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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 1.286 by root, Wed Dec 5 21:18:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
25
26#include <cmath>
23 27
24#include <global.h> 28#include <global.h>
25#include <living.h> 29#include <living.h>
26#include <spells.h> 30#include <spells.h>
27#include <skills.h> 31#include <skills.h>
28#include <tod.h> 32#include <tod.h>
29 33
30#ifndef __CEXTRACT__
31# include <sproto.h> 34#include <sproto.h>
32#endif
33 35
34/* Want this regardless of rplay. */ 36// these must be in the inventory before they can be applied
35#include <sounds.h>
36 37
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 38static 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{ 39{
47 int arch_flag, name_flag, race_flag; 40 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 { 41 {
61 arch_flag = (op->subtype & 1); 42 set (WEAPON);
62 name_flag = (op->subtype & 2); 43 set (ARMOUR);
63 race_flag = (op->subtype & 4); 44 set (BOOTS);
45 set (GLOVES);
46 set (AMULET);
47 set (GIRDLE);
48 set (BRACERS);
49 set (SHIELD);
50 set (HELMET);
51 set (RING);
52 set (CLOAK);
53 set (WAND);
54 set (ROD);
55 set (HORN);
56 set (SKILL);
57 set (SPELL);
58 set (BOW);
59 set (RANGED);
60 set (BUILDER);
61 set (SKILL_TOOL);
64 } 62 }
65 else 63} apply_types_inv_only;
64
65// these only make sense for the player
66
67static const struct apply_types_player_only : typeset
68{
69 apply_types_player_only ()
66 { 70 {
67 arch_flag = 1; 71 set (TRANSPORT);
68 name_flag = 1; 72 set (EXIT);
69 race_flag = 1; 73 set (BOOK);
74 set (SIGN);
75 set (BOOK);
76 set (SKILLSCROLL);
77 set (SPELLBOOK);
78 set (INSCRIBABLE);
79 set (TREASURE);
80 set (SAVEBED);
81 set (ARMOUR_IMPROVER);
82 set (WEAPON_IMPROVER);
83 set (CLOCK);
84 set (MENU);
85 set (LIGHTER); /* for lighting torches/lanterns/etc */
70 } 86 }
71 /* If the director has race set, only affect objects with a arch, 87} apply_types_player_only;
72 * name or race that matches. 88
73 */ 89// applying these _can_ be attempted, others cannot
74 if ((op->race) && 90// be applied at all. used by e.g. apply below.
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 91
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 92static const struct apply_types : typeset
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 93{
94 apply_types ()
95 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
78 { 96 {
79 return 1; 97 set (T_HANDLE);
98 set (TRIGGER);
99 set (SCROLL);
100 set (POTION);
101 set (CLOSE_CON);
102 set (CONTAINER);
103 set (LAMP);
104 set (TORCH);
105 set (DRINK);
106 set (FOOD);
107 set (FLESH);
108 set (POISON);
109 set (POWER_CRYSTAL);
110 set (ITEM_TRANSFORMER);
80 } 111 }
81 /* If the director has slaying set, only affect objects where none 112} 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}
412 113
413/**************************************************************************** 114/****************************************************************************
414 * Weapon improvement code follows 115 * Weapon improvement code follows
415 ****************************************************************************/ 116 ****************************************************************************/
416 117
417/** 118/**
119 * This function just checks whether who can handle equipping an item
120 * with item_power.
121 */
122static bool
123check_item_power (object *who, int item_power)
124{
125 if (who->type == PLAYER
126 && item_power
127 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
128 return false;
129 else
130 return true;
131}
132
133/**
418 * This returns the sum of nrof of item (arch name). 134 * This returns the sum of nrof of item (arch name).
419 */ 135 */
420static int 136static int
421check_item (object *op, const char *item) 137check_item (object *op, shstr_cmp item)
422{ 138{
423 int count = 0; 139 int count = 0;
424 140
425 141 if (!item)
426 if (item == NULL)
427 return 0; 142 return 0;
428 op = op->below; 143
429 while (op != NULL) 144 for (op = op->below; op; op = op->below)
430 { 145 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0) 146 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)) 147 && /* 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; 148 count += op->number_of ();
440 } 149
441 }
442 op = op->below;
443 }
444 return count; 150 return count;
445} 151}
446 152
447/** 153/**
448 * This removes 'nrof' of what item->slaying says to remove. 154 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 155 * op is typically the player, which is only
450 * really used to determine what space to look at. 156 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 157 * Modified to only eat 'nrof' of objects.
452 */ 158 */
453static void 159static void
454eat_item (object *op, const char *item, uint32 nrof) 160eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 161{
456 object *prev; 162 object *prev;
457 163
458 prev = op; 164 prev = op;
459 op = op->below; 165 op = op->below;
460 166
461 while (op != NULL) 167 while (op)
462 { 168 {
463 if (strcmp (op->arch->name, item) == 0) 169 if (op->arch->archname == item)
464 { 170 {
465 if (op->nrof >= nrof) 171 if (op->nrof >= nrof)
466 { 172 {
467 decrease_ob_nr (op, nrof); 173 op->decrease (nrof);
468 return; 174 return;
469 } 175 }
470 else 176 else
471 { 177 {
472 decrease_ob_nr (op, op->nrof); 178 op->decrease (nrof);
473 nrof -= op->nrof; 179 nrof -= op->nrof;
474 } 180 }
181
475 op = prev; 182 op = prev;
476 } 183 }
184
477 prev = op; 185 prev = op;
478 op = op->below; 186 op = op->below;
479 } 187 }
480} 188}
481 189
482/** 190/**
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. 191 * 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. 192 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 193 */
538static int 194static int
539check_sacrifice (object *op, const object *improver) 195check_sacrifice (object *op, const object *improver)
540{ 196{
541 int count = 0; 197 int count = 0;
542 198
543 if (improver->slaying != NULL) 199 if (improver->slaying)
544 { 200 {
545 count = check_item (op, improver->slaying); 201 count = check_item (op, improver->slaying);
546 if (count < 1) 202 if (count < 1)
547 { 203 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 204 op->failmsgf ("The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 205 return 0;
553 } 206 }
554 } 207 }
555 else 208 else
556 count = 1; 209 count = 1;
559} 212}
560 213
561/** 214/**
562 * Actually improves the weapon, and tells user. 215 * Actually improves the weapon, and tells user.
563 */ 216 */
564int 217static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 218improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 219{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 220 stat += sacrifice_count;
570 weapon->last_eat++; 221 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 222 improver->decrease ();
572 decrease_ob (improver);
573 223
574 /* So it updates the players stats and the window */ 224 /* So it updates the players stats and the window */
575 fix_player (op); 225 op->update_stats ();
226
227 op->statusmsg (format (
228 "Your sacrifice was accepted.\n"
229 "Weapon's bonus to %s improved by %d.",
230 statname, sacrifice_count
231 ));
232
576 return 1; 233 return 1;
577} 234}
578 235
579/* Types of improvements, hidden in the sp field. */ 236/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 237#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 238#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 239#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 240#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 241#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 242#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 243#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 244#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 245#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 246#define IMPROVE_INT 10
590#define IMPROVE_POW 11 247#define IMPROVE_POW 11
591
592 248
593/** 249/**
594 * This does the prepare weapon scroll. 250 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 251 * Checks for sacrifice, and so on.
596 */ 252 */
597 253static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
600{ 255{
601 int sacrifice_count, i; 256 int sacrifice_count, i;
602 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 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 297 slot at once! */
637 decrease_ob (improver); 298 improver->decrease ();
638 weapon->last_eat = 0; 299 weapon->last_eat = 0;
639 return 1; 300 return 1;
640} 301}
641
642 302
643/** 303/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 304 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 305 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 306 * Returns 0 if it was not able to work for some reason.
647 * 307 *
648 * Checks if weapon was prepared, if enough potions on the floor, ... 308 * Checks if weapon was prepared, if enough potions on the floor, ...
649 * 309 *
650 * We are hiding extra information about the weapon in the level and 310 * 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 ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
653 */ 313 */
654int 314static int
655improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
656{ 316{
657 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
658 318
659 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
662 } 321
663 if (weapon->level == 0) 322 if (weapon->level == 0)
664 { 323 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 327 return 0;
667 } 328 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 329
330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 332 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 334 return 0;
672 } 335 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 336
337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
674 { 339 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 340 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"); 341 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 342 "really want to improve it.");
678 return 0; 343 return 0;
679 } 344 }
345
680 /* This just increases damage by 5 points, no matter what. No sacrifice 346 /* 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, 347 * 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 348 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 349 * weapon can be improved.
684 */ 350 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 352 {
687 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 354 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); 355 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 356 weapon->last_eat++;
691 357
692 weapon->item_power++; 358 weapon->item_power++;
693 decrease_ob (improver); 359 improver->decrease ();
694 return 1; 360 return 1;
695 } 361 }
362
696 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 364 {
698 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 366 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 367 if (weapon->weight < 1)
701 weapon->weight = 1; 368 weapon->weight = 1;
369
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 371 weapon->last_eat++;
704 weapon->item_power++; 372 weapon->item_power++;
705 decrease_ob (improver); 373 improver->decrease ();
706 return 1; 374 return 1;
707 } 375 }
376
708 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 378 {
710 weapon->magic++; 379 weapon->magic++;
711 weapon->last_eat++; 380 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 382 improver->decrease ();
714 weapon->item_power++; 383 weapon->item_power++;
715 return 1; 384 return 1;
716 } 385 }
717 386
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
724 393
725 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
727 { 396 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
729 return 0; 398 return 0;
730 } 399 }
400
731 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 402 weapon->item_power++;
733 403
734 switch (improver->stats.sp) 404 switch (improver->stats.sp)
735 { 405 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 406 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"); 407 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"); 408 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"); 409 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"); 410 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"); 411 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"); 412 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 413 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
752 } 415 }
416
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 418 return 0;
755} 419}
756 420
757/** 421/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
761 */ 425 */
762int 426static int
763check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
764{ 428{
765 object *otmp;
766
767 if (op->type != PLAYER) 429 if (op->type != PLAYER)
768 return 0; 430 return 0;
431
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 433 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 434 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 435 return 0;
773 } 436 }
774 otmp = find_marked_object (op); 437
438 object *otmp = op->mark ();
439
775 if (!otmp) 440 if (!otmp)
776 { 441 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 442 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; 443 return 0;
779 } 444 }
445
780 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 447 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 448 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 449 return 0;
784 } 450 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 451
452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
455 return 0;
456 }
457
458 op->statusmsg ("Applied weapon builder.");
459
786 improve_weapon (op, tmp, otmp); 460 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 461 esrv_send_item (op, otmp);
788 return 1; 462 return 1;
789} 463}
790 464
803 * the stats of a player w/ armour as well as a weapon 477 * the stats of a player w/ armour as well as a weapon
804 * will probably horribly unbalance the game. Magic enchanting 478 * will probably horribly unbalance the game. Magic enchanting
805 * depends on the level of the character - ie the plus 479 * depends on the level of the character - ie the plus
806 * value (magic) of the armour can never be increased beyond 480 * value (magic) of the armour can never be increased beyond
807 * the level of the character / 10 -- rounding upish, nor may 481 * the level of the character / 10 -- rounding upish, nor may
808 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 483 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 485 * changing of physical area right now.
812 */ 486 */
813int 487static int
814improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
815{ 489{
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
819 { 491 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 492 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 493 return 0;
822 } 494 }
495
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 496 /* 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. 497 * 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 498 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 499 * of gnarg and what not?)
827 */ 500 */
828 if (armour->title) 501 if (armour->title)
829 { 502 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 504 return 0;
832 } 505 }
833 506
834 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
836 */ 509 */
837 if (armour->nrof > 1) 510 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;
841 511
842 armour->magic++; 512 armour->magic++;
843 513
844 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
845 { 515 {
850 { 520 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 522 pow++;
853 } 523 }
854 524
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 526 }
857 else 527 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 528 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 529
860 if (!settings.armor_weight_linear) 530 if (!settings.armor_weight_linear)
861 { 531 {
862 int base = 100; 532 int base = 100;
863 int pow = 0; 533 int pow = 0;
866 { 536 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 538 pow++;
869 } 539 }
870 540
871 armour->weight = (armour->arch->clone.weight * base) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
872 } 542 }
873 else 543 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 544 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 545
876 if (armour->weight <= 0) 546 if (armour->weight <= 0)
877 { 547 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 549 armour->weight = 1;
880 } 550 }
881 551
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 552 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 553
884 if (op->type == PLAYER) 554 if (op->type == PLAYER)
885 { 555 {
886 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557
888 fix_player (op); 558 if (armour->flag [FLAG_APPLIED])
559 op->update_stats ();
889 } 560 }
890 decrease_ob (improver); 561
562 improver->decrease ();
563
891 if (tmp) 564 if (tmp)
892 { 565 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 566
894 esrv_send_item (op, tmp);
895 }
896 return 1; 567 return 1;
897} 568}
898
899 569
900/* 570/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 571 * 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. 572 * what the converter wants, -1 if the converter is broken.
903 */ 573 *
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. 574 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 576 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
913 */ 578 */
914int 579int
915convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
916{ 581{
917 int nr = 0; 582 sint64 nr = 0, price_in;
918 uint32 price_in; 583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
919 591
920 /* We make some assumptions - we assume if it takes money as it type, 592 /* 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 593 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
923 */ 595 */
924 if (!strcmp (CONV_FROM (converter), "money")) 596 if (conv_from == shstr_money)
925 { 597 {
926 int cost;
927
928 if (item->type != MONEY) 598 if (item->type != MONEY)
929 return 0; 599 return 0;
930 600
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 602 if (!nr)
933 return 0; 603 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 604
935 /* take into account rounding errors */ 605 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 606
937 cost++; 607 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 608
609 item->decrease (cost);
939 610
940 price_in = cost * item->value; 611 price_in = cost * item->value;
941 } 612 }
942 else 613 else
943 { 614 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 615 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
946 return 0; 618 return 0;
947 619
948 if (CONV_NEED (converter)) 620 converter->play_sound (sound_find ("convert_item"));
621
622 if (need)
949 { 623 {
950 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
953 } 627 }
954 else 628 else
955 { 629 {
956 price_in = item->value; 630 price_in = item->value;
957 item->destroy (); 631 item->destroy ();
958 } 632 }
959 } 633 }
960 634
961 if (converter->inv != NULL) 635 if (converter->inv)
962 { 636 {
963 object *ob; 637 object *ob;
964 int i; 638 int i;
965 object *ob_to_copy; 639 object *ob_to_copy;
966 640
967 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 645 ob_to_copy = ob;
974 } 646
975 } 647 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 650 }
980 else 651 else
981 { 652 {
982 if (converter->other_arch == NULL) 653 if (!conv_to)
983 { 654 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 655 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); 656 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 657 return -1;
987 } 658 }
988 659
989 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 662 }
992 663
993 if (CONV_NR (converter)) 664 if (give)
994 item->nrof = CONV_NR (converter); 665 item->nrof = give;
666
995 if (nr) 667 if (nr)
996 item->nrof *= nr; 668 item->nrof *= nr;
997 if (is_in_shop (converter)) 669
998 SET_FLAG (item, FLAG_UNPAID); 670 if (converter->flag [FLAG_PRECIOUS])
671 item->set_flag (FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 item->set_flag (FLAG_UNPAID);
680 }
999 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 682 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 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); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 685 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1007 */ 688 */
1008 } 689 }
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 690
691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (item->need_identify ())
694 identify (item);
695
696 item->insert_at (converter, 0, INS_NO_WALK_ON);
697
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 on floor, but not ours: some other player has opened it
739 // normally this only happens to dms standing on the same space.
740 // but it doesn't hurt to handle it.
741 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
742 return 1;
1060 { 743 }
1061 if (op->container == NULL) 744 }
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 745
1081 if (tmp && tmp->type == CLOSE_CON) 746 // it's locked?
1082 tmp->destroy (); 747 if (sack->slaying)
1083 } 748 {
749 if (object *tmp = find_key (op, op, sack))
1084 } 750 {
1085 } 751 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 {
1089 if (op->container)
1090 {
1091 if (op->container != sack)
1092 {
1093 tmp = op->container;
1094 apply_container (op, tmp);
1095 sprintf (buf, "You close %s and open ", query_name (tmp));
1096 op->container = sack;
1097 strcat (buf, query_name (sack));
1098 strcat (buf, ".");
1099 }
1100 else
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 } 752 }
1107 else 753 else
1108 { 754 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED); 755 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
1110 sprintf (buf, "You open %s.", query_name (sack)); 756 esrv_update_item (UPD_FLAGS, op, sack);
1111 SET_FLAG (sack, FLAG_APPLIED); 757 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1112 op->container = sack; 758 return 1;
1113 } 759 }
760 }
761
762 if (sack->env && !sack->flag [FLAG_APPLIED])
763 {
764 // it is in our env, so activate it, do not open yet
765 op->close_container ();
766 sack->flag [FLAG_APPLIED] = true;
767 esrv_update_item (UPD_FLAGS, op, sack);
768 op->statusmsg (format ("You ready %s.", query_name (sack)));
1114 } 769 }
1115 else 770 else
1116 { /* not applied */ 771 op->open_container (sack);
1117 if (sack->slaying) 772
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1;
1145 }
1146 }
1147 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1149 if (op->contr)
1150 op->contr->socket.update_look = 1;
1151 return 1; 773 return 1;
1152} 774}
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 775
1279/** 776/**
1280 * Handles dropping things on altar. 777 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 778 * Returns true if sacrifice was accepted.
1282 */ 779 */
1285{ 782{
1286 /* Only players can make sacrifices on spell casting altars. */ 783 /* Only players can make sacrifices on spell casting altars. */
1287 if (altar->inv && (!originator || originator->type != PLAYER)) 784 if (altar->inv && (!originator || originator->type != PLAYER))
1288 return 0; 785 return 0;
1289 786
1290 if (operate_altar (altar, &sacrifice)) 787 if (operate_altar (altar, &sacrifice, originator))
1291 { 788 {
1292 /* Simple check. Unfortunately, it means you can't cast magic bullet 789 /* Simple check. Unfortunately, it means you can't cast magic bullet
1293 * with an altar. We call it a Potion - altars are stationary - it 790 * with an altar. We call it a Potion - altars are stationary - it
1294 * is up to map designers to use them properly. 791 * is up to map designers to use them properly.
1295 */ 792 */
1296 if (altar->inv && altar->inv->type == SPELL) 793 if (altar->inv && altar->inv->type == SPELL)
1297 { 794 {
1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 795 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1299 cast_spell (originator, altar, 0, altar->inv, NULL); 796 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with 797 /* If it is connected, push the button. Fixes some problems with
1301 * old maps. 798 * old maps.
1302 */ 799 */
1303 800
1304/* push_button (altar);*/ 801/* push_button (altar);*/
1305 } 802 }
1306 else 803 else
1307 { 804 {
1308 altar->value = 1; /* works only once */ 805 altar->value = 1; /* works only once */
1309 push_button (altar); 806 push_button (altar, originator);
1310 } 807 }
1311 808
1312 return !sacrifice; 809 return !sacrifice;
1313 } 810 }
1314 else 811 else
1327{ 824{
1328 int rv = 0; 825 int rv = 0;
1329 double opinion; 826 double opinion;
1330 object *tmp, *next; 827 object *tmp, *next;
1331 828
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 829 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1333 830
1334 if (op->type != PLAYER) 831 bool has_unpaid = false;
832
833 // quite inefficient to do this here twice, but the api doesn't lend itself to
834 // a quick and small change :(
835 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
836 if (item->flag [FLAG_UNPAID])
837 {
838 has_unpaid = true;
839 break;
840 }
841
842 if (!op->is_player ())
1335 { 843 {
1336 /* Remove all the unpaid objects that may be carried here. 844 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in 845 * This could be pets or monsters that are somehow in
1338 * the shop. 846 * the shop.
1339 */ 847 */
1340 for (tmp = op->inv; tmp; tmp = next) 848 for (tmp = op->inv; tmp; tmp = next)
1341 { 849 {
1342 next = tmp->below; 850 next = tmp->below;
1343 851
1344 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 852 if (tmp->flag [FLAG_UNPAID])
1345 { 853 {
1346 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 854 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1347 855
856 if (i >= 0)
1348 tmp->remove (); 857 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 } 858 }
1358 } 859 }
1359 860
1360 /* Don't teleport things like spell effects */ 861 /* Don't teleport things like spell effects */
1361 if (QUERY_FLAG (op, FLAG_NO_PICK)) 862 if (op->flag [FLAG_NO_PICK])
1362 return 0; 863 return 0;
1363 864
1364 /* unpaid objects, or non living objects, can't transfer by 865 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space. 866 * shop mats. Instead, put it on a nearby space.
1366 */ 867 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 868 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1368 { 869 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 870 /* 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); 871 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372 872
1373 if (i != -1) 873 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 874 rv = transfer_ob (op, op->x + DIRX (i), op->y + DIRY (i), 0, shop_mat);
1375 875
1376 return 0; 876 return 0;
1377 } 877 }
878
1378 /* Removed code that checked for multipart objects - it appears that 879 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine. 880 * the teleport function should be able to handle this just fine.
1380 */ 881 */
1381 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1382 } 883 }
1383 else if (can_pay (op) && get_payment (op)) 884 else if (can_pay (op) && get_payment (op))
1384 { 885 {
1385 /* this is only used for players */ 886 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op); 887 rv = teleport (shop_mat, SHOP_MAT, op);
1387 888
889 if (has_unpaid)
890 op->contr->play_sound (sound_find ("shop_buy"));
891 else if (op->is_in_shop ())
892 op->contr->play_sound (sound_find ("shop_enter"));
893 else
894 op->contr->play_sound (sound_find ("shop_leave"));
895
1388 if (shop_mat->msg) 896 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 897 op->statusmsg (shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct, 898 /* 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 899 * but there is never a guarantee that the bottom space on the map is
1392 * actually the shop floor. 900 * actually the shop floor.
1393 */ 901 */
1394 else if (!rv && !is_in_shop (op)) 902 else if (!rv && !op->is_in_shop ())
1395 { 903 {
1396 opinion = shopkeeper_approval (op->map, op); 904 opinion = shopkeeper_approval (op->map, op);
1397 905
1398 if (opinion > 0.9) 906 op->statusmsg (
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 907 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1400 else if (opinion > 0.75) 908 : opinion >= 0.75 ? "The shopkeeper waves to you."
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 909 : opinion >= 0.50 ? "The shopkeeper ignores you."
1402 else if (opinion > 0.5) 910 : "The shopkeeper glares at you with contempt."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else 911 );
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 } 912 }
1407 } 913 }
1408 else 914 else
1409 { 915 {
1410 /* if we get here, a player tried to leave a shop but was not able 916 /* 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 917 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore 918 * they are not on the mat anymore
1413 */ 919 */
1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 920 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415 921
1416 if (i == -1) 922 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n"); 923 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else 924 else
1421 { 925 {
1422 op->remove (); 926 op->remove ();
1423 op->x += freearr_x[i]; 927 op->x += DIRX (i);
1424 op->y += freearr_y[i]; 928 op->y += DIRY (i);
1425 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 929 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1426 } 930 }
1427 } 931 }
1428 932
1429 CLEAR_FLAG (op, FLAG_NO_APPLY); 933 op->clr_flag (FLAG_NO_APPLY);
1430 return rv; 934 return rv;
1431} 935}
1432 936
1433/** 937/**
1434 * Handles applying a sign. 938 * Handles applying a sign.
1435 */ 939 */
1436static void 940static void
1437apply_sign (object *op, object *sign, int autoapply) 941apply_sign (object *op, object *sign, int autoapply)
1438{ 942{
1439 readable_message_type *msgType; 943 if (!op->is_player())
1440 char newbuf[HUGE_BUF]; 944 return;
1441 945
1442 if (sign->msg == NULL) 946 if (sign->has_dialogue ())
1443 { 947 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 948 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1445 return; 949 return;
1446 } 950 }
1447 951
952 if (!sign->msg)
953 {
954 op->contr->infobox (MSG_CHANNEL ("examine"),
955 format ("T<%s>\n\n Nothing %sis written on it.",
956 &sign->name,
957 sign->name == sign->arch->name ? "" : "else "));
958 return;
959 }
960
1448 if (sign->stats.food) 961 if (sign->stats.food)
1449 { 962 {
1450 if (sign->last_eat >= sign->stats.food) 963 if (sign->last_eat >= sign->stats.food)
1451 { 964 {
1452 if (!sign->move_on) 965 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 966 op->failmsg ("You cannot read it anymore.");
967
1454 return; 968 return;
1455 } 969 }
1456 970
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 971 if (!op->flag [FLAG_WIZPASS])
1458 sign->last_eat++; 972 sign->last_eat++;
1459 } 973 }
1460 974
1461 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 975 /* 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 976 * 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 977 * move_on is zero, it needs to be manually applied (doesn't talk
1464 * to us). 978 * to us).
1465 */ 979 */
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 980 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1467 { 981 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 982 op->failmsg ("You are unable to read while blind!");
1469 return; 983 return;
1470 } 984 }
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 985
1476/** 986 if (op->contr)
1477 * 'victim' moves onto 'trap' 987 if (client *ns = op->contr->ns)
1478 * 'victim' leaves 'trap' 988 {
1479 * effect is determined by move_on/move_off of trap and move_type of victime. 989 if (sign->sound)
1480 * 990 ns->play_sound (sign->sound);
1481 * originator: Player, monster or other object that caused 'victim' to move 991 else if (autoapply)
1482 * onto 'trap'. Will receive messages caused by this action. May be NULL. 992 ns->play_sound (sound_find ("msg_voice"));
1483 * However, some types of traps require an originator to function. 993
1484 */ 994 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1485void 995 }
996}
997
998static void
1486move_apply (object *trap, object *victim, object *originator) 999move_apply_hole (object *trap, object *victim)
1487{ 1000{
1488 static int recursion_depth = 0; 1001 /* Hole not open? */
1489 1002 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; 1003 return;
1493 1004
1494 /* move_apply() is the most likely candidate for causing unwanted and 1005 /* Is this a multipart monster and not the head? If so, return.
1495 * possibly unlimited recursion. 1006 * Processing will happen if the head runs into the pit
1496 */ 1007 */
1497 /* The following was changed because it was causing perfeclty correct 1008 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; 1009 return;
1508 }
1509 recursion_depth++;
1510 if (trap->head)
1511 trap = trap->head;
1512 1010
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1011 // now find all possible locations and randomly pick one
1514 goto leave; 1012 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1013 trap->range >= 3 ? SIZEOFFREE3 + 1
1014 : trap->range >= 2 ? SIZEOFFREE2 + 1
1015 : trap->range >= 1 ? SIZEOFFREE1 + 1
1016 : SIZEOFFREE0 + 1);
1515 1017
1516 switch (trap->type) 1018 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; 1019 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 1020
1751 /* need a literacy skill to read stuff! */ 1021 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1752 skill_ob = find_skill_by_name (op, tmp->skill); 1022 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 1023
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1024 transfer_ob (victim,
1777 1025 EXIT_X (trap) + DIRX (dir),
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1026 EXIT_Y (trap) + DIRY (dir),
1779 msgType->message_type, msgType->message_subtype, 1027 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} 1028}
2874 1029
2875/** 1030/**
2876 * Unapplies specified item. 1031 * Unapplies specified item.
2877 * No check done on cursed/damned. 1032 * No check done on cursed/damned.
2878 * Break this out of apply_special - this is just done 1033 * Break this out of apply_special - this is just done
2879 * to keep the size of apply_special to a more managable size. 1034 * to keep the size of apply_special to a more managable size.
2880 */ 1035 */
2881static int 1036static bool
2882unapply_special (object *who, object *op, int aflags) 1037unapply_special (object *who, object *op, int aflags)
2883{ 1038{
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1040 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 1041 return RESULT_INT (0);
2886 1042
2887 object *tmp2; 1043 if (who->current_weapon == op)
1044 who->current_weapon = 0;
2888 1045
2889 CLEAR_FLAG (op, FLAG_APPLIED); 1046 op->flag [FLAG_APPLIED] = false;
1047
2890 switch (op->type) 1048 switch (op->type)
2891 { 1049 {
1050 case SKILL:
1051 if (player *pl = who->contr)
1052 if (op->invisible)
1053 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1054 else
1055 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1056
1057 change_abil (who, op);
1058 who->flag [FLAG_READY_SKILL] = false;
1059 break;
1060
2892 case WEAPON: 1061 case WEAPON:
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1062 who->statusmsg (format ("You unwield %s.", query_name (op)));
2894
2895 (void) change_abil (who, op); 1063 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1064 who->flag [FLAG_READY_WEAPON] = false;
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break;
2900 1065
2901 case SKILL: /* allows objects to impart skills */ 1066 // unapplying a weapon or skill tool should also unapply the skill it governs
2902 case SKILL_TOOL: 1067 // but this is hard, as it shouldn't do so when the skill can
1068 // be used for other reasons
1069 //TODO: really?
2903 if (op != who->chosen_skill) 1070 if (who->chosen_skill)
1071 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1072 unapply_special (who, who->chosen_skill, 0);
1073
1074 break;
1075
1076 case RANGED:
1077 case BOW:
1078 case WAND:
1079 case ROD:
1080 case HORN:
1081 if (player *pl = who->contr)
2904 { 1082 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1083 who->statusmsg (format ("You unready %s.", query_name (op)));
1084 change_abil (who, op);
2906 } 1085 }
2907 if (who->type == PLAYER) 1086 else
2908 { 1087 {
2909 if (who->contr->shoottype == range_skill) 1088 if (op->type == BOW)
2910 who->contr->shoottype = range_none; 1089 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 1090 else
2916 { 1091 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 } 1092 }
2920 (void) change_abil (who, op); 1093
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 1094 break;
2924 1095
2925 case ARMOUR: 1096 case ARMOUR:
2926 case HELMET: 1097 case HELMET:
2927 case SHIELD: 1098 case SHIELD:
2930 case GLOVES: 1101 case GLOVES:
2931 case AMULET: 1102 case AMULET:
2932 case GIRDLE: 1103 case GIRDLE:
2933 case BRACERS: 1104 case BRACERS:
2934 case CLOAK: 1105 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1106 who->statusmsg (format ("You unwear %s.", query_name (op)));
2936 (void) change_abil (who, op); 1107 change_abil (who, op);
2937 break; 1108 break;
1109
2938 case LAMP: 1110 case SPELL:
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2940 tmp2 = arch_to_object (op->other_arch);
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;
2970 case BOW:
2971 case WAND:
2972 case ROD:
2973 case HORN:
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;
2988
2989 case BUILDER: 1111 case BUILDER:
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 1112 who->statusmsg (format ("You unready %s.", query_name (op)));
2991 who->contr->shoottype = range_none;
2992 who->contr->ranges[range_builder] = NULL;
2993 break; 1113 break;
2994 1114
1115 //case SKILL_TOOL://TODO
2995 default: 1116 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 1117 who->statusmsg (format ("You unapply %s.", query_name (op)));
2997 break; 1118 break;
2998 }
2999
3000 fix_player (who);
3001
3002 if (!(aflags & AP_NO_MERGE))
3003 { 1119 }
3004 object *tmp;
3005 1120
3006 tmp = merge_ob (op, NULL); 1121 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3007 if (who->type == PLAYER) 1122 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); 1123 esrv_send_item (pl, op);
3016 } 1124
3017 } 1125 who->update_stats ();
1126
3018 return 0; 1127 return 1;
3019} 1128}
3020 1129
3021/** 1130/**
3022 * Returns the object that is using location 'loc'. 1131 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 1132 * 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 1133 * then go through the below of this. In this way, you can do
3025 * something like: 1134 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 1135 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1136 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 1137 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 1138 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match. 1139 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects 1140 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 1141 * invisible other objects that use
3033 * up body locations can be used as restrictions. 1142 * up body locations can be used as restrictions.
3034 */ 1143 */
3035object * 1144static object *
3036get_item_from_body_location (object *start, int loc) 1145get_next_item_from_body_location (int loc, object *start)
3037{ 1146{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 1147 for (object *tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1148 if (tmp->flag [FLAG_APPLIED]
1149 && tmp->slot [loc].info
1150 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3045 return tmp; 1151 return tmp;
3046 1152
3047 return NULL; 1153 return 0;
3048} 1154}
3049
3050
3051 1155
3052/** 1156/**
3053 * 'op' wants to apply an object, but can't because of other equipment. 1157 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known 1158 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 1159 * that there are objects to unapply. This makes pretty heavy
3058 * Returns 0 on success, returns 1 if there is some problem. 1162 * Returns 0 on success, returns 1 if there is some problem.
3059 * if aflags is AP_PRINT, we instead print out waht to unapply 1163 * 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 1164 * instead of doing it. This is a lot less code than having
3061 * another function that does just that. 1165 * another function that does just that.
3062 */ 1166 */
3063int 1167
1168#define CANNOT_REMOVE_CURSED \
1169 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1170 "Praying over an altar, scrolls of remove curse/damnation, " \
1171 "priests or even other players might help.>"
1172
1173static bool
3064unapply_for_ob (object *who, object *op, int aflags) 1174unapply_for_ob (object *who, object *op, int aflags)
3065{ 1175{
3066 int i; 1176 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) 1177 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 { 1178 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1179 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3077 { 1180 {
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) 1181 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1182 who->failmsg (query_name (tmp));
3082 else 1183 else
3083 unapply_special (who, tmp, aflags); 1184 unapply_special (who, tmp, aflags);
3084 } 1185 }
3085 else 1186 else
3086 { 1187 {
3087 /* In this case, we want to try and remove a cursed item. 1188 /* 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 1189 * While we know it won't work, we want unapply_special to
3089 * at least generate the message. 1190 * at least generate the message.
3090 */ 1191 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1192 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3092 return 1; 1193 return 1;
3093 }
3094
3095 } 1194 }
3096 }
3097 }
3098 1195
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1196 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 1197 {
3101 /* this used up a slot that we need to free */ 1198 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 1199 if (op->slot[i].info)
3103 { 1200 {
3104 last = who->inv; 1201 object *last = who->inv;
3105 1202
3106 /* We do a while loop - may need to remove several items in order 1203 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots. 1204 * to free up enough slots.
3108 */ 1205 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 1206 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 1207 {
3111 tmp = get_item_from_body_location (last, i); 1208 object *tmp = get_next_item_from_body_location (i, last);
1209
3112 if (!tmp) 1210 if (!tmp)
3113 { 1211 {
3114#if 0 1212#if 0
3115 /* Not a bug - we'll get this if the player has cursed items 1213 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped. 1214 * equipped.
3117 */ 1215 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1216 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119#endif 1217#endif
3120 return 1; 1218 return 1;
3121 } 1219 }
1220
3122 /* If we are just printing, we don't care about cursed status */ 1221 /* 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)))) 1222 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3124 { 1223 {
3125 if (aflags & AP_PRINT) 1224 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1225 who->failmsg (query_name (tmp));
3127 else 1226 else
3128 unapply_special (who, tmp, aflags); 1227 unapply_special (who, tmp, aflags);
3129 } 1228 }
3130 else 1229 else
3131 { 1230 {
3132 /* Cursed item that we can't unequip - tell the player. 1231 /* Cursed item that we can't unequip - tell the player.
3133 * Note this could be annoying if this is just one of a few, 1232 * 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 1233 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.) 1234 * one cursed ring.)
3136 */ 1235 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1236 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3138 } 1237 }
1238
3139 last = tmp->below; 1239 last = tmp->below;
3140 } 1240 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1241 /* 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. 1242 * return in the !tmp would have kicked in.
3143 */ 1243 */
3144 } /* if op is using this body location */ 1244 } /* if op is using this body location */
3145 } /* for body lcoations */ 1245 } /* for body lcoations */
1246
3146 return 0; 1247 return 0;
3147} 1248}
3148 1249
3149/** 1250/**
3150 * Checks to see if 'who' can apply object 'op'. 1251 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 1252 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 1253 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 1254 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1255 * 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?) 1256 * is set, do we really care what the other flags may be?)
3156 * 1257 *
3157 * See include/define.h for detailed description of the meaning of 1258 * See include/define.h for detailed description of the meaning of
3158 * these return values. 1259 * these return values.
3159 */ 1260 */
3160int 1261int
3161can_apply_object (object *who, object *op) 1262can_apply_object (object *who, object *op)
3162{ 1263{
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1264 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 1265 return RESULT_INT (0);
3165 1266
3166 int i, retval = 0; 1267 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 1268 object *tmp = 0, *ws = 0;
3168 1269
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1270 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 { 1271 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1272 if (op->slot[i].info)
3177 { 1273 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1274 /* Item uses more slots than we have */
1275 if (who->slot[i].info + op->slot [i].info < 0)
3179 { 1276 {
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' 1277 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 1278 * really needed.
3196 */ 1279 */
3197 retval |= CAN_APPLY_NEVER; 1280 retval |= CAN_APPLY_NEVER;
3198 } 1281 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 1282 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 1283 {
3201 /* in this case, equipping this would use more free spots than 1284 /* in this case, equipping this would use more free spots than
3202 * we have. 1285 * we have.
3203 */ 1286 */
3204 object *tmp1;
3205
3206 1287
3207 /* if we have an applied weapon/shield, and unapply it would free 1288 /* 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 1289 * enough slots to equip the new item, then just set "can
3209 * continue. We don't care about the logic below - if you have 1290 * 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 1291 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 1292 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 1293 * does take into the account cases where what is being applied
3213 * may be two handed for example. 1294 * may be two handed for example.
3214 */ 1295 */
3215 if (ws) 1296 if (ws)
3216 { 1297 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 { 1298 {
3219 retval |= CAN_APPLY_UNAPPLY; 1299 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 1300 continue;
3221 } 1301 }
3222 }
3223 1302
3224 tmp1 = get_item_from_body_location (who->inv, i); 1303 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 1304 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; 1305 retval |= CAN_APPLY_NEVER;
3234 }
3235 else 1306 else
3236 { 1307 {
3237 /* need to unapply something. However, if this something 1308 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 1309 * is different than we had found before, it means they need
3239 * to apply multiple objects 1310 * to apply multiple objects
3240 */ 1311 */
3241 retval |= CAN_APPLY_UNAPPLY; 1312 retval |= CAN_APPLY_UNAPPLY;
1313
3242 if (!tmp) 1314 if (!tmp)
3243 tmp = tmp1; 1315 tmp = tmp1;
3244 else if (tmp != tmp1) 1316 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 1317 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 1318
3248 /* This object isn't using up all the slots, so there must 1319 /* 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 1320 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice. 1321 * the slots, the player then has a choice.
3251 */ 1322 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1323 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1324 && abs (op->slot[i].info) < who->slot[i].info)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1325 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 1326
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 1327 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 1328 * equipped? If not, there must be something else to unapply.
3257 */ 1329 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1330 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 1331 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 1332 }
3262 } /* if not enough free slots */ 1333 } /* if not enough free slots */
3263 } /* if this object uses location i */ 1334 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 1335 } /* for i -> num_body_locations loop */
3265 1336
3268 * the weapon/shield checks, and the range checks for monsters, 1339 * the weapon/shield checks, and the range checks for monsters,
3269 * because you can't control those just by body location - bows, shields, 1340 * 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 1341 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location. 1342 * all use the same location.
3272 */ 1343 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1344 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3274 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
1346
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1347 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3276 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3277 1349
3278
3279 if (who->type != PLAYER) 1350 if (who->type != PLAYER)
3280 { 1351 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1352 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3282 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
1354
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3284 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
1357
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1358 if (op->type == RING && !who->flag [FLAG_USE_RING])
3286 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
1360
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1361 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3288 retval |= CAN_APPLY_RESTRICTION; 1362 retval |= CAN_APPLY_RESTRICTION;
3289 } 1363 }
1364
3290 return retval; 1365 return retval;
3291} 1366}
3292
3293
3294 1367
3295/** 1368/**
3296 * who is the object using the object. It can be a monster. 1369 * 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, 1370 * 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 1371 * eg, one which you put on and keep on for a while, and not something
3307 * AP_UNAPPLY=always unapply). 1380 * AP_UNAPPLY=always unapply).
3308 * 1381 *
3309 * Optional flags: 1382 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects 1383 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items 1384 * AP_IGNORE_CURSE: unapply cursed items
1385 * AP_NO_READY: do not ready skills when applying skill tools
3312 * 1386 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1387 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 1388 *
3315 * apply_special() doesn't check for unpaid items. 1389 * apply_special() doesn't check for unpaid items.
3316 */ 1390 */
3317int 1391
1392#define LACK_ITEM_POWER \
1393 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1394
1395static bool
3318apply_special (object *who, object *op, int aflags) 1396apply_special (object *who, object *op, int aflags)
3319{ 1397{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 1398 int basic_flag = aflags & AP_MODE;
3321 object *tmp, *tmp2, *skop = NULL; 1399 object *tmp, *skop = NULL;
3322 int i;
3323
3324 if (who == NULL)
3325 {
3326 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1;
3328 }
3329
3330 if (op->env != who)
3331 return 1; /* op is not in inventory */
3332 1400
3333 /* trying to unequip op */ 1401 /* trying to unequip op */
3334 if (QUERY_FLAG (op, FLAG_APPLIED)) 1402 if (op->flag [FLAG_APPLIED])
3335 { 1403 {
3336 /* always apply, so no reason to unapply */ 1404 /* always apply, so no reason to unapply */
3337 if (basic_flag == AP_APPLY) 1405 if (basic_flag == AP_APPLY)
3338 return 0; 1406 return 0;
3339 1407
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1408 return unapply_special (who, op, aflags);
1409 }
1410 else if (basic_flag == AP_UNAPPLY)
1411 return 0;
1412
1413 splay (op);
1414
1415 /* Can't just apply this object. Lets see what not and what to do */
1416 if (int i = can_apply_object (who, op))
1417 {
1418 if (i & CAN_APPLY_NEVER)
3341 { 1419 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1420 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3343 return 1; 1421 return 1;
3344 } 1422 }
3345 return unapply_special (who, op, aflags); 1423 else if (i & CAN_APPLY_RESTRICTION)
3346 } 1424 {
3347 1425 who->failmsgf (
3348 if (basic_flag == AP_UNAPPLY) 1426 "You have a prohibition against using a %s. "
3349 return 0; 1427 "H<Your belief, profession or class prevents you from applying this item.>",
3350 1428 query_name (op)
3351 i = can_apply_object (who, op);
3352
3353 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i)
3355 {
3356 if (i & CAN_APPLY_NEVER)
3357 { 1429 );
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3359 return 1; 1430 return 1;
3360 } 1431 }
3361 else if (i & CAN_APPLY_RESTRICTION) 1432
3362 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3364 return 1;
3365 }
3366 if (who->type != PLAYER) 1433 if (who->type != PLAYER)
3367 { 1434 {
3368 /* Some error, so don't try to equip something more */ 1435 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 1436 if (unapply_for_ob (who, op, aflags))
3370 return 1; 1437 return 1;
3371 } 1438 }
3372 else 1439 else
3373 { 1440 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1441 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 1442 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1443 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3377 unapply_for_ob (who, op, AP_PRINT); 1444 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 1445 return 1;
3379 } 1446 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1447 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 1448 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 1449 return 1;
3385 } 1450 }
3386 }
3387 } 1451 }
1452
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1453 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 1454 {
1455 // try to ready attached skill first
3390 skop = find_skill_by_name (who, op->skill); 1456 skop = find_skill_by_name (who, op->skill);
1457
3391 if (!skop) 1458 if (!skop)
3392 { 1459 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1460 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3394 return 1; 1461 return 1;
3395 } 1462 }
3396 else 1463 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 } 1464 {
3403 } 1465 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3404 1466 return 1;
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1467 }
3406 { 1468 }
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 1469
1470 if (!check_item_power (who, op->item_power))
1471 {
1472 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3408 return 1; 1473 return 1;
3409 } 1474 }
3410
3411 1475
3412 /* Ok. We are now at the state where we can apply the new object. 1476 /* 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_... 1477 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 1478 * below - that is already taken care of by can_apply_object.
3415 */ 1479 */
3416 1480
3417 1481 // split away all the other items from the stack, so only one item is left
3418 if (op->nrof > 1) 1482 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 1483
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1484 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0); 1485 return RESULT_INT (0);
3425 1486
3426 switch (op->type) 1487 switch (op->type)
3427 { 1488 {
3428 case WEAPON: 1489 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 1490 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 { 1491 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 1492 /* 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) */ 1493 /* (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."); 1494 who->failmsg ("The weapon does not recognize you as its owner. "
3442 if (tmp != NULL) 1495 "H<Its name indicates that it belongs to somebody else.>");
3443 (void) insert_ob_in_ob (tmp, who); 1496 if (tmp) who->insert (tmp);
3444 return 1; 1497 return 1;
3445 } 1498 }
3446 SET_FLAG (op, FLAG_APPLIED);
3447 1499
3448 if (skop) 1500 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 1501
3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 1502 if (player *pl = who->contr)
3454 1503 {
1504 who->statusmsg (format ("You wield %s.", query_name (op)));
3455 (void) change_abil (who, op); 1505 change_abil (who, op);
1506 }
1507
1508 op->flag [FLAG_READY_WEAPON] = true;
3456 break; 1509 break;
3457 1510
3458 case ARMOUR: 1511 case ARMOUR:
3459 case HELMET: 1512 case HELMET:
3460 case SHIELD: 1513 case SHIELD:
3463 case GIRDLE: 1516 case GIRDLE:
3464 case BRACERS: 1517 case BRACERS:
3465 case CLOAK: 1518 case CLOAK:
3466 case RING: 1519 case RING:
3467 case AMULET: 1520 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 1521 op->set_flag (FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1522 who->statusmsg (format ("You wear %s.", query_name (op)));
3470 (void) change_abil (who, op); 1523 change_abil (who, op);
3471 break; 1524 break;
1525
1526 case SKILL_TOOL:
1527 // applying a skill tool does not ready the skill
1528 // if something needs the skill, it has to ready it itself
1529 //TODO: unapplying should unapply the skill, though
1530 op->set_flag (FLAG_APPLIED);
1531 break;
1532
3472 case LAMP: 1533 case SKILL:
3473 if (op->stats.food < 1) 1534 if (who->contr)
1535 if (op->invisible)
1536 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1537 else
1538 who->statusmsg (format ("You ready %s.", query_name (op)));
1539
1540 who->set_flag (FLAG_READY_SKILL);
1541 op->set_flag (FLAG_APPLIED);
1542 change_abil (who, op);
1543 break;
1544
1545 case BOW:
1546 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3474 { 1547 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 1548 who->failmsg ("The weapon does not recognize you as its owner. "
1549 "H<Its name indicates that it belongs to somebody else.>");
1550 if (tmp) who->insert (tmp);
3476 return 1; 1551 return 1;
3477 } 1552 }
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 1553
3486 /* Remove the old lantern */ 1554 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 { 1555 {
3495 (void) insert_ob_in_ob (tmp, who); 1556 op->flag [FLAG_APPLIED] = true;
3496 if (who->type == PLAYER) 1557 who->statusmsg (format ("You wield the %s.", query_name (op)));
3497 esrv_send_item (who, tmp); 1558 change_abil (who, op);
3498 } 1559 }
3499 fix_player (who); 1560 break;
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1561
1562 case RANGED:
1563 if (player *pl = who->contr)
3501 { 1564 {
3502 if (who->type == PLAYER) 1565 op->flag [FLAG_APPLIED] = true;
3503 { 1566 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 } 1567 }
3508 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2);
3510 return 0;
3511 break; 1568 break;
3512 1569
3513 /* this part is needed for skill-tools */
3514 case SKILL: 1570 case SPELL:
3515 case SKILL_TOOL: 1571 if (player *pl = who->contr)
3516 if (who->chosen_skill)
3517 { 1572 {
3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1573 op->flag [FLAG_APPLIED] = true;
3519 return 1; 1574 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3520 } 1575 }
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; 1576 break;
3540 1577
1578 /*FALLTHROUGH*/
3541 case BOW: 1579 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: 1580 case ROD:
3559 case HORN: 1581 case HORN:
3560 /* check for skill, alter player status */ 1582 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 1583
3566 if (who->type == PLAYER) 1584 if (player *pl = who->contr)
3567 { 1585 {
1586 who->statusmsg (format ("You ready %s.", query_name (op)));
1587
3568 if (op->type == BOW) 1588 if (op->type == BOW)
3569 { 1589 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1590
3570 (void) change_abil (who, op); 1591 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 } 1592 }
3580 else 1593 else
3581 { 1594 {
3582 if (op->type == BOW) 1595 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 1596 op->flag [FLAG_READY_BOW ] = true;
3584 else 1597 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 1598 op->flag [FLAG_READY_RANGE] = true;
3586 } 1599 }
1600
3587 break; 1601 break;
3588 1602
3589 case BUILDER: 1603 case BUILDER:
3590 if (who->contr->ranges[range_builder]) 1604 if (player *pl = who->contr)
3591 unapply_special (who, who->contr->ranges[range_builder], 0); 1605 {
3592 who->contr->shoottype = range_builder; 1606 who->statusmsg (format ("You ready your %s.", query_name (op)));
3593 who->contr->ranges[range_builder] = op; 1607 //TODO: change_abil?
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 1608 }
3595 break; 1609 break;
3596 1610
3597 default: 1611 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1612 who->statusmsg (format ("You apply %s.", query_name (op)));
3599 } /* end of switch op->type */ 1613 }
3600 1614
3601 SET_FLAG (op, FLAG_APPLIED); 1615 op->set_flag (FLAG_APPLIED);
3602 1616
3603 if (tmp != NULL) 1617 if (tmp) who->insert (tmp);
3604 tmp = insert_ob_in_ob (tmp, who);
3605 1618
3606 fix_player (who); 1619 who->update_stats ();
3607 1620
3608 /* We exclude spell casting objects. The fire code will set the 1621 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 1622 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 1623 * you don't know anything about them.
3611 */ 1624 */
3612 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1625 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3613 SET_FLAG (op, FLAG_BEEN_APPLIED); 1626 op->set_flag (FLAG_BEEN_APPLIED);
3614 1627
3615 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1628 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3616 {
3617 if (who->type == PLAYER) 1629 if (who->type == PLAYER)
3618 { 1630 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1631 who->failmsg (
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 1632 "Oops, it feels deadly cold! "
1633 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1634 );
1635 op->set_flag (FLAG_KNOWN_CURSED);
3621 } 1636 }
3622 } 1637
3623 if (who->type == PLAYER) 1638 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); 1639 esrv_send_item (pl, op);
3629 } 1640
3630 return 0; 1641 return 0;
3631} 1642}
3632 1643
3633 1644/**
1645 * Check if op should abort moving victim because of it's race or slaying.
1646 * Returns 1 if it should abort, returns 0 if it should continue.
1647 */
3634int 1648int
3635monster_apply_special (object *who, object *op, int aflags) 1649should_director_abort (object *op, object *victim)
3636{ 1650{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1651 int arch_flag, name_flag, race_flag;
1652
1653 /* Get flags to determine what of arch, name, and race should be checked.
1654 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1655 * the next is the name flag, and the last is the race flag. Also note,
1656 * if subtype is set to zero, that also goes to defaults of all affecting
1657 * it. Examples:
1658 * subtype 1: only arch
1659 * subtype 3: arch or name
1660 * subtype 5: arch or race
1661 * subtype 7: all three
1662 */
1663 if (op->subtype)
1664 {
1665 arch_flag = op->subtype & 1;
1666 name_flag = op->subtype & 2;
1667 race_flag = op->subtype & 4;
1668 }
1669 else
1670 {
1671 arch_flag = 1;
1672 name_flag = 1;
1673 race_flag = 1;
1674 }
1675
1676 /* If the director has race set, only affect objects with a arch,
1677 * name or race that matches.
1678 */
1679 if ((op->race) &&
1680 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1681 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1682 ((!(victim->race && race_flag) || op->race != victim->race)))
3638 return 1; 1683 return 1;
3639 return apply_special (who, op, aflags);
3640}
3641 1684
1685 /* If the director has slaying set, only affect objects where none
1686 * of arch, name, or race match.
1687 */
1688 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1689 ((victim->name && name_flag && op->slaying == victim->name)) ||
1690 ((victim->race && race_flag && op->slaying == victim->race)))
1691 return 1;
1692
1693 return 0;
1694}
1695
3642/** 1696/**
3643 * Map was just loaded, handle op's initialisation. 1697 * This handles a player dropping money on an altar to identify stuff.
1698 * It'll identify marked item, if none all items up to dropped money.
1699 * Return value: 1 if money was destroyed, 0 if not.
3644 * 1700 */
3645 * Generates shop floor's item, and treasures. 1701static int
1702apply_id_altar (object *money, object *altar, object *pl)
1703{
1704 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1705
1706 if (!pl || pl->type != PLAYER)
1707 return 0;
1708
1709 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1710 * identifying' from being printed out more than it needs to be.
1711 */
1712 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1713 return 0;
1714
1715 /* if the player has a marked item, identify that if it needs to be
1716 * identified. If it doesn't, then go through the player inventory.
1717 */
1718 if (object *marked = pl->mark ())
1719 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1720 {
1721 if (operate_altar (altar, &money, pl))
1722 {
1723 identify (marked);
1724
1725 buf.printf ("You have %s.\r", long_desc (marked, pl));
1726 if (marked->msg)
1727 buf << "The item has a story:\r" << marked->msg << "\n\n";
1728
1729 return !money;
1730 }
1731 }
1732
1733 for (object *id = pl->inv; id; id = id->below)
1734 {
1735 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1736 {
1737 if (operate_altar (altar, &money, pl))
1738 {
1739 identify (id);
1740
1741 buf.printf ("You have %s.\r", long_desc (id, pl));
1742 if (id->msg)
1743 buf << "The item has a story:\r" << id->msg << "\n\n";
1744
1745 /* If no more money, might as well quit now */
1746 if (!money || !check_altar_sacrifice (altar, money))
1747 break;
1748 }
1749 else
1750 {
1751 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1752 break;
1753 }
1754 }
1755 }
1756
1757 if (buf.empty ())
1758 pl->failmsg ("You have nothing that needs identifying");
1759 else
1760 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1761
1762 return !money;
1763}
1764
1765/**
1766 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1767 * matching item.
1768 **/
1769void
1770handle_apply_yield (object *tmp)
1771{
1772 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1773 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1774}
1775
1776/**
1777 * Handles applying a potion.
3646 */ 1778 */
3647int 1779int
3648auto_apply (object *op) 1780apply_potion (object *op, object *tmp)
3649{ 1781{
3650 object *tmp = NULL, *tmp2; 1782 int got_one = 0, i;
3651 int i; 1783 object *force = 0;
3652 1784
3653 switch (op->type) 1785 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1786 {
1787 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1788
1789 tmp->clr_flag (FLAG_APPLIED);
1790 return 0;
3654 { 1791 }
3655 case SHOP_FLOOR: 1792
3656 if (!HAS_RANDOM_ITEMS (op)) 1793 if (op->type == PLAYER)
1794 if (!tmp->flag [FLAG_IDENTIFIED])
1795 identify (tmp);
1796
1797 handle_apply_yield (tmp);
1798
1799 /* Potion of restoration - only for players */
1800 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1801 {
1802 object *depl;
1803 archetype *at;
1804
1805 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1806 {
1807 op->drain_stat ();
1808 op->update_stats ();
1809 tmp->decrease ();
1810 return 1;
1811 }
1812
1813 if (!(at = archetype::find (shstr_depletion)))
1814 {
1815 LOG (llevError, "Could not find archetype depletion\n");
3657 return 0; 1816 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 } 1817 }
3672 while (!tmp);
3673 1818
3674 tmp->x = op->x; 1819 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 1820
3682 case TREASURE: 1821 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 { 1822 {
3697 tmp2 = tmp->below; 1823 for (i = 0; i < NUM_STATS; i++)
3698 tmp->remove (); 1824 if (depl->stats.stat (i))
1825 op->statusmsg (restore_msg[i]);
3699 1826
3700 if (op->env)
3701 insert_ob_in_ob (tmp, op->env);
3702 else
3703 tmp->destroy (); 1827 depl->destroy ();
1828 op->update_stats ();
3704 } 1829 }
1830 else
1831 op->statusmsg ("Your potion had no effect.");
3705 1832
3706 op->destroy (); 1833 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; 1834 return 1;
1835 }
3726 1836
3727 for (x = 0; x < MAP_WIDTH (m); x++) 1837 /* improvement potion - only for players */
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 1838 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 1839 {
1840 for (i = 1; i < min (11, op->level); i++)
3730 { 1841 {
3731 above = tmp->above; 1842 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3732
3733 if (tmp->inv)
3734 { 1843 {
3735 object *invtmp, *invnext; 1844 if (op->contr->levhp[i] != 1)
3736
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 { 1845 {
3739 invnext = invtmp->below; 1846 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 { 1847 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 } 1848 }
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 1849
3774 } 1850 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 { 1851 {
3790 tmp->speed = 0; 1852 op->contr->levsp[i] = 1;
3791 update_ob_speed (tmp); 1853 break;
1854 }
1855
1856 if (op->contr->levgrace[i] != 1)
1857 {
1858 op->contr->levgrace[i] = 1;
1859 break;
3792 } 1860 }
3793 } 1861 }
3794 /* This function can be called everytime a map is loaded, even when 1862 else
3795 * swapping back in. As such, we don't want to create the treasure 1863 {
3796 * over and ove again, so after we generate the treasure, blank out 1864 if (op->contr->levhp[i] < 9)
3797 * randomitems so if it is swapped in again, it won't make anything. 1865 {
3798 * This is a problem for the above objects, because they have counters 1866 op->contr->levhp[i] = 9;
3799 * which say how many times to make the treasure. 1867 break;
1868 }
1869
1870 if (op->contr->levsp[i] < 6)
1871 {
1872 op->contr->levsp[i] = 6;
1873 break;
1874 }
1875
1876 if (op->contr->levgrace[i] < 3)
1877 {
1878 op->contr->levgrace[i] = 3;
1879 break;
1880 }
1881 }
1882 }
1883
1884 /* Just makes checking easier */
1885 if (i < min (11, op->level))
1886 got_one = 1;
1887
1888 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1889 {
1890 if (got_one)
1891 {
1892 op->update_stats ();
1893 op->statusmsg ("The Gods smile upon you and remake you "
1894 "a little more in their image. "
1895 "You feel a little more perfect.", NDI_GREEN);
1896 }
1897 else
1898 op->statusmsg ("The potion had no effect - you are already perfect.");
1899 }
1900 else
1901 { /* cursed potion */
1902 if (got_one)
1903 {
1904 op->update_stats ();
1905 op->failmsg ("The Gods are angry and punish you.");
1906 }
1907 else
1908 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1909 }
1910
1911 tmp->decrease ();
1912 return 1;
1913 }
1914
1915
1916 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1917 * and heroism all fit into this category. Given the spell object code,
1918 * there is no limit to the number of spells that potions can be cast,
1919 * but direction is problematic to try and imbue fireball potions for example.
1920 */
1921 if (tmp->inv)
1922 {
1923 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1924 {
1925 op->failmsg ("Yech! Your lungs are on fire!");
1926 create_exploding_ball_at (op, op->level);
1927 }
1928 else
1929 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1930
1931 tmp->decrease ();
1932
1933 /* if youre dead, no point in doing this... */
1934 if (!op->flag [FLAG_REMOVED])
1935 op->update_stats ();
1936
1937 return 1;
1938 }
1939
1940 /* Deal with protection potions */
1941 force = NULL;
1942 for (i = 0; i < NROFATTACKS; i++)
1943 {
1944 if (tmp->resist[i])
1945 {
1946 if (!force)
1947 force = archetype::get (FORCE_NAME);
1948
1949 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1950 force->type = POTION_EFFECT;
1951 break; /* Only need to find one protection since we copy entire batch */
1952 }
1953 }
1954
1955 /* This is a protection potion */
1956 if (force)
1957 {
1958 /* cursed items last longer */
1959 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1960 {
1961 force->stats.food *= 10;
1962 for (i = 0; i < NROFATTACKS; i++)
1963 if (force->resist[i] > 0)
1964 force->resist[i] = -force->resist[i]; /* prot => vuln */
1965 }
1966
1967 force->speed_left = -1;
1968 force = insert_ob_in_ob (force, op);
1969 tmp->clr_flag (FLAG_APPLIED);
1970 force->set_flag (FLAG_APPLIED);
1971 change_abil (op, force);
1972 tmp->decrease ();
1973 return 1;
1974 }
1975
1976 /* Only thing left are the stat potions */
1977 if (op->type == PLAYER)
1978 { /* only for players */
1979 if ((tmp->flag [FLAG_CURSED]
1980 || tmp->flag [FLAG_DAMNED])
1981 && tmp->value != 0)
1982 tmp->clr_flag (FLAG_APPLIED);
1983 else
1984 tmp->set_flag (FLAG_APPLIED);
1985
1986 if (!change_abil (op, tmp))
1987 op->statusmsg ("Nothing happened.");
1988 }
1989
1990 /* CLEAR_FLAG is so that if the character has other potions
1991 * that were grouped with the one consumed, his
1992 * stat will not be raised by them. fix_player just clears
1993 * up all the stats.
1994 */
1995 tmp->clr_flag (FLAG_APPLIED);
1996 op->update_stats ();
1997 tmp->decrease ();
1998 return 1;
1999}
2000
2001/**
2002 * 'victim' moves onto 'trap'
2003 * 'victim' leaves 'trap'
2004 * effect is determined by move_on/move_off of trap and move_type of victime.
2005 *
2006 * originator: Player, monster or other object that caused 'victim' to move
2007 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2008 * However, some types of traps require an originator to function.
2009 */
2010void
2011move_apply (object *trap, object *victim, object *originator)
2012{
2013 static int recursion_depth = 0;
2014
2015 trap = trap->head_ ();
2016
2017 /* Only exits affect DMs. */
2018 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2019 return;
2020
2021 /* move_apply() is the most likely candidate for causing unwanted and
2022 * possibly unlimited recursion.
2023 */
2024
2025 /* The following was changed because it was causing perfectly correct
2026 * maps to fail. 1) it's not an error to recurse:
2027 * rune detonates, summoning monster. monster lands on nearby rune.
2028 * nearby rune detonates. This sort of recursion is expected and
2029 * proper. This code was causing needless crashes.
2030 */
2031 if (recursion_depth >= 500)
2032 {
2033 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2034 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2035 return;
2036 }
2037
2038 recursion_depth++;
2039
2040 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2041 switch (trap->type)
2042 {
2043 case PLAYERMOVER:
2044 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2045 {
2046 if (!trap->stats.maxsp)
2047 trap->stats.maxsp = 2;
2048
2049 /* Is this correct? From the docs, it doesn't look like it
2050 * should be divided by trap->speed
2051 */
2052 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2053
2054 /* Just put in some sanity check. I think there is a bug in the
2055 * above with some objects have zero speed, and thus the player
2056 * getting permanently paralyzed.
2057 */
2058 victim->speed_left = max (-50.f, victim->speed_left);
2059 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2060 }
2061 break;
2062
2063 case SPINNER:
2064 if (victim->direction)
2065 {
2066 victim->direction = absdir (victim->direction - trap->stats.sp);
2067 update_turn_face (victim);
2068 }
2069 break;
2070
2071 case DIRECTOR:
2072 if (victim->direction && !should_director_abort (trap, victim))
2073 {
2074 victim->direction = trap->stats.sp;
2075 update_turn_face (victim);
2076 }
2077 break;
2078
2079 case BUTTON:
2080 case PEDESTAL:
2081 case T_MATCH:
2082 update_button (trap, originator);
2083 break;
2084
2085 case ALTAR:
2086 /* sacrifice victim on trap */
2087 apply_altar (trap, victim, originator);
2088 break;
2089
2090 case THROWN_OBJ:
2091 if (trap->inv == NULL)
2092 break;
2093 /* fallthrough */
2094
2095 case ARROW:
2096 /* bad bug: monster throw a object, make a step forwards, step on object ,
2097 * trigger this here and get hit by own missile - and will be own enemy.
2098 * Victim then is his own enemy and will start to kill herself (this is
2099 * removed) but we have not synced victim and his missile. To avoid senseless
2100 * action, we avoid hits here
3800 */ 2101 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 2102 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
3802 && tmp->type != TREASURE && tmp->type != SPELL 2103 && trap->owner != victim)
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 2104 hit_with_arrow (trap, victim);
2105 break;
2106
2107 case SPELL_EFFECT:
2108 apply_spell_effect (trap, victim);
2109 break;
2110
2111 case TRAPDOOR:
2112 {
2113 int max, sound_was_played;
2114 object *ab, *ab_next;
2115
2116 if (!trap->value)
2117 {
2118 int tot;
2119
2120 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2121 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2122 tot += ab->head_ ()->total_weight ();
2123
2124 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2125 break;
2126
2127 trap->update_anim_frame (trap->value);
2128 }
2129
2130 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2131 {
2132 /* need to set this up, since if we do transfer the object,
2133 * ab->above would be bogus
2134 */
2135 ab_next = ab->above;
2136
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 {
2139 if (!sound_was_played)
2140 {
2141 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2142 sound_was_played = 1;
2143 }
2144
2145 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2146 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2147 }
2148 }
2149 break;
2150 }
2151
2152 case CONVERTER:
2153 if (convert_item (victim, trap) < 0)
3804 { 2154 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 2155 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
3806 tmp->randomitems = NULL; 2156 archetype::get (shstr_burnout)->insert_at (trap, trap);
3807 } 2157 }
2158
2159 break;
2160
2161 case TRIGGER_BUTTON:
2162 case TRIGGER_PEDESTAL:
2163 case TRIGGER_ALTAR:
2164 check_trigger (trap, victim, originator);
2165 break;
2166
2167 case DEEP_SWAMP:
2168 walk_on_deep_swamp (trap, victim);
2169 break;
2170
2171 case CHECK_INV:
2172 check_inv (victim, trap);
2173 break;
2174
2175 case HOLE:
2176 move_apply_hole (trap, victim);
2177 break;
2178
2179 case EXIT:
2180 if (victim->type == PLAYER && EXIT_PATH (trap))
2181 {
2182 /* Basically, don't show exits leading to random maps the
2183 * players output.
2184 */
2185 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2186 victim->statusmsg (trap->msg, NDI_NAVY);
2187
2188 trap->play_sound (trap->sound);
2189 victim->enter_exit (trap);
2190 }
2191 break;
2192
2193 case ENCOUNTER:
2194 /* may be some leftovers on this */
2195 break;
2196
2197 case SHOP_MAT:
2198 apply_shop_mat (trap, victim);
2199 break;
2200
2201 /* Drop a certain amount of gold, and have one item identified */
2202 case IDENTIFY_ALTAR:
2203 apply_id_altar (victim, trap, originator);
2204 break;
2205
2206 case SIGN:
2207 if (victim->type != PLAYER && trap->stats.food > 0)
2208 break; /* monsters musn't apply magic_mouths with counters */
2209
2210 apply_sign (victim, trap, 1);
2211 break;
2212
2213 case CONTAINER:
2214 apply_container (victim, trap);
2215 break;
2216
2217 case RUNE:
2218 case TRAP:
2219 if (trap->level && victim->flag [FLAG_ALIVE])
2220 spring_trap (trap, victim);
2221 break;
2222
2223 default:
2224 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2225 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2226 break;
2227 }
2228
2229 recursion_depth--;
2230}
2231
2232/**
2233 * Handles reading a regular (ie not containing a spell) book.
2234 */
2235static void
2236apply_book (object *op, object *tmp)
2237{
2238 int lev_diff;
2239 object *skill_ob;
2240
2241 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2242 {
2243 op->failmsg ("You are unable to read while blind!");
2244 return;
2245 }
2246
2247 if (!tmp->msg)
2248 {
2249 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2250 return;
2251 }
2252
2253 /* need a literacy skill to read stuff! */
2254 skill_ob = find_skill_by_name (op, tmp->skill);
2255 if (!skill_ob)
2256 {
2257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2258 return;
2259 }
2260
2261 lev_diff = tmp->level - (skill_ob->level + 5);
2262 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2263 {
2264 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2265 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2266 : lev_diff < 5 ? "This book is beyond your comprehension."
2267 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2268 : lev_diff < 15 ? "This book is way beyond your comprehension."
2269 : "This book is totally beyond your comprehension.");
2270 return;
2271 }
2272
2273 // we currently don't use the message types for anything.
2274 // readable_message_type *msgType = get_readable_message_type (tmp);
2275
2276 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2277
2278 if (player *pl = op->contr)
2279 if (client *ns = pl->ns)
2280 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2281
2282 /* gain xp from reading */
2283 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2284 { /* only if not read before */
2285 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2286
2287 if (!tmp->flag [FLAG_IDENTIFIED])
3808 } 2288 {
2289 /*exp_gain *= 2; because they just identified it too */
2290 tmp->set_flag (FLAG_IDENTIFIED);
3809 2291
3810 for (x = 0; x < MAP_WIDTH (m); x++) 2292 if (object *pl = tmp->visible_to ())
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 2293 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 2294 }
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above);
3815}
3816 2295
3817/** 2296 change_exp (op, exp_gain, skill_ob->skill, 0);
3818 * Handles player eating food that temporarily changes status (resistances, stats). 2297 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
3819 * This used to call cast_change_attr(), but 2298 }
3820 * that doesn't work with the new spell code. Since we know what 2299}
3821 * the food changes, just grab a force and use that instead.
3822 */
3823 2300
2301/**
2302 * op made some mistake with a scroll, this takes care of punishment.
2303 * scroll_failure()- hacked directly from spell_failure
2304 */
2305static void
2306scroll_failure (object *op, int failure, int power)
2307{
2308 if (abs (failure / 4) > power)
2309 power = abs (failure / 4); /* set minimum effect */
2310
2311 if (failure <= -1 && failure > -15)
2312 { /* wonder */
2313 object *tmp;
2314
2315 op->failmsg ("Your spell warps!");
2316 tmp = archetype::get (SPELL_WONDER);
2317 cast_wonder (op, op, 0, tmp);
2318 tmp->destroy ();
2319 }
2320 else if (failure <= -15 && failure > -35)
2321 { /* drain mana */
2322 op->failmsg ("Your mana is drained!");
2323 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2324 if (op->stats.sp < 0)
2325 op->stats.sp = 0;
2326 }
2327 else if (settings.spell_failure_effects == TRUE)
2328 {
2329 if (failure <= -35 && failure > -60)
2330 { /* confusion */
2331 op->failmsg ("The magic recoils on you!");
2332 confuse_player (op, op, power);
2333 }
2334 else if (failure <= -60 && failure > -70)
2335 { /* paralysis */
2336 op->failmsg ("The magic recoils and paralyzes you!");
2337 paralyze_player (op, op, power);
2338 }
2339 else if (failure <= -70 && failure > -80)
2340 { /* blind */
2341 op->failmsg ("The magic recoils on you!");
2342 blind_player (op, op, power);
2343 }
2344 else if (failure <= -80)
2345 { /* blast the immediate area */
2346 object *tmp = archetype::get (LOOSE_MANA);
2347 cast_magic_storm (op, tmp, power);
2348 op->failmsg ("You unleash uncontrolled mana!");
2349 tmp->destroy ();
2350 }
2351 }
2352}
2353
2354/**
2355 * Handles the applying of a skill scroll, calling learn_skill straight.
2356 * op is the person learning the skill, tmp is the skill scroll object
2357 */
2358static void
2359apply_skillscroll (object *op, object *tmp)
2360{
2361 switch (learn_skill (op, tmp))
2362 {
2363 case 0:
2364 op->play_sound (sound_find ("generic_fail"));
2365 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2366 break;
2367
2368 case 1:
2369 tmp->decrease ();
2370 op->play_sound (sound_find ("skill_learn"));
2371 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2372 break;
2373
2374 default:
2375 tmp->decrease ();
2376 op->play_sound (sound_find ("generic_fail"));
2377 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2378 break;
2379 }
2380}
2381
2382/**
2383 * Actually makes op learn spell.
2384 * Informs player of what happens.
2385 */
3824void 2386void
3825eat_special_food (object *who, object *food) 2387do_learn_spell (object *op, object *spell, int special_prayer)
3826{ 2388{
3827 object *force; 2389 object *tmp;
3828 int i, did_one = 0;
3829 sint8 k;
3830 2390
3831 force = get_archetype (FORCE_NAME); 2391 if (op->type != PLAYER)
3832 2392 {
3833 for (i = 0; i < NUM_STATS; i++) 2393 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2394 return;
3834 { 2395 }
3835 k = get_attr_value (&food->stats, i); 2396
3836 if (k) 2397 /* Upgrade special prayers to normal prayers */
3837 { 2398 if ((tmp = check_spell_known (op, spell->name)) != NULL)
3838 set_attr_value (&force->stats, i, k); 2399 {
3839 did_one = 1; 2400 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
3840 } 2401 {
2402 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2403 return;
2404 }
2405 return;
2406 }
2407
2408 op->contr->play_sound (sound_find ("learn_spell"));
2409
2410 tmp = spell->clone ();
2411 insert_ob_in_ob (tmp, op);
2412
2413 if (special_prayer)
2414 tmp->set_flag (FLAG_STARTEQUIP);
2415
2416 esrv_add_spells (op->contr, tmp);
2417}
2418
2419/**
2420 * Erases spell from player's inventory.
2421 */
2422void
2423do_forget_spell (object *op, const char *spell)
2424{
2425 object *spob;
2426
2427 if (op->type != PLAYER)
3841 } 2428 {
2429 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2430 return;
2431 }
2432 if ((spob = check_spell_known (op, spell)) == NULL)
2433 {
2434 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2435 return;
2436 }
3842 2437
3843 /* check if we can protect the eater */ 2438 op->failmsgf ("You lose knowledge of %s.", spell);
2439 esrv_remove_spell (op->contr, spob);
2440 spob->destroy ();
2441}
2442
2443/**
2444 * Handles player applying a spellbook.
2445 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2446 * stuff like that. Random learning failure too.
2447 */
2448static void
2449apply_spellbook (object *op, object *tmp)
2450{
2451 object *skop, *spell, *spell_skill;
2452
2453 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2454 {
2455 op->failmsg ("You are unable to read while blind.");
2456 return;
2457 }
2458
2459 /* artifact_spellbooks have 'slaying' field point to a spell name,
2460 * instead of having their spell stored in stats.sp. These are
2461 * legacy spellbooks
2462 */
2463 if (tmp->slaying)
2464 {
2465 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2466
2467 if (!spell)
2468 {
2469 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2470 return;
2471 }
2472 else
2473 insert_ob_in_ob (spell, tmp);
2474
2475 tmp->slaying = 0;
2476 }
2477
2478 skop = find_skill_by_name (op, tmp->skill);
2479
2480 /* need a literacy skill to learn spells. Also, having a literacy level
2481 * lower than the spell will make learning the spell more difficult */
2482 if (!skop)
2483 {
2484 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2485 return;
2486 }
2487
2488 spell = tmp->inv;
2489
2490 if (!spell)
2491 {
2492 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2493 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2494 return;
2495 }
2496
2497 int learn_level = sqrtf (spell->level) * 1.5f;
2498 if (skop->level < learn_level)
2499 {
2500 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2501 &tmp->skill, learn_level);
2502 return;
2503 }
2504
2505 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2506
2507 if (!tmp->flag [FLAG_IDENTIFIED])
2508 identify (tmp);
2509
2510 /* I removed the check for special_prayer_mark here - it didn't make
2511 * a lot of sense - special prayers are not found in spellbooks, and
2512 * if the player doesn't know the spell, doesn't make a lot of sense that
2513 * they would have a special prayer mark.
2514 */
2515 if (check_spell_known (op, spell->name))
2516 {
2517 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2518 return;
2519 }
2520
2521 if (spell->skill)
2522 {
2523 spell_skill = find_skill_by_name (op, spell->skill);
2524
2525 if (!spell_skill)
2526 {
2527 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2528 return;
2529 }
2530
2531 if (spell_skill->level < spell->level)
2532 {
2533 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2534 return;
2535 }
2536 }
2537
2538 /* Logic as follows
2539 *
2540 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2541 *
2542 * 2- The learner's skill level in literacy adjusts the chance to learn
2543 * a spell.
2544 *
2545 * 3 -Automatically fail to learn if you read while confused
2546 *
2547 * Overall, chances are the same but a player will find having a high
2548 * literacy rate very useful! -b.t.
2549 */
2550 if (op->flag [FLAG_CONFUSED])
2551 {
2552 op->failmsg ("In your confused state you flub the wording of the text!");
2553 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2554 }
2555 else if (tmp->flag [FLAG_STARTEQUIP] ||
2556 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2557 {
2558 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2559 do_learn_spell (op, spell, 0);
2560
2561 /* xp gain to literacy for spell learning */
2562 if (!tmp->flag [FLAG_STARTEQUIP])
2563 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2564 }
2565 else
2566 {
2567 op->contr->play_sound (sound_find ("fumble_spell"));
2568 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2569 }
2570
2571 tmp->decrease ();
2572}
2573
2574/**
2575 * Handles applying a spell scroll.
2576 */
2577void
2578apply_scroll (object *op, object *tmp, int dir)
2579{
2580 object *skop;
2581
2582 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2583 {
2584 op->failmsg ("You are unable to read while blind.");
2585 return;
2586 }
2587
2588 if (!tmp->inv || tmp->inv->type != SPELL)
2589 {
2590 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2591 return;
2592 }
2593
2594 if (op->type == PLAYER)
2595 {
2596 /* players need a literacy skill to read stuff! */
2597 int exp_gain = 0;
2598
2599 /* hard code literacy - tmp->skill points to where the exp
2600 * should go for anything killed by the spell.
2601 */
2602 skop = find_skill_by_name (op, shstr_literacy);
2603
2604 if (!skop)
2605 {
2606 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2607 return;
2608 }
2609
2610 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2611 change_exp (op, exp_gain, skop->skill, 0);
2612 }
2613
2614 if (!tmp->flag [FLAG_IDENTIFIED])
2615 identify (tmp);
2616
2617 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2618
2619 cast_spell (op, tmp, dir, tmp->inv, NULL);
2620 tmp->decrease ();
2621}
2622
2623/**
2624 * Applies a treasure object - by default, chest. op
2625 * is the person doing the applying, tmp is the treasure
2626 * chest.
2627 */
2628static void
2629apply_treasure (object *op, object *tmp)
2630{
2631 /* Nice side effect of this treasure creation method is that the treasure
2632 * for the chest is done when the chest is created, and put into the chest
2633 * inventory. So that when the chest burns up, the items still exist. Also
2634 * prevents people from moving chests to more difficult maps to get better
2635 * treasure
2636 */
2637 object *treas = tmp->inv;
2638
2639 if (!treas)
2640 {
2641 op->statusmsg ("The chest was empty.");
2642 tmp->decrease ();
2643 return;
2644 }
2645
2646 while (tmp->inv)
2647 {
2648 treas = tmp->inv;
2649 treas->remove ();
2650
2651 treas->x = op->x;
2652 treas->y = op->y;
2653 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2654
2655 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2656 spring_trap (treas, op);
2657
2658 /* If either player or container was destroyed, no need to do
2659 * further processing. I think this should be enclused with
2660 * spring trap above, as I don't think there is otherwise
2661 * any way for the treasure chest or player to get killed.
2662 */
2663 if (op->destroyed () || tmp->destroyed ())
2664 break;
2665 }
2666
2667 if (!tmp->destroyed () && !tmp->inv)
2668 tmp->decrease (true);
2669}
2670
2671/**
2672 * A dragon is eating some flesh. If the flesh contains resistances,
2673 * there is a chance for the dragon's skin to get improved.
2674 *
2675 * attributes:
2676 * object *op the object (dragon player) eating the flesh
2677 * object *meal the flesh item, getting chewed in dragon's mouth
2678 * return:
2679 * int 1 if eating successful, 0 if it doesn't work
2680 */
2681static int
2682dragon_eat_flesh (object *op, object *meal)
2683{
2684 object *skin = NULL; /* pointer to dragon skin force */
2685 object *abil = NULL; /* pointer to dragon ability force */
2686 object *tmp = NULL; /* tmp. object */
2687
2688 double chance; /* improvement-chance of one resistance type */
2689 double totalchance = 1; /* total chance of gaining one resistance */
2690 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2691 double mbonus = 0; /* monster bonus */
2692 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2693 int winners = 0; /* number of winners */
2694 int i; /* index */
2695
2696 /* let's make sure and doublecheck the parameters */
2697 if (meal->type != FLESH || !op->is_dragon ())
2698 return 0;
2699
2700 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2701 from the player's inventory */
2702 for (tmp = op->inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE)
2704 if (tmp->arch->archname == shstr_dragon_skin_force)
2705 skin = tmp;
2706 else if (tmp->arch->archname == shstr_dragon_ability_force)
2707 abil = tmp;
2708
2709 /* if either skin or ability are missing, this is an old player
2710 which is not to be considered a dragon -> bail out */
2711 if (skin == NULL || abil == NULL)
2712 return 0;
2713
2714 /* now start by filling stomache and health, according to food-value */
2715 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2716 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2717 else
2718 op->stats.hp += meal->stats.food / 50;
2719
2720 min_it (op->stats.hp, op->stats.maxhp);
2721 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2722
2723 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2724
2725 /* on to the interesting part: chances for adding resistance */
3844 for (i = 0; i < NROFATTACKS; i++) 2726 for (i = 0; i < NROFATTACKS; i++)
3845 { 2727 {
3846 if (food->resist[i] > 0) 2728 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
3847 {
3848 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1;
3850 } 2729 {
3851 } 2730 /* got positive resistance, now calculate improvement chance (0-100) */
3852 if (did_one) 2731
2732 /* this bonus makes resistance increase easier at lower levels */
2733 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2734 if (i == abil->stats.exp)
2735 bonus += 5; /* additional bonus for resistance of ability-focus */
2736
2737 /* monster bonus increases with level, because high-level
2738 flesh is too rare */
2739 mbonus = op->level * 20. / ((double) settings.max_level);
2740
2741 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2742 ((double)settings.max_level)) - skin->resist[i];
2743
2744 if (chance >= 0.)
2745 chance += 1.;
2746 else
2747 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2748
2749 /* chance is proportional to amount of resistance (max. 50) */
2750 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2751
2752 /* doubled chance for resistance of ability-focus */
2753 if (i == abil->stats.exp)
2754 chance = min (100., chance * 2.);
2755
2756 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2757 if (rndm (10000) < (unsigned int)(chance * 100))
2758 {
2759 atnr_winner[winners] = i;
2760 winners++;
2761 }
2762
2763 if (chance >= 0.01)
2764 totalchance *= 1 - chance / 100;
2765
2766 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2767 }
3853 { 2768 }
3854 force->speed = 0.1; 2769
3855 update_ob_speed (force); 2770 /* inverse totalchance as until now we have the failure-chance */
3856 /* bigger morsel of food = longer effect time */ 2771 totalchance = 100 - totalchance * 100;
3857 force->stats.food = food->stats.food / 5; 2772
3858 SET_FLAG (force, FLAG_IS_USED_UP); 2773 /* print message according to totalchance */
3859 SET_FLAG (force, FLAG_APPLIED); 2774 const char *buf;
3860 change_abil (who, force); 2775 if (totalchance > 50.)
3861 insert_ob_in_ob (force, who); 2776 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
3862 } 2777 else if (totalchance > 10.)
2778 buf = format ("The %s tasted very good.", &meal->name);
2779 else if (totalchance > 1.)
2780 buf = format ("The %s tasted good.", &meal->name);
2781 else if (totalchance > 0.1)
2782 buf = format ("The %s tasted bland.", &meal->name);
2783 else if (totalchance >= 0.01)
2784 buf = format ("The %s had a boring taste.", &meal->name);
2785 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2786 buf = format ("The %s tasted strange.", &meal->name);
3863 else 2787 else
3864 force->destroy (); 2788 buf = format ("The %s had no taste.", &meal->name);
3865 2789
3866 /* check for hp, sp change */ 2790 op->statusmsg (buf);
3867 if (food->stats.hp != 0) 2791
2792 /* now choose a winner if we have any */
2793 i = -1;
2794 if (winners > 0)
2795 i = atnr_winner [rndm (winners)];
2796
2797 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2798 {
2799 /* resistance increased! */
2800 skin->resist[i]++;
2801 op->update_stats ();
2802
2803 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
3868 { 2804 }
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 2805
2806 /* if this flesh contains a new ability focus, we mark it
2807 into the ability_force and it will take effect on next level */
2808 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2809 {
2810 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2811
2812 if (meal->last_eat != abil->stats.exp)
2813 op->statusmsg (format (
2814 "Your metabolism prepares to focus on %s!\n"
2815 "The change will happen at level %d.",
2816 change_resist_msg[meal->last_eat],
2817 abil->level + 1
3870 { 2818 ));
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 2819 else
3876 { 2820 {
3877 if (food->stats.hp > 0) 2821 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."); 2822 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 { 2823 }
3888 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 2824 }
3889 who->stats.sp -= food->stats.sp; 2825
3890 if (who->stats.sp < 0) 2826 return 1;
3891 who->stats.sp = 0; 2827}
2828
2829/**
2830 * op eats food.
2831 * If player, takes care of messages and dragon special food.
2832 */
2833static void
2834apply_food (object *op, object *tmp)
2835{
2836 int capacity_remaining;
2837
2838 if (op->type != PLAYER)
2839 op->stats.hp = op->stats.maxhp;
2840 else
2841 {
2842 /* check if this is a dragon (player), eating some flesh */
2843 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
3892 } 2844 ;
3893 else 2845 else
3894 { 2846 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 2847 /* usual case - no dragon meal: */
3896 who->stats.sp += food->stats.sp; 2848 if (op->stats.food + tmp->stats.food > MAX_FOOD)
3897 /* place limit on max sp from food? */ 2849 {
2850 if (tmp->type == FOOD || tmp->type == FLESH)
2851 op->failmsg ("You feel full, but what a waste of food!");
2852 else
2853 op->statusmsg ("Most of the drink goes down your face not your throat!");
2854 }
2855
2856 tmp->play_sound (
2857 tmp->sound
2858 ? tmp->sound
2859 : tmp->type == DRINK
2860 ? sound_find ("eat_drink")
2861 : sound_find ("eat_food")
2862 );
2863
2864 if (!tmp->flag [FLAG_CURSED])
2865 {
2866 const char *buf;
2867
2868 if (!op->is_dragon ())
2869 {
2870 /* eating message for normal players */
2871 if (tmp->type == DRINK)
2872 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2873 else
2874 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2875 }
2876 else
2877 /* eating message for dragon players */
2878 buf = format ("The %s tasted terrible!", &tmp->name);
2879
2880 op->statusmsg (buf);
2881
2882 capacity_remaining = MAX_FOOD - op->stats.food;
2883 op->stats.food += tmp->stats.food;
2884 if (capacity_remaining < tmp->stats.food)
2885 op->stats.hp += capacity_remaining / 50;
2886 else
2887 op->stats.hp += tmp->stats.food / 50;
2888
2889 min_it (op->stats.hp, op->stats.maxhp);
2890 min_it (op->stats.food, MAX_FOOD);
2891 }
2892
2893 /* special food hack -b.t. */
2894 if (tmp->title || tmp->flag [FLAG_CURSED])
2895 eat_special_food (op, tmp);
2896 }
2897 }
2898
2899 handle_apply_yield (tmp);
2900 tmp->decrease ();
2901}
2902
2903/**
2904 * Handles applying an improve armor scroll.
2905 * Does some sanity checks, then calls improve_armour.
2906 */
2907static void
2908apply_armour_improver (object *op, object *tmp)
2909{
2910 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2911 {
2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2913 return;
2914 }
2915
2916 object *armor = op->mark ();
2917
2918 if (!armor)
2919 {
2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2921 return;
2922 }
2923
2924 if (armor->type != ARMOUR
2925 && armor->type != CLOAK
2926 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2927 {
2928 op->failmsg ("Your marked item is not armour!\n");
2929 return;
2930 }
2931
2932 if (!op->apply (armor, AP_UNAPPLY))
2933 {
2934 op->failmsg ("You are unable to take off your armour to improve it!");
2935 return;
2936 }
2937
2938 op->statusmsg ("Applying armour enchantment.");
2939 improve_armour (op, tmp, armor);
2940}
2941
2942void
2943apply_poison (object *op, object *tmp)
2944{
2945 // need to do it now when it is still on the map
2946 handle_apply_yield (tmp);
2947
2948 object *poison = tmp->split (1);
2949
2950 if (op->type == PLAYER)
2951 {
2952 op->contr->play_sound (sound_find ("drink_poison"));
2953 op->failmsg ("Yech! That tasted poisonous!");
2954 op->contr->killer = poison;
2955 }
2956
2957 if (poison->stats.hp > 0)
2958 {
2959 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2960 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2961 }
2962
2963 op->stats.food -= op->stats.food / 4;
2964 poison->destroy ();
2965}
2966
2967/**
2968 * This function will try to apply a lighter and in case no lighter
2969 * is specified it will try to find a lighter in the players inventory,
2970 * and inform him about this requirement.
2971 *
2972 * who - the player
2973 * op - the item we want to light
2974 * lighter - the lighter or 0 if a lighter has yet to be found
2975 */
2976static object *
2977auto_apply_lighter (object *who, object *op, object *lighter)
2978{
2979 if (lighter == 0)
2980 {
2981 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3898 } 2982 {
2983 if (tmp->type == LIGHTER)
2984 {
2985 lighter = tmp;
2986 break;
2987 }
2988 }
2989
2990 if (!lighter)
2991 {
2992 who->failmsgf (
2993 "You can't light up the %s with your bare hands! "
2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
2995 &op->name
2996 );
2997 return 0;
2998 }
2999 }
3000
3001 // last_eat == 0 means the lighter is not being used up!
3002 if (lighter->last_eat && lighter->stats.food)
3899 } 3003 {
3900 fix_player (who); 3004 /* lighter gets used up */
3901} 3005 lighter = lighter->split ();
3006 lighter->stats.food--;
3007 who->insert (lighter);
3008 }
3009 else if (lighter->last_eat)
3010 {
3011 /* no charges left in lighter */
3012 who->failmsgf (
3013 "You attempt to light the %s with a used up %s.",
3014 &op->name, &lighter->name
3015 );
3016 return 0;
3017 }
3902 3018
3019 return lighter;
3020}
3903 3021
3904/** 3022/**
3905 * Designed primarily to light torches/lanterns/etc. 3023 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is 3024 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t. 3025 * the selected object to "burn". -b.t.
3908 */ 3026 */
3909 3027static void
3910void
3911apply_lighter (object *who, object *lighter) 3028apply_lighter (object *who, object *lighter)
3912{ 3029{
3913 object *item; 3030 if (object *item = who->mark ())
3914 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916
3917 item = find_marked_object (who);
3918 if (item)
3919 { 3031 {
3920 if (lighter->last_eat && lighter->stats.food) 3032 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; 3033 return;
3943 } 3034
3944 /* Perhaps we should split what we are trying to light on fire? 3035 /* Perhaps we should split what we are trying to light on fire?
3945 * I can't see many times when you would want to light multiple 3036 * I can't see many times when you would want to light multiple
3946 * objects at once. 3037 * objects at once.
3947 */ 3038 */
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 3039
3956 save_throw_object (item, AT_FIRE, who); 3040 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3041
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3042 if (item->destroyed ()
3043 || ((item->type == LAMP || item->type == TORCH)
3044 && item->glow_radius > 0))
3045 who->statusmsg (format (
3046 "You light the %s with the %s.",
3047 &item->name, &lighter->name
3961 { 3048 ));
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 3049 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); 3050 who->failmsgf (
3051 "You attempt to light the %s with the %s and fail.",
3052 &item->name, &lighter->name
3053 );
3054 }
3055 else
3056 who->failmsg ("You need to mark a lightable object.");
3057}
3058
3059/**
3060 * This function generates a cursed effect for cursed lamps and torches.
3061 */
3062static void
3063player_apply_lamp_cursed_effect (object *who, object *op)
3064{
3065 if (op->level)
3971 } 3066 {
3972 else /* nothing to light */ 3067 who->failmsgf (
3973 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3068 "The %s was cursed, it explodes in a big fireball!",
3069 &op->name
3070 );
3071 create_exploding_ball_at (who, op->level);
3072 }
3073 else
3074 {
3075 who->failmsgf (
3076 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3077 &op->name
3078 );
3079 }
3974 3080
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 (); 3081 op->destroy ();
3082}
3083
3084/**
3085 * Apply for players and lamps
3086 *
3087 * who - the player
3088 * op - the lamp
3089 */
3090static void
3091player_apply_lamp (object *who, object *op)
3092{
3093 bool switch_on = op->glow_radius ? false : true;
3094
3095 if (switch_on)
3995 } 3096 {
3996 else if (failure <= -15 && failure > -35) 3097 object *lighter = 0;
3997 { /* drain mana */ 3098
3998 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3099 if (op->flag [FLAG_IS_LIGHTABLE]
3999 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3100 && !(lighter = auto_apply_lighter (who, op, 0)))
3101 return;
3102
4000 if (op->stats.sp < 0) 3103 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 } 3104 {
4010 else if (failure <= -60 && failure > -70) 3105 if (op->type == LAMP)
4011 { /* paralysis */ 3106 who->failmsgf (
4012 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3107 "The %s is out of fuel! "
4013 paralyze_player (op, op, power); 3108 "H<Lamps and similar items need fuel. They cannot be refilled.>",
4014 } 3109 &op->name
4015 else if (failure <= -70 && failure > -80) 3110 );
4016 { /* blind */ 3111 else
4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3112 who->failmsgf (
4018 blind_player (op, op, power); 3113 "The %s is burnt out! "
4019 } 3114 "H<Torches and similar items burn out and become worthless.>",
4020 else if (failure <= -80) 3115 &op->name
4021 { /* blast the immediate area */ 3116 );
4022 object *tmp; 3117 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 { 3118 }
4043 living *stats = &(pl->contr->orig_stats);
4044 living *ns = &(change->stats);
4045 object *walk;
4046 int flag_change_face = 1;
4047 3119
4048 /* the following code assigns stats up to the stat max 3120 if (op->flag [FLAG_CURSED])
4049 * for the race, and if the stat max is exceeded, 3121 {
4050 * tries to randomly reassign the excess stat 3122 player_apply_lamp_cursed_effect (who, op);
4051 */ 3123 return;
4052 int i, j; 3124 }
4053 3125
4054 for (i = 0; i < NUM_STATS; i++) 3126 if (lighter)
3127 who->statusmsg (format (
3128 "You light up the %s with the %s.", &op->name, &lighter->name));
3129 else
3130 who->statusmsg (format ("You light up the %s.", &op->name));
3131 }
3132 else
3133 {
3134 if (op->flag [FLAG_CURSED])
3135 {
3136 player_apply_lamp_cursed_effect (who, op);
3137 return;
3138 }
3139
3140 if (op->type == TORCH)
3141 {
3142 if (!op->flag [FLAG_IS_LIGHTABLE])
4055 { 3143 {
4056 sint8 stat = get_attr_value (stats, i); 3144 who->statusmsg (format (
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3145 "You put out the %s. "
4058 3146 "H<The %s can't be used anymore, as it can't be lighted up again.>",
4059 stat += get_attr_value (ns, i); 3147 &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 } 3148 }
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 3149 else
4107 CLEAR_FLAG (pl, FLAG_ANIMATE); 3150 who->statusmsg (format (
3151 "You put out the %s."
3152 "H<Torches wear out if you put them out.>",
3153 &op->name));
4108 } 3154 }
3155 else
3156 who->statusmsg (format ("You turn off the %s.", &op->name));
3157 }
4109 3158
4110 /* check the special case of can't use weapons */ 3159 apply_lamp (op, switch_on);
4111 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3160}
4112 if (!strcmp (change->name, "monk"))
4113 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4114 3161
4115 break; 3162void get_animation_from_arch (object *op, arch_ptr a)
3163{
3164 op->animation_id = a->animation_id;
3165 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3166 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3167 op->anim_speed = a->anim_speed;
3168 op->last_anim = 0;
3169 op->state = 0;
3170 op->face = a->face;
3171
3172 if (op->anim_frames () > 1)
3173 {
3174 op->set_anim_frame (0);
3175 animate_object (op, op->direction);
3176 }
3177 else
3178 update_object (op, UP_OBJ_FACE);
3179}
3180
3181/**
3182 * Apply for LAMPs and TORCHes.
3183 *
3184 * op - the lamp
3185 * switch_on - a flag which says whether the lamp should be switched on or off
3186 */
3187void apply_lamp (object *op, bool switch_on)
3188{
3189 op->set_glow_radius (switch_on ? op->range : 0);
3190 op->set_speed (switch_on ? op->arch->speed : 0);
3191
3192 // torches wear out if you put them out
3193 if (op->type == TORCH && !switch_on)
3194 {
3195 if (op->flag [FLAG_IS_LIGHTABLE])
4116 } 3196 {
3197 op->stats.food -= (double) op->arch->stats.food / 15;
3198 if (op->stats.food < 0)
3199 op->stats.food = 0;
3200 }
3201 else
3202 op->stats.food = 0;
4117 } 3203 }
3204
3205 // lamps and torched get worthless when used up
3206 if (op->stats.food <= 0)
3207 op->value = 0;
3208
3209 // FIXME: This is a hack to make the more sane torches and lamps
3210 // still animated ;-/
3211 if (op->other_arch)
3212 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3213
3214 if (object *pl = op->visible_to ())
3215 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
4118} 3216}
4119 3217
4120/** 3218/**
4121 * This handles items of type 'transformer'. 3219 * This handles items of type 'transformer'.
4122 * Basically those items, used with a marked item, transform both items into something 3220 * Basically those items, used with a marked item, transform both items into something
4125 * Change information is contained in the 'slaying' field of the marked item. 3223 * Change information is contained in the 'slaying' field of the marked item.
4126 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3224 * The format is as follow: transformer:[number ]yield[;transformer:...].
4127 * This way an item can be transformed in many things, and/or many objects. 3225 * This way an item can be transformed in many things, and/or many objects.
4128 * The 'slaying' field for transformer is used as verb for the action. 3226 * The 'slaying' field for transformer is used as verb for the action.
4129 */ 3227 */
4130void 3228static void
4131apply_item_transformer (object *pl, object *transformer) 3229apply_item_transformer (object *pl, object *transformer)
4132{ 3230{
4133 object *marked;
4134 object *new_item; 3231 object *new_item;
4135 char *find; 3232 const char *find;
4136 char *separator; 3233 char *separator;
4137 int yield; 3234 int yield;
4138 char got[MAX_BUF]; 3235 char got[MAX_BUF];
4139 int len; 3236 int len;
4140 3237
4141 if (!pl || !transformer) 3238 if (!pl || !transformer)
4142 return; 3239 return;
4143 marked = find_marked_object (pl); 3240
3241 object *marked = pl->mark ();
3242
4144 if (!marked) 3243 if (!marked)
4145 { 3244 {
4146 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3245 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
4147 return; 3246 return;
4148 } 3247 }
3248
4149 if (!marked->slaying) 3249 if (!marked->slaying)
4150 { 3250 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3251 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4152 return; 3252 return;
4153 } 3253 }
3254
4154 /* check whether they are compatible or not */ 3255 /* check whether they are compatible or not */
4155 find = strstr (marked->slaying, transformer->arch->name); 3256 find = strstr (&marked->slaying, transformer->arch->archname);
4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3257 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4157 { 3258 {
4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3259 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4159 return; 3260 return;
4160 } 3261 }
3262
4161 find += strlen (transformer->arch->name) + 1; 3263 find += strlen (transformer->arch->archname) + 1;
4162 /* Item can be used, now find how many and what it yields */ 3264 /* Item can be used, now find how many and what it yields */
4163 if (isdigit (*(find))) 3265 if (isdigit (*(find)))
4164 { 3266 {
4165 yield = atoi (find); 3267 yield = atoi (find);
4166 if (yield < 1) 3268 if (yield < 1)
4172 else 3274 else
4173 yield = 1; 3275 yield = 1;
4174 3276
4175 while (isdigit (*find)) 3277 while (isdigit (*find))
4176 find++; 3278 find++;
3279
4177 while (*find == ' ') 3280 while (*find == ' ')
4178 find++; 3281 find++;
3282
4179 memset (got, 0, MAX_BUF); 3283 memset (got, 0, MAX_BUF);
3284
4180 if ((separator = strchr (find, ';')) != NULL) 3285 if ((separator = (char *) strchr (find, ';')))
4181 {
4182 len = separator - find; 3286 len = separator - find;
4183 }
4184 else 3287 else
4185 {
4186 len = strlen (find); 3288 len = strlen (find);
4187 } 3289
4188 if (len > MAX_BUF - 1) 3290 min_it (len, MAX_BUF - 1);
4189 len = MAX_BUF - 1; 3291
4190 strcpy (got, find); 3292 strcpy (got, find);
4191 got[len] = '\0'; 3293 got[len] = '\0';
4192 3294
4193 /* Now create new item, remove used ones when required. */ 3295 /* Now create new item, remove used ones when required. */
4194 new_item = get_archetype (got); 3296 new_item = archetype::get (got);
4195 if (!new_item) 3297 if (!new_item)
4196 { 3298 {
4197 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 3299 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
4198 return; 3300 return;
4199 } 3301 }
4200 3302
4201 new_item->nrof = yield; 3303 new_item->nrof = yield;
3304
4202 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 3305 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4203 insert_ob_in_ob (new_item, pl); 3306
4204 esrv_send_inventory (pl, pl); 3307 pl->insert (new_item);
4205 /* Eat up one item */ 3308 /* Eat up one item */
4206 decrease_ob_nr (marked, 1); 3309 marked->decrease ();
3310
4207 /* Eat one transformer if needed */ 3311 /* Eat one transformer if needed */
4208 if (transformer->stats.food) 3312 if (transformer->stats.food)
4209 if (--transformer->stats.food == 0) 3313 if (--transformer->stats.food == 0)
4210 decrease_ob_nr (transformer, 1); 3314 transformer->decrease ();
4211} 3315}
3316
3317/**
3318 * Main apply handler.
3319 *
3320 * Checks for unpaid items before applying.
3321 *
3322 * Return value is currently not used
3323 *
3324 * who is the object that is causing object to be applied, op is the object
3325 * being applied.
3326 *
3327 * aflag is special (always apply/unapply) flags. Nothing is done with
3328 * them in this function - they are passed to apply_special
3329 */
3330static bool
3331manual_apply (object *who, object *op, int aflag)
3332{
3333 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3334 return RESULT_INT (0);
3335
3336 if (apply_types_inv_only [op->type])
3337 {
3338 // special item, using slot system, needs to be in inv
3339 if (op->env == who)
3340 return apply_special (who, op, aflag);
3341
3342 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3343
3344 return 0;
3345 }
3346
3347 if (!who->contr && apply_types_player_only [op->type])
3348 return 0; // monsters shouldn't try to apply player-only stuff
3349
3350 if (!apply_types [op->type])
3351 {
3352 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3353 return 0;
3354 }
3355
3356 // ordinary stuff, may be on the floor
3357 switch (op->type)
3358 {
3359 case T_HANDLE:
3360 who->play_sound (sound_find ("turn_handle"));
3361 who->statusmsg ("You turn the handle.");
3362 op->value = op->value ? 0 : 1;
3363 op->update_anim_frame (op->value);
3364 push_button (op, who);
3365 break;
3366
3367 case TRIGGER:
3368 if (check_trigger (op, who, who))
3369 {
3370 who->statusmsg ("You turn the handle.");
3371 who->play_sound (sound_find ("turn_handle"));
3372 }
3373 else
3374 who->failmsg ("The handle doesn't move.");
3375
3376 break;
3377
3378 case EXIT:
3379 if (!EXIT_PATH (op))
3380 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3381 else
3382 {
3383 /* Don't display messages for random maps. */
3384 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3385 who->statusmsg (op->msg, NDI_NAVY);
3386
3387 who->enter_exit (op);
3388 }
3389
3390 break;
3391
3392 case INSCRIBABLE:
3393 who->statusmsg (op->msg);
3394 // maybe show a spell menu to chose from or something like that
3395 break;
3396
3397 case SIGN:
3398 apply_sign (who, op, 0);
3399 break;
3400
3401 case BOOK:
3402 apply_book (who, op);
3403 break;
3404
3405 case SKILLSCROLL:
3406 apply_skillscroll (who, op);
3407 break;
3408
3409 case SPELLBOOK:
3410 apply_spellbook (who, op);
3411 break;
3412
3413 case SCROLL:
3414 apply_scroll (who, op, 0);
3415 break;
3416
3417 case POTION:
3418 apply_potion (who, op);
3419 break;
3420
3421 /* Eneq(@csd.uu.se): Handle apply on containers. */
3422 //TODO: remove, as it is unsed?
3423 case CLOSE_CON:
3424 apply_container (who, op->env);
3425 break;
3426
3427 case CONTAINER:
3428 apply_container (who, op);
3429 break;
3430
3431 case TREASURE:
3432 apply_treasure (who, op);
3433 break;
3434
3435 case LAMP:
3436 case TORCH:
3437 player_apply_lamp (who, op);
3438 break;
3439
3440 case DRINK:
3441 case FOOD:
3442 case FLESH:
3443 apply_food (who, op);
3444 break;
3445
3446 case POISON:
3447 apply_poison (who, op);
3448 break;
3449
3450 case SAVEBED:
3451 break;
3452
3453 case ARMOUR_IMPROVER:
3454 apply_armour_improver (who, op);
3455 break;
3456
3457 case WEAPON_IMPROVER:
3458 check_improve_weapon (who, op);
3459 break;
3460
3461 case CLOCK:
3462 {
3463 timeofday_t tod;
3464
3465 get_tod (&tod);
3466 who->play_sound (sound_find ("sound_clock"));
3467 who->statusmsg (format (
3468 "It is %d minute%s past %d o'clock %s",
3469 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3470 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3471 ));
3472 }
3473 break;
3474
3475 case MENU:
3476 shop_listing (op, who);
3477 break;
3478
3479 case POWER_CRYSTAL:
3480 apply_power_crystal (who, op); /* see egoitem.c */
3481 break;
3482
3483 case LIGHTER: /* for lighting torches/lanterns/etc */
3484 apply_lighter (who, op);
3485 break;
3486
3487 case ITEM_TRANSFORMER:
3488 apply_item_transformer (who, op);
3489 break;
3490 }
3491
3492 return 1;
3493}
3494
3495/**
3496 * player_apply_below attempts to apply the object 'below' the player.
3497 * If the player has an open container, we use that for below, otherwise
3498 * we use the ground.
3499 */
3500void
3501player_apply_below (object *pl)
3502{
3503 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3504
3505 /* If using a container, set the starting item to be the top
3506 * item in the container. Otherwise, use the map.
3507 */
3508
3509 // first try to apply "applyables"
3510 for (object *tmp = top; tmp; tmp = tmp->below)
3511 if (!tmp->invisible && apply_types [tmp->type])
3512 {
3513 // If it is visible, player can apply it.
3514 pl->apply (tmp);
3515 return;
3516 }
3517
3518 while (top && top->invisible)
3519 top = top->below;
3520
3521 if (!top || top->flag [FLAG_IS_FLOOR])
3522 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3523 "H<There is nothing here that you can apply.>");
3524 else
3525 // next, try to explain the topmost object
3526 switch (top->type)
3527 {
3528 // TODO: all this should move to examine
3529 case ALTAR:
3530 case IDENTIFY_ALTAR:
3531 case TRIGGER_ALTAR:
3532 case CONVERTER:
3533 //case TRIGGER_PEDESTAL:
3534 pl->failmsgf (
3535 "You see no obvious mechanism on the %s."
3536 "H<You have to drop one or more specific items here.>",
3537 query_short_name (top)
3538 );
3539 break;
3540
3541 case BUTTON:
3542 case TRIGGER_BUTTON:
3543 pl->failmsgf (
3544 "The %s looks as if you could activate it with somehting heavy. "
3545 "H<You must put enough items here to activate it.>",
3546 query_short_name (top)
3547 );
3548 break;
3549
3550 default:
3551 examine (pl, top);
3552 break;
3553 }
3554}
3555
3556// saner interface, returns successful status
3557bool
3558object::apply (object *ob, int aflags)
3559{
3560 if (!ob) // simplifies a lot of callers
3561 return true;
3562
3563 ob = ob->head_ ();
3564
3565 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3566 {
3567 if (contr)
3568 {
3569 examine (this, ob);
3570 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3571 return 1;
3572 }
3573 else
3574 return 0; /* monsters just skip unpaid items */
3575 }
3576
3577 if (contr)
3578 {
3579 if (!ob->env && (move_type & MOVE_FLYING))
3580 {
3581 /* player is flying and applying object not in inventory */
3582 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3583 {
3584 failmsg ("But you are floating high above the ground! "
3585 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3586 "or waiting till the levitation effect wears off.>");
3587 return 0;
3588 }
3589 }
3590
3591 contr->last_used = ob;
3592 }
3593
3594 bool want_apply =
3595 aflags & AP_APPLY ? true
3596 : aflags & AP_UNAPPLY ? false
3597 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3598
3599 // cannot unapply cursed items
3600 if (!want_apply
3601 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3602 && ob->flag [FLAG_APPLIED]
3603 && !(aflags & AP_IGNORE_CURSE))
3604 {
3605 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3606 return 0;
3607 }
3608
3609 object_ptr *slot = 0;
3610
3611 // detect the slot, if this is a player
3612 if (contr && !(aflags & AP_NO_SLOT))
3613 {
3614 object *oslot;
3615
3616 switch (ob->type)
3617 {
3618 case WEAPON:
3619 slot = &contr->combat_ob;
3620 oslot = contr->ranged_ob;
3621 break;
3622
3623 case RANGED:
3624 case BOW:
3625 case SPELL:
3626 case WAND:
3627 case ROD:
3628 case HORN:
3629 case BUILDER:
3630 slot = &contr->ranged_ob;
3631 oslot = contr->combat_ob;
3632 break;
3633
3634 // oh, the humanity
3635 case SKILL:
3636 // skill is used on it's own, as opposed to being a chosen_skill
3637
3638 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3639 {
3640 failmsgf (
3641 "You feel as if you wanted to do something funny, but you can't remember what. "
3642 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3643 "It cannot be used on its own.>",
3644 &ob->skill
3645 );
3646 return 1;
3647 }
3648
3649 if (skill_flags [ob->subtype] & SF_AUTARK
3650 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3651 {
3652 if (skill_flags [ob->subtype] & SF_USE)
3653 failmsgf (
3654 "You feel as if you wanted to do something funny, but you can't remember what. "
3655 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3656 &ob->skill, &ob->skill
3657 );
3658 else
3659 failmsgf (
3660 "You feel as if you wanted to do something funny, but you can't remember what. "
3661 "H<The %s skill cannot be readied or used, it is always active.>",
3662 &ob->skill
3663 );
3664
3665 return 1;
3666 }
3667
3668 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3669 break;
3670
3671 if (skill_flags [ob->subtype] & SF_COMBAT)
3672 {
3673 slot = &contr->combat_ob;
3674 oslot = contr->ranged_ob;
3675 }
3676 else if (skill_flags [ob->subtype] & SF_RANGED)
3677 {
3678 slot = &contr->ranged_ob;
3679 oslot = contr->combat_ob;
3680 }
3681
3682 break;
3683 }
3684
3685 // now handle slot exclusions
3686 if (slot)
3687 {
3688 // only one slot can be active
3689 if (want_apply)
3690 {
3691 // clear slot unless we are in it already
3692 if (*slot != ob)
3693 if (!apply (*slot, AP_UNAPPLY))
3694 return false;
3695
3696 // unapply other slot, because we want to become active
3697 if (!apply (oslot, AP_UNAPPLY))
3698 return false;
3699 }
3700
3701 // clear item from slot if applied
3702 if (!want_apply && current_weapon == ob)
3703 current_weapon = 0;
3704 }
3705 }
3706
3707 if (ob->flag [FLAG_APPLIED] != want_apply)
3708 manual_apply (this, ob, aflags);
3709
3710 if (ob->flag [FLAG_APPLIED] != want_apply)
3711 return false;
3712
3713 if (slot && want_apply)
3714 current_weapon = *slot = ob;
3715
3716 return true;
3717}
3718
3719/**
3720 * Map was just loaded, handle op's initialisation.
3721 *
3722 * Generates shop floor's item, and treasures.
3723 */
3724int
3725auto_apply (object *op)
3726{
3727 object *tmp = NULL;
3728 int i;
3729
3730 op->clr_flag (FLAG_AUTO_APPLY);
3731
3732 switch (op->type)
3733 {
3734 case SHOP_FLOOR:
3735 if (!op->has_random_items ())
3736 return 0;
3737
3738 do
3739 {
3740 i = 10; /* let's give it 10 tries */
3741 while ((tmp = generate_treasure (op->randomitems,
3742 op->stats.exp
3743 ? (int) op->stats.exp
3744 : max (op->map->difficulty, 5)))
3745 == NULL && --i);
3746
3747 if (tmp == NULL)
3748 return 0;
3749
3750 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3751 {
3752 tmp->destroy ();
3753 tmp = NULL;
3754 }
3755 }
3756 while (!tmp);
3757
3758 tmp->x = op->x;
3759 tmp->y = op->y;
3760 tmp->set_flag (FLAG_UNPAID);
3761 insert_ob_in_map (tmp, op->map, NULL, 0);
3762 identify (tmp);
3763 break;
3764
3765 case TREASURE:
3766 if (op->flag [FLAG_IS_A_TEMPLATE])
3767 return 0;
3768
3769 while (op->stats.hp-- > 0)
3770 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3771 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3772
3773 /* If we generated an object and put it in this object inventory,
3774 * move it to the parent object as the current object is about
3775 * to disappear. An example of this item is the random_* stuff
3776 * that is put inside other objects.
3777 */
3778 if (op->env)
3779 while (op->inv)
3780 op->env->insert (op->inv);
3781
3782 op->destroy ();
3783 break;
3784 }
3785
3786 return !!tmp;
3787}
3788
3789/**
3790 * fix_auto_apply goes through the entire map every time a map
3791 * is loaded or swapped in and performs special actions for
3792 * certain objects (most initialization of chests and creation of
3793 * treasures and stuff). Calls auto_apply if appropriate.
3794 */
3795void
3796maptile::fix_auto_apply ()
3797{
3798 if (!spaces)
3799 return;
3800
3801 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3802 for (object *tmp = ms->bot; tmp; )
3803 {
3804 object *above = tmp->above;
3805
3806 if (tmp->inv)
3807 {
3808 object *invtmp, *invnext;
3809
3810 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3811 {
3812 invnext = invtmp->below;
3813
3814 if (invtmp->flag [FLAG_AUTO_APPLY])
3815 auto_apply (invtmp);
3816 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3817 {
3818 while (invtmp->stats.hp-- > 0)
3819 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3820
3821 invtmp->randomitems = NULL;
3822 }
3823 else if (invtmp->arch
3824 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3825 && invtmp->has_random_items ())
3826 {
3827 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3828 /* Need to clear this so that we never try to create
3829 * treasure again for this object
3830 */
3831 invtmp->randomitems = NULL;
3832 }
3833 }
3834
3835 /* This is really temporary - the code at the bottom will
3836 * also set randomitems to null. The problem is there are bunches
3837 * of maps/players already out there with items that have spells
3838 * which haven't had the randomitems set to null yet.
3839 * MSW 2004-05-13
3840 *
3841 * And if it's a spellbook, it's better to set randomitems to NULL too,
3842 * else you get two spells in the book ^_-
3843 * Ryo 2004-08-16
3844 */
3845 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3846 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3847 tmp->randomitems = NULL;
3848 }
3849
3850 if (tmp->flag [FLAG_AUTO_APPLY])
3851 auto_apply (tmp);
3852 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3853 {
3854 while ((tmp->stats.hp--) > 0)
3855 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3856 tmp->randomitems = NULL;
3857 }
3858 else if (tmp->type == TIMED_GATE)
3859 {
3860 object *head = tmp->head != NULL ? tmp->head : tmp;
3861
3862 if (head->flag [FLAG_IS_LINKED])
3863 tmp->set_speed (0);
3864 }
3865 /* This function can be called everytime a map is loaded, even when
3866 * swapping back in. As such, we don't want to create the treasure
3867 * over and ove again, so after we generate the treasure, blank out
3868 * randomitems so if it is swapped in again, it won't make anything.
3869 * This is a problem for the above objects, because they have counters
3870 * which say how many times to make the treasure.
3871 */
3872 else if (tmp && tmp->arch && tmp->type != PLAYER
3873 && tmp->type != TREASURE && tmp->type != SPELL
3874 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3875 {
3876 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3877 tmp->randomitems = NULL;
3878 }
3879
3880 // close all containers
3881 else if (tmp->type == CONTAINER)
3882 tmp->flag [FLAG_APPLIED] = 0;
3883
3884 tmp = above;
3885 }
3886
3887 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3888 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3889 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3890 check_trigger (tmp, tmp->above, tmp->above);
3891}
3892
3893/**
3894 * Handles player eating food that temporarily changes status (resistances, stats).
3895 * This used to call cast_change_attr(), but
3896 * that doesn't work with the new spell code. Since we know what
3897 * the food changes, just grab a force and use that instead.
3898 */
3899void
3900eat_special_food (object *who, object *food)
3901{
3902 object *force;
3903 int i, did_one = 0;
3904
3905 char buf[64];
3906 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3907 shstr key (buf);
3908
3909 /* bigger morsel of food = longer effect time */
3910 int duration = TIME2TICK (food->stats.food);
3911
3912 if (force = who->force_find (key))
3913 {
3914 if (duration > fabs (force->speed_left / force->speed))
3915 {
3916 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));
3917 force->force_set_timer (duration);
3918 }
3919 else
3920 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3921
3922 return;
3923 }
3924 else
3925 {
3926 force = who->force_add (key, duration);
3927 force->name = key;
3928
3929 /* check if the food affects a stat */
3930 for (i = 0; i < NUM_STATS; i++)
3931 if (sint8 k = food->stats.stat (i))
3932 {
3933 force->stats.stat (i) = k;
3934 did_one = 1;
3935 }
3936
3937 /* check if we can protect the eater */
3938 for (i = 0; i < NROFATTACKS; i++)
3939 {
3940 if (food->resist[i] > 0)
3941 {
3942 force->resist[i] = food->resist[i];
3943 did_one = 1;
3944 }
3945 }
3946
3947 if (did_one)
3948 {
3949 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));
3950
3951 /* make the force take effect and report effects to user */
3952 change_abil (who, force);
3953 }
3954 else
3955 force->destroy ();
3956 }
3957
3958 /* check for hp, sp change */
3959 if (food->stats.hp != 0)
3960 {
3961 if (food->flag [FLAG_CURSED])
3962 {
3963 who->contr->killer = food;
3964 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3965 who->failmsg ("Eck!...that was poisonous!");
3966 }
3967 else
3968 {
3969 if (food->stats.hp > 0)
3970 who->statusmsg ("You begin to feel better.");
3971 else
3972 who->failmsg ("Eck!...that was poisonous!");
3973
3974 who->stats.hp += food->stats.hp;
3975 }
3976 }
3977
3978 if (food->stats.sp != 0)
3979 {
3980 if (food->flag [FLAG_CURSED])
3981 {
3982 who->failmsg ("You are drained of mana!");
3983 who->stats.sp -= food->stats.sp;
3984 if (who->stats.sp < 0)
3985 who->stats.sp = 0;
3986 }
3987 else
3988 {
3989 who->statusmsg ("You feel a rush of magical energy!");
3990 who->stats.sp += food->stats.sp;
3991 /* place limit on max sp from food? */
3992 }
3993 }
3994
3995 who->update_stats ();
3996}
3997
3998void
3999apply_changes_to_player (object *pl, object *change)
4000{
4001 int excess_stat = 0; /* if the stat goes over the maximum
4002 for the race, put the excess stat some
4003 where else. */
4004
4005 switch (change->type)
4006 {
4007 case CLASS:
4008 {
4009 living *stats = &(pl->contr->orig_stats);
4010 living *ns = &(change->stats);
4011 object *walk;
4012 int flag_change_face = 1;
4013
4014 /* the following code assigns stats up to the stat max
4015 * for the race, and if the stat max is exceeded,
4016 * tries to randomly reassign the excess stat
4017 */
4018 int i, j;
4019
4020 for (i = 0; i < NUM_STATS; i++)
4021 {
4022 int race_bonus = pl->arch->stats.stat (i);
4023 sint8 stat = stats->stat (i) + ns->stat (i);
4024
4025 if (stat > 20 + race_bonus)
4026 {
4027 excess_stat++;
4028 stat = 20 + race_bonus;
4029 }
4030
4031 stats->stat (i) = stat;
4032 }
4033
4034 for (j = 0; excess_stat > 0 && j < 100; j++)
4035 { /* try 100 times to assign excess stats */
4036 int i = rndm (0, 6);
4037
4038 if (i == CHA)
4039 continue; /* exclude cha from this */
4040
4041 int stat = stats->stat (i);
4042 int race_bonus = pl->arch->stats.stat (i);
4043 if (stat < 20 + race_bonus)
4044 {
4045 change_attr_value (stats, i, 1);
4046 excess_stat--;
4047 }
4048 }
4049
4050 /* insert the randomitems from the change's treasurelist into
4051 * the player ref: player.c
4052 */
4053 if (change->randomitems)
4054 give_initial_items (pl, change->randomitems);
4055
4056 /* set up the face, for some races. */
4057
4058 /* first, look for the force object banning
4059 * changing the face. Certain races never change face with class.
4060 */
4061 for (walk = pl->inv; walk; walk = walk->below)
4062 if (walk->name == shstr_NOCLASSFACECHANGE)
4063 flag_change_face = 0;
4064
4065 if (flag_change_face)
4066 {
4067 pl->face = change->face;
4068 pl->animation_id = change->animation_id;
4069 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4070 }
4071
4072 /* check the special case of can't use weapons */
4073 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4074 if (change->name == shstr_monk)
4075 pl->clr_flag (FLAG_USE_WEAPON);
4076
4077 break;
4078 }
4079 }
4080}
4081

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