
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1431 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3359 return 1; 1432 return 1;
3360 } 1433 }
3361 else if (i & CAN_APPLY_RESTRICTION) 1434 else if (i & CAN_APPLY_RESTRICTION)
3362 { 1435 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1436 who->failmsgf (
1437 "You have a prohibition against using a %s. "
1438 "H<Your belief, profession or class prevents you from applying this item.>",
1439 query_name (op)
1440 );
3364 return 1; 1441 return 1;
3365 } 1442 }
1443
3366 if (who->type != PLAYER) 1444 if (who->type != PLAYER)
3367 { 1445 {
3368 /* Some error, so don't try to equip something more */ 1446 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 1447 if (unapply_for_ob (who, op, aflags))
3370 return 1; 1448 return 1;
3371 } 1449 }
3372 else 1450 else
3373 { 1451 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1452 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 1453 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1454 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3377 unapply_for_ob (who, op, AP_PRINT); 1455 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 1456 return 1;
3379 } 1457 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1458 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 1459 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 1460 return 1;
3385 } 1461 }
3386 }
3387 } 1462 }
1463
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1464 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 1465 {
1466 // try to ready attached skill first
3390 skop = find_skill_by_name (who, op->skill); 1467 skop = find_skill_by_name (who, op->skill);
1468
3391 if (!skop) 1469 if (!skop)
3392 { 1470 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1471 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3394 return 1; 1472 return 1;
3395 } 1473 }
3396 else 1474 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3397 {
3398 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated
3400 */
3401 change_skill (who, skop, 0);
3402 } 1475 {
3403 } 1476 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3404 1477 return 1;
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1478 }
3406 { 1479 }
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 1480
1481 if (!check_item_power (who, op->item_power))
1482 {
1483 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3408 return 1; 1484 return 1;
3409 } 1485 }
3410
3411 1486
3412 /* Ok. We are now at the state where we can apply the new object. 1487 /* Ok. We are now at the state where we can apply the new object.
3413 * Note that we don't have the checks for can_use_... 1488 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 1489 * below - that is already taken care of by can_apply_object.
3415 */ 1490 */
3416 1491
3417 1492 // split away all the other items from the stack, so only one item is left
3418 if (op->nrof > 1) 1493 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3419 tmp = get_split_ob (op, op->nrof - 1);
3420 else
3421 tmp = NULL;
3422 1494
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1495 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0); 1496 return RESULT_INT (0);
3425 1497
3426 switch (op->type) 1498 switch (op->type)
3427 { 1499 {
3428 case WEAPON: 1500 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 1501 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3430 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3432 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3433 if (tmp != NULL)
3434 (void) insert_ob_in_ob (tmp, who);
3435 return 1;
3436 }
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 { 1502 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 1503 /* if the weapon does not have the name as the character, can't use it. */
3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1504 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3441 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1505 who->failmsg ("The weapon does not recognize you as its owner. "
3442 if (tmp != NULL) 1506 "H<Its name indicates that it belongs to somebody else.>");
3443 (void) insert_ob_in_ob (tmp, who); 1507 if (tmp) who->insert (tmp);
3444 return 1; 1508 return 1;
3445 } 1509 }
3446 SET_FLAG (op, FLAG_APPLIED);
3447 1510
3448 if (skop) 1511 op->flag [FLAG_APPLIED] = true;
3449 change_skill (who, skop, 1);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3451 SET_FLAG (who, FLAG_READY_WEAPON);
3452 1512
3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 1513 if (player *pl = who->contr)
3454 1514 {
1515 who->statusmsg (format ("You wield %s.", query_name (op)));
3455 (void) change_abil (who, op); 1516 change_abil (who, op);
1517 }
1518
1519 op->flag [FLAG_READY_WEAPON] = true;
3456 break; 1520 break;
3457 1521
3458 case ARMOUR: 1522 case ARMOUR:
3459 case HELMET: 1523 case HELMET:
3460 case SHIELD: 1524 case SHIELD:
3463 case GIRDLE: 1527 case GIRDLE:
3464 case BRACERS: 1528 case BRACERS:
3465 case CLOAK: 1529 case CLOAK:
3466 case RING: 1530 case RING:
3467 case AMULET: 1531 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 1532 op->set_flag (FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1533 who->statusmsg (format ("You wear %s.", query_name (op)));
3470 (void) change_abil (who, op); 1534 change_abil (who, op);
3471 break; 1535 break;
1536
1537 case SKILL_TOOL:
1538 // applying a skill tool does not ready the skill
1539 // if something needs the skill, it has to ready it itself
1540 //TODO: unapplying should unapply the skill, though
1541 op->set_flag (FLAG_APPLIED);
1542 break;
1543
3472 case LAMP: 1544 case SKILL:
3473 if (op->stats.food < 1) 1545 if (!(aflags & AP_NO_SLOT))
3474 { 1546 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 1547 // skill is used on it's own, as opposed to being a chosen_skill
1548
1549 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1550 {
1551 who->failmsgf (
1552 "You feel as if you wanted to do something funny, but you can't remember what. "
1553 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1554 "It cannot be used on its own.>",
1555 &op->skill
1556 );
1557 if (tmp) who->insert (tmp);
1558 return 1;
1559 }
1560
1561 if (skill_flags [op->subtype] & SF_AUTARK
1562 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1563 {
1564 if (skill_flags [op->subtype] & SF_USE)
1565 who->failmsgf (
1566 "You feel as if you wanted to do something funny, but you can't remember what. "
1567 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1568 &op->skill, &op->skill
1569 );
1570 else
1571 who->failmsgf (
1572 "You feel as if you wanted to do something funny, but you can't remember what. "
1573 "H<The %s skill cannot be readied or used, it is always active.>",
1574 &op->skill
1575 );
1576
1577 if (tmp) who->insert (tmp);
1578
1579 return 1;
1580 }
1581
1582 if (who->contr)
1583 if (op->invisible)
1584 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1585 else
1586 who->statusmsg (format ("You ready %s.", query_name (op)));
1587 }
1588
1589 who->set_flag (FLAG_READY_SKILL);
1590 op->set_flag (FLAG_APPLIED);
1591 change_abil (who, op);
1592 break;
1593
1594 case BOW:
1595 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1596 {
1597 who->failmsg ("The weapon does not recognize you as its owner. "
1598 "H<Its name indicates that it belongs to somebody else.>");
1599 if (tmp) who->insert (tmp);
3476 return 1; 1600 return 1;
3477 } 1601 }
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3479 tmp2 = arch_to_object (op->other_arch);
3480 tmp2->stats.food = op->stats.food;
3481 SET_FLAG (tmp2, FLAG_APPLIED);
3482 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3483 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3484 insert_ob_in_ob (tmp2, who);
3485 1602
3486 /* Remove the old lantern */ 1603 if (player *pl = who->contr)
3487 if (who->type == PLAYER)
3488 esrv_del_item (who->contr, op->count);
3489
3490 op->destroy ();
3491
3492 /* insert the portion that was split off */
3493 if (tmp != NULL)
3494 { 1604 {
3495 (void) insert_ob_in_ob (tmp, who); 1605 op->flag [FLAG_APPLIED] = true;
3496 if (who->type == PLAYER) 1606 who->statusmsg (format ("You wield the %s.", query_name (op)));
3497 esrv_send_item (who, tmp); 1607 change_abil (who, op);
3498 } 1608 }
3499 fix_player (who); 1609 break;
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1610
1611 case RANGED:
1612 if (player *pl = who->contr)
3501 { 1613 {
3502 if (who->type == PLAYER) 1614 op->flag [FLAG_APPLIED] = true;
3503 { 1615 who->statusmsg (format ("You applied the %s.", query_name (op)));
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3506 }
3507 } 1616 }
3508 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2);
3510 return 0;
3511 break; 1617 break;
3512 1618
3513 /* this part is needed for skill-tools */
3514 case SKILL: 1619 case SPELL:
3515 case SKILL_TOOL: 1620 if (player *pl = who->contr)
3516 if (who->chosen_skill)
3517 { 1621 {
3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1622 op->flag [FLAG_APPLIED] = true;
3519 return 1; 1623 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3520 } 1624 }
3521 if (who->type == PLAYER)
3522 {
3523 who->contr->shoottype = range_skill;
3524 who->contr->ranges[range_skill] = op;
3525 if (!op->invisible)
3526 {
3527 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3528 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3529 }
3530 else
3531 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3533 }
3534 }
3535 SET_FLAG (op, FLAG_APPLIED);
3536 (void) change_abil (who, op);
3537 who->chosen_skill = op;
3538 SET_FLAG (who, FLAG_READY_SKILL);
3539 break; 1625 break;
3540 1626
1627 /*FALLTHROUGH*/
3541 case BOW: 1628 case WAND:
3542 if (!check_weapon_power (who, op->last_eat))
3543 {
3544 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3545 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3546 if (tmp != NULL)
3547 (void) insert_ob_in_ob (tmp, who);
3548 return 1;
3549 }
3550 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3551 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3553 if (tmp != NULL)
3554 (void) insert_ob_in_ob (tmp, who);
3555 return 1;
3556 }
3557 /*FALLTHROUGH*/ case WAND:
3558 case ROD: 1629 case ROD:
3559 case HORN: 1630 case HORN:
3560 /* check for skill, alter player status */ 1631 op->flag [FLAG_APPLIED] = true;
3561 SET_FLAG (op, FLAG_APPLIED);
3562 if (skop)
3563 change_skill (who, skop, 0);
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565 1632
3566 if (who->type == PLAYER) 1633 if (player *pl = who->contr)
3567 { 1634 {
1635 who->statusmsg (format ("You ready %s.", query_name (op)));
1636
3568 if (op->type == BOW) 1637 if (op->type == BOW)
3569 { 1638 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1639
3570 (void) change_abil (who, op); 1640 change_abil (who, op);
3571 new_draw_info_format (NDI_UNIQUE, 0, who,
3572 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3573 who->contr->shoottype = range_bow;
3574 }
3575 else
3576 {
3577 who->contr->shoottype = range_misc;
3578 }
3579 } 1641 }
3580 else 1642 else
3581 { 1643 {
3582 if (op->type == BOW) 1644 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 1645 op->flag [FLAG_READY_BOW ] = true;
3584 else 1646 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 1647 op->flag [FLAG_READY_RANGE] = true;
1648 }
1649
1650 break;
1651
1652 case BUILDER:
1653 if (player *pl = who->contr)
1654 {
1655 who->statusmsg (format ("You ready your %s.", query_name (op)));
1656 //TODO: change_abil?
3586 } 1657 }
3587 break; 1658 break;
3588 1659
3589 case BUILDER:
3590 if (who->contr->ranges[range_builder])
3591 unapply_special (who, who->contr->ranges[range_builder], 0);
3592 who->contr->shoottype = range_builder;
3593 who->contr->ranges[range_builder] = op;
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3595 break;
3596
3597 default: 1660 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1661 who->statusmsg (format ("You apply %s.", query_name (op)));
3599 } /* end of switch op->type */ 1662 }
3600 1663
3601 SET_FLAG (op, FLAG_APPLIED); 1664 op->set_flag (FLAG_APPLIED);
3602 1665
3603 if (tmp != NULL) 1666 if (tmp) who->insert (tmp);
3604 tmp = insert_ob_in_ob (tmp, who);
3605 1667
3606 fix_player (who); 1668 who->update_stats ();
3607 1669
3608 /* We exclude spell casting objects. The fire code will set the 1670 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 1671 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 1672 * you don't know anything about them.
3611 */ 1673 */
3612 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1674 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3613 SET_FLAG (op, FLAG_BEEN_APPLIED); 1675 op->set_flag (FLAG_BEEN_APPLIED);
3614 1676
3615 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1677 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3616 {
3617 if (who->type == PLAYER) 1678 if (who->type == PLAYER)
3618 { 1679 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1680 who->failmsg (
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 1681 "Oops, it feels deadly cold! "
1682 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1683 );
1684 op->set_flag (FLAG_KNOWN_CURSED);
3621 } 1685 }
3622 } 1686
3623 if (who->type == PLAYER) 1687 if (object *pl = op->visible_to ())
3624 {
3625 /* if multiple objects were applied, update both slots */
3626 if (tmp)
3627 esrv_send_item (who, tmp);
3628 esrv_send_item (who, op); 1688 esrv_send_item (pl, op);
3629 } 1689
3630 return 0; 1690 return 0;
3631} 1691}
3632 1692
3633 1693/**
1694 * Check if op should abort moving victim because of it's race or slaying.
1695 * Returns 1 if it should abort, returns 0 if it should continue.
1696 */
3634int 1697int
3635monster_apply_special (object *who, object *op, int aflags) 1698should_director_abort (object *op, object *victim)
3636{ 1699{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1700 int arch_flag, name_flag, race_flag;
1701
1702 /* Get flags to determine what of arch, name, and race should be checked.
1703 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1704 * the next is the name flag, and the last is the race flag. Also note,
1705 * if subtype is set to zero, that also goes to defaults of all affecting
1706 * it. Examples:
1707 * subtype 1: only arch
1708 * subtype 3: arch or name
1709 * subtype 5: arch or race
1710 * subtype 7: all three
1711 */
1712 if (op->subtype)
1713 {
1714 arch_flag = op->subtype & 1;
1715 name_flag = op->subtype & 2;
1716 race_flag = op->subtype & 4;
1717 }
1718 else
1719 {
1720 arch_flag = 1;
1721 name_flag = 1;
1722 race_flag = 1;
1723 }
1724
1725 /* If the director has race set, only affect objects with a arch,
1726 * name or race that matches.
1727 */
1728 if ((op->race) &&
1729 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1730 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1731 ((!(victim->race && race_flag) || op->race != victim->race)))
3638 return 1; 1732 return 1;
3639 return apply_special (who, op, aflags);
3640}
3641 1733
1734 /* If the director has slaying set, only affect objects where none
1735 * of arch, name, or race match.
1736 */
1737 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1738 ((victim->name && name_flag && op->slaying == victim->name)) ||
1739 ((victim->race && race_flag && op->slaying == victim->race)))
1740 return 1;
1741
1742 return 0;
1743}
1744
3642/** 1745/**
3643 * Map was just loaded, handle op's initialisation. 1746 * This handles a player dropping money on an altar to identify stuff.
1747 * It'll identify marked item, if none all items up to dropped money.
1748 * Return value: 1 if money was destroyed, 0 if not.
3644 * 1749 */
3645 * Generates shop floor's item, and treasures. 1750static int
1751apply_id_altar (object *money, object *altar, object *pl)
1752{
1753 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1754
1755 if (!pl || pl->type != PLAYER)
1756 return 0;
1757
1758 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1759 * identifying' from being printed out more than it needs to be.
1760 */
1761 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1762 return 0;
1763
1764 /* if the player has a marked item, identify that if it needs to be
1765 * identified. If it doesn't, then go through the player inventory.
1766 */
1767 if (object *marked = pl->mark ())
1768 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1769 {
1770 if (operate_altar (altar, &money, pl))
1771 {
1772 identify (marked);
1773
1774 buf.printf ("You have %s.\r", long_desc (marked, pl));
1775 if (marked->msg)
1776 buf << "The item has a story:\r" << marked->msg << "\n\n";
1777
1778 return !money;
1779 }
1780 }
1781
1782 for (object *id = pl->inv; id; id = id->below)
1783 {
1784 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1785 {
1786 if (operate_altar (altar, &money, pl))
1787 {
1788 identify (id);
1789
1790 buf.printf ("You have %s.\r", long_desc (id, pl));
1791 if (id->msg)
1792 buf << "The item has a story:\r" << id->msg << "\n\n";
1793
1794 /* If no more money, might as well quit now */
1795 if (!money || !check_altar_sacrifice (altar, money))
1796 break;
1797 }
1798 else
1799 {
1800 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1801 break;
1802 }
1803 }
1804 }
1805
1806 if (buf.empty ())
1807 pl->failmsg ("You have nothing that needs identifying");
1808 else
1809 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1810
1811 return !money;
1812}
1813
1814/**
1815 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1816 * matching item.
1817 **/
1818void
1819handle_apply_yield (object *tmp)
1820{
1821 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1822 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1823}
1824
1825/**
1826 * Handles applying a potion.
3646 */ 1827 */
3647int 1828int
3648auto_apply (object *op) 1829apply_potion (object *op, object *tmp)
3649{ 1830{
3650 object *tmp = NULL, *tmp2; 1831 int got_one = 0, i;
3651 int i; 1832 object *force = 0;
3652 1833
3653 switch (op->type) 1834 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1835
1836 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1837 {
1838 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1839
1840 tmp->clr_flag (FLAG_APPLIED);
1841 return 0;
3654 { 1842 }
3655 case SHOP_FLOOR: 1843
3656 if (!HAS_RANDOM_ITEMS (op)) 1844 if (op->type == PLAYER)
1845 if (!tmp->flag [FLAG_IDENTIFIED])
1846 identify (tmp);
1847
1848 handle_apply_yield (tmp);
1849
1850 /* Potion of restoration - only for players */
1851 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1852 {
1853 object *depl;
1854 archetype *at;
1855
1856 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1857 {
1858 op->drain_stat ();
1859 op->update_stats ();
1860 tmp->decrease ();
1861 return 1;
1862 }
1863
1864 if (!(at = archetype::find (shstr_depletion)))
1865 {
1866 LOG (llevError, "Could not find archetype depletion\n");
3657 return 0; 1867 return 0;
3658
3659 do
3660 {
3661 i = 10; /* let's give it 10 tries */
3662 while ((tmp = generate_treasure (op->randomitems,
3663 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3664 if (tmp == NULL)
3665 return 0;
3666 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3667 {
3668 tmp->destroy ();
3669 tmp = NULL;
3670 }
3671 } 1868 }
3672 while (!tmp);
3673 1869
3674 tmp->x = op->x; 1870 depl = present_arch_in_ob (at, op);
3675 tmp->y = op->y;
3676 SET_FLAG (tmp, FLAG_UNPAID);
3677 insert_ob_in_map (tmp, op->map, NULL, 0);
3678 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3679 identify (tmp);
3680 break;
3681 1871
3682 case TREASURE: 1872 if (depl)
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0;
3685
3686 while ((op->stats.hp--) > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3688 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689
3690 /* If we generated an object and put it in this object inventory,
3691 * move it to the parent object as the current object is about
3692 * to disappear. An example of this item is the random_* stuff
3693 * that is put inside other objects.
3694 */
3695 for (tmp = op->inv; tmp; tmp = tmp2)
3696 { 1873 {
3697 tmp2 = tmp->below; 1874 for (i = 0; i < NUM_STATS; i++)
3698 tmp->remove (); 1875 if (depl->stats.stat (i))
1876 op->statusmsg (restore_msg[i]);
3699 1877
3700 if (op->env)
3701 insert_ob_in_ob (tmp, op->env);
3702 else
3703 tmp->destroy (); 1878 depl->destroy ();
1879 op->update_stats ();
3704 } 1880 }
1881 else
1882 op->statusmsg ("Your potion had no effect.");
3705 1883
3706 op->destroy (); 1884 tmp->decrease ();
3707 break;
3708 }
3709 return tmp ? 1 : 0;
3710}
3711
3712/**
3713 * fix_auto_apply goes through the entire map (only the first time
3714 * when an original map is loaded) and performs special actions for
3715 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate.
3717 */
3718void
3719fix_auto_apply (maptile *m)
3720{
3721 object *tmp, *above = NULL;
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 1885 return 1;
1886 }
3726 1887
3727 for (x = 0; x < MAP_WIDTH (m); x++) 1888 /* improvement potion - only for players */
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 1889 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 1890 {
1891 for (i = 1; i < min (11, op->level); i++)
3730 { 1892 {
3731 above = tmp->above; 1893 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3732
3733 if (tmp->inv)
3734 { 1894 {
3735 object *invtmp, *invnext; 1895 if (op->contr->levhp[i] != 1)
3736
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 { 1896 {
3739 invnext = invtmp->below; 1897 op->contr->levhp[i] = 1;
3740
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3744 { 1898 break;
3745 while ((invtmp->stats.hp--) > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3754 /* Need to clear this so that we never try to create
3755 * treasure again for this object
3756 */
3757 invtmp->randomitems = NULL;
3758 }
3759 } 1899 }
3760 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13
3765 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16
3769 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL;
3773 1900
3774 } 1901 if (op->contr->levsp[i] != 1)
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL;
3783 }
3784 else if (tmp->type == TIMED_GATE)
3785 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp;
3787
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 { 1902 {
3790 tmp->speed = 0; 1903 op->contr->levsp[i] = 1;
3791 update_ob_speed (tmp); 1904 break;
1905 }
1906
1907 if (op->contr->levgrace[i] != 1)
1908 {
1909 op->contr->levgrace[i] = 1;
1910 break;
3792 } 1911 }
3793 } 1912 }
3794 /* This function can be called everytime a map is loaded, even when 1913 else
3795 * swapping back in. As such, we don't want to create the treasure 1914 {
3796 * over and ove again, so after we generate the treasure, blank out 1915 if (op->contr->levhp[i] < 9)
3797 * randomitems so if it is swapped in again, it won't make anything. 1916 {
3798 * This is a problem for the above objects, because they have counters 1917 op->contr->levhp[i] = 9;
3799 * which say how many times to make the treasure. 1918 break;
1919 }
1920
1921 if (op->contr->levsp[i] < 6)
1922 {
1923 op->contr->levsp[i] = 6;
1924 break;
1925 }
1926
1927 if (op->contr->levgrace[i] < 3)
1928 {
1929 op->contr->levgrace[i] = 3;
1930 break;
1931 }
1932 }
1933 }
1934
1935 /* Just makes checking easier */
1936 if (i < min (11, op->level))
1937 got_one = 1;
1938
1939 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1940 {
1941 if (got_one)
1942 {
1943 op->update_stats ();
1944 op->statusmsg ("The Gods smile upon you and remake you "
1945 "a little more in their image. "
1946 "You feel a little more perfect.", NDI_GREEN);
1947 }
1948 else
1949 op->statusmsg ("The potion had no effect - you are already perfect.");
1950 }
1951 else
1952 { /* cursed potion */
1953 if (got_one)
1954 {
1955 op->update_stats ();
1956 op->failmsg ("The Gods are angry and punish you.");
1957 }
1958 else
1959 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1960 }
1961
1962 tmp->decrease ();
1963 return 1;
1964 }
1965
1966
1967 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1968 * and heroism all fit into this category. Given the spell object code,
1969 * there is no limit to the number of spells that potions can be cast,
1970 * but direction is problematic to try and imbue fireball potions for example.
1971 */
1972 if (tmp->inv)
1973 {
1974 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1975 {
1976 op->failmsg ("Yech! Your lungs are on fire!");
1977 create_exploding_ball_at (op, op->level);
1978 }
1979 else
1980 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1981
1982 tmp->decrease ();
1983
1984 /* if youre dead, no point in doing this... */
1985 if (!op->flag [FLAG_REMOVED])
1986 op->update_stats ();
1987
1988 return 1;
1989 }
1990
1991 /* Deal with protection potions */
1992 force = NULL;
1993 for (i = 0; i < NROFATTACKS; i++)
1994 {
1995 if (tmp->resist[i])
1996 {
1997 if (!force)
1998 force = get_archetype (FORCE_NAME);
1999
2000 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2001 force->type = POTION_EFFECT;
2002 break; /* Only need to find one protection since we copy entire batch */
2003 }
2004 }
2005
2006 /* This is a protection potion */
2007 if (force)
2008 {
2009 /* cursed items last longer */
2010 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2011 {
2012 force->stats.food *= 10;
2013 for (i = 0; i < NROFATTACKS; i++)
2014 if (force->resist[i] > 0)
2015 force->resist[i] = -force->resist[i]; /* prot => vuln */
2016 }
2017
2018 force->speed_left = -1;
2019 force = insert_ob_in_ob (force, op);
2020 tmp->clr_flag (FLAG_APPLIED);
2021 force->set_flag (FLAG_APPLIED);
2022 change_abil (op, force);
2023 tmp->decrease ();
2024 return 1;
2025 }
2026
2027 /* Only thing left are the stat potions */
2028 if (op->type == PLAYER)
2029 { /* only for players */
2030 if ((tmp->flag [FLAG_CURSED]
2031 || tmp->flag [FLAG_DAMNED])
2032 && tmp->value != 0)
2033 tmp->clr_flag (FLAG_APPLIED);
2034 else
2035 tmp->set_flag (FLAG_APPLIED);
2036
2037 if (!change_abil (op, tmp))
2038 op->statusmsg ("Nothing happened.");
2039 }
2040
2041 /* CLEAR_FLAG is so that if the character has other potions
2042 * that were grouped with the one consumed, his
2043 * stat will not be raised by them. fix_player just clears
2044 * up all the stats.
2045 */
2046 tmp->clr_flag (FLAG_APPLIED);
2047 op->update_stats ();
2048 tmp->decrease ();
2049 return 1;
2050}
2051
2052/**
2053 * 'victim' moves onto 'trap'
2054 * 'victim' leaves 'trap'
2055 * effect is determined by move_on/move_off of trap and move_type of victime.
2056 *
2057 * originator: Player, monster or other object that caused 'victim' to move
2058 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2059 * However, some types of traps require an originator to function.
2060 */
2061void
2062move_apply (object *trap, object *victim, object *originator)
2063{
2064 static int recursion_depth = 0;
2065
2066 /* Only exits affect DMs. */
2067 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2068 return;
2069
2070 /* move_apply() is the most likely candidate for causing unwanted and
2071 * possibly unlimited recursion.
2072 */
2073 /* The following was changed because it was causing perfectly correct
2074 * maps to fail. 1) it's not an error to recurse:
2075 * rune detonates, summoning monster. monster lands on nearby rune.
2076 * nearby rune detonates. This sort of recursion is expected and
2077 * proper. This code was causing needless crashes.
2078 */
2079 if (recursion_depth >= 500)
2080 {
2081 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2082 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2083 return;
2084 }
2085
2086 recursion_depth++;
2087 if (trap->head)
2088 trap = trap->head;
2089
2090 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2091 switch (trap->type)
2092 {
2093 case PLAYERMOVER:
2094 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2095 {
2096 if (!trap->stats.maxsp)
2097 trap->stats.maxsp = 2;
2098
2099 /* Is this correct? From the docs, it doesn't look like it
2100 * should be divided by trap->speed
2101 */
2102 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2103
2104 /* Just put in some sanity check. I think there is a bug in the
2105 * above with some objects have zero speed, and thus the player
2106 * getting permanently paralyzed.
2107 */
2108 if (victim->speed_left < -50.f)
2109 victim->speed_left = -50.f;
2110 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2111 }
2112 break;
2113
2114 case SPINNER:
2115 if (victim->direction)
2116 {
2117 victim->direction = absdir (victim->direction - trap->stats.sp);
2118 update_turn_face (victim);
2119 }
2120 break;
2121
2122 case DIRECTOR:
2123 if (victim->direction && !should_director_abort (trap, victim))
2124 {
2125 victim->direction = trap->stats.sp;
2126 update_turn_face (victim);
2127 }
2128 break;
2129
2130 case BUTTON:
2131 case PEDESTAL:
2132 case T_MATCH:
2133 update_button (trap, originator);
2134 break;
2135
2136 case ALTAR:
2137 /* sacrifice victim on trap */
2138 apply_altar (trap, victim, originator);
2139 break;
2140
2141 case THROWN_OBJ:
2142 if (trap->inv == NULL)
2143 break;
2144 /* fallthrough */
2145
2146 case ARROW:
2147 /* bad bug: monster throw a object, make a step forwards, step on object ,
2148 * trigger this here and get hit by own missile - and will be own enemy.
2149 * Victim then is his own enemy and will start to kill herself (this is
2150 * removed) but we have not synced victim and his missile. To avoid senseless
2151 * action, we avoid hits here
3800 */ 2152 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 2153 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
3802 && tmp->type != TREASURE && tmp->type != SPELL 2154 && trap->owner != victim)
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 2155 hit_with_arrow (trap, victim);
2156 break;
2157
2158 case SPELL_EFFECT:
2159 apply_spell_effect (trap, victim);
2160 break;
2161
2162 case TRAPDOOR:
2163 {
2164 int max, sound_was_played;
2165 object *ab, *ab_next;
2166
2167 if (!trap->value)
2168 {
2169 int tot;
2170
2171 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2172 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2173 tot += ab->head_ ()->total_weight ();
2174
2175 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2176 break;
2177
2178 SET_ANIMATION (trap, trap->value);
2179 update_object (trap, UP_OBJ_FACE);
2180 }
2181
2182 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2183 {
2184 /* need to set this up, since if we do transfer the object,
2185 * ab->above would be bogus
2186 */
2187 ab_next = ab->above;
2188
2189 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2190 {
2191 if (!sound_was_played)
2192 {
2193 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2194 sound_was_played = 1;
2195 }
2196
2197 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2198 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2199 }
2200 }
2201 break;
2202 }
2203
2204 case CONVERTER:
2205 if (convert_item (victim, trap) < 0)
3804 { 2206 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 2207 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
3806 tmp->randomitems = NULL; 2208 archetype::get (shstr_burnout)->insert_at (trap, trap);
3807 } 2209 }
2210
2211 break;
2212
2213 case TRIGGER_BUTTON:
2214 case TRIGGER_PEDESTAL:
2215 case TRIGGER_ALTAR:
2216 check_trigger (trap, victim, originator);
2217 break;
2218
2219 case DEEP_SWAMP:
2220 walk_on_deep_swamp (trap, victim);
2221 break;
2222
2223 case CHECK_INV:
2224 check_inv (victim, trap);
2225 break;
2226
2227 case HOLE:
2228 move_apply_hole (trap, victim);
2229 break;
2230
2231 case EXIT:
2232 if (victim->type == PLAYER && EXIT_PATH (trap))
2233 {
2234 /* Basically, don't show exits leading to random maps the
2235 * players output.
2236 */
2237 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2238 victim->statusmsg (trap->msg, NDI_NAVY);
2239
2240 trap->play_sound (trap->sound);
2241 victim->enter_exit (trap);
2242 }
2243 break;
2244
2245 case ENCOUNTER:
2246 /* may be some leftovers on this */
2247 break;
2248
2249 case SHOP_MAT:
2250 apply_shop_mat (trap, victim);
2251 break;
2252
2253 /* Drop a certain amount of gold, and have one item identified */
2254 case IDENTIFY_ALTAR:
2255 apply_id_altar (victim, trap, originator);
2256 break;
2257
2258 case SIGN:
2259 if (victim->type != PLAYER && trap->stats.food > 0)
2260 break; /* monsters musn't apply magic_mouths with counters */
2261
2262 apply_sign (victim, trap, 1);
2263 break;
2264
2265 case CONTAINER:
2266 apply_container (victim, trap);
2267 break;
2268
2269 case RUNE:
2270 case TRAP:
2271 if (trap->level && victim->flag [FLAG_ALIVE])
2272 spring_trap (trap, victim);
2273 break;
2274
2275 default:
2276 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2277 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2278 break;
2279 }
2280
2281 recursion_depth--;
2282}
2283
2284/**
2285 * Handles reading a regular (ie not containing a spell) book.
2286 */
2287static void
2288apply_book (object *op, object *tmp)
2289{
2290 int lev_diff;
2291 object *skill_ob;
2292
2293 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2294 {
2295 op->failmsg ("You are unable to read while blind!");
2296 return;
2297 }
2298
2299 if (!tmp->msg)
2300 {
2301 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2302 return;
2303 }
2304
2305 /* need a literacy skill to read stuff! */
2306 skill_ob = find_skill_by_name (op, tmp->skill);
2307 if (!skill_ob)
2308 {
2309 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2310 return;
2311 }
2312
2313 lev_diff = tmp->level - (skill_ob->level + 5);
2314 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2315 {
2316 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2317 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2318 : lev_diff < 5 ? "This book is beyond your comprehension."
2319 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2320 : lev_diff < 15 ? "This book is way beyond your comprehension."
2321 : "This book is totally beyond your comprehension.");
2322 return;
2323 }
2324
2325 // we currently don't use the message types for anything.
2326 // readable_message_type *msgType = get_readable_message_type (tmp);
2327
2328 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2329
2330 if (player *pl = op->contr)
2331 if (client *ns = pl->ns)
2332 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2333
2334 /* gain xp from reading */
2335 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2336 { /* only if not read before */
2337 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2338
2339 if (!tmp->flag [FLAG_IDENTIFIED])
3808 } 2340 {
2341 /*exp_gain *= 2; because they just identified it too */
2342 tmp->set_flag (FLAG_IDENTIFIED);
3809 2343
3810 for (x = 0; x < MAP_WIDTH (m); x++) 2344 if (object *pl = tmp->visible_to ())
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 2345 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 2346 }
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above);
3815}
3816 2347
3817/** 2348 change_exp (op, exp_gain, skill_ob->skill, 0);
3818 * Handles player eating food that temporarily changes status (resistances, stats). 2349 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
3819 * This used to call cast_change_attr(), but 2350 }
3820 * that doesn't work with the new spell code. Since we know what 2351}
3821 * the food changes, just grab a force and use that instead.
3822 */
3823 2352
2353/**
2354 * op made some mistake with a scroll, this takes care of punishment.
2355 * scroll_failure()- hacked directly from spell_failure
2356 */
2357static void
2358scroll_failure (object *op, int failure, int power)
2359{
2360 if (abs (failure / 4) > power)
2361 power = abs (failure / 4); /* set minimum effect */
2362
2363 if (failure <= -1 && failure > -15)
2364 { /* wonder */
2365 object *tmp;
2366
2367 op->failmsg ("Your spell warps!");
2368 tmp = get_archetype (SPELL_WONDER);
2369 cast_wonder (op, op, 0, tmp);
2370 tmp->destroy ();
2371 }
2372 else if (failure <= -15 && failure > -35)
2373 { /* drain mana */
2374 op->failmsg ("Your mana is drained!");
2375 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2376 if (op->stats.sp < 0)
2377 op->stats.sp = 0;
2378 }
2379 else if (settings.spell_failure_effects == TRUE)
2380 {
2381 if (failure <= -35 && failure > -60)
2382 { /* confusion */
2383 op->failmsg ("The magic recoils on you!");
2384 confuse_player (op, op, power);
2385 }
2386 else if (failure <= -60 && failure > -70)
2387 { /* paralysis */
2388 op->failmsg ("The magic recoils and paralyzes you!");
2389 paralyze_player (op, op, power);
2390 }
2391 else if (failure <= -70 && failure > -80)
2392 { /* blind */
2393 op->failmsg ("The magic recoils on you!");
2394 blind_player (op, op, power);
2395 }
2396 else if (failure <= -80)
2397 { /* blast the immediate area */
2398 object *tmp = get_archetype (LOOSE_MANA);
2399 cast_magic_storm (op, tmp, power);
2400 op->failmsg ("You unleash uncontrolled mana!");
2401 tmp->destroy ();
2402 }
2403 }
2404}
2405
2406/**
2407 * Handles the applying of a skill scroll, calling learn_skill straight.
2408 * op is the person learning the skill, tmp is the skill scroll object
2409 */
2410static void
2411apply_skillscroll (object *op, object *tmp)
2412{
2413 switch (learn_skill (op, tmp))
2414 {
2415 case 0:
2416 op->play_sound (sound_find ("generic_fail"));
2417 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2418 break;
2419
2420 case 1:
2421 tmp->decrease ();
2422 op->play_sound (sound_find ("skill_learn"));
2423 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2424 break;
2425
2426 default:
2427 tmp->decrease ();
2428 op->play_sound (sound_find ("generic_fail"));
2429 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2430 break;
2431 }
2432}
2433
2434/**
2435 * Actually makes op learn spell.
2436 * Informs player of what happens.
2437 */
3824void 2438void
3825eat_special_food (object *who, object *food) 2439do_learn_spell (object *op, object *spell, int special_prayer)
3826{ 2440{
3827 object *force; 2441 object *tmp;
3828 int i, did_one = 0;
3829 sint8 k;
3830 2442
3831 force = get_archetype (FORCE_NAME); 2443 if (op->type != PLAYER)
3832 2444 {
3833 for (i = 0; i < NUM_STATS; i++) 2445 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2446 return;
3834 { 2447 }
3835 k = get_attr_value (&food->stats, i); 2448
3836 if (k) 2449 /* Upgrade special prayers to normal prayers */
3837 { 2450 if ((tmp = check_spell_known (op, spell->name)) != NULL)
3838 set_attr_value (&force->stats, i, k); 2451 {
3839 did_one = 1; 2452 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
3840 } 2453 {
2454 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2455 return;
2456 }
2457 return;
2458 }
2459
2460 op->contr->play_sound (sound_find ("learn_spell"));
2461
2462 tmp = spell->clone ();
2463 insert_ob_in_ob (tmp, op);
2464
2465 if (special_prayer)
2466 tmp->set_flag (FLAG_STARTEQUIP);
2467
2468 esrv_add_spells (op->contr, tmp);
2469}
2470
2471/**
2472 * Erases spell from player's inventory.
2473 */
2474void
2475do_forget_spell (object *op, const char *spell)
2476{
2477 object *spob;
2478
2479 if (op->type != PLAYER)
3841 } 2480 {
2481 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2482 return;
2483 }
2484 if ((spob = check_spell_known (op, spell)) == NULL)
2485 {
2486 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2487 return;
2488 }
3842 2489
3843 /* check if we can protect the eater */ 2490 op->failmsgf ("You lose knowledge of %s.", spell);
2491 esrv_remove_spell (op->contr, spob);
2492 spob->destroy ();
2493}
2494
2495/**
2496 * Handles player applying a spellbook.
2497 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2498 * stuff like that. Random learning failure too.
2499 */
2500static void
2501apply_spellbook (object *op, object *tmp)
2502{
2503 object *skop, *spell, *spell_skill;
2504
2505 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2506 {
2507 op->failmsg ("You are unable to read while blind.");
2508 return;
2509 }
2510
2511 /* artifact_spellbooks have 'slaying' field point to a spell name,
2512 * instead of having their spell stored in stats.sp. These are
2513 * legacy spellbooks
2514 */
2515 if (tmp->slaying)
2516 {
2517 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2518
2519 if (!spell)
2520 {
2521 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2522 return;
2523 }
2524 else
2525 insert_ob_in_ob (spell, tmp);
2526
2527 tmp->slaying = 0;
2528 }
2529
2530 skop = find_skill_by_name (op, tmp->skill);
2531
2532 /* need a literacy skill to learn spells. Also, having a literacy level
2533 * lower than the spell will make learning the spell more difficult */
2534 if (!skop)
2535 {
2536 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2537 return;
2538 }
2539
2540 spell = tmp->inv;
2541
2542 if (!spell)
2543 {
2544 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2545 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2546 return;
2547 }
2548
2549 int learn_level = sqrtf (spell->level) * 1.5f;
2550 if (skop->level < learn_level)
2551 {
2552 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2553 &tmp->skill, learn_level);
2554 return;
2555 }
2556
2557 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2558
2559 if (!tmp->flag [FLAG_IDENTIFIED])
2560 identify (tmp);
2561
2562 /* I removed the check for special_prayer_mark here - it didn't make
2563 * a lot of sense - special prayers are not found in spellbooks, and
2564 * if the player doesn't know the spell, doesn't make a lot of sense that
2565 * they would have a special prayer mark.
2566 */
2567 if (check_spell_known (op, spell->name))
2568 {
2569 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2570 return;
2571 }
2572
2573 if (spell->skill)
2574 {
2575 spell_skill = find_skill_by_name (op, spell->skill);
2576
2577 if (!spell_skill)
2578 {
2579 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2580 return;
2581 }
2582
2583 if (spell_skill->level < spell->level)
2584 {
2585 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2586 return;
2587 }
2588 }
2589
2590 /* Logic as follows
2591 *
2592 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2593 *
2594 * 2- The learner's skill level in literacy adjusts the chance to learn
2595 * a spell.
2596 *
2597 * 3 -Automatically fail to learn if you read while confused
2598 *
2599 * Overall, chances are the same but a player will find having a high
2600 * literacy rate very useful! -b.t.
2601 */
2602 if (op->flag [FLAG_CONFUSED])
2603 {
2604 op->failmsg ("In your confused state you flub the wording of the text!");
2605 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2606 }
2607 else if (tmp->flag [FLAG_STARTEQUIP] ||
2608 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2609 {
2610 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2611 do_learn_spell (op, spell, 0);
2612
2613 /* xp gain to literacy for spell learning */
2614 if (!tmp->flag [FLAG_STARTEQUIP])
2615 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2616 }
2617 else
2618 {
2619 op->contr->play_sound (sound_find ("fumble_spell"));
2620 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2621 }
2622
2623 tmp->decrease ();
2624}
2625
2626/**
2627 * Handles applying a spell scroll.
2628 */
2629void
2630apply_scroll (object *op, object *tmp, int dir)
2631{
2632 object *skop;
2633
2634 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2635 {
2636 op->failmsg ("You are unable to read while blind.");
2637 return;
2638 }
2639
2640 if (!tmp->inv || tmp->inv->type != SPELL)
2641 {
2642 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2643 return;
2644 }
2645
2646 if (op->type == PLAYER)
2647 {
2648 /* players need a literacy skill to read stuff! */
2649 int exp_gain = 0;
2650
2651 /* hard code literacy - tmp->skill points to where the exp
2652 * should go for anything killed by the spell.
2653 */
2654 skop = find_skill_by_name (op, shstr_literacy);
2655
2656 if (!skop)
2657 {
2658 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2659 return;
2660 }
2661
2662 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2663 change_exp (op, exp_gain, skop->skill, 0);
2664 }
2665
2666 if (!tmp->flag [FLAG_IDENTIFIED])
2667 identify (tmp);
2668
2669 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2670
2671 cast_spell (op, tmp, dir, tmp->inv, NULL);
2672 tmp->decrease ();
2673}
2674
2675/**
2676 * Applies a treasure object - by default, chest. op
2677 * is the person doing the applying, tmp is the treasure
2678 * chest.
2679 */
2680static void
2681apply_treasure (object *op, object *tmp)
2682{
2683 /* Nice side effect of this treasure creation method is that the treasure
2684 * for the chest is done when the chest is created, and put into the chest
2685 * inventory. So that when the chest burns up, the items still exist. Also
2686 * prevents people from moving chests to more difficult maps to get better
2687 * treasure
2688 */
2689 object *treas = tmp->inv;
2690
2691 if (!treas)
2692 {
2693 op->statusmsg ("The chest was empty.");
2694 tmp->decrease ();
2695 return;
2696 }
2697
2698 while (tmp->inv)
2699 {
2700 treas = tmp->inv;
2701 treas->remove ();
2702
2703 treas->x = op->x;
2704 treas->y = op->y;
2705 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2706
2707 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2708 spring_trap (treas, op);
2709
2710 /* If either player or container was destroyed, no need to do
2711 * further processing. I think this should be enclused with
2712 * spring trap above, as I don't think there is otherwise
2713 * any way for the treasure chest or player to get killed.
2714 */
2715 if (op->destroyed () || tmp->destroyed ())
2716 break;
2717 }
2718
2719 if (!tmp->destroyed () && !tmp->inv)
2720 tmp->decrease (true);
2721}
2722
2723/**
2724 * A dragon is eating some flesh. If the flesh contains resistances,
2725 * there is a chance for the dragon's skin to get improved.
2726 *
2727 * attributes:
2728 * object *op the object (dragon player) eating the flesh
2729 * object *meal the flesh item, getting chewed in dragon's mouth
2730 * return:
2731 * int 1 if eating successful, 0 if it doesn't work
2732 */
2733static int
2734dragon_eat_flesh (object *op, object *meal)
2735{
2736 object *skin = NULL; /* pointer to dragon skin force */
2737 object *abil = NULL; /* pointer to dragon ability force */
2738 object *tmp = NULL; /* tmp. object */
2739
2740 double chance; /* improvement-chance of one resistance type */
2741 double totalchance = 1; /* total chance of gaining one resistance */
2742 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2743 double mbonus = 0; /* monster bonus */
2744 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2745 int winners = 0; /* number of winners */
2746 int i; /* index */
2747
2748 /* let's make sure and doublecheck the parameters */
2749 if (meal->type != FLESH || !op->is_dragon ())
2750 return 0;
2751
2752 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2753 from the player's inventory */
2754 for (tmp = op->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == FORCE)
2756 if (tmp->arch->archname == shstr_dragon_skin_force)
2757 skin = tmp;
2758 else if (tmp->arch->archname == shstr_dragon_ability_force)
2759 abil = tmp;
2760
2761 /* if either skin or ability are missing, this is an old player
2762 which is not to be considered a dragon -> bail out */
2763 if (skin == NULL || abil == NULL)
2764 return 0;
2765
2766 /* now start by filling stomache and health, according to food-value */
2767 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2768 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2769 else
2770 op->stats.hp += meal->stats.food / 50;
2771
2772 min_it (op->stats.hp, op->stats.maxhp);
2773 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2774
2775 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2776
2777 /* on to the interesting part: chances for adding resistance */
3844 for (i = 0; i < NROFATTACKS; i++) 2778 for (i = 0; i < NROFATTACKS; i++)
3845 { 2779 {
3846 if (food->resist[i] > 0) 2780 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
3847 {
3848 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1;
3850 } 2781 {
3851 } 2782 /* got positive resistance, now calculate improvement chance (0-100) */
3852 if (did_one) 2783
2784 /* this bonus makes resistance increase easier at lower levels */
2785 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2786 if (i == abil->stats.exp)
2787 bonus += 5; /* additional bonus for resistance of ability-focus */
2788
2789 /* monster bonus increases with level, because high-level
2790 flesh is too rare */
2791 mbonus = op->level * 20. / ((double) settings.max_level);
2792
2793 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2794 ((double)settings.max_level)) - skin->resist[i];
2795
2796 if (chance >= 0.)
2797 chance += 1.;
2798 else
2799 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2800
2801 /* chance is proportional to amount of resistance (max. 50) */
2802 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2803
2804 /* doubled chance for resistance of ability-focus */
2805 if (i == abil->stats.exp)
2806 chance = min (100., chance * 2.);
2807
2808 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2809 if (rndm (10000) < (unsigned int)(chance * 100))
2810 {
2811 atnr_winner[winners] = i;
2812 winners++;
2813 }
2814
2815 if (chance >= 0.01)
2816 totalchance *= 1 - chance / 100;
2817
2818 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2819 }
3853 { 2820 }
3854 force->speed = 0.1; 2821
3855 update_ob_speed (force); 2822 /* inverse totalchance as until now we have the failure-chance */
3856 /* bigger morsel of food = longer effect time */ 2823 totalchance = 100 - totalchance * 100;
3857 force->stats.food = food->stats.food / 5; 2824
3858 SET_FLAG (force, FLAG_IS_USED_UP); 2825 /* print message according to totalchance */
3859 SET_FLAG (force, FLAG_APPLIED); 2826 const char *buf;
3860 change_abil (who, force); 2827 if (totalchance > 50.)
3861 insert_ob_in_ob (force, who); 2828 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
3862 } 2829 else if (totalchance > 10.)
2830 buf = format ("The %s tasted very good.", &meal->name);
2831 else if (totalchance > 1.)
2832 buf = format ("The %s tasted good.", &meal->name);
2833 else if (totalchance > 0.1)
2834 buf = format ("The %s tasted bland.", &meal->name);
2835 else if (totalchance >= 0.01)
2836 buf = format ("The %s had a boring taste.", &meal->name);
2837 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2838 buf = format ("The %s tasted strange.", &meal->name);
3863 else 2839 else
3864 force->destroy (); 2840 buf = format ("The %s had no taste.", &meal->name);
3865 2841
3866 /* check for hp, sp change */ 2842 op->statusmsg (buf);
3867 if (food->stats.hp != 0) 2843
2844 /* now choose a winner if we have any */
2845 i = -1;
2846 if (winners > 0)
2847 i = atnr_winner [rndm (winners)];
2848
2849 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2850 {
2851 /* resistance increased! */
2852 skin->resist[i]++;
2853 op->update_stats ();
2854
2855 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
3868 { 2856 }
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 2857
2858 /* if this flesh contains a new ability focus, we mark it
2859 into the ability_force and it will take effect on next level */
2860 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2861 {
2862 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2863
2864 if (meal->last_eat != abil->stats.exp)
2865 op->statusmsg (format (
2866 "Your metabolism prepares to focus on %s!\n"
2867 "The change will happen at level %d.",
2868 change_resist_msg[meal->last_eat],
2869 abil->level + 1
3870 { 2870 ));
3871 strcpy (who->contr->killer, food->name);
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3874 }
3875 else 2871 else
3876 { 2872 {
3877 if (food->stats.hp > 0) 2873 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
3878 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 2874 abil->last_eat = 0;
3879 else
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3881 who->stats.hp += food->stats.hp;
3882 }
3883 }
3884 if (food->stats.sp != 0)
3885 {
3886 if (QUERY_FLAG (food, FLAG_CURSED))
3887 { 2875 }
3888 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 2876 }
3889 who->stats.sp -= food->stats.sp; 2877
3890 if (who->stats.sp < 0) 2878 return 1;
3891 who->stats.sp = 0; 2879}
2880
2881/**
2882 * op eats food.
2883 * If player, takes care of messages and dragon special food.
2884 */
2885static void
2886apply_food (object *op, object *tmp)
2887{
2888 int capacity_remaining;
2889
2890 if (op->type != PLAYER)
2891 op->stats.hp = op->stats.maxhp;
2892 else
2893 {
2894 /* check if this is a dragon (player), eating some flesh */
2895 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
3892 } 2896 ;
3893 else 2897 else
3894 { 2898 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 2899 /* usual case - no dragon meal: */
3896 who->stats.sp += food->stats.sp; 2900 if (op->stats.food + tmp->stats.food > MAX_FOOD)
3897 /* place limit on max sp from food? */ 2901 {
2902 if (tmp->type == FOOD || tmp->type == FLESH)
2903 op->failmsg ("You feel full, but what a waste of food!");
2904 else
2905 op->statusmsg ("Most of the drink goes down your face not your throat!");
2906 }
2907
2908 tmp->play_sound (
2909 tmp->sound
2910 ? tmp->sound
2911 : tmp->type == DRINK
2912 ? sound_find ("eat_drink")
2913 : sound_find ("eat_food")
2914 );
2915
2916 if (!tmp->flag [FLAG_CURSED])
2917 {
2918 const char *buf;
2919
2920 if (!op->is_dragon ())
2921 {
2922 /* eating message for normal players */
2923 if (tmp->type == DRINK)
2924 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2925 else
2926 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2927 }
2928 else
2929 /* eating message for dragon players */
2930 buf = format ("The %s tasted terrible!", &tmp->name);
2931
2932 op->statusmsg (buf);
2933
2934 capacity_remaining = MAX_FOOD - op->stats.food;
2935 op->stats.food += tmp->stats.food;
2936 if (capacity_remaining < tmp->stats.food)
2937 op->stats.hp += capacity_remaining / 50;
2938 else
2939 op->stats.hp += tmp->stats.food / 50;
2940
2941 min_it (op->stats.hp, op->stats.maxhp);
2942 min_it (op->stats.food, MAX_FOOD);
2943 }
2944
2945 /* special food hack -b.t. */
2946 if (tmp->title || tmp->flag [FLAG_CURSED])
2947 eat_special_food (op, tmp);
2948 }
2949 }
2950
2951 handle_apply_yield (tmp);
2952 tmp->decrease ();
2953}
2954
2955/**
2956 * Handles applying an improve armor scroll.
2957 * Does some sanity checks, then calls improve_armour.
2958 */
2959static void
2960apply_armour_improver (object *op, object *tmp)
2961{
2962 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2963 {
2964 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2965 return;
2966 }
2967
2968 object *armor = op->mark ();
2969
2970 if (!armor)
2971 {
2972 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2973 return;
2974 }
2975
2976 if (armor->type != ARMOUR
2977 && armor->type != CLOAK
2978 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2979 {
2980 op->failmsg ("Your marked item is not armour!\n");
2981 return;
2982 }
2983
2984 if (!op->apply (armor, AP_UNAPPLY))
2985 {
2986 op->failmsg ("You are unable to take off your armour to improve it!");
2987 return;
2988 }
2989
2990 op->statusmsg ("Applying armour enchantment.");
2991 improve_armour (op, tmp, armor);
2992}
2993
2994void
2995apply_poison (object *op, object *tmp)
2996{
2997 // need to do it now when it is still on the map
2998 handle_apply_yield (tmp);
2999
3000 object *poison = tmp->split (1);
3001
3002 if (op->type == PLAYER)
3003 {
3004 op->contr->play_sound (sound_find ("drink_poison"));
3005 op->failmsg ("Yech! That tasted poisonous!");
3006 op->contr->killer = poison;
3007 }
3008
3009 if (poison->stats.hp > 0)
3010 {
3011 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3012 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3013 }
3014
3015 op->stats.food -= op->stats.food / 4;
3016 poison->destroy ();
3017}
3018
3019/**
3020 * This function will try to apply a lighter and in case no lighter
3021 * is specified it will try to find a lighter in the players inventory,
3022 * and inform him about this requirement.
3023 *
3024 * who - the player
3025 * op - the item we want to light
3026 * lighter - the lighter or 0 if a lighter has yet to be found
3027 */
3028static object *
3029auto_apply_lighter (object *who, object *op, object *lighter)
3030{
3031 if (lighter == 0)
3032 {
3033 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3898 } 3034 {
3035 if (tmp->type == LIGHTER)
3036 {
3037 lighter = tmp;
3038 break;
3039 }
3040 }
3041
3042 if (!lighter)
3043 {
3044 who->failmsgf (
3045 "You can't light up the %s with your bare hands! "
3046 "H<You need a lighter in your inventory, for example a flint and steel.>",
3047 &op->name
3048 );
3049 return 0;
3050 }
3051 }
3052
3053 // last_eat == 0 means the lighter is not being used up!
3054 if (lighter->last_eat && lighter->stats.food)
3899 } 3055 {
3900 fix_player (who); 3056 /* lighter gets used up */
3901} 3057 lighter = lighter->split ();
3058 lighter->stats.food--;
3059 who->insert (lighter);
3060 }
3061 else if (lighter->last_eat)
3062 {
3063 /* no charges left in lighter */
3064 who->failmsgf (
3065 "You attempt to light the %s with a used up %s.",
3066 &op->name, &lighter->name
3067 );
3068 return 0;
3069 }
3902 3070
3071 return lighter;
3072}
3903 3073
3904/** 3074/**
3905 * Designed primarily to light torches/lanterns/etc. 3075 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is 3076 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t. 3077 * the selected object to "burn". -b.t.
3908 */ 3078 */
3909 3079static void
3910void
3911apply_lighter (object *who, object *lighter) 3080apply_lighter (object *who, object *lighter)
3912{ 3081{
3913 object *item;
3914 int is_player_env = 0; 3082 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916 3083
3917 item = find_marked_object (who); 3084 if (object *item = who->mark ())
3918 if (item)
3919 { 3085 {
3920 if (lighter->last_eat && lighter->stats.food) 3086 if (!auto_apply_lighter (who, item, lighter))
3921 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1)
3925 {
3926 object *oneLighter = object::create ();
3927
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1;
3930 oneLighter->nrof = 1;
3931 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who);
3934 esrv_send_item (who, oneLighter);
3935 }
3936 else
3937 lighter->stats.food--;
3938 }
3939 else if (lighter->last_eat)
3940 { /* no charges left in lighter */
3941 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3942 return; 3087 return;
3943 } 3088
3944 /* Perhaps we should split what we are trying to light on fire? 3089 /* Perhaps we should split what we are trying to light on fire?
3945 * I can't see many times when you would want to light multiple 3090 * I can't see many times when you would want to light multiple
3946 * objects at once. 3091 * objects at once.
3947 */ 3092 */
3948 /* If the item is destroyed, we don't have a valid pointer to the
3949 * name object, so make a copy so the message we print out makes
3950 * some sense.
3951 */
3952 strcpy (item_name, item->name);
3953 if (who == is_player_inv (item))
3954 is_player_env = 1;
3955 3093
3956 save_throw_object (item, AT_FIRE, who); 3094 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3095
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3096 if (item->destroyed ()
3097 || ((item->type == LAMP || item->type == TORCH)
3098 && item->glow_radius > 0))
3099 who->statusmsg (format (
3100 "You light the %s with the %s.",
3101 &item->name, &lighter->name
3961 { 3102 ));
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3963 /* Need to update the player so that the players glow radius
3964 * gets changed.
3965 */
3966 if (is_player_env)
3967 fix_player (who);
3968 }
3969 else 3103 else
3970 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3104 who->failmsgf (
3105 "You attempt to light the %s with the %s and fail.",
3106 &item->name, &lighter->name
3107 );
3108 }
3109 else
3110 who->failmsg ("You need to mark a lightable object.");
3111}
3112
3113/**
3114 * This function generates a cursed effect for cursed lamps and torches.
3115 */
3116static void
3117player_apply_lamp_cursed_effect (object *who, object *op)
3118{
3119 if (op->level)
3971 } 3120 {
3972 else /* nothing to light */ 3121 who->failmsgf (
3973 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3122 "The %s was cursed, it explodes in a big fireball!",
3123 &op->name
3124 );
3125 create_exploding_ball_at (who, op->level);
3126 }
3127 else
3128 {
3129 who->failmsgf (
3130 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3131 &op->name
3132 );
3133 }
3974 3134
3975}
3976
3977/**
3978 * op made some mistake with a scroll, this takes care of punishment.
3979 * scroll_failure()- hacked directly from spell_failure
3980 */
3981void
3982scroll_failure (object *op, int failure, int power)
3983{
3984 if (abs (failure / 4) > power)
3985 power = abs (failure / 4); /* set minimum effect */
3986
3987 if (failure <= -1 && failure > -15)
3988 { /* wonder */
3989 object *tmp;
3990
3991 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3992 tmp = get_archetype (SPELL_WONDER);
3993 cast_wonder (op, op, 0, tmp);
3994 tmp->destroy (); 3135 op->destroy ();
3136}
3137
3138/**
3139 * Apply for players and lamps
3140 *
3141 * who - the player
3142 * op - the lamp
3143 */
3144static void
3145player_apply_lamp (object *who, object *op)
3146{
3147 bool switch_on = op->glow_radius ? false : true;
3148
3149 if (switch_on)
3995 } 3150 {
3996 else if (failure <= -15 && failure > -35) 3151 object *lighter = 0;
3997 { /* drain mana */ 3152
3998 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3153 if (op->flag [FLAG_IS_LIGHTABLE]
3999 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3154 && !(lighter = auto_apply_lighter (who, op, 0)))
3155 return;
3156
4000 if (op->stats.sp < 0) 3157 if (op->stats.food < 1)
4001 op->stats.sp = 0;
4002 }
4003 else if (settings.spell_failure_effects == TRUE)
4004 {
4005 if (failure <= -35 && failure > -60)
4006 { /* confusion */
4007 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4008 confuse_player (op, op, power);
4009 } 3158 {
4010 else if (failure <= -60 && failure > -70) 3159 if (op->type == LAMP)
4011 { /* paralysis */ 3160 who->failmsgf (
4012 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3161 "The %s is out of fuel! "
4013 paralyze_player (op, op, power); 3162 "H<Lamps and similar items need fuel. They cannot be refilled.>",
4014 } 3163 &op->name
4015 else if (failure <= -70 && failure > -80) 3164 );
4016 { /* blind */ 3165 else
4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3166 who->failmsgf (
4018 blind_player (op, op, power); 3167 "The %s is burnt out! "
4019 } 3168 "H<Torches and similar items burn out and become worthless.>",
4020 else if (failure <= -80) 3169 &op->name
4021 { /* blast the immediate area */ 3170 );
4022 object *tmp; 3171 return;
4023
4024 tmp = get_archetype (LOOSE_MANA);
4025 cast_magic_storm (op, tmp, power);
4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4027 tmp->destroy ();
4028 }
4029 }
4030}
4031
4032void
4033apply_changes_to_player (object *pl, object *change)
4034{
4035 int excess_stat = 0; /* if the stat goes over the maximum
4036 for the race, put the excess stat some
4037 where else. */
4038
4039 switch (change->type)
4040 {
4041 case CLASS:
4042 { 3172 }
4043 living *stats = &(pl->contr->orig_stats);
4044 living *ns = &(change->stats);
4045 object *walk;
4046 int flag_change_face = 1;
4047 3173
4048 /* the following code assigns stats up to the stat max 3174 if (op->flag [FLAG_CURSED])
4049 * for the race, and if the stat max is exceeded, 3175 {
4050 * tries to randomly reassign the excess stat 3176 player_apply_lamp_cursed_effect (who, op);
4051 */ 3177 return;
4052 int i, j; 3178 }
4053 3179
4054 for (i = 0; i < NUM_STATS; i++) 3180 if (lighter)
3181 who->statusmsg (format (
3182 "You light up the %s with the %s.", &op->name, &lighter->name));
3183 else
3184 who->statusmsg (format ("You light up the %s.", &op->name));
3185 }
3186 else
3187 {
3188 if (op->flag [FLAG_CURSED])
3189 {
3190 player_apply_lamp_cursed_effect (who, op);
3191 return;
3192 }
3193
3194 if (op->type == TORCH)
3195 {
3196 if (!op->flag [FLAG_IS_LIGHTABLE])
4055 { 3197 {
4056 sint8 stat = get_attr_value (stats, i); 3198 who->statusmsg (format (
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3199 "You put out the %s. "
4058 3200 "H<The %s can't be used anymore, as it can't be lighted up again.>",
4059 stat += get_attr_value (ns, i); 3201 &op->name, &op->name));
4060 if (stat > 20 + race_bonus)
4061 {
4062 excess_stat++;
4063 stat = 20 + race_bonus;
4064 }
4065 set_attr_value (stats, i, stat);
4066 } 3202 }
4067
4068 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6);
4071 int stat = get_attr_value (stats, i);
4072 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4073
4074 if (i == CHA)
4075 continue; /* exclude cha from this */
4076 if (stat < 20 + race_bonus)
4077 {
4078 change_attr_value (stats, i, 1);
4079 excess_stat--;
4080 }
4081 }
4082
4083 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c
4085 */
4086 if (change->randomitems != NULL)
4087 give_initial_items (pl, change->randomitems);
4088
4089
4090 /* set up the face, for some races. */
4091
4092 /* first, look for the force object banning
4093 * changing the face. Certain races never change face with class.
4094 */
4095 for (walk = pl->inv; walk != NULL; walk = walk->below)
4096 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4097 flag_change_face = 0;
4098
4099 if (flag_change_face)
4100 {
4101 pl->animation_id = GET_ANIM_ID (change);
4102 pl->face = change->face;
4103
4104 if (QUERY_FLAG (change, FLAG_ANIMATE))
4105 SET_FLAG (pl, FLAG_ANIMATE);
4106 else 3203 else
4107 CLEAR_FLAG (pl, FLAG_ANIMATE); 3204 who->statusmsg (format (
3205 "You put out the %s."
3206 "H<Torches wear out if you put them out.>",
3207 &op->name));
4108 } 3208 }
3209 else
3210 who->statusmsg (format ("You turn off the %s.", &op->name));
3211 }
4109 3212
4110 /* check the special case of can't use weapons */ 3213 apply_lamp (op, switch_on);
4111 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3214}
4112 if (!strcmp (change->name, "monk"))
4113 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4114 3215
4115 break; 3216void get_animation_from_arch (object *op, arch_ptr a)
3217{
3218 op->animation_id = a->animation_id;
3219 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3220 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3221 op->anim_speed = a->anim_speed;
3222 op->last_anim = 0;
3223 op->state = 0;
3224 op->face = a->face;
3225
3226 if (NUM_ANIMATIONS(op) > 1)
3227 {
3228 SET_ANIMATION(op, 0);
3229 animate_object (op, op->direction);
3230 }
3231 else
3232 update_object (op, UP_OBJ_FACE);
3233}
3234
3235/**
3236 * Apply for LAMPs and TORCHes.
3237 *
3238 * op - the lamp
3239 * switch_on - a flag which says whether the lamp should be switched on or off
3240 */
3241void apply_lamp (object *op, bool switch_on)
3242{
3243 op->set_glow_radius (switch_on ? op->range : 0);
3244 op->set_speed (switch_on ? op->arch->speed : 0);
3245
3246 // torches wear out if you put them out
3247 if (op->type == TORCH && !switch_on)
3248 {
3249 if (op->flag [FLAG_IS_LIGHTABLE])
4116 } 3250 {
3251 op->stats.food -= (double) op->arch->stats.food / 15;
3252 if (op->stats.food < 0)
3253 op->stats.food = 0;
3254 }
3255 else
3256 op->stats.food = 0;
4117 } 3257 }
3258
3259 // lamps and torched get worthless when used up
3260 if (op->stats.food <= 0)
3261 op->value = 0;
3262
3263 // FIXME: This is a hack to make the more sane torches and lamps
3264 // still animated ;-/
3265 if (op->other_arch)
3266 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3267
3268 if (object *pl = op->visible_to ())
3269 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
4118} 3270}
4119 3271
4120/** 3272/**
4121 * This handles items of type 'transformer'. 3273 * This handles items of type 'transformer'.
4122 * Basically those items, used with a marked item, transform both items into something 3274 * Basically those items, used with a marked item, transform both items into something
4125 * Change information is contained in the 'slaying' field of the marked item. 3277 * Change information is contained in the 'slaying' field of the marked item.
4126 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3278 * The format is as follow: transformer:[number ]yield[;transformer:...].
4127 * This way an item can be transformed in many things, and/or many objects. 3279 * This way an item can be transformed in many things, and/or many objects.
4128 * The 'slaying' field for transformer is used as verb for the action. 3280 * The 'slaying' field for transformer is used as verb for the action.
4129 */ 3281 */
4130void 3282static void
4131apply_item_transformer (object *pl, object *transformer) 3283apply_item_transformer (object *pl, object *transformer)
4132{ 3284{
4133 object *marked;
4134 object *new_item; 3285 object *new_item;
4135 char *find; 3286 const char *find;
4136 char *separator; 3287 char *separator;
4137 int yield; 3288 int yield;
4138 char got[MAX_BUF]; 3289 char got[MAX_BUF];
4139 int len; 3290 int len;
4140 3291
4141 if (!pl || !transformer) 3292 if (!pl || !transformer)
4142 return; 3293 return;
4143 marked = find_marked_object (pl); 3294
3295 object *marked = pl->mark ();
3296
4144 if (!marked) 3297 if (!marked)
4145 { 3298 {
4146 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3299 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
4147 return; 3300 return;
4148 } 3301 }
3302
4149 if (!marked->slaying) 3303 if (!marked->slaying)
4150 { 3304 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3305 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4152 return; 3306 return;
4153 } 3307 }
3308
4154 /* check whether they are compatible or not */ 3309 /* check whether they are compatible or not */
4155 find = strstr (marked->slaying, transformer->arch->name); 3310 find = strstr (&marked->slaying, transformer->arch->archname);
4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3311 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4157 { 3312 {
4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3313 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4159 return; 3314 return;
4160 } 3315 }
3316
4161 find += strlen (transformer->arch->name) + 1; 3317 find += strlen (transformer->arch->archname) + 1;
4162 /* Item can be used, now find how many and what it yields */ 3318 /* Item can be used, now find how many and what it yields */
4163 if (isdigit (*(find))) 3319 if (isdigit (*(find)))
4164 { 3320 {
4165 yield = atoi (find); 3321 yield = atoi (find);
4166 if (yield < 1) 3322 if (yield < 1)
4172 else 3328 else
4173 yield = 1; 3329 yield = 1;
4174 3330
4175 while (isdigit (*find)) 3331 while (isdigit (*find))
4176 find++; 3332 find++;
3333
4177 while (*find == ' ') 3334 while (*find == ' ')
4178 find++; 3335 find++;
3336
4179 memset (got, 0, MAX_BUF); 3337 memset (got, 0, MAX_BUF);
3338
4180 if ((separator = strchr (find, ';')) != NULL) 3339 if ((separator = (char *) strchr (find, ';')))
4181 {
4182 len = separator - find; 3340 len = separator - find;
4183 }
4184 else 3341 else
4185 {
4186 len = strlen (find); 3342 len = strlen (find);
4187 } 3343
4188 if (len > MAX_BUF - 1) 3344 min_it (len, MAX_BUF - 1);
4189 len = MAX_BUF - 1; 3345
4190 strcpy (got, find); 3346 strcpy (got, find);
4191 got[len] = '\0'; 3347 got[len] = '\0';
4192 3348
4193 /* Now create new item, remove used ones when required. */ 3349 /* Now create new item, remove used ones when required. */
4194 new_item = get_archetype (got); 3350 new_item = get_archetype (got);
4195 if (!new_item) 3351 if (!new_item)
4196 { 3352 {
4197 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 3353 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
4198 return; 3354 return;
4199 } 3355 }
4200 3356
4201 new_item->nrof = yield; 3357 new_item->nrof = yield;
3358
4202 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 3359 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4203 insert_ob_in_ob (new_item, pl); 3360
4204 esrv_send_inventory (pl, pl); 3361 pl->insert (new_item);
4205 /* Eat up one item */ 3362 /* Eat up one item */
4206 decrease_ob_nr (marked, 1); 3363 marked->decrease ();
3364
4207 /* Eat one transformer if needed */ 3365 /* Eat one transformer if needed */
4208 if (transformer->stats.food) 3366 if (transformer->stats.food)
4209 if (--transformer->stats.food == 0) 3367 if (--transformer->stats.food == 0)
4210 decrease_ob_nr (transformer, 1); 3368 transformer->decrease ();
4211} 3369}
3370
3371/**
3372 * Main apply handler.
3373 *
3374 * Checks for unpaid items before applying.
3375 *
3376 * Return value is currently not used
3377 *
3378 * who is the object that is causing object to be applied, op is the object
3379 * being applied.
3380 *
3381 * aflag is special (always apply/unapply) flags. Nothing is done with
3382 * them in this function - they are passed to apply_special
3383 */
3384static bool
3385manual_apply (object *who, object *op, int aflag)
3386{
3387 op = op->head_ ();
3388
3389 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3390 {
3391 if (who->contr)
3392 {
3393 examine (who, op);
3394 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3395 return 1;
3396 }
3397 else
3398 return 0; /* monsters just skip unpaid items */
3399 }
3400
3401 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3402 return RESULT_INT (0);
3403 else if (apply_types_inv_only [op->type])
3404 {
3405 // special item, using slot system, needs to be in inv
3406 if (op->env == who)
3407 return apply_special (who, op, aflag);
3408
3409 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3410 }
3411 else if (!who->contr && apply_types_player_only [op->type])
3412 return 0; // monsters shouldn't try to apply player-only stuff
3413 else if (apply_types [op->type])
3414 {
3415 // ordinary stuff, may be on the floor
3416 switch (op->type)
3417 {
3418 case T_HANDLE:
3419 who->play_sound (sound_find ("turn_handle"));
3420 who->statusmsg ("You turn the handle.");
3421 op->value = op->value ? 0 : 1;
3422 SET_ANIMATION (op, op->value);
3423 update_object (op, UP_OBJ_FACE);
3424 push_button (op, who);
3425 break;
3426
3427 case TRIGGER:
3428 if (check_trigger (op, who, who))
3429 {
3430 who->statusmsg ("You turn the handle.");
3431 who->play_sound (sound_find ("turn_handle"));
3432 }
3433 else
3434 who->failmsg ("The handle doesn't move.");
3435
3436 break;
3437
3438 case EXIT:
3439 if (!EXIT_PATH (op))
3440 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3441 else
3442 {
3443 /* Don't display messages for random maps. */
3444 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3445 who->statusmsg (op->msg, NDI_NAVY);
3446
3447 who->enter_exit (op);
3448 }
3449
3450 break;
3451
3452 case INSCRIBABLE:
3453 who->statusmsg (op->msg);
3454 // maybe show a spell menu to chose from or something like that
3455 break;
3456
3457 case SIGN:
3458 apply_sign (who, op, 0);
3459 break;
3460
3461 case BOOK:
3462 apply_book (who, op);
3463 break;
3464
3465 case SKILLSCROLL:
3466 apply_skillscroll (who, op);
3467 break;
3468
3469 case SPELLBOOK:
3470 apply_spellbook (who, op);
3471 break;
3472
3473 case SCROLL:
3474 apply_scroll (who, op, 0);
3475 break;
3476
3477 case POTION:
3478 apply_potion (who, op);
3479 break;
3480
3481 /* Eneq(@csd.uu.se): Handle apply on containers. */
3482 //TODO: remove, as it is unsed?
3483 case CLOSE_CON:
3484 apply_container (who, op->env);
3485 break;
3486
3487 case CONTAINER:
3488 apply_container (who, op);
3489 break;
3490
3491 case TREASURE:
3492 apply_treasure (who, op);
3493 break;
3494
3495 case LAMP:
3496 case TORCH:
3497 player_apply_lamp (who, op);
3498 break;
3499
3500 case DRINK:
3501 case FOOD:
3502 case FLESH:
3503 apply_food (who, op);
3504 break;
3505
3506 case POISON:
3507 apply_poison (who, op);
3508 break;
3509
3510 case SAVEBED:
3511 break;
3512
3513 case ARMOUR_IMPROVER:
3514 apply_armour_improver (who, op);
3515 break;
3516
3517 case WEAPON_IMPROVER:
3518 check_improve_weapon (who, op);
3519 break;
3520
3521 case CLOCK:
3522 {
3523 char buf[MAX_BUF];
3524 timeofday_t tod;
3525
3526 get_tod (&tod);
3527 who->play_sound (sound_find ("sound_clock"));
3528 who->statusmsg (format (
3529 "It is %d minute%s past %d o'clock %s",
3530 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3531 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3532 ));
3533 }
3534 break;
3535
3536 case MENU:
3537 shop_listing (op, who);
3538 break;
3539
3540 case POWER_CRYSTAL:
3541 apply_power_crystal (who, op); /* see egoitem.c */
3542 break;
3543
3544 case LIGHTER: /* for lighting torches/lanterns/etc */
3545 apply_lighter (who, op);
3546 break;
3547
3548 case ITEM_TRANSFORMER:
3549 apply_item_transformer (who, op);
3550 break;
3551 }
3552
3553 return 1;
3554 }
3555 else
3556 {
3557 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3558 return 0;
3559 }
3560}
3561
3562/**
3563 * player_apply_below attempts to apply the object 'below' the player.
3564 * If the player has an open container, we use that for below, otherwise
3565 * we use the ground.
3566 */
3567void
3568player_apply_below (object *pl)
3569{
3570 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3571
3572 /* If using a container, set the starting item to be the top
3573 * item in the container. Otherwise, use the map.
3574 */
3575
3576 // first try to apply "applyables"
3577 for (object *tmp = top; tmp; tmp = tmp->below)
3578 if (!tmp->invisible && apply_types [tmp->type])
3579 {
3580 // If it is visible, player can apply it.
3581 pl->apply (tmp);
3582 return;
3583 }
3584
3585 while (top && top->invisible)
3586 top = top->below;
3587
3588 if (!top || top->flag [FLAG_IS_FLOOR])
3589 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3590 "H<There is nothing here that you can apply.>");
3591 else
3592 // next, try to explain the topmost object
3593 switch (top->type)
3594 {
3595 // TODO: all this should move to examine
3596 case ALTAR:
3597 case IDENTIFY_ALTAR:
3598 case TRIGGER_ALTAR:
3599 case CONVERTER:
3600 //case TRIGGER_PEDESTAL:
3601 pl->failmsgf (
3602 "You see no obvious mechanism on the %s."
3603 "H<You have to drop one or more specific items here.>",
3604 query_short_name (top)
3605 );
3606 break;
3607
3608 case BUTTON:
3609 case TRIGGER_BUTTON:
3610 pl->failmsgf (
3611 "The %s looks as if you could activate it with somehting heavy. "
3612 "H<You must put enough items here to activate it.>",
3613 query_short_name (top)
3614 );
3615 break;
3616
3617 default:
3618 examine (pl, top);
3619 break;
3620 }
3621}
3622
3623// saner interface, returns successful status
3624bool
3625object::apply (object *ob, int aflags)
3626{
3627 if (!ob) // simplifies a lot of callers
3628 return true;
3629
3630 if (contr)
3631 {
3632 if (!ob->env && (move_type & MOVE_FLYING))
3633 {
3634 /* player is flying and applying object not in inventory */
3635 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3636 {
3637 failmsg ("But you are floating high above the ground! "
3638 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3639 "or waiting till the levitation effect wears off.>");
3640 return 0;
3641 }
3642 }
3643
3644 contr->last_used = ob;
3645 }
3646
3647 bool want_apply =
3648 aflags & AP_APPLY ? true
3649 : aflags & AP_UNAPPLY ? false
3650 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3651
3652 object_ptr *slot = 0;
3653
3654 // detect the slot, if this is a player
3655 if (contr && !(aflags & AP_NO_SLOT))
3656 {
3657 object *oslot;
3658
3659 switch (ob->type)
3660 {
3661 case WEAPON:
3662 slot = &contr->combat_ob;
3663 oslot = contr->ranged_ob;
3664 break;
3665
3666 case BOW:
3667 case RANGED:
3668 case SPELL:
3669 case WAND:
3670 case ROD:
3671 case HORN:
3672 case BUILDER:
3673 slot = &contr->ranged_ob;
3674 oslot = contr->combat_ob;
3675 break;
3676
3677 // oh, the humanity
3678 case SKILL:
3679 if (aflags & AP_NO_SLOT)
3680 break;
3681
3682 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3683 break;
3684
3685 if (skill_flags [ob->subtype] & SF_COMBAT)
3686 {
3687 slot = &contr->combat_ob;
3688 oslot = contr->ranged_ob;
3689 }
3690 else if (skill_flags [ob->subtype] & SF_RANGED)
3691 {
3692 slot = &contr->ranged_ob;
3693 oslot = contr->combat_ob;
3694 }
3695
3696 break;
3697 }
3698
3699 // now handle slot exclusions
3700 if (slot)
3701 {
3702 // only one slot can be active
3703 if (want_apply)
3704 {
3705 // clear slot unless we are in it already
3706 if (*slot != ob)
3707 apply (*slot, AP_UNAPPLY);
3708
3709 // unapply other slot, because we want to become active
3710 apply (oslot, AP_UNAPPLY);
3711 }
3712
3713 // clear item from slot if applied
3714 if (!want_apply && current_weapon == ob)
3715 current_weapon = 0;
3716 }
3717 }
3718
3719 if (ob->flag [FLAG_APPLIED] != want_apply)
3720 manual_apply (this, ob, aflags);
3721
3722 if (ob->flag [FLAG_APPLIED] != want_apply)
3723 return false;
3724
3725 if (slot && want_apply)
3726 current_weapon = *slot = ob;
3727
3728 return true;
3729}
3730
3731/**
3732 * Map was just loaded, handle op's initialisation.
3733 *
3734 * Generates shop floor's item, and treasures.
3735 */
3736int
3737auto_apply (object *op)
3738{
3739 object *tmp = NULL, *tmp2;
3740 int i;
3741
3742 op->clr_flag (FLAG_AUTO_APPLY);
3743
3744 switch (op->type)
3745 {
3746 case SHOP_FLOOR:
3747 if (!op->has_random_items ())
3748 return 0;
3749
3750 do
3751 {
3752 i = 10; /* let's give it 10 tries */
3753 while ((tmp = generate_treasure (op->randomitems,
3754 op->stats.exp
3755 ? (int) op->stats.exp
3756 : max (op->map->difficulty, 5)))
3757 == NULL && --i);
3758
3759 if (tmp == NULL)
3760 return 0;
3761
3762 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3763 {
3764 tmp->destroy ();
3765 tmp = NULL;
3766 }
3767 }
3768 while (!tmp);
3769
3770 tmp->x = op->x;
3771 tmp->y = op->y;
3772 tmp->set_flag (FLAG_UNPAID);
3773 insert_ob_in_map (tmp, op->map, NULL, 0);
3774 identify (tmp);
3775 break;
3776
3777 case TREASURE:
3778 if (op->flag [FLAG_IS_A_TEMPLATE])
3779 return 0;
3780
3781 while (op->stats.hp-- > 0)
3782 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3783 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3784
3785 /* If we generated an object and put it in this object inventory,
3786 * move it to the parent object as the current object is about
3787 * to disappear. An example of this item is the random_* stuff
3788 * that is put inside other objects.
3789 */
3790 if (op->env)
3791 while (op->inv)
3792 op->env->insert (op->inv);
3793
3794 op->destroy ();
3795 break;
3796 }
3797
3798 return !!tmp;
3799}
3800
3801/**
3802 * fix_auto_apply goes through the entire map every time a map
3803 * is loaded or swapped in and performs special actions for
3804 * certain objects (most initialization of chests and creation of
3805 * treasures and stuff). Calls auto_apply if appropriate.
3806 */
3807void
3808maptile::fix_auto_apply ()
3809{
3810 if (!spaces)
3811 return;
3812
3813 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (object *tmp = ms->bot; tmp; )
3815 {
3816 object *above = tmp->above;
3817
3818 if (tmp->inv)
3819 {
3820 object *invtmp, *invnext;
3821
3822 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3823 {
3824 invnext = invtmp->below;
3825
3826 if (invtmp->flag [FLAG_AUTO_APPLY])
3827 auto_apply (invtmp);
3828 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3829 {
3830 while (invtmp->stats.hp-- > 0)
3831 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3832
3833 invtmp->randomitems = NULL;
3834 }
3835 else if (invtmp && invtmp->arch
3836 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3837 {
3838 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3839 /* Need to clear this so that we never try to create
3840 * treasure again for this object
3841 */
3842 invtmp->randomitems = NULL;
3843 }
3844 }
3845
3846 /* This is really temporary - the code at the bottom will
3847 * also set randomitems to null. The problem is there are bunches
3848 * of maps/players already out there with items that have spells
3849 * which haven't had the randomitems set to null yet.
3850 * MSW 2004-05-13
3851 *
3852 * And if it's a spellbook, it's better to set randomitems to NULL too,
3853 * else you get two spells in the book ^_-
3854 * Ryo 2004-08-16
3855 */
3856 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3857 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3858 tmp->randomitems = NULL;
3859 }
3860
3861 if (tmp->flag [FLAG_AUTO_APPLY])
3862 auto_apply (tmp);
3863 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3864 {
3865 while ((tmp->stats.hp--) > 0)
3866 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3867 tmp->randomitems = NULL;
3868 }
3869 else if (tmp->type == TIMED_GATE)
3870 {
3871 object *head = tmp->head != NULL ? tmp->head : tmp;
3872
3873 if (head->flag [FLAG_IS_LINKED])
3874 tmp->set_speed (0);
3875 }
3876 /* This function can be called everytime a map is loaded, even when
3877 * swapping back in. As such, we don't want to create the treasure
3878 * over and ove again, so after we generate the treasure, blank out
3879 * randomitems so if it is swapped in again, it won't make anything.
3880 * This is a problem for the above objects, because they have counters
3881 * which say how many times to make the treasure.
3882 */
3883 else if (tmp && tmp->arch && tmp->type != PLAYER
3884 && tmp->type != TREASURE && tmp->type != SPELL
3885 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3886 {
3887 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3888 tmp->randomitems = NULL;
3889 }
3890
3891 // close all containers
3892 else if (tmp->type == CONTAINER)
3893 tmp->flag [FLAG_APPLIED] = 0;
3894
3895 tmp = above;
3896 }
3897
3898 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3899 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3900 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3901 check_trigger (tmp, tmp->above, tmp->above);
3902}
3903
3904/**
3905 * Handles player eating food that temporarily changes status (resistances, stats).
3906 * This used to call cast_change_attr(), but
3907 * that doesn't work with the new spell code. Since we know what
3908 * the food changes, just grab a force and use that instead.
3909 */
3910void
3911eat_special_food (object *who, object *food)
3912{
3913 object *force;
3914 int i, did_one = 0;
3915
3916 char buf[64];
3917 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3918 shstr key (buf);
3919
3920 /* bigger morsel of food = longer effect time */
3921 int duration = TIME2TICK (food->stats.food);
3922
3923 if (force = who->force_find (key))
3924 {
3925 if (duration > fabs (force->speed_left / force->speed))
3926 {
3927 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));
3928 force->force_set_timer (duration);
3929 }
3930 else
3931 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3932
3933 return;
3934 }
3935 else
3936 {
3937 force = who->force_add (key, duration);
3938 force->name = key;
3939
3940 /* check if the food affects a stat */
3941 for (i = 0; i < NUM_STATS; i++)
3942 if (sint8 k = food->stats.stat (i))
3943 {
3944 force->stats.stat (i) = k;
3945 did_one = 1;
3946 }
3947
3948 /* check if we can protect the eater */
3949 for (i = 0; i < NROFATTACKS; i++)
3950 {
3951 if (food->resist[i] > 0)
3952 {
3953 force->resist[i] = food->resist[i];
3954 did_one = 1;
3955 }
3956 }
3957
3958 if (did_one)
3959 {
3960 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));
3961
3962 /* make the force take effect and report effects to user */
3963 change_abil (who, force);
3964 }
3965 else
3966 force->destroy ();
3967 }
3968
3969 /* check for hp, sp change */
3970 if (food->stats.hp != 0)
3971 {
3972 if (food->flag [FLAG_CURSED])
3973 {
3974 who->contr->killer = food;
3975 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3976 who->failmsg ("Eck!...that was poisonous!");
3977 }
3978 else
3979 {
3980 if (food->stats.hp > 0)
3981 who->statusmsg ("You begin to feel better.");
3982 else
3983 who->failmsg ("Eck!...that was poisonous!");
3984
3985 who->stats.hp += food->stats.hp;
3986 }
3987 }
3988
3989 if (food->stats.sp != 0)
3990 {
3991 if (food->flag [FLAG_CURSED])
3992 {
3993 who->failmsg ("You are drained of mana!");
3994 who->stats.sp -= food->stats.sp;
3995 if (who->stats.sp < 0)
3996 who->stats.sp = 0;
3997 }
3998 else
3999 {
4000 who->statusmsg ("You feel a rush of magical energy!");
4001 who->stats.sp += food->stats.sp;
4002 /* place limit on max sp from food? */
4003 }
4004 }
4005
4006 who->update_stats ();
4007}
4008
4009void
4010apply_changes_to_player (object *pl, object *change)
4011{
4012 int excess_stat = 0; /* if the stat goes over the maximum
4013 for the race, put the excess stat some
4014 where else. */
4015
4016 switch (change->type)
4017 {
4018 case CLASS:
4019 {
4020 living *stats = &(pl->contr->orig_stats);
4021 living *ns = &(change->stats);
4022 object *walk;
4023 int flag_change_face = 1;
4024
4025 /* the following code assigns stats up to the stat max
4026 * for the race, and if the stat max is exceeded,
4027 * tries to randomly reassign the excess stat
4028 */
4029 int i, j;
4030
4031 for (i = 0; i < NUM_STATS; i++)
4032 {
4033 int race_bonus = pl->arch->stats.stat (i);
4034 sint8 stat = stats->stat (i) + ns->stat (i);
4035
4036 if (stat > 20 + race_bonus)
4037 {
4038 excess_stat++;
4039 stat = 20 + race_bonus;
4040 }
4041
4042 stats->stat (i) = stat;
4043 }
4044
4045 for (j = 0; excess_stat > 0 && j < 100; j++)
4046 { /* try 100 times to assign excess stats */
4047 int i = rndm (0, 6);
4048
4049 if (i == CHA)
4050 continue; /* exclude cha from this */
4051
4052 int stat = stats->stat (i);
4053 int race_bonus = pl->arch->stats.stat (i);
4054 if (stat < 20 + race_bonus)
4055 {
4056 change_attr_value (stats, i, 1);
4057 excess_stat--;
4058 }
4059 }
4060
4061 /* insert the randomitems from the change's treasurelist into
4062 * the player ref: player.c
4063 */
4064 if (change->randomitems)
4065 give_initial_items (pl, change->randomitems);
4066
4067 /* set up the face, for some races. */
4068
4069 /* first, look for the force object banning
4070 * changing the face. Certain races never change face with class.
4071 */
4072 for (walk = pl->inv; walk; walk = walk->below)
4073 if (walk->name == shstr_NOCLASSFACECHANGE)
4074 flag_change_face = 0;
4075
4076 if (flag_change_face)
4077 {
4078 pl->face = change->face;
4079 pl->animation_id = change->animation_id;
4080 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4081 }
4082
4083 /* check the special case of can't use weapons */
4084 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4085 if (change->name == shstr_monk)
4086 pl->clr_flag (FLAG_USE_WEAPON);
4087
4088 break;
4089 }
4090 }
4091}
4092

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