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

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.43 by root, Tue Dec 19 05:12:52 2006 UTC vs.
Revision 1.262 by root, Sun May 2 11:23:52 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
38#include <math.h>
39
40/**
41 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue.
43 */
44int
45should_director_abort (object *op, object *victim)
46{ 38{
47 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
48
49 /* Get flags to determine what of arch, name, and race should be checked.
50 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
51 * the next is the name flag, and the last is the race flag. Also note,
52 * if subtype is set to zero, that also goes to defaults of all affecting
53 * it. Examples:
54 * subtype 1: only arch
55 * subtype 3: arch or name
56 * subtype 5: arch or race
57 * subtype 7: all three
58 */
59 if (op->subtype)
60 { 40 {
61 arch_flag = (op->subtype & 1); 41 set (WEAPON);
62 name_flag = (op->subtype & 2); 42 set (ARMOUR);
63 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
64 } 61 }
65 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
66 { 69 {
67 arch_flag = 1; 70 set (TRANSPORT);
68 name_flag = 1; 71 set (EXIT);
69 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
70 } 85 }
71 /* If the director has race set, only affect objects with a arch, 86} apply_types_player_only;
72 * name or race that matches. 87
73 */ 88// applying these _can_ be attempted, others cannot
74 if ((op->race) && 89// be applied at all. used by e.g. apply below.
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 90
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 91static const struct apply_types : typeset
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 92{
93 apply_types ()
94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
78 { 95 {
79 return 1; 96 set (T_HANDLE);
97 set (TRIGGER);
98 set (SCROLL);
99 set (POTION);
100 set (CLOSE_CON);
101 set (CONTAINER);
102 set (LAMP);
103 set (TORCH);
104 set (DRINK);
105 set (FOOD);
106 set (FLESH);
107 set (POISON);
108 set (POWER_CRYSTAL);
109 set (ITEM_TRANSFORMER);
80 } 110 }
81 /* If the director has slaying set, only affect objects where none 111} apply_types;
82 * of arch, name, or race match.
83 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
88 return 1;
89 }
90 return 0;
91}
92
93/**
94 * This handles a player dropping money on an altar to identify stuff.
95 * It'll identify marked item, if none all items up to dropped money.
96 * Return value: 1 if money was destroyed, 0 if not.
97 */
98static int
99apply_id_altar (object *money, object *altar, object *pl)
100{
101 object *id, *marked;
102 int success = 0;
103
104 if (pl == NULL || pl->type != PLAYER)
105 return 0;
106
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be.
109 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0;
112
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory.
116 */
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 {
119 if (operate_altar (altar, &money))
120 {
121 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
123 if (marked->msg)
124 {
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL;
129 }
130 }
131
132 for (id = pl->inv; id; id = id->below)
133 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 {
136 if (operate_altar (altar, &money))
137 {
138 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
140 if (id->msg)
141 {
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break;
149 }
150 else
151 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break;
154 }
155 }
156 }
157 if (!success)
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
159 return money == NULL;
160}
161
162/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item.
165 **/
166static void
167handle_apply_yield (object *tmp)
168{
169 const char *yield;
170
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189}
190
191/**
192 * Handles applying a potion.
193 */
194int
195apply_potion (object *op, object *tmp)
196{
197 int got_one = 0, i;
198 object *force = 0, *floor = 0;
199
200 floor = get_map_ob (op->map, op->x, op->y);
201
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0;
208 }
209
210 if (op->type == PLAYER)
211 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
212 identify (tmp);
213
214 handle_apply_yield (tmp);
215
216 /* Potion of restoration - only for players */
217 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
218 {
219 object *depl;
220 archetype *at;
221
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 {
224 drain_stat (op);
225 fix_player (op);
226 decrease_ob (tmp);
227 return 1;
228 }
229
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
231 {
232 LOG (llevError, "Could not find archetype depletion\n");
233 return 0;
234 }
235 depl = present_arch_in_ob (at, op);
236
237 if (depl != NULL)
238 {
239 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242
243 depl->destroy ();
244 fix_player (op);
245 }
246 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248
249 decrease_ob (tmp);
250 return 1;
251 }
252
253 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
255 {
256 for (i = 1; i < MIN (11, op->level); i++)
257 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 {
260 if (op->contr->levhp[i] != 1)
261 {
262 op->contr->levhp[i] = 1;
263 break;
264 }
265 if (op->contr->levsp[i] != 1)
266 {
267 op->contr->levsp[i] = 1;
268 break;
269 }
270 if (op->contr->levgrace[i] != 1)
271 {
272 op->contr->levgrace[i] = 1;
273 break;
274 }
275 }
276 else
277 {
278 if (op->contr->levhp[i] < 9)
279 {
280 op->contr->levhp[i] = 9;
281 break;
282 }
283 if (op->contr->levsp[i] < 6)
284 {
285 op->contr->levsp[i] = 6;
286 break;
287 }
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 fix_player (op);
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 }
309 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 fix_player (op);
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 }
319 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 }
348 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350
351 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op);
355 return 1;
356 }
357
358 /* Deal with protection potions */
359 force = NULL;
360 for (i = 0; i < NROFATTACKS; i++)
361 {
362 if (tmp->resist[i])
363 {
364 if (!force)
365 force = get_archetype (FORCE_NAME);
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */
369 }
370 }
371 /* This is a protection potion */
372 if (force)
373 {
374 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 {
377 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 }
382 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force);
387 decrease_ob (tmp);
388 return 1;
389 }
390
391 /* Only thing left are the stat potions */
392 if (op->type == PLAYER)
393 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else
397 SET_FLAG (tmp, FLAG_APPLIED);
398 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
400 }
401
402 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears
405 * up all the stats.
406 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op);
409 decrease_ob (tmp);
410 return 1;
411}
412 112
413/**************************************************************************** 113/****************************************************************************
414 * Weapon improvement code follows 114 * Weapon improvement code follows
415 ****************************************************************************/ 115 ****************************************************************************/
416 116
417/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
418 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
419 */ 134 */
420static int 135static int
421check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
422{ 137{
423 int count = 0; 138 int count = 0;
424 139
425 140 if (!item)
426 if (item == NULL)
427 return 0; 141 return 0;
428 op = op->below; 142
429 while (op != NULL) 143 for (op = op->below; op; op = op->below)
430 { 144 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 147 count += op->number_of ();
440 } 148
441 }
442 op = op->below;
443 }
444 return count; 149 return count;
445} 150}
446 151
447/** 152/**
448 * This removes 'nrof' of what item->slaying says to remove. 153 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 154 * op is typically the player, which is only
450 * really used to determine what space to look at. 155 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
452 */ 157 */
453static void 158static void
454eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 160{
456 object *prev; 161 object *prev;
457 162
458 prev = op; 163 prev = op;
459 op = op->below; 164 op = op->below;
460 165
461 while (op != NULL) 166 while (op)
462 { 167 {
463 if (strcmp (op->arch->name, item) == 0) 168 if (op->arch->archname == item)
464 { 169 {
465 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
466 { 171 {
467 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
468 return; 173 return;
469 } 174 }
470 else 175 else
471 { 176 {
472 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
473 nrof -= op->nrof; 178 nrof -= op->nrof;
474 } 179 }
180
475 op = prev; 181 op = prev;
476 } 182 }
183
477 prev = op; 184 prev = op;
478 op = op->below; 185 op = op->below;
479 } 186 }
480} 187}
481 188
482/** 189/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 192 */
538static int 193static int
539check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
540{ 195{
541 int count = 0; 196 int count = 0;
542 197
543 if (improver->slaying != NULL) 198 if (improver->slaying)
544 { 199 {
545 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
546 if (count < 1) 201 if (count < 1)
547 { 202 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 204 return 0;
553 } 205 }
554 } 206 }
555 else 207 else
556 count = 1; 208 count = 1;
559} 211}
560 212
561/** 213/**
562 * Actually improves the weapon, and tells user. 214 * Actually improves the weapon, and tells user.
563 */ 215 */
564int 216static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 218{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 219 stat += sacrifice_count;
570 weapon->last_eat++; 220 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 221 improver->decrease ();
572 decrease_ob (improver);
573 222
574 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
575 fix_player (op); 224 op->update_stats ();
225
226 op->statusmsg (format (
227 "Your sacrifice was accepted.\n"
228 "Weapon's bonus to %s improved by %d.",
229 statname, sacrifice_count
230 ));
231
576 return 1; 232 return 1;
577} 233}
578 234
579/* Types of improvements, hidden in the sp field. */ 235/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 236#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 237#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 238#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 239#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 240#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 241#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 242#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 243#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 244#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 245#define IMPROVE_INT 10
590#define IMPROVE_POW 11 246#define IMPROVE_POW 11
591
592 247
593/** 248/**
594 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
596 */ 251 */
597 252static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
600{ 254{
601 int sacrifice_count, i; 255 int sacrifice_count, i;
602 char buf[MAX_BUF];
603 256
604 if (weapon->level != 0) 257 if (weapon->level != 0)
605 { 258 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
607 return 0; 260 return 0;
608 } 261 }
262
609 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 264 if (weapon->resist[i])
611 break; 265 break;
612 266
613 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
620 { 274 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
622 return 0; 278 return 0;
623 } 279 }
280
624 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
626 return 0; 283 return 0;
284
627 weapon->level = isqrt (sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
630 287
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
632 293
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 296 slot at once! */
637 decrease_ob (improver); 297 improver->decrease ();
638 weapon->last_eat = 0; 298 weapon->last_eat = 0;
639 return 1; 299 return 1;
640} 300}
641
642 301
643/** 302/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 304 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
649 * 308 *
650 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
653 */ 312 */
654int 313static int
655improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
656{ 315{
657 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
658 317
659 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
662 } 320
663 if (weapon->level == 0) 321 if (weapon->level == 0)
664 { 322 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 326 return 0;
667 } 327 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 328
329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 331 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 333 return 0;
672 } 334 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 335
336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
674 { 338 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 339 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 340 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 341 "really want to improve it.");
678 return 0; 342 return 0;
679 } 343 }
344
680 /* This just increases damage by 5 points, no matter what. No sacrifice 345 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 346 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 347 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 348 * weapon can be improved.
684 */ 349 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 350 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 351 {
687 weapon->stats.dam += 5; 352 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 355 weapon->last_eat++;
691 356
692 weapon->item_power++; 357 weapon->item_power++;
693 decrease_ob (improver); 358 improver->decrease ();
694 return 1; 359 return 1;
695 } 360 }
361
696 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 363 {
698 /* Reduce weight by 20% */ 364 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 365 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 366 if (weapon->weight < 1)
701 weapon->weight = 1; 367 weapon->weight = 1;
368
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 370 weapon->last_eat++;
704 weapon->item_power++; 371 weapon->item_power++;
705 decrease_ob (improver); 372 improver->decrease ();
706 return 1; 373 return 1;
707 } 374 }
375
708 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 377 {
710 weapon->magic++; 378 weapon->magic++;
711 weapon->last_eat++; 379 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 381 improver->decrease ();
714 weapon->item_power++; 382 weapon->item_power++;
715 return 1; 383 return 1;
716 } 384 }
717 385
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
724 392
725 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
727 { 395 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
729 return 0; 397 return 0;
730 } 398 }
399
731 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 401 weapon->item_power++;
733 402
734 switch (improver->stats.sp) 403 switch (improver->stats.sp)
735 { 404 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 405 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 406 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 407 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 408 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 409 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 410 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 411 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 412 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 413 op->failmsg ("Unknown improvement type.");
752 } 414 }
415
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 416 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 417 return 0;
755} 418}
756 419
757/** 420/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
761 */ 424 */
762int 425static int
763check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
764{ 427{
765 object *otmp;
766
767 if (op->type != PLAYER) 428 if (op->type != PLAYER)
768 return 0; 429 return 0;
430
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 432 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 433 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 434 return 0;
773 } 435 }
774 otmp = find_marked_object (op); 436
437 object *otmp = op->mark ();
438
775 if (!otmp) 439 if (!otmp)
776 { 440 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 442 return 0;
779 } 443 }
444
780 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 446 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 447 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 448 return 0;
784 } 449 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
454 return 0;
455 }
456
457 op->statusmsg ("Applied weapon builder.");
458
786 improve_weapon (op, tmp, otmp); 459 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 460 esrv_send_item (op, otmp);
788 return 1; 461 return 1;
789} 462}
790 463
808 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 482 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 484 * changing of physical area right now.
812 */ 485 */
813int 486static int
814improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
815{ 488{
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
819 { 490 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 491 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 492 return 0;
822 } 493 }
494
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 495 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it. 496 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour 497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 498 * of gnarg and what not?)
827 */ 499 */
828 if (armour->title) 500 if (armour->title)
829 { 501 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 503 return 0;
832 } 504 }
833 505
834 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
836 */ 508 */
837 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 510
842 armour->magic++; 511 armour->magic++;
843 512
844 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
845 { 514 {
850 { 519 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 520 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 521 pow++;
853 } 522 }
854 523
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 524 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 525 }
857 else 526 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 527 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 528
860 if (!settings.armor_weight_linear) 529 if (!settings.armor_weight_linear)
861 { 530 {
862 int base = 100; 531 int base = 100;
863 int pow = 0; 532 int pow = 0;
866 { 535 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 536 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 537 pow++;
869 } 538 }
870 539
871 armour->weight = (armour->arch->clone.weight * base) / 100; 540 armour->weight = (armour->arch->weight * base) / 100;
872 } 541 }
873 else 542 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 543 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 544
876 if (armour->weight <= 0) 545 if (armour->weight <= 0)
877 { 546 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 547 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 548 armour->weight = 1;
880 } 549 }
881 550
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 552
884 if (op->type == PLAYER) 553 if (op->type == PLAYER)
885 { 554 {
886 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
888 fix_player (op); 557 if (armour->flag [FLAG_APPLIED])
558 op->update_stats ();
889 } 559 }
890 decrease_ob (improver); 560
561 improver->decrease ();
562
891 if (tmp) 563 if (tmp)
892 { 564 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 565
894 esrv_send_item (op, tmp);
895 }
896 return 1; 566 return 1;
897} 567}
898
899 568
900/* 569/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 570 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
903 */ 572 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 573 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 575 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
913 */ 577 */
914int 578int
915convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
916{ 580{
917 int nr = 0; 581 sint64 nr = 0, price_in;
918 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
919 590
920 /* We make some assumptions - we assume if it takes money as it type, 591 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 592 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
923 */ 594 */
924 if (!strcmp (CONV_FROM (converter), "money")) 595 if (conv_from == shstr_money)
925 { 596 {
926 int cost;
927
928 if (item->type != MONEY) 597 if (item->type != MONEY)
929 return 0; 598 return 0;
930 599
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 601 if (!nr)
933 return 0; 602 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 603
935 /* take into account rounding errors */ 604 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 605
937 cost++; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 607
608 item->decrease (cost);
939 609
940 price_in = cost * item->value; 610 price_in = cost * item->value;
941 } 611 }
942 else 612 else
943 { 613 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 614 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
946 return 0; 617 return 0;
947 618
948 if (CONV_NEED (converter)) 619 converter->play_sound (sound_find ("convert_item"));
620
621 if (need)
949 { 622 {
950 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
953 } 626 }
954 else 627 else
955 { 628 {
956 price_in = item->value; 629 price_in = item->value;
957 item->destroy (); 630 item->destroy ();
958 } 631 }
959 } 632 }
960 633
961 if (converter->inv != NULL) 634 if (converter->inv)
962 { 635 {
963 object *ob; 636 object *ob;
964 int i; 637 int i;
965 object *ob_to_copy; 638 object *ob_to_copy;
966 639
967 /* select random object from inventory to copy */ 640 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 644 ob_to_copy = ob;
974 } 645
975 } 646 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 649 }
980 else 650 else
981 { 651 {
982 if (converter->other_arch == NULL) 652 if (!conv_to)
983 { 653 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 656 return -1;
987 } 657 }
988 658
989 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 661 }
992 662
993 if (CONV_NR (converter)) 663 if (give)
994 item->nrof = CONV_NR (converter); 664 item->nrof = give;
665
995 if (nr) 666 if (nr)
996 item->nrof *= nr; 667 item->nrof *= nr;
997 if (is_in_shop (converter)) 668
998 SET_FLAG (item, FLAG_UNPAID); 669 if (converter->flag [FLAG_PRECIOUS])
670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
999 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 681 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 684 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 686 * hopefully had something in mind when doing this.
1007 */ 687 */
1008 } 688 }
689
690 // elmex: only identify if we need to, for example so that generated money doesn't
691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 696 return 1;
1011} 697}
1012 698
1013/** 699/**
1014 * Handle apply on containers. 700 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 702 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
1018 */ 704 */
1019 705static int
1020int
1021apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
1022{ 707{
1023 char buf[MAX_BUF]; 708 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 709 return 0; /* This might change */
1028 710
1029 if (sack == NULL || sack->type != CONTAINER) 711 if (!sack || sack->type != CONTAINER)
1030 { 712 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 713 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 714 return 0;
1033 } 715 }
1034 716
1035 op->contr->last_used = 0; 717 op->contr->last_used = 0;
1036 718
1037 if (sack->env != op) 719 if (sack->env && sack->env != op)
720 {
721 op->failmsg ("You must put it onto the floor or into your inventory first.");
722 return 1;
1038 { 723 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 724
725 // already applied == open on ground, or open in inv, or active in inv
726 if (sack->flag [FLAG_APPLIED])
727 {
728 if (op->container_ () == sack)
1040 { 729 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 730 // open on ground or inv, so close
731 op->close_container ();
1042 return 1; 732 return 1;
1043 } 733 }
1044 734 else if (!sack->env)
1045 /* It's on the ground, the problems begin */
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 735 {
1060 if (QUERY_FLAG (sack, FLAG_APPLIED)) 736 // active on floor, but not ours: some other player has opened it
737 // normally this only happens to dms standing on the same space.
738 // but it doesn't hurt to handle it.
739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
740 return 1;
1061 { 741 }
1062 if (op->container == NULL) 742 }
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 743
1082 if (tmp && tmp->type == CLOSE_CON) 744 // it's locked?
1083 tmp->destroy (); 745 if (sack->slaying)
1084 } 746 {
747 if (object *tmp = find_key (op, op, sack))
1085 } 748 {
1086 } 749 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 {
1090 if (op->container)
1091 {
1092 if (op->container != sack)
1093 {
1094 tmp = op->container;
1095 apply_container (op, tmp);
1096 sprintf (buf, "You close %s and open ", query_name (tmp));
1097 op->container = sack;
1098 strcat (buf, query_name (sack));
1099 strcat (buf, ".");
1100 }
1101 else
1102 {
1103 CLEAR_FLAG (sack, FLAG_APPLIED);
1104 op->container = NULL;
1105 sprintf (buf, "You close %s.", query_name (sack));
1106 }
1107 } 750 }
1108 else 751 else
1109 { 752 {
1110 CLEAR_FLAG (sack, FLAG_APPLIED); 753 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
1111 sprintf (buf, "You open %s.", query_name (sack)); 754 esrv_update_item (UPD_FLAGS, op, sack);
1112 SET_FLAG (sack, FLAG_APPLIED); 755 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1113 op->container = sack; 756 return 1;
1114 } 757 }
758 }
759
760 if (sack->env && !sack->flag [FLAG_APPLIED])
761 {
762 // it is in our env, so activate it, do not open yet
763 op->close_container ();
764 sack->flag [FLAG_APPLIED] = true;
765 esrv_update_item (UPD_FLAGS, op, sack);
766 op->statusmsg (format ("You ready %s.", query_name (sack)));
1115 } 767 }
1116 else 768 else
1117 { /* not applied */ 769 op->open_container (sack);
1118 if (sack->slaying)
1119 { /* it's locked */
1120 tmp = find_key (op, op, sack);
1121 if (tmp)
1122 {
1123 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1124 SET_FLAG (sack, FLAG_APPLIED);
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 {
1134 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1135 }
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141 if (sack->env == NULL)
1142 { /* if it's on ground,open it also */
1143 new_draw_info (NDI_UNIQUE, 0, op, buf);
1144 apply_container (op, sack);
1145 return 1;
1146 }
1147 }
1148 }
1149
1150 new_draw_info (NDI_UNIQUE, 0, op, buf);
1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154 770
1155 return 1; 771 return 1;
1156} 772}
1157
1158/**
1159 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1160 * the player has in their inventory, eg, sacks, luggages, etc.
1161 *
1162 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1163 * This version is for client/server mode.
1164 * op is the player, sack is the container the player is opening or closing.
1165 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1166 *
1167 * Reminder - there are three states for any container - closed (non applied),
1168 * applied (not open, but objects that match get tossed into it), and open
1169 * (applied flag set, and op->container points to the open container)
1170 */
1171
1172int
1173esrv_apply_container (object *op, object *sack)
1174{
1175 object *tmp = op->container;
1176
1177 if (op->type != PLAYER)
1178 return 0; /* This might change */
1179
1180 if (sack == NULL || sack->type != CONTAINER)
1181 {
1182 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1183 return 0;
1184 }
1185
1186 /* If we have a currently open container, then it needs to be closed in all cases
1187 * if we are opening this one up. We then fall through if appropriate for
1188 * openening the new container.
1189 */
1190
1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1192 {
1193 if (op->container->env != op)
1194 { /* if container is on the ground */
1195 op->container->move_off = 0;
1196 }
1197
1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1199 return 1;
1200
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1203 op->container = NULL;
1204 esrv_update_item (UPD_FLAGS, op, tmp);
1205 if (tmp == sack)
1206 return 1;
1207 }
1208
1209
1210 /* If the player is trying to open it (which he must be doing if we got here),
1211 * and it is locked, check to see if player has the equipment to open it.
1212 */
1213
1214 if (sack->slaying)
1215 { /* it's locked */
1216 tmp = find_key (op, op, sack);
1217 if (tmp)
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1220 }
1221 else
1222 {
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1224 return 0;
1225 }
1226 }
1227
1228 /* By the time we get here, we have made sure any other container has been closed and
1229 * if this is a locked container, the player they key to open it.
1230 */
1231
1232 /* There are really two cases - the sack is either on the ground, or the sack is
1233 * part of the players inventory. If on the ground, we assume that the player is
1234 * opening it, since if it was being closed, that would have been taken care of above.
1235 */
1236
1237
1238 if (sack->env != op)
1239 {
1240 /* Hypothetical case - the player is trying to open a sack that belong to someone
1241 * else. This normally should not happen, but a misbehaving client/player could
1242 * try to do it, so lets handle it gracefully.
1243 */
1244 if (sack->env)
1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1247 return 0;
1248 }
1249 /* set these so when the player walks off, we can unapply the sack */
1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1251
1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1254 SET_FLAG (sack, FLAG_APPLIED);
1255 op->container = sack;
1256 esrv_update_item (UPD_FLAGS, op, sack);
1257 esrv_send_inventory (op, sack);
1258
1259 }
1260 else
1261 { /* sack is in players inventory */
1262 if (QUERY_FLAG (sack, FLAG_APPLIED))
1263 { /* readied sack becoming open */
1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1266 SET_FLAG (sack, FLAG_APPLIED);
1267 op->container = sack;
1268 esrv_update_item (UPD_FLAGS, op, sack);
1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1272 {
1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1275 SET_FLAG (sack, FLAG_APPLIED);
1276 esrv_update_item (UPD_FLAGS, op, sack);
1277 }
1278 }
1279 return 1;
1280}
1281
1282 773
1283/** 774/**
1284 * Handles dropping things on altar. 775 * Handles dropping things on altar.
1285 * Returns true if sacrifice was accepted. 776 * Returns true if sacrifice was accepted.
1286 */ 777 */
1289{ 780{
1290 /* Only players can make sacrifices on spell casting altars. */ 781 /* Only players can make sacrifices on spell casting altars. */
1291 if (altar->inv && (!originator || originator->type != PLAYER)) 782 if (altar->inv && (!originator || originator->type != PLAYER))
1292 return 0; 783 return 0;
1293 784
1294 if (operate_altar (altar, &sacrifice)) 785 if (operate_altar (altar, &sacrifice, originator))
1295 { 786 {
1296 /* Simple check. Unfortunately, it means you can't cast magic bullet 787 /* Simple check. Unfortunately, it means you can't cast magic bullet
1297 * with an altar. We call it a Potion - altars are stationary - it 788 * with an altar. We call it a Potion - altars are stationary - it
1298 * is up to map designers to use them properly. 789 * is up to map designers to use them properly.
1299 */ 790 */
1300 if (altar->inv && altar->inv->type == SPELL) 791 if (altar->inv && altar->inv->type == SPELL)
1301 { 792 {
1302 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 793 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1303 cast_spell (originator, altar, 0, altar->inv, NULL); 794 cast_spell (originator, altar, 0, altar->inv, NULL);
1304 /* If it is connected, push the button. Fixes some problems with 795 /* If it is connected, push the button. Fixes some problems with
1305 * old maps. 796 * old maps.
1306 */ 797 */
1307 798
1308/* push_button (altar);*/ 799/* push_button (altar);*/
1309 } 800 }
1310 else 801 else
1311 { 802 {
1312 altar->value = 1; /* works only once */ 803 altar->value = 1; /* works only once */
1313 push_button (altar); 804 push_button (altar, originator);
1314 } 805 }
1315 806
1316 return !sacrifice; 807 return !sacrifice;
1317 } 808 }
1318 else 809 else
1331{ 822{
1332 int rv = 0; 823 int rv = 0;
1333 double opinion; 824 double opinion;
1334 object *tmp, *next; 825 object *tmp, *next;
1335 826
1336 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 827 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1337 828
1338 if (op->type != PLAYER) 829 bool has_unpaid = false;
830
831 // quite inefficient to do this here twice, but the api doesn't lend itself to
832 // a quick and small change :(
833 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
834 if (item->flag [FLAG_UNPAID])
835 {
836 has_unpaid = true;
837 break;
838 }
839
840 if (!op->is_player ())
1339 { 841 {
1340 /* Remove all the unpaid objects that may be carried here. 842 /* Remove all the unpaid objects that may be carried here.
1341 * This could be pets or monsters that are somehow in 843 * This could be pets or monsters that are somehow in
1342 * the shop. 844 * the shop.
1343 */ 845 */
1344 for (tmp = op->inv; tmp; tmp = next) 846 for (tmp = op->inv; tmp; tmp = next)
1345 { 847 {
1346 next = tmp->below; 848 next = tmp->below;
1347 849
1348 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 850 if (tmp->flag [FLAG_UNPAID])
1349 { 851 {
1350 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 852 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1351 853
854 if (i >= 0)
1352 tmp->remove (); 855 tmp->move (i);
1353
1354 if (i == -1)
1355 i = 0;
1356
1357 tmp->map = op->map;
1358 tmp->x = op->x + freearr_x[i];
1359 tmp->y = op->y + freearr_y[i];
1360 insert_ob_in_map (tmp, op->map, op, 0);
1361 } 856 }
1362 } 857 }
1363 858
1364 /* Don't teleport things like spell effects */ 859 /* Don't teleport things like spell effects */
1365 if (QUERY_FLAG (op, FLAG_NO_PICK)) 860 if (op->flag [FLAG_NO_PICK])
1366 return 0; 861 return 0;
1367 862
1368 /* unpaid objects, or non living objects, can't transfer by 863 /* unpaid objects, or non living objects, can't transfer by
1369 * shop mats. Instead, put it on a nearby space. 864 * shop mats. Instead, put it on a nearby space.
1370 */ 865 */
1371 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 866 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1372 { 867 {
1373
1374 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 868 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1375 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 869 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1376 870
1377 if (i != -1) 871 if (i != -1)
1378 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 872 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1379 873
1380 return 0; 874 return 0;
1381 } 875 }
876
1382 /* Removed code that checked for multipart objects - it appears that 877 /* Removed code that checked for multipart objects - it appears that
1383 * the teleport function should be able to handle this just fine. 878 * the teleport function should be able to handle this just fine.
1384 */ 879 */
1385 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1386 } 881 }
1387 else if (can_pay (op) && get_payment (op)) 882 else if (can_pay (op) && get_payment (op))
1388 { 883 {
1389 /* this is only used for players */ 884 /* this is only used for players */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 885 rv = teleport (shop_mat, SHOP_MAT, op);
1391 886
887 if (has_unpaid)
888 op->contr->play_sound (sound_find ("shop_buy"));
889 else if (op->is_in_shop ())
890 op->contr->play_sound (sound_find ("shop_enter"));
891 else
892 op->contr->play_sound (sound_find ("shop_leave"));
893
1392 if (shop_mat->msg) 894 if (shop_mat->msg)
1393 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 895 op->statusmsg (shop_mat->msg);
1394 /* This check below is a bit simplistic - generally it should be correct, 896 /* This check below is a bit simplistic - generally it should be correct,
1395 * but there is never a guarantee that the bottom space on the map is 897 * but there is never a guarantee that the bottom space on the map is
1396 * actually the shop floor. 898 * actually the shop floor.
1397 */ 899 */
1398 else if (!rv && !is_in_shop (op)) 900 else if (!rv && !op->is_in_shop ())
1399 { 901 {
1400 opinion = shopkeeper_approval (op->map, op); 902 opinion = shopkeeper_approval (op->map, op);
1401 903
1402 if (opinion > 0.9) 904 op->statusmsg (
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 905 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1404 else if (opinion > 0.75) 906 : opinion >= 0.75 ? "The shopkeeper waves to you."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 907 : opinion >= 0.50 ? "The shopkeeper ignores you."
1406 else if (opinion > 0.5) 908 : "The shopkeeper glares at you with contempt."
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1408 else 909 );
1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1410 } 910 }
1411 } 911 }
1412 else 912 else
1413 { 913 {
1414 /* if we get here, a player tried to leave a shop but was not able 914 /* if we get here, a player tried to leave a shop but was not able
1415 * to afford the items he has. We try to move the player so that 915 * to afford the items he has. We try to move the player so that
1416 * they are not on the mat anymore 916 * they are not on the mat anymore
1417 */ 917 */
1418 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 918 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1419 919
1420 if (i == -1) 920 if (i == -1)
1421 {
1422 LOG (llevError, "Internal shop-mat problem.\n"); 921 LOG (llevError, "Internal shop-mat problem.\n");
1423 }
1424 else 922 else
1425 { 923 {
1426 op->remove (); 924 op->remove ();
1427 op->x += freearr_x[i]; 925 op->x += freearr_x[i];
1428 op->y += freearr_y[i]; 926 op->y += freearr_y[i];
1429 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 927 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1430 } 928 }
1431 } 929 }
1432 930
1433 CLEAR_FLAG (op, FLAG_NO_APPLY); 931 op->clr_flag (FLAG_NO_APPLY);
1434 return rv; 932 return rv;
1435} 933}
1436 934
1437/** 935/**
1438 * Handles applying a sign. 936 * Handles applying a sign.
1439 */ 937 */
1440static void 938static void
1441apply_sign (object *op, object *sign, int autoapply) 939apply_sign (object *op, object *sign, int autoapply)
1442{ 940{
1443 readable_message_type *msgType; 941 if (!op->is_player())
1444 char newbuf[HUGE_BUF]; 942 return;
1445 943
1446 if (sign->msg == NULL) 944 if (sign->has_dialogue ())
1447 { 945 {
1448 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 946 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1449 return; 947 return;
1450 } 948 }
1451 949
950 if (!sign->msg)
951 {
952 op->contr->infobox (MSG_CHANNEL ("examine"),
953 format ("T<%s>\n\n Nothing %sis written on it.",
954 &sign->name,
955 sign->name == sign->arch->name ? "" : "else "));
956 return;
957 }
958
1452 if (sign->stats.food) 959 if (sign->stats.food)
1453 { 960 {
1454 if (sign->last_eat >= sign->stats.food) 961 if (sign->last_eat >= sign->stats.food)
1455 { 962 {
1456 if (!sign->move_on) 963 if (!sign->move_on)
1457 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 964 op->failmsg ("You cannot read it anymore.");
965
1458 return; 966 return;
1459 } 967 }
1460 968
1461 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 969 if (!op->flag [FLAG_WIZPASS])
1462 sign->last_eat++; 970 sign->last_eat++;
1463 } 971 }
1464 972
1465 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 973 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1466 * No way to know for sure. The presumption is basically that if 974 * No way to know for sure. The presumption is basically that if
1467 * move_on is zero, it needs to be manually applied (doesn't talk 975 * move_on is zero, it needs to be manually applied (doesn't talk
1468 * to us). 976 * to us).
1469 */ 977 */
1470 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 978 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1471 { 979 {
1472 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 980 op->failmsg ("You are unable to read while blind!");
1473 return; 981 return;
1474 } 982 }
1475 msgType = get_readable_message_type (sign);
1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1477 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1478}
1479 983
1480/** 984 if (op->contr)
1481 * 'victim' moves onto 'trap' 985 if (client *ns = op->contr->ns)
1482 * 'victim' leaves 'trap' 986 {
1483 * effect is determined by move_on/move_off of trap and move_type of victime. 987 if (sign->sound)
1484 * 988 ns->play_sound (sign->sound);
1485 * originator: Player, monster or other object that caused 'victim' to move 989 else if (autoapply)
1486 * onto 'trap'. Will receive messages caused by this action. May be NULL. 990 ns->play_sound (sound_find ("msg_voice"));
1487 * However, some types of traps require an originator to function. 991
1488 */ 992 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1489void 993 }
994}
995
996static void
1490move_apply (object *trap, object *victim, object *originator) 997move_apply_hole (object *trap, object *victim)
1491{ 998{
1492 static int recursion_depth = 0; 999 /* Hole not open? */
1493 1000 if (trap->stats.wc > 0)
1494 /* Only exits affect DMs. */
1495 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1496 return; 1001 return;
1497 1002
1498 /* move_apply() is the most likely candidate for causing unwanted and 1003 /* Is this a multipart monster and not the head? If so, return.
1499 * possibly unlimited recursion. 1004 * Processing will happen if the head runs into the pit
1500 */ 1005 */
1501 /* The following was changed because it was causing perfeclty correct 1006 if (victim->head)
1502 * maps to fail. 1) it's not an error to recurse:
1503 * rune detonates, summoning monster. monster lands on nearby rune.
1504 * nearby rune detonates. This sort of recursion is expected and
1505 * proper. This code was causing needless crashes.
1506 */
1507 if (recursion_depth >= 500)
1508 {
1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1510 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1511 return; 1007 return;
1512 }
1513 recursion_depth++;
1514 if (trap->head)
1515 trap = trap->head;
1516 1008
1517 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1009 // now find all possible locations and randomly pick one
1518 goto leave; 1010 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1011 trap->range >= 3 ? SIZEOFFREE3 + 1
1012 : trap->range >= 2 ? SIZEOFFREE2 + 1
1013 : trap->range >= 1 ? SIZEOFFREE1 + 1
1014 : SIZEOFFREE0 + 1);
1519 1015
1520 switch (trap->type) 1016 if (dir < 0)
1521 {
1522 case PLAYERMOVER:
1523 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1524 {
1525 if (!trap->stats.maxsp)
1526 trap->stats.maxsp = 2;
1527
1528 /* Is this correct? From the docs, it doesn't look like it
1529 * should be divided by trap->speed
1530 */
1531 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1532
1533 /* Just put in some sanity check. I think there is a bug in the
1534 * above with some objects have zero speed, and thus the player
1535 * getting permanently paralyzed.
1536 */
1537 if (victim->speed_left < -50.0)
1538 victim->speed_left = -50.0;
1539 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1540 }
1541 goto leave;
1542
1543 case SPINNER:
1544 if (victim->direction)
1545 {
1546 victim->direction = absdir (victim->direction - trap->stats.sp);
1547 update_turn_face (victim);
1548 }
1549 goto leave;
1550
1551 case DIRECTOR:
1552 if (victim->direction && !should_director_abort (trap, victim))
1553 {
1554 victim->direction = trap->stats.sp;
1555 update_turn_face (victim);
1556 }
1557 goto leave;
1558
1559 case BUTTON:
1560 case PEDESTAL:
1561 update_button (trap);
1562 goto leave;
1563
1564 case ALTAR:
1565 /* sacrifice victim on trap */
1566 apply_altar (trap, victim, originator);
1567 goto leave;
1568
1569 case THROWN_OBJ:
1570 if (trap->inv == NULL)
1571 goto leave;
1572 /* fallthrough */
1573
1574 case ARROW:
1575 /* bad bug: monster throw a object, make a step forwards, step on object ,
1576 * trigger this here and get hit by own missile - and will be own enemy.
1577 * Victim then is his own enemy and will start to kill herself (this is
1578 * removed) but we have not synced victim and his missile. To avoid senseless
1579 * action, we avoid hits here
1580 */
1581 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1582 hit_with_arrow (trap, victim);
1583 goto leave;
1584
1585 case SPELL_EFFECT:
1586 apply_spell_effect (trap, victim);
1587 goto leave;
1588
1589 case TRAPDOOR:
1590 {
1591 int max, sound_was_played;
1592 object *ab, *ab_next;
1593
1594 if (!trap->value)
1595 {
1596 int tot;
1597
1598 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1599 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1600 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1601
1602 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1603 goto leave;
1604
1605 SET_ANIMATION (trap, trap->value);
1606 update_object (trap, UP_OBJ_FACE);
1607 }
1608
1609 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1610 {
1611 /* need to set this up, since if we do transfer the object,
1612 * ab->above would be bogus
1613 */
1614 ab_next = ab->above;
1615
1616 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1617 {
1618 if (!sound_was_played)
1619 {
1620 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1621 sound_was_played = 1;
1622 }
1623 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1624 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1625 }
1626 }
1627 goto leave;
1628 }
1629
1630
1631 case CONVERTER:
1632 if (convert_item (victim, trap) < 0)
1633 {
1634 object *op;
1635
1636 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1637
1638 op = get_archetype ("burnout");
1639 if (op != NULL)
1640 {
1641 op->x = trap->x;
1642 op->y = trap->y;
1643 insert_ob_in_map (op, trap->map, trap, 0);
1644 }
1645 }
1646 goto leave;
1647
1648 case TRIGGER_BUTTON:
1649 case TRIGGER_PEDESTAL:
1650 case TRIGGER_ALTAR:
1651 check_trigger (trap, victim);
1652 goto leave;
1653
1654 case DEEP_SWAMP:
1655 walk_on_deep_swamp (trap, victim);
1656 goto leave;
1657
1658 case CHECK_INV:
1659 check_inv (victim, trap);
1660 goto leave;
1661
1662 case HOLE:
1663 /* Hole not open? */
1664 if (trap->stats.wc > 0)
1665 goto leave;
1666
1667 /* Is this a multipart monster and not the head? If so, return.
1668 * Processing will happen if the head runs into the pit
1669 */
1670 if (victim->head)
1671 goto leave;
1672
1673 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1674 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1675 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1676 goto leave;
1677
1678 case EXIT:
1679 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 {
1681 /* Basically, don't show exits leading to random maps the
1682 * players output.
1683 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1686 enter_exit (victim, trap);
1687 }
1688 goto leave;
1689
1690 case ENCOUNTER:
1691 /* may be some leftovers on this */
1692 goto leave;
1693
1694 case SHOP_MAT:
1695 apply_shop_mat (trap, victim);
1696 goto leave;
1697
1698 /* Drop a certain amount of gold, and have one item identified */
1699 case IDENTIFY_ALTAR:
1700 apply_id_altar (victim, trap, originator);
1701 goto leave;
1702
1703 case SIGN:
1704 if (victim->type != PLAYER && trap->stats.food > 0)
1705 goto leave; /* monsters musn't apply magic_mouths with counters */
1706
1707 apply_sign (victim, trap, 1);
1708 goto leave;
1709
1710 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap);
1715 goto leave;
1716
1717 case RUNE:
1718 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1721 spring_trap (trap, victim);
1722 }
1723 goto leave;
1724
1725 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1728 goto leave;
1729 }
1730
1731leave:
1732 recursion_depth--;
1733}
1734
1735/**
1736 * Handles reading a regular (ie not containing a spell) book.
1737 */
1738static void
1739apply_book (object *op, object *tmp)
1740{
1741 int lev_diff;
1742 object *skill_ob;
1743
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1747 return; 1017 return;
1748 }
1749 if (tmp->msg == NULL)
1750 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1752 return;
1753 }
1754 1018
1755 /* need a literacy skill to read stuff! */ 1019 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1020 victim->statusmsg ("You fall through the hole!", NDI_RED);
1757 if (!skill_ob)
1758 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1760 return;
1761 }
1762 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 {
1765 if (lev_diff < 2)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1767 else if (lev_diff < 3)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1769 else if (lev_diff < 5)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1771 else if (lev_diff < 8)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1773 else if (lev_diff < 15)
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1775 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 return;
1778 }
1779 1021
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1022 transfer_ob (victim,
1781 1023 EXIT_X (trap) + freearr_x[dir],
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1024 EXIT_Y (trap) + freearr_y[dir],
1783 msgType->message_type, msgType->message_subtype, 1025 0, victim);
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1785
1786 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1790
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 {
1793 /*exp_gain *= 2; because they just identified it too */
1794 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795
1796 /* If in a container, update how it looks */
1797 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else
1800 op->contr->socket->floorbox_update ();
1801 }
1802
1803 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 }
1806}
1807
1808/**
1809 * Handles the applying of a skill scroll, calling learn_skill straight.
1810 * op is the person learning the skill, tmp is the skill scroll object
1811 */
1812static void
1813apply_skillscroll (object *op, object *tmp)
1814{
1815 switch ((int) learn_skill (op, tmp))
1816 {
1817 case 0:
1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1820 return;
1821
1822 case 1:
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824 decrease_ob (tmp);
1825 return;
1826
1827 default:
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1829 decrease_ob (tmp);
1830 return;
1831 }
1832}
1833
1834/**
1835 * Actually makes op learn spell.
1836 * Informs player of what happens.
1837 */
1838void
1839do_learn_spell (object *op, object *spell, int special_prayer)
1840{
1841 object *tmp;
1842
1843 if (op->type != PLAYER)
1844 {
1845 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1846 return;
1847 }
1848
1849 /* Upgrade special prayers to normal prayers */
1850 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1851 {
1852 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1853 {
1854 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1855 return;
1856 }
1857 return;
1858 }
1859
1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1861 tmp = spell->clone ();
1862 insert_ob_in_ob (tmp, op);
1863
1864 if (special_prayer)
1865 SET_FLAG (tmp, FLAG_STARTEQUIP);
1866
1867 esrv_add_spells (op->contr, tmp);
1868}
1869
1870/**
1871 * Erases spell from player's inventory.
1872 */
1873void
1874do_forget_spell (object *op, const char *spell)
1875{
1876 object *spob;
1877
1878 if (op->type != PLAYER)
1879 {
1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1881 return;
1882 }
1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return;
1887 }
1888
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob);
1892 spob->destroy ();
1893}
1894
1895/**
1896 * Handles player applying a spellbook.
1897 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1898 * stuff like that. Random learning failure too.
1899 */
1900static void
1901apply_spellbook (object *op, object *tmp)
1902{
1903 object *skop, *spell, *spell_skill;
1904
1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1908 return;
1909 }
1910
1911 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks
1914 */
1915
1916 if (tmp->slaying != NULL)
1917 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell)
1920 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1922 return;
1923 }
1924 else
1925 insert_ob_in_ob (spell, tmp);
1926 tmp->slaying = NULL;
1927 }
1928
1929 skop = find_skill_by_name (op, tmp->skill);
1930
1931 /* need a literacy skill to learn spells. Also, having a literacy level
1932 * lower than the spell will make learning the spell more difficult */
1933 if (!skop)
1934 {
1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1936 return;
1937 }
1938
1939 spell = tmp->inv;
1940
1941 if (!spell)
1942 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945 return;
1946 }
1947
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1951 return;
1952 }
1953
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 identify (tmp);
1959
1960 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else
1963 op->contr->socket->floorbox_update ();
1964 }
1965
1966 /* I removed the check for special_prayer_mark here - it didn't make
1967 * a lot of sense - special prayers are not found in spellbooks, and
1968 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark.
1970 */
1971 if (check_spell_known (op, spell->name))
1972 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1974 return;
1975 }
1976
1977 if (spell->skill)
1978 {
1979 spell_skill = find_skill_by_name (op, spell->skill);
1980
1981 if (!spell_skill)
1982 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1984 return;
1985 }
1986
1987 if (spell_skill->level < spell->level)
1988 {
1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1990 return;
1991 }
1992 }
1993
1994 /* Logic as follows
1995 *
1996 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1997 *
1998 * 2- The learner's skill level in literacy adjusts the chance to learn
1999 * a spell.
2000 *
2001 * 3 -Automatically fail to learn if you read while confused
2002 *
2003 * Overall, chances are the same but a player will find having a high
2004 * literacy rate very useful! -b.t.
2005 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 {
2008 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2009 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013 {
2014
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0);
2017
2018 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 }
2022 else
2023 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 }
2027 decrease_ob (tmp);
2028}
2029
2030/**
2031 * Handles applying a spell scroll.
2032 */
2033void
2034apply_scroll (object *op, object *tmp, int dir)
2035{
2036 object *skop;
2037
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2041 return;
2042 }
2043
2044 if (!tmp->inv || tmp->inv->type != SPELL)
2045 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2047 return;
2048 }
2049
2050 if (op->type == PLAYER)
2051 {
2052 /* players need a literacy skill to read stuff! */
2053 int exp_gain = 0;
2054
2055 /* hard code literacy - tmp->skill points to where the exp
2056 * should go for anything killed by the spell.
2057 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059
2060 if (!skop)
2061 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2063 return;
2064 }
2065
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0);
2068 }
2069
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp);
2072
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074
2075
2076 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp);
2078}
2079
2080/**
2081 * Applies a treasure object - by default, chest. op
2082 * is the person doing the applying, tmp is the treasure
2083 * chest.
2084 */
2085static void
2086apply_treasure (object *op, object *tmp)
2087{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better
2095 * treasure
2096 */
2097
2098 treas = tmp->inv;
2099 if (treas == NULL)
2100 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp);
2103 return;
2104 }
2105 while (tmp->inv)
2106 {
2107 treas = tmp->inv;
2108
2109 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111
2112 treas->x = op->x;
2113 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op);
2118
2119 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed
2123 */
2124 if (op->destroyed () || tmp->destroyed ())
2125 break;
2126 }
2127
2128 if (!tmp->destroyed () && tmp->inv == NULL)
2129 decrease_ob (tmp);
2130
2131}
2132
2133/**
2134 * op eats food.
2135 * If player, takes care of messages and dragon special food.
2136 */
2137static void
2138apply_food (object *op, object *tmp)
2139{
2140 int capacity_remaining;
2141
2142 if (op->type != PLAYER)
2143 op->stats.hp = op->stats.maxhp;
2144 else
2145 {
2146 /* check if this is a dragon (player), eating some flesh */
2147 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2148 ;
2149 else
2150 {
2151 /* usual case - no dragon meal: */
2152 if (op->stats.food + tmp->stats.food > 999)
2153 {
2154 if (tmp->type == FOOD || tmp->type == FLESH)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2156 else
2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2158 }
2159
2160 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 {
2162 char buf[MAX_BUF];
2163
2164 if (!is_dragon_pl (op))
2165 {
2166 /* eating message for normal players */
2167 if (tmp->type == DRINK)
2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2169 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 }
2172 else
2173 {
2174 /* eating message for dragon players */
2175 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2176 }
2177
2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2179 capacity_remaining = 999 - op->stats.food;
2180 op->stats.food += tmp->stats.food;
2181 if (capacity_remaining < tmp->stats.food)
2182 op->stats.hp += capacity_remaining / 50;
2183 else
2184 op->stats.hp += tmp->stats.food / 50;
2185 if (op->stats.hp > op->stats.maxhp)
2186 op->stats.hp = op->stats.maxhp;
2187 if (op->stats.food > 999)
2188 op->stats.food = 999;
2189 }
2190
2191 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp);
2194 }
2195 }
2196 handle_apply_yield (tmp);
2197 decrease_ob (tmp);
2198}
2199
2200/**
2201 * A dragon is eating some flesh. If the flesh contains resistances,
2202 * there is a chance for the dragon's skin to get improved.
2203 *
2204 * attributes:
2205 * object *op the object (dragon player) eating the flesh
2206 * object *meal the flesh item, getting chewed in dragon's mouth
2207 * return:
2208 * int 1 if eating successful, 0 if it doesn't work
2209 */
2210int
2211dragon_eat_flesh (object *op, object *meal)
2212{
2213 object *skin = NULL; /* pointer to dragon skin force */
2214 object *abil = NULL; /* pointer to dragon ability force */
2215 object *tmp = NULL; /* tmp. object */
2216
2217 char buf[MAX_BUF]; /* tmp. string buffer */
2218 double chance; /* improvement-chance of one resistance type */
2219 double totalchance = 1; /* total chance of gaining one resistance */
2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221 double mbonus = 0; /* monster bonus */
2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2223 int winners = 0; /* number of winners */
2224 int i; /* index */
2225
2226 /* let's make sure and doublecheck the parameters */
2227 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0;
2229
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE)
2235 {
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2239 abil = tmp;
2240 }
2241 }
2242
2243 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL)
2246 return 0;
2247
2248 /* now start by filling stomache and health, according to food-value */
2249 if ((999 - op->stats.food) < meal->stats.food)
2250 op->stats.hp += (999 - op->stats.food) / 50;
2251 else
2252 op->stats.hp += meal->stats.food / 50;
2253 if (op->stats.hp > op->stats.maxhp)
2254 op->stats.hp = op->stats.maxhp;
2255
2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2257
2258 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2259
2260 /* on to the interesting part: chances for adding resistance */
2261 for (i = 0; i < NROFATTACKS; i++)
2262 {
2263 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2264 {
2265 /* got positive resistance, now calculate improvement chance (0-100) */
2266
2267 /* this bonus makes resistance increase easier at lower levels */
2268 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2269 if (i == abil->stats.exp)
2270 bonus += 5; /* additional bonus for resistance of ability-focus */
2271
2272 /* monster bonus increases with level, because high-level
2273 flesh is too rare */
2274 mbonus = op->level * 20. / ((double) settings.max_level);
2275
2276 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2277 ((double) settings.max_level)) - skin->resist[i];
2278
2279 if (chance >= 0.)
2280 chance += 1.;
2281 else
2282 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2283
2284 /* chance is proportional to amount of resistance (max. 50) */
2285 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2286
2287 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.);
2290
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100))
2293 {
2294 atnr_winner[winners] = i;
2295 winners++;
2296 }
2297
2298 if (chance >= 0.01)
2299 totalchance *= 1 - chance / 100;
2300
2301 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2302 }
2303 }
2304
2305 /* inverse totalchance as until now we have the failure-chance */
2306 totalchance = 100 - totalchance * 100;
2307 /* print message according to totalchance */
2308 if (totalchance > 50.)
2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2310 else if (totalchance > 10.)
2311 sprintf (buf, "The %s tasted very good.", &meal->name);
2312 else if (totalchance > 1.)
2313 sprintf (buf, "The %s tasted good.", &meal->name);
2314 else if (totalchance > 0.1)
2315 sprintf (buf, "The %s tasted bland.", &meal->name);
2316 else if (totalchance >= 0.01)
2317 sprintf (buf, "The %s had a boring taste.", &meal->name);
2318 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2319 sprintf (buf, "The %s tasted strange.", &meal->name);
2320 else
2321 sprintf (buf, "The %s had no taste.", &meal->name);
2322 new_draw_info (NDI_UNIQUE, 0, op, buf);
2323
2324 /* now choose a winner if we have any */
2325 i = -1;
2326 if (winners > 0)
2327 i = atnr_winner[RANDOM () % winners];
2328
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 {
2331 /* resistance increased! */
2332 skin->resist[i]++;
2333 fix_player (op);
2334
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 }
2338
2339 /* if this flesh contains a new ability focus, we mark it
2340 into the ability_force and it will take effect on next level */
2341 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2342 {
2343 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2344
2345 if (meal->last_eat != abil->stats.exp)
2346 {
2347 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2350 new_draw_info (NDI_UNIQUE, 0, op, buf);
2351 }
2352 else
2353 {
2354 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 abil->last_eat = 0;
2357 }
2358 }
2359 return 1;
2360}
2361
2362static void
2363apply_savebed (object *pl)
2364{
2365#ifndef COZY_SERVER
2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2368 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2369 return;
2370 }
2371#endif
2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2373 /* Need to call terminate_all_pets() before we remove the player ob */
2374 terminate_all_pets (pl);
2375 pl->remove ();
2376 pl->direction = 0;
2377 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2378
2379 /* update respawn position */
2380 strcpy (pl->contr->savebed_map, pl->map->path);
2381 pl->contr->bed_x = pl->x;
2382 pl->contr->bed_y = pl->y;
2383
2384 strcpy (pl->contr->killer, "left");
2385 check_score (pl); /* Always check score */
2386 (void) save_player (pl, 0);
2387 pl->map->players--;
2388#if MAP_MAXTIMEOUT
2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2390#endif
2391 play_again (pl);
2392 pl->speed = 0;
2393 update_ob_speed (pl);
2394}
2395
2396/**
2397 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour.
2399 */
2400static void
2401apply_armour_improver (object *op, object *tmp)
2402{
2403 object *armor;
2404
2405 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2406 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2408 return;
2409 }
2410 armor = find_marked_object (op);
2411 if (!armor)
2412 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2414 return;
2415 }
2416 if (armor->type != ARMOUR
2417 && armor->type != CLOAK
2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2419 {
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2421 return;
2422 }
2423
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2425 improve_armour (op, tmp, armor);
2426}
2427
2428
2429extern void
2430apply_poison (object *op, object *tmp)
2431{
2432 if (op->type == PLAYER)
2433 {
2434 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2435 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2436 strcpy (op->contr->killer, "poisonous booze");
2437 }
2438 if (tmp->stats.hp > 0)
2439 {
2440 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2441 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2442 }
2443 op->stats.food -= op->stats.food / 4;
2444 handle_apply_yield (tmp);
2445 decrease_ob (tmp);
2446}
2447
2448/**
2449 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2450 * A valid 2 way exit means:
2451 * -You can come back (there is another exit at the other side)
2452 * -You are
2453 * ° the owner of the exit
2454 * ° or in the same party as the owner
2455 *
2456 * Note: a owner in a 2 way exit is saved as the owner's name
2457 * in the field exit->name cause the field exit->owner doesn't
2458 * survive in the swapping (in fact the whole exit doesn't survive).
2459 */
2460int
2461is_legal_2ways_exit (object *op, object *exit)
2462{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1)
2469 return 1; /*This is not a 2 way, so it is legal */
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at
2473 * all the exits in destination and try to find one with same path as
2474 * the current exit's position */
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2477 else
2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479 if (exitmap)
2480 {
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2482 if (!tmp)
2483 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2485 {
2486 if (tmp->type != EXIT)
2487 continue; /*Not an exit */
2488 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2493 continue; /*Not in the same map */
2494
2495 /* From here we have found the exit is valid. However we do
2496 * here the check of the exit owner. It is important for the
2497 * town portals to prevent strangers from visiting your appartments
2498 */
2499 if (!exit->race)
2500 return 1; /*No owner, free for all! */
2501 exit_owner = NULL;
2502 for (pp = first_player; pp; pp = pp->next)
2503 {
2504 if (!pp->ob)
2505 continue;
2506 if (pp->ob->name != exit->race)
2507 continue;
2508 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2509 break;
2510 }
2511 if (!exit_owner)
2512 return 0; /* No more owner */
2513 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */
2515 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */
2517 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2518 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2519 return 0;
2520 return 1;
2521 }
2522 }
2523 return 0;
2524}
2525
2526
2527/**
2528 * Main apply handler.
2529 *
2530 * Checks for unpaid items before applying.
2531 *
2532 * Return value:
2533 * 0: player or monster can't apply objects of that type
2534 * 1: has been applied, or there was an error applying the object
2535 * 2: objects of that type can't be applied if not in inventory
2536 *
2537 * op is the object that is causing object to be applied, tmp is the object
2538 * being applied.
2539 *
2540 * aflag is special (always apply/unapply) flags. Nothing is done with
2541 * them in this function - they are passed to apply_special
2542 */
2543
2544int
2545manual_apply (object *op, object *tmp, int aflag)
2546{
2547 if (tmp->head)
2548 tmp = tmp->head;
2549
2550 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2551 {
2552 if (op->type == PLAYER)
2553 {
2554 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2555 return 1;
2556 }
2557 else
2558 {
2559 return 0; /* monsters just skip unpaid items */
2560 }
2561 }
2562
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0);
2565
2566 switch (tmp->type)
2567 {
2568
2569 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2572 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value);
2574 update_object (tmp, UP_OBJ_FACE);
2575 push_button (tmp);
2576 return 1;
2577
2578 case TRIGGER:
2579 if (check_trigger (tmp, op))
2580 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2582 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2583 }
2584 else
2585 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2587 }
2588 return 1;
2589
2590 case EXIT:
2591 if (op->type != PLAYER)
2592 return 0;
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594 {
2595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2596 }
2597 else
2598 {
2599 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2602 enter_exit (op, tmp);
2603 }
2604 return 1;
2605
2606 case SIGN:
2607 apply_sign (op, tmp, 0);
2608 return 1;
2609
2610 case BOOK:
2611 if (op->type == PLAYER)
2612 {
2613 apply_book (op, tmp);
2614 return 1;
2615 }
2616 else
2617 {
2618 return 0;
2619 }
2620
2621 case SKILLSCROLL:
2622 if (op->type == PLAYER)
2623 {
2624 apply_skillscroll (op, tmp);
2625 return 1;
2626 }
2627 return 0;
2628
2629 case SPELLBOOK:
2630 if (op->type == PLAYER)
2631 {
2632 apply_spellbook (op, tmp);
2633 return 1;
2634 }
2635 return 0;
2636
2637 case SCROLL:
2638 apply_scroll (op, tmp, 0);
2639 return 1;
2640
2641 case POTION:
2642 (void) apply_potion (op, tmp);
2643 return 1;
2644
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */
2646 case CLOSE_CON:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp->env);
2649 else
2650 (void) apply_container (op, tmp->env);
2651 return 1;
2652
2653 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp);
2658 return 1;
2659
2660 case TREASURE:
2661 if (op->type == PLAYER)
2662 {
2663 apply_treasure (op, tmp);
2664 return 1;
2665 }
2666 else
2667 {
2668 return 0;
2669 }
2670
2671 case WEAPON:
2672 case ARMOUR:
2673 case BOOTS:
2674 case GLOVES:
2675 case AMULET:
2676 case GIRDLE:
2677 case BRACERS:
2678 case SHIELD:
2679 case HELMET:
2680 case RING:
2681 case CLOAK:
2682 case WAND:
2683 case ROD:
2684 case HORN:
2685 case SKILL:
2686 case BOW:
2687 case LAMP:
2688 case BUILDER:
2689 case SKILL_TOOL:
2690 if (tmp->env != op)
2691 return 2; /* not in inventory */
2692 (void) apply_special (op, tmp, aflag);
2693 return 1;
2694
2695 case DRINK:
2696 case FOOD:
2697 case FLESH:
2698 apply_food (op, tmp);
2699 return 1;
2700
2701 case POISON:
2702 apply_poison (op, tmp);
2703 return 1;
2704
2705 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2709 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715
2716 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER)
2718 {
2719 apply_armour_improver (op, tmp);
2720 return 1;
2721 }
2722 else
2723 {
2724 return 0;
2725 }
2726
2727 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp);
2729 return 1;
2730
2731 case CLOCK:
2732 if (op->type == PLAYER)
2733 {
2734 char buf[MAX_BUF];
2735 timeofday_t tod;
2736
2737 get_tod (&tod);
2738 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2739 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2740 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2741 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2742 new_draw_info (NDI_UNIQUE, 0, op, buf);
2743 return 1;
2744 }
2745 else
2746 {
2747 return 0;
2748 }
2749
2750 case MENU:
2751 if (op->type == PLAYER)
2752 {
2753 shop_listing (op);
2754 return 1;
2755 }
2756 else
2757 {
2758 return 0;
2759 }
2760
2761 case POWER_CRYSTAL:
2762 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1;
2764
2765 case LIGHTER: /* for lighting torches/lanterns/etc */
2766 if (op->type == PLAYER)
2767 {
2768 apply_lighter (op, tmp);
2769 return 1;
2770 }
2771 else
2772 {
2773 return 0;
2774 }
2775
2776 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp);
2778 return 1;
2779
2780 default:
2781 return 0;
2782 }
2783}
2784
2785
2786/* quiet suppresses the "don't know how to apply" and "you must get it first"
2787 * messages as needed by player_apply_below(). But there can still be
2788 * "but you are floating high above the ground" messages.
2789 *
2790 * Same return value as apply() function.
2791 */
2792int
2793player_apply (object *pl, object *op, int aflag, int quiet)
2794{
2795 int tmp;
2796
2797 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2798 {
2799 /* player is flying and applying object not in inventory */
2800 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801 {
2802 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2803 return 0;
2804 }
2805 }
2806
2807 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2808 * applied.
2809 */
2810 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2811 {
2812 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2813 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2814 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2815 op->destroy ();
2816 return 1;
2817 }
2818
2819 pl->contr->last_used = op;
2820
2821 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet)
2823 {
2824 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2826 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2828 }
2829 return tmp;
2830}
2831
2832/**
2833 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground.
2836 */
2837
2838void
2839player_apply_below (object *pl)
2840{
2841 object *tmp, *next;
2842 int floors;
2843
2844 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value.
2854 */
2855 for (floors = 0; tmp != NULL; tmp = next)
2856 {
2857 next = tmp->below;
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++;
2860 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */
2862
2863 /* If it is visible, player can apply it. If it is applied by
2864 * person moving on it, also activate. Added code to make it
2865 * so that at least one of players movement types be that which
2866 * the item needs.
2867 */
2868 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2870 if (player_apply (pl, tmp, 0, 1) == 1)
2871 return;
2872 }
2873 if (floors >= 2)
2874 return; /* process at most two floor objects */
2875 }
2876} 1026}
2877 1027
2878/** 1028/**
2879 * Unapplies specified item. 1029 * Unapplies specified item.
2880 * No check done on cursed/damned. 1030 * No check done on cursed/damned.
2881 * Break this out of apply_special - this is just done 1031 * Break this out of apply_special - this is just done
2882 * to keep the size of apply_special to a more managable size. 1032 * to keep the size of apply_special to a more managable size.
2883 */ 1033 */
2884static int 1034static bool
2885unapply_special (object *who, object *op, int aflags) 1035unapply_special (object *who, object *op, int aflags)
2886{ 1036{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 1039 return RESULT_INT (0);
2889 1040
2890 object *tmp2; 1041 if (who->current_weapon == op)
1042 who->current_weapon = 0;
2891 1043
2892 CLEAR_FLAG (op, FLAG_APPLIED); 1044 op->flag [FLAG_APPLIED] = false;
1045
2893 switch (op->type) 1046 switch (op->type)
2894 { 1047 {
1048 case SKILL:
1049 if (player *pl = who->contr)
1050 if (op->invisible)
1051 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1052 else
1053 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1054
1055 change_abil (who, op);
1056 who->flag [FLAG_READY_SKILL] = false;
1057 break;
1058
2895 case WEAPON: 1059 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1060 who->statusmsg (format ("You unwield %s.", query_name (op)));
2897
2898 (void) change_abil (who, op); 1061 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1062 who->flag [FLAG_READY_WEAPON] = false;
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1063
2901 clear_skill (who); 1064 // unapplying a weapon or skill tool should also unapply the skill it governs
1065 // but this is hard, as it shouldn't do so when the skill can
1066 // be used for other reasons
1067 if (who->chosen_skill)
1068 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1069 unapply_special (who, op, 0);
1070
2902 break; 1071 break;
2903 1072
2904 case SKILL: /* allows objects to impart skills */ 1073 case BOW:
2905 case SKILL_TOOL: 1074 case WAND:
2906 if (op != who->chosen_skill) 1075 case ROD:
1076 case HORN:
1077 case RANGED:
1078 if (player *pl = who->contr)
2907 { 1079 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1080 who->statusmsg (format ("You unready %s.", query_name (op)));
1081 change_abil (who, op);
2909 } 1082 }
2910 if (who->type == PLAYER) 1083 else
2911 { 1084 {
2912 if (who->contr->shoottype == range_skill) 1085 if (op->type == BOW)
2913 who->contr->shoottype = range_none; 1086 op->flag [FLAG_READY_BOW ] = false;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else 1087 else
2919 { 1088 op->flag [FLAG_READY_RANGE] = false;
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 } 1089 }
2923 (void) change_abil (who, op); 1090
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 1091 break;
2927 1092
2928 case ARMOUR: 1093 case ARMOUR:
2929 case HELMET: 1094 case HELMET:
2930 case SHIELD: 1095 case SHIELD:
2933 case GLOVES: 1098 case GLOVES:
2934 case AMULET: 1099 case AMULET:
2935 case GIRDLE: 1100 case GIRDLE:
2936 case BRACERS: 1101 case BRACERS:
2937 case CLOAK: 1102 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1103 who->statusmsg (format ("You unwear %s.", query_name (op)));
2939 (void) change_abil (who, op); 1104 change_abil (who, op);
2940 break; 1105 break;
1106
2941 case LAMP: 1107 case SPELL:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1108 case BUILDER:
2943 tmp2 = arch_to_object (op->other_arch); 1109 who->statusmsg (format ("You unready %s.", query_name (op)));
2944 tmp2->x = op->x;
2945 tmp2->y = op->y;
2946 tmp2->map = op->map;
2947 tmp2->below = op->below;
2948 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954
2955 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count);
2957
2958 op->destroy ();
2959 insert_ob_in_ob (tmp2, who);
2960 fix_player (who);
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 {
2963 if (who->type == PLAYER)
2964 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 }
2968 }
2969 if (who->type == PLAYER)
2970 esrv_send_item (who, tmp2);
2971 return 1; /* otherwise, an attempt to drop causes problems */
2972 break; 1110 break;
2973 case BOW: 1111
2974 case WAND: 1112 //case SKILL_TOOL://TODO
2975 case ROD: 1113 default:
2976 case HORN: 1114 who->statusmsg (format ("You unapply %s.", query_name (op)));
2977 clear_skill (who);
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 if (who->type == PLAYER)
2980 {
2981 who->contr->shoottype = range_none;
2982 }
2983 else
2984 {
2985 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 }
2990 break; 1115 break;
2991
2992 case BUILDER:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2994 who->contr->shoottype = range_none;
2995 who->contr->ranges[range_builder] = NULL;
2996 break;
2997
2998 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3000 break;
3001 }
3002
3003 fix_player (who);
3004
3005 if (!(aflags & AP_NO_MERGE))
3006 { 1116 }
3007 object *tmp;
3008 1117
3009 tmp = merge_ob (op, NULL); 1118 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3010 if (who->type == PLAYER) 1119 if (object *pl = op->visible_to ())
3011 {
3012 if (tmp)
3013 { /* it was merged */
3014 esrv_del_item (who->contr, op->count);
3015 op = tmp;
3016 }
3017
3018 esrv_send_item (who, op); 1120 esrv_send_item (pl, op);
3019 } 1121
3020 } 1122 who->update_stats ();
1123
3021 return 0; 1124 return 1;
3022} 1125}
3023 1126
3024/** 1127/**
3025 * Returns the object that is using location 'loc'. 1128 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 1129 * Note that 'start' is the first object to start examing - we
3027 * then go through the below of this. In this way, you can do 1130 * then go through the below of this. In this way, you can do
3028 * something like: 1131 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1); 1132 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1133 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc. 1134 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found. 1135 * Returns NULL if no match is found.
3033 * loc is the index into the array we are looking for a match. 1136 * loc is the index into the array we are looking for a match.
3034 * don't return invisible objects unless they are skill objects 1137 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use 1138 * invisible other objects that use
3036 * up body locations can be used as restrictions. 1139 * up body locations can be used as restrictions.
3037 */ 1140 */
3038object * 1141static object *
3039get_item_from_body_location (object *start, int loc) 1142get_next_item_from_body_location (int loc, object *start)
3040{ 1143{
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below) 1144 for (object *tmp = start; tmp; tmp = tmp->below)
3047 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1145 if (tmp->flag [FLAG_APPLIED]
1146 && tmp->slot [loc].info
1147 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3048 return tmp; 1148 return tmp;
3049 1149
3050 return NULL; 1150 return 0;
3051} 1151}
3052
3053
3054 1152
3055/** 1153/**
3056 * 'op' wants to apply an object, but can't because of other equipment. 1154 * 'op' wants to apply an object, but can't because of other equipment.
3057 * This should only be called when it is known 1155 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy 1156 * that there are objects to unapply. This makes pretty heavy
3061 * Returns 0 on success, returns 1 if there is some problem. 1159 * Returns 0 on success, returns 1 if there is some problem.
3062 * if aflags is AP_PRINT, we instead print out waht to unapply 1160 * if aflags is AP_PRINT, we instead print out waht to unapply
3063 * instead of doing it. This is a lot less code than having 1161 * instead of doing it. This is a lot less code than having
3064 * another function that does just that. 1162 * another function that does just that.
3065 */ 1163 */
3066int 1164
1165#define CANNOT_REMOVE_CURSED \
1166 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1167 "Praying over an altar, scrolls of remove curse/damnation, " \
1168 "priests or even other players might help.>"
1169
1170static bool
3067unapply_for_ob (object *who, object *op, int aflags) 1171unapply_for_ob (object *who, object *op, int aflags)
3068{ 1172{
3069 int i; 1173 if (op->is_range ())
3070 object *tmp = NULL, *last;
3071
3072 /* If we are applying a shield or weapon, unapply any equipped shield
3073 * or weapons first - only allowed to use one weapon/shield at a time.
3074 */
3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
3077 for (tmp = who->inv; tmp; tmp = tmp->below) 1174 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3078 { 1175 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1176 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3080 { 1177 {
3081 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082 {
3083 if (aflags & AP_PRINT) 1178 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1179 who->failmsg (query_name (tmp));
3085 else 1180 else
3086 unapply_special (who, tmp, aflags); 1181 unapply_special (who, tmp, aflags);
3087 } 1182 }
3088 else 1183 else
3089 { 1184 {
3090 /* In this case, we want to try and remove a cursed item. 1185 /* In this case, we want to try and remove a cursed item.
3091 * While we know it won't work, we want unapply_special to 1186 * While we know it won't work, we want unapply_special to
3092 * at least generate the message. 1187 * at least generate the message.
3093 */ 1188 */
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1189 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3095 return 1; 1190 return 1;
3096 }
3097
3098 } 1191 }
3099 }
3100 }
3101 1192
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1193 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 { 1194 {
3104 /* this used up a slot that we need to free */ 1195 /* this used up a slot that we need to free */
3105 if (op->body_info[i]) 1196 if (op->slot[i].info)
3106 { 1197 {
3107 last = who->inv; 1198 object *last = who->inv;
3108 1199
3109 /* We do a while loop - may need to remove several items in order 1200 /* We do a while loop - may need to remove several items in order
3110 * to free up enough slots. 1201 * to free up enough slots.
3111 */ 1202 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0) 1203 while ((who->slot[i].used + op->slot[i].info) < 0)
3113 { 1204 {
3114 tmp = get_item_from_body_location (last, i); 1205 object *tmp = get_next_item_from_body_location (i, last);
1206
3115 if (!tmp) 1207 if (!tmp)
3116 { 1208 {
3117#if 0 1209#if 0
3118 /* Not a bug - we'll get this if the player has cursed items 1210 /* Not a bug - we'll get this if the player has cursed items
3119 * equipped. 1211 * equipped.
3120 */ 1212 */
3121 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1213 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122#endif 1214#endif
3123 return 1; 1215 return 1;
3124 } 1216 }
1217
3125 /* If we are just printing, we don't care about cursed status */ 1218 /* If we are just printing, we don't care about cursed status */
3126 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1219 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3127 { 1220 {
3128 if (aflags & AP_PRINT) 1221 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1222 who->failmsg (query_name (tmp));
3130 else 1223 else
3131 unapply_special (who, tmp, aflags); 1224 unapply_special (who, tmp, aflags);
3132 } 1225 }
3133 else 1226 else
3134 { 1227 {
3135 /* Cursed item that we can't unequip - tell the player. 1228 /* Cursed item that we can't unequip - tell the player.
3136 * Note this could be annoying if this is just one of a few, 1229 * Note this could be annoying if this is just one of a few,
3137 * so it may not be critical (eg, putting on a ring and you have 1230 * so it may not be critical (eg, putting on a ring and you have
3138 * one cursed ring.) 1231 * one cursed ring.)
3139 */ 1232 */
3140 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1233 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3141 } 1234 }
1235
3142 last = tmp->below; 1236 last = tmp->below;
3143 } 1237 }
3144 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1238 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3145 * return in the !tmp would have kicked in. 1239 * return in the !tmp would have kicked in.
3146 */ 1240 */
3147 } /* if op is using this body location */ 1241 } /* if op is using this body location */
3148 } /* for body lcoations */ 1242 } /* for body lcoations */
1243
3149 return 0; 1244 return 0;
3150} 1245}
3151 1246
3152/** 1247/**
3153 * Checks to see if 'who' can apply object 'op'. 1248 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special. 1249 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be 1250 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing 1251 * set, but largely depends on circumstance - in the future, processing
3157 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1252 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3158 * is set, do we really are what the other flags may be?) 1253 * is set, do we really care what the other flags may be?)
3159 * 1254 *
3160 * See include/define.h for detailed description of the meaning of 1255 * See include/define.h for detailed description of the meaning of
3161 * these return values. 1256 * these return values.
3162 */ 1257 */
3163int 1258int
3164can_apply_object (object *who, object *op) 1259can_apply_object (object *who, object *op)
3165{ 1260{
3166 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1261 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167 return RESULT_INT (0); 1262 return RESULT_INT (0);
3168 1263
3169 int i, retval = 0; 1264 int retval = 0;
3170 object *tmp = NULL, *ws = NULL; 1265 object *tmp = 0, *ws = 0;
3171 1266
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1267 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3173 * 2 weapons, but we don't want to let them do that. So if they are
3174 * trying to equip a weapon or shield, see if they already have one
3175 * in place and store that way.
3176 */
3177 if (op->type == WEAPON || op->type == SHIELD)
3178 { 1268 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1269 if (op->slot[i].info)
3180 { 1270 {
3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1271 /* Item uses more slots than we have */
1272 if (who->slot[i].info + op->slot [i].info < 0)
3182 { 1273 {
3183 retval = CAN_APPLY_UNAPPLY;
3184 ws = tmp;
3185 }
3186 }
3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
3193 {
3194 /* Item uses more slots than we have */
3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
3197 /* Could return now for efficiently - rest of info below isn' 1274 /* Could return now for efficiency - rest of info below isn't
3198 * really needed. 1275 * really needed.
3199 */ 1276 */
3200 retval |= CAN_APPLY_NEVER; 1277 retval |= CAN_APPLY_NEVER;
3201 } 1278 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0) 1279 else if (who->slot[i].used + op->slot[i].info < 0)
3203 { 1280 {
3204 /* in this case, equipping this would use more free spots than 1281 /* in this case, equipping this would use more free spots than
3205 * we have. 1282 * we have.
3206 */ 1283 */
3207 object *tmp1;
3208
3209 1284
3210 /* if we have an applied weapon/shield, and unapply it would free 1285 /* if we have an applied weapon/shield, and unapply it would free
3211 * enough slots to equip the new item, then just set this can 1286 * enough slots to equip the new item, then just set "can
3212 * continue. We don't care about the logic below - if you have 1287 * apply unapply". We don't care about the logic below - if you have a
3213 * shield equipped and try to equip another shield, there is only 1288 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations 1289 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied 1290 * does take into the account cases where what is being applied
3216 * may be two handed for example. 1291 * may be two handed for example.
3217 */ 1292 */
3218 if (ws) 1293 if (ws)
3219 { 1294 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3220 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221 { 1295 {
3222 retval |= CAN_APPLY_UNAPPLY; 1296 retval |= CAN_APPLY_UNAPPLY;
3223 continue; 1297 continue;
3224 } 1298 }
3225 }
3226 1299
3227 tmp1 = get_item_from_body_location (who->inv, i); 1300 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3228 if (!tmp1) 1301 if (!tmp1)
3229 {
3230#if 0
3231 /* This is sort of an error, but happens a lot when old players
3232 * join in with more stuff equipped than they are now allowed.
3233 */
3234 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3235#endif
3236 retval |= CAN_APPLY_NEVER; 1302 retval |= CAN_APPLY_NEVER;
3237 }
3238 else 1303 else
3239 { 1304 {
3240 /* need to unapply something. However, if this something 1305 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need 1306 * is different than we had found before, it means they need
3242 * to apply multiple objects 1307 * to apply multiple objects
3243 */ 1308 */
3244 retval |= CAN_APPLY_UNAPPLY; 1309 retval |= CAN_APPLY_UNAPPLY;
1310
3245 if (!tmp) 1311 if (!tmp)
3246 tmp = tmp1; 1312 tmp = tmp1;
3247 else if (tmp != tmp1) 1313 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT; 1314 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 } 1315
3251 /* This object isn't using up all the slots, so there must 1316 /* This object isn't using up all the slots, so there must
3252 * be another. If so, and it the new item doesn't need all 1317 * be another. If so, and it the new item doesn't need all
3253 * the slots, the player then has a choice. 1318 * the slots, the player then has a choice.
3254 */ 1319 */
3255 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1320 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1321 && abs (op->slot[i].info) < who->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1322 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257 1323
3258 /* Does unequippint 'tmp1' free up enough slots for this to be 1324 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply. 1325 * equipped? If not, there must be something else to unapply.
3260 */ 1326 */
3261 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1327 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_MULT; 1328 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 } 1329 }
3265 } /* if not enough free slots */ 1330 } /* if not enough free slots */
3266 } /* if this object uses location i */ 1331 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */ 1332 } /* for i -> num_body_locations loop */
3268 1333
3271 * the weapon/shield checks, and the range checks for monsters, 1336 * the weapon/shield checks, and the range checks for monsters,
3272 * because you can't control those just by body location - bows, shields, 1337 * because you can't control those just by body location - bows, shields,
3273 * and weapons all use the same slot. Similar for horn/rod/wand - they 1338 * and weapons all use the same slot. Similar for horn/rod/wand - they
3274 * all use the same location. 1339 * all use the same location.
3275 */ 1340 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1341 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3277 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
1343
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1344 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3279 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3280 1346
3281
3282 if (who->type != PLAYER) 1347 if (who->type != PLAYER)
3283 { 1348 {
3284 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1349 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3285 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
1351
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1352 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3287 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
1354
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1355 if (op->type == RING && !who->flag [FLAG_USE_RING])
3289 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
1357
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1358 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3291 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
3292 } 1360 }
1361
3293 return retval; 1362 return retval;
3294} 1363}
3295
3296
3297 1364
3298/** 1365/**
3299 * who is the object using the object. It can be a monster. 1366 * who is the object using the object. It can be a monster.
3300 * op is the object they are using. op is an equipment type item, 1367 * op is the object they are using. op is an equipment type item,
3301 * eg, one which you put on and keep on for a while, and not something 1368 * eg, one which you put on and keep on for a while, and not something
3310 * AP_UNAPPLY=always unapply). 1377 * AP_UNAPPLY=always unapply).
3311 * 1378 *
3312 * Optional flags: 1379 * Optional flags:
3313 * AP_NO_MERGE: don't merge an unapplied object with other objects 1380 * AP_NO_MERGE: don't merge an unapplied object with other objects
3314 * AP_IGNORE_CURSE: unapply cursed items 1381 * AP_IGNORE_CURSE: unapply cursed items
1382 * AP_NO_READY: do not ready skills when applying skill tools
3315 * 1383 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1384 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 * 1385 *
3318 * apply_special() doesn't check for unpaid items. 1386 * apply_special() doesn't check for unpaid items.
3319 */ 1387 */
3320int 1388
1389#define LACK_ITEM_POWER \
1390 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1391
1392static bool
3321apply_special (object *who, object *op, int aflags) 1393apply_special (object *who, object *op, int aflags)
3322{ 1394{
3323 int basic_flag = aflags & AP_BASIC_FLAGS; 1395 int basic_flag = aflags & AP_MODE;
3324 object *tmp, *tmp2, *skop = NULL; 1396 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326 1397
3327 if (who == NULL) 1398 if (who == NULL)
3328 { 1399 {
3329 LOG (llevError, "apply_special() from object without environment.\n"); 1400 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1; 1401 return 1;
3331 } 1402 }
3332 1403
1404 //TODO: remove these when apply_special is no longer exposed
3333 if (op->env != who) 1405 if (op->env != who)
3334 return 1; /* op is not in inventory */ 1406 return 1; /* op is not in inventory */
3335 1407
3336 /* trying to unequip op */ 1408 /* trying to unequip op */
3337 if (QUERY_FLAG (op, FLAG_APPLIED)) 1409 if (op->flag [FLAG_APPLIED])
3338 { 1410 {
3339 /* always apply, so no reason to unapply */ 1411 /* always apply, so no reason to unapply */
3340 if (basic_flag == AP_APPLY) 1412 if (basic_flag == AP_APPLY)
3341 return 0; 1413 return 0;
3342 1414
3343 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1415 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3344 { 1416 {
3345 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1417 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3346 return 1; 1418 return 1;
3347 } 1419 }
1420
3348 return unapply_special (who, op, aflags); 1421 return unapply_special (who, op, aflags);
3349 } 1422 }
3350
3351 if (basic_flag == AP_UNAPPLY) 1423 else if (basic_flag == AP_UNAPPLY)
3352 return 0; 1424 return 0;
3353 1425
3354 i = can_apply_object (who, op); 1426 splay (op);
3355 1427
3356 /* Can't just apply this object. Lets see what not and what to do */ 1428 /* Can't just apply this object. Lets see what not and what to do */
3357 if (i) 1429 if (int i = can_apply_object (who, op))
3358 { 1430 {
3359 if (i & CAN_APPLY_NEVER) 1431 if (i & CAN_APPLY_NEVER)
3360 { 1432 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1433 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3362 return 1; 1434 return 1;
3363 } 1435 }
3364 else if (i & CAN_APPLY_RESTRICTION) 1436 else if (i & CAN_APPLY_RESTRICTION)
3365 { 1437 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1438 who->failmsgf (
1439 "You have a prohibition against using a %s. "
1440 "H<Your belief, profession or class prevents you from applying this item.>",
1441 query_name (op)
1442 );
3367 return 1; 1443 return 1;
3368 } 1444 }
1445
3369 if (who->type != PLAYER) 1446 if (who->type != PLAYER)
3370 { 1447 {
3371 /* Some error, so don't try to equip something more */ 1448 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags)) 1449 if (unapply_for_ob (who, op, aflags))
3373 return 1; 1450 return 1;
3374 } 1451 }
3375 else 1452 else
3376 { 1453 {
3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1454 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 { 1455 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1456 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3380 unapply_for_ob (who, op, AP_PRINT); 1457 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 1458 return 1;
3382 } 1459 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1460 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 {
3385 i = unapply_for_ob (who, op, aflags); 1461 if (unapply_for_ob (who, op, aflags))
3386 if (i)
3387 return 1; 1462 return 1;
3388 } 1463 }
3389 }
3390 } 1464 }
1465
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1466 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 1467 {
1468 // try to ready attached skill first
3393 skop = find_skill_by_name (who, op->skill); 1469 skop = find_skill_by_name (who, op->skill);
1470
3394 if (!skop) 1471 if (!skop)
3395 { 1472 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1473 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3397 return 1; 1474 return 1;
3398 } 1475 }
3399 else 1476 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3400 {
3401 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated
3403 */
3404 change_skill (who, skop, 0);
3405 } 1477 {
3406 } 1478 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3407 1479 return 1;
3408 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1480 }
3409 { 1481 }
3410 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 1482
1483 if (!check_item_power (who, op->item_power))
1484 {
1485 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3411 return 1; 1486 return 1;
3412 } 1487 }
3413
3414 1488
3415 /* Ok. We are now at the state where we can apply the new object. 1489 /* Ok. We are now at the state where we can apply the new object.
3416 * Note that we don't have the checks for can_use_... 1490 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 1491 * below - that is already taken care of by can_apply_object.
3418 */ 1492 */
3419 1493
3420 1494 // split away all the other items from the stack, so only one item is left
3421 if (op->nrof > 1) 1495 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3422 tmp = get_split_ob (op, op->nrof - 1);
3423 else
3424 tmp = NULL;
3425 1496
3426 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1497 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427 return RESULT_INT (0); 1498 return RESULT_INT (0);
3428 1499
3429 switch (op->type) 1500 switch (op->type)
3430 { 1501 {
3431 case WEAPON: 1502 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat)) 1503 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3433 {
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3435 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3436 if (tmp != NULL)
3437 (void) insert_ob_in_ob (tmp, who);
3438 return 1;
3439 }
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 1504 {
3442 /* if the weapon does not have the name as the character, can't use it. */ 1505 /* if the weapon does not have the name as the character, can't use it. */
3443 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1506 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3444 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1507 who->failmsg ("The weapon does not recognize you as its owner. "
3445 if (tmp != NULL) 1508 "H<Its name indicates that it belongs to somebody else.>");
3446 (void) insert_ob_in_ob (tmp, who); 1509 if (tmp) who->insert (tmp);
3447 return 1; 1510 return 1;
3448 } 1511 }
3449 SET_FLAG (op, FLAG_APPLIED);
3450 1512
3451 if (skop) 1513 op->flag [FLAG_APPLIED] = true;
3452 change_skill (who, skop, 1);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3454 SET_FLAG (who, FLAG_READY_WEAPON);
3455 1514
3456 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 1515 if (player *pl = who->contr)
3457 1516 {
1517 who->statusmsg (format ("You wield %s.", query_name (op)));
3458 (void) change_abil (who, op); 1518 change_abil (who, op);
1519 }
1520
1521 op->flag [FLAG_READY_WEAPON] = true;
3459 break; 1522 break;
3460 1523
3461 case ARMOUR: 1524 case ARMOUR:
3462 case HELMET: 1525 case HELMET:
3463 case SHIELD: 1526 case SHIELD:
3466 case GIRDLE: 1529 case GIRDLE:
3467 case BRACERS: 1530 case BRACERS:
3468 case CLOAK: 1531 case CLOAK:
3469 case RING: 1532 case RING:
3470 case AMULET: 1533 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 1534 op->set_flag (FLAG_APPLIED);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1535 who->statusmsg (format ("You wear %s.", query_name (op)));
3473 (void) change_abil (who, op); 1536 change_abil (who, op);
3474 break; 1537 break;
1538
1539 case SKILL_TOOL:
1540 // applying a skill tool does not ready the skill
1541 // if something needs the skill, it has to ready it itself
1542 //TODO: unapplying should unapply the skill, though
1543 op->set_flag (FLAG_APPLIED);
1544 break;
1545
3475 case LAMP: 1546 case SKILL:
3476 if (op->stats.food < 1) 1547 if (!(aflags & AP_NO_SLOT))
3477 { 1548 {
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 1549 // skill is used on it's own, as opposed to being a chosen_skill
1550
1551 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1552 {
1553 who->failmsgf (
1554 "You feel as if you wanted to do something funny, but you can't remember what. "
1555 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1556 "It cannot be used on its own.>",
1557 &op->skill
1558 );
1559 if (tmp) who->insert (tmp);
1560 return 1;
1561 }
1562
1563 if (skill_flags [op->subtype] & SF_AUTARK
1564 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1565 {
1566 if (skill_flags [op->subtype] & SF_USE)
1567 who->failmsgf (
1568 "You feel as if you wanted to do something funny, but you can't remember what. "
1569 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1570 &op->skill, &op->skill
1571 );
1572 else
1573 who->failmsgf (
1574 "You feel as if you wanted to do something funny, but you can't remember what. "
1575 "H<The %s skill cannot be readied or used, it is always active.>",
1576 &op->skill
1577 );
1578
1579 if (tmp) who->insert (tmp);
1580
1581 return 1;
1582 }
1583
1584 if (who->contr)
1585 if (op->invisible)
1586 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1587 else
1588 who->statusmsg (format ("You ready %s.", query_name (op)));
1589 }
1590
1591 who->set_flag (FLAG_READY_SKILL);
1592 op->set_flag (FLAG_APPLIED);
1593 change_abil (who, op);
1594 break;
1595
1596 case BOW:
1597 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1598 {
1599 who->failmsg ("The weapon does not recognize you as its owner. "
1600 "H<Its name indicates that it belongs to somebody else.>");
1601 if (tmp) who->insert (tmp);
3479 return 1; 1602 return 1;
3480 } 1603 }
3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3482 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED);
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3487 insert_ob_in_ob (tmp2, who);
3488 1604
3489 /* Remove the old lantern */ 1605 if (player *pl = who->contr)
3490 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count);
3492
3493 op->destroy ();
3494
3495 /* insert the portion that was split off */
3496 if (tmp != NULL)
3497 { 1606 {
3498 (void) insert_ob_in_ob (tmp, who); 1607 op->flag [FLAG_APPLIED] = true;
3499 if (who->type == PLAYER) 1608 who->statusmsg (format ("You wield the %s.", query_name (op)));
3500 esrv_send_item (who, tmp); 1609 change_abil (who, op);
3501 } 1610 }
3502 fix_player (who); 1611 break;
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1612
1613 case RANGED:
1614 if (player *pl = who->contr)
3504 { 1615 {
3505 if (who->type == PLAYER) 1616 op->flag [FLAG_APPLIED] = true;
3506 { 1617 who->statusmsg (format ("You applied the %s.", query_name (op)));
3507 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3509 }
3510 } 1618 }
3511 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp2);
3513 return 0;
3514 break; 1619 break;
3515 1620
3516 /* this part is needed for skill-tools */
3517 case SKILL: 1621 case SPELL:
3518 case SKILL_TOOL: 1622 if (player *pl = who->contr)
3519 if (who->chosen_skill)
3520 { 1623 {
3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1624 op->flag [FLAG_APPLIED] = true;
3522 return 1; 1625 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3523 } 1626 }
3524 if (who->type == PLAYER)
3525 {
3526 who->contr->shoottype = range_skill;
3527 who->contr->ranges[range_skill] = op;
3528 if (!op->invisible)
3529 {
3530 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3532 }
3533 else
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3536 }
3537 }
3538 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op);
3540 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL);
3542 break; 1627 break;
3543 1628
1629 /*FALLTHROUGH*/
3544 case BOW: 1630 case WAND:
3545 if (!check_weapon_power (who, op->last_eat))
3546 {
3547 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3548 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3549 if (tmp != NULL)
3550 (void) insert_ob_in_ob (tmp, who);
3551 return 1;
3552 }
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554 {
3555 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3556 if (tmp != NULL)
3557 (void) insert_ob_in_ob (tmp, who);
3558 return 1;
3559 }
3560 /*FALLTHROUGH*/ case WAND:
3561 case ROD: 1631 case ROD:
3562 case HORN: 1632 case HORN:
3563 /* check for skill, alter player status */ 1633 op->flag [FLAG_APPLIED] = true;
3564 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop)
3566 change_skill (who, skop, 0);
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568 1634
3569 if (who->type == PLAYER) 1635 if (player *pl = who->contr)
3570 { 1636 {
1637 who->statusmsg (format ("You ready %s.", query_name (op)));
1638
3571 if (op->type == BOW) 1639 if (op->type == BOW)
3572 { 1640 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1641
3573 (void) change_abil (who, op); 1642 change_abil (who, op);
3574 new_draw_info_format (NDI_UNIQUE, 0, who,
3575 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3576 who->contr->shoottype = range_bow;
3577 }
3578 else
3579 {
3580 who->contr->shoottype = range_misc;
3581 }
3582 } 1643 }
3583 else 1644 else
3584 { 1645 {
3585 if (op->type == BOW) 1646 if (op->type == BOW)
3586 SET_FLAG (who, FLAG_READY_BOW); 1647 op->flag [FLAG_READY_BOW ] = true;
3587 else 1648 else
3588 SET_FLAG (who, FLAG_READY_RANGE); 1649 op->flag [FLAG_READY_RANGE] = true;
1650 }
1651
1652 break;
1653
1654 case BUILDER:
1655 if (player *pl = who->contr)
1656 {
1657 who->statusmsg (format ("You ready your %s.", query_name (op)));
1658 //TODO: change_abil?
3589 } 1659 }
3590 break; 1660 break;
3591 1661
3592 case BUILDER:
3593 if (who->contr->ranges[range_builder])
3594 unapply_special (who, who->contr->ranges[range_builder], 0);
3595 who->contr->shoottype = range_builder;
3596 who->contr->ranges[range_builder] = op;
3597 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3598 break;
3599
3600 default: 1662 default:
3601 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1663 who->statusmsg (format ("You apply %s.", query_name (op)));
3602 } /* end of switch op->type */ 1664 }
3603 1665
3604 SET_FLAG (op, FLAG_APPLIED); 1666 op->set_flag (FLAG_APPLIED);
3605 1667
3606 if (tmp != NULL) 1668 if (tmp) who->insert (tmp);
3607 tmp = insert_ob_in_ob (tmp, who);
3608 1669
3609 fix_player (who); 1670 who->update_stats ();
3610 1671
3611 /* We exclude spell casting objects. The fire code will set the 1672 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 1673 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 1674 * you don't know anything about them.
3614 */ 1675 */
3615 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1676 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3616 SET_FLAG (op, FLAG_BEEN_APPLIED); 1677 op->set_flag (FLAG_BEEN_APPLIED);
3617 1678
3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1679 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3619 {
3620 if (who->type == PLAYER) 1680 if (who->type == PLAYER)
3621 { 1681 {
3622 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1682 who->failmsg (
3623 SET_FLAG (op, FLAG_KNOWN_CURSED); 1683 "Oops, it feels deadly cold! "
1684 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1685 );
1686 op->set_flag (FLAG_KNOWN_CURSED);
3624 } 1687 }
3625 } 1688
3626 if (who->type == PLAYER) 1689 if (object *pl = op->visible_to ())
3627 {
3628 /* if multiple objects were applied, update both slots */
3629 if (tmp)
3630 esrv_send_item (who, tmp);
3631 esrv_send_item (who, op); 1690 esrv_send_item (pl, op);
3632 } 1691
3633 return 0; 1692 return 0;
3634} 1693}
3635 1694
3636 1695/**
1696 * Check if op should abort moving victim because of it's race or slaying.
1697 * Returns 1 if it should abort, returns 0 if it should continue.
1698 */
3637int 1699int
3638monster_apply_special (object *who, object *op, int aflags) 1700should_director_abort (object *op, object *victim)
3639{ 1701{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1702 int arch_flag, name_flag, race_flag;
1703
1704 /* Get flags to determine what of arch, name, and race should be checked.
1705 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1706 * the next is the name flag, and the last is the race flag. Also note,
1707 * if subtype is set to zero, that also goes to defaults of all affecting
1708 * it. Examples:
1709 * subtype 1: only arch
1710 * subtype 3: arch or name
1711 * subtype 5: arch or race
1712 * subtype 7: all three
1713 */
1714 if (op->subtype)
1715 {
1716 arch_flag = op->subtype & 1;
1717 name_flag = op->subtype & 2;
1718 race_flag = op->subtype & 4;
1719 }
1720 else
1721 {
1722 arch_flag = 1;
1723 name_flag = 1;
1724 race_flag = 1;
1725 }
1726
1727 /* If the director has race set, only affect objects with a arch,
1728 * name or race that matches.
1729 */
1730 if ((op->race) &&
1731 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1732 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1733 ((!(victim->race && race_flag) || op->race != victim->race)))
3641 return 1; 1734 return 1;
3642 return apply_special (who, op, aflags);
3643}
3644 1735
1736 /* If the director has slaying set, only affect objects where none
1737 * of arch, name, or race match.
1738 */
1739 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1740 ((victim->name && name_flag && op->slaying == victim->name)) ||
1741 ((victim->race && race_flag && op->slaying == victim->race)))
1742 return 1;
1743
1744 return 0;
1745}
1746
3645/** 1747/**
3646 * Map was just loaded, handle op's initialisation. 1748 * This handles a player dropping money on an altar to identify stuff.
1749 * It'll identify marked item, if none all items up to dropped money.
1750 * Return value: 1 if money was destroyed, 0 if not.
3647 * 1751 */
3648 * Generates shop floor's item, and treasures. 1752static int
1753apply_id_altar (object *money, object *altar, object *pl)
1754{
1755 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1756
1757 if (!pl || pl->type != PLAYER)
1758 return 0;
1759
1760 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1761 * identifying' from being printed out more than it needs to be.
1762 */
1763 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1764 return 0;
1765
1766 /* if the player has a marked item, identify that if it needs to be
1767 * identified. If it doesn't, then go through the player inventory.
1768 */
1769 if (object *marked = pl->mark ())
1770 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1771 {
1772 if (operate_altar (altar, &money, pl))
1773 {
1774 identify (marked);
1775
1776 buf.printf ("You have %s.\r", long_desc (marked, pl));
1777 if (marked->msg)
1778 buf << "The item has a story:\r" << marked->msg << "\n\n";
1779
1780 return !money;
1781 }
1782 }
1783
1784 for (object *id = pl->inv; id; id = id->below)
1785 {
1786 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1787 {
1788 if (operate_altar (altar, &money, pl))
1789 {
1790 identify (id);
1791
1792 buf.printf ("You have %s.\r", long_desc (id, pl));
1793 if (id->msg)
1794 buf << "The item has a story:\r" << id->msg << "\n\n";
1795
1796 /* If no more money, might as well quit now */
1797 if (!money || !check_altar_sacrifice (altar, money))
1798 break;
1799 }
1800 else
1801 {
1802 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1803 break;
1804 }
1805 }
1806 }
1807
1808 if (buf.empty ())
1809 pl->failmsg ("You have nothing that needs identifying");
1810 else
1811 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1812
1813 return !money;
1814}
1815
1816/**
1817 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1818 * matching item.
1819 **/
1820void
1821handle_apply_yield (object *tmp)
1822{
1823 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1824 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1825}
1826
1827/**
1828 * Handles applying a potion.
3649 */ 1829 */
3650int 1830int
3651auto_apply (object *op) 1831apply_potion (object *op, object *tmp)
3652{ 1832{
3653 object *tmp = NULL, *tmp2; 1833 int got_one = 0, i;
3654 int i; 1834 object *force = 0;
3655 1835
3656 switch (op->type) 1836 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1837
1838 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1839 {
1840 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1841
1842 tmp->clr_flag (FLAG_APPLIED);
1843 return 0;
3657 { 1844 }
3658 case SHOP_FLOOR: 1845
3659 if (!op->has_random_items ()) 1846 if (op->type == PLAYER)
1847 if (!tmp->flag [FLAG_IDENTIFIED])
1848 identify (tmp);
1849
1850 handle_apply_yield (tmp);
1851
1852 /* Potion of restoration - only for players */
1853 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1854 {
1855 object *depl;
1856 archetype *at;
1857
1858 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1859 {
1860 op->drain_stat ();
1861 op->update_stats ();
1862 tmp->decrease ();
1863 return 1;
1864 }
1865
1866 if (!(at = archetype::find (shstr_depletion)))
1867 {
1868 LOG (llevError, "Could not find archetype depletion\n");
3660 return 0; 1869 return 0;
3661
3662 do
3663 {
3664 i = 10; /* let's give it 10 tries */
3665 while ((tmp = generate_treasure (op->randomitems,
3666 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3667 if (tmp == NULL)
3668 return 0;
3669 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3670 {
3671 tmp->destroy ();
3672 tmp = NULL;
3673 }
3674 } 1870 }
3675 while (!tmp);
3676 1871
3677 tmp->x = op->x; 1872 depl = present_arch_in_ob (at, op);
3678 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3682 identify (tmp);
3683 break;
3684 1873
3685 case TREASURE: 1874 if (depl)
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0;
3688
3689 while ((op->stats.hp--) > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692
3693 /* If we generated an object and put it in this object inventory,
3694 * move it to the parent object as the current object is about
3695 * to disappear. An example of this item is the random_* stuff
3696 * that is put inside other objects.
3697 */
3698 for (tmp = op->inv; tmp; tmp = tmp2)
3699 { 1875 {
3700 tmp2 = tmp->below; 1876 for (i = 0; i < NUM_STATS; i++)
3701 tmp->remove (); 1877 if (depl->stats.stat (i))
1878 op->statusmsg (restore_msg[i]);
3702 1879
3703 if (op->env)
3704 insert_ob_in_ob (tmp, op->env);
3705 else
3706 tmp->destroy (); 1880 depl->destroy ();
1881 op->update_stats ();
3707 } 1882 }
1883 else
1884 op->statusmsg ("Your potion had no effect.");
3708 1885
3709 op->destroy (); 1886 tmp->decrease ();
3710 break;
3711 }
3712 return tmp ? 1 : 0;
3713}
3714
3715/**
3716 * fix_auto_apply goes through the entire map (only the first time
3717 * when an original map is loaded) and performs special actions for
3718 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate.
3720 */
3721void
3722fix_auto_apply (maptile *m)
3723{
3724 object *tmp, *above = NULL;
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 1887 return 1;
1888 }
3729 1889
3730 for (x = 0; x < MAP_WIDTH (m); x++) 1890 /* improvement potion - only for players */
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 1891 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 1892 {
1893 for (i = 1; i < min (11, op->level); i++)
3733 { 1894 {
3734 above = tmp->above; 1895 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3735
3736 if (tmp->inv)
3737 { 1896 {
3738 object *invtmp, *invnext; 1897 if (op->contr->levhp[i] != 1)
3739
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 { 1898 {
3742 invnext = invtmp->below; 1899 op->contr->levhp[i] = 1;
3743
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 1900 break;
3748 while ((invtmp->stats.hp--) > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3750
3751 invtmp->randomitems = NULL;
3752 }
3753 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3757 /* Need to clear this so that we never try to create
3758 * treasure again for this object
3759 */
3760 invtmp->randomitems = NULL;
3761 }
3762 } 1901 }
3763 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13
3768 *
3769 * And if it's a spellbook, it's better to set randomitems to NULL too,
3770 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16
3772 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3774 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3775 tmp->randomitems = NULL;
3776 1902
3777 } 1903 if (op->contr->levsp[i] != 1)
3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 {
3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL;
3786 }
3787 else if (tmp->type == TIMED_GATE)
3788 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp;
3790
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 { 1904 {
3793 tmp->speed = 0; 1905 op->contr->levsp[i] = 1;
3794 update_ob_speed (tmp); 1906 break;
1907 }
1908
1909 if (op->contr->levgrace[i] != 1)
1910 {
1911 op->contr->levgrace[i] = 1;
1912 break;
3795 } 1913 }
3796 } 1914 }
3797 /* This function can be called everytime a map is loaded, even when 1915 else
3798 * swapping back in. As such, we don't want to create the treasure 1916 {
3799 * over and ove again, so after we generate the treasure, blank out 1917 if (op->contr->levhp[i] < 9)
3800 * randomitems so if it is swapped in again, it won't make anything. 1918 {
3801 * This is a problem for the above objects, because they have counters 1919 op->contr->levhp[i] = 9;
3802 * which say how many times to make the treasure. 1920 break;
1921 }
1922
1923 if (op->contr->levsp[i] < 6)
1924 {
1925 op->contr->levsp[i] = 6;
1926 break;
1927 }
1928
1929 if (op->contr->levgrace[i] < 3)
1930 {
1931 op->contr->levgrace[i] = 3;
1932 break;
1933 }
1934 }
1935 }
1936
1937 /* Just makes checking easier */
1938 if (i < min (11, op->level))
1939 got_one = 1;
1940
1941 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1942 {
1943 if (got_one)
1944 {
1945 op->update_stats ();
1946 op->statusmsg ("The Gods smile upon you and remake you "
1947 "a little more in their image. "
1948 "You feel a little more perfect.", NDI_GREEN);
1949 }
1950 else
1951 op->statusmsg ("The potion had no effect - you are already perfect.");
1952 }
1953 else
1954 { /* cursed potion */
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->failmsg ("The Gods are angry and punish you.");
1959 }
1960 else
1961 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1962 }
1963
1964 tmp->decrease ();
1965 return 1;
1966 }
1967
1968
1969 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1970 * and heroism all fit into this category. Given the spell object code,
1971 * there is no limit to the number of spells that potions can be cast,
1972 * but direction is problematic to try and imbue fireball potions for example.
1973 */
1974 if (tmp->inv)
1975 {
1976 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1977 {
1978 op->failmsg ("Yech! Your lungs are on fire!");
1979 create_exploding_ball_at (op, op->level);
1980 }
1981 else
1982 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1983
1984 tmp->decrease ();
1985
1986 /* if youre dead, no point in doing this... */
1987 if (!op->flag [FLAG_REMOVED])
1988 op->update_stats ();
1989
1990 return 1;
1991 }
1992
1993 /* Deal with protection potions */
1994 force = NULL;
1995 for (i = 0; i < NROFATTACKS; i++)
1996 {
1997 if (tmp->resist[i])
1998 {
1999 if (!force)
2000 force = get_archetype (FORCE_NAME);
2001
2002 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2003 force->type = POTION_EFFECT;
2004 break; /* Only need to find one protection since we copy entire batch */
2005 }
2006 }
2007
2008 /* This is a protection potion */
2009 if (force)
2010 {
2011 /* cursed items last longer */
2012 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2013 {
2014 force->stats.food *= 10;
2015 for (i = 0; i < NROFATTACKS; i++)
2016 if (force->resist[i] > 0)
2017 force->resist[i] = -force->resist[i]; /* prot => vuln */
2018 }
2019
2020 force->speed_left = -1;
2021 force = insert_ob_in_ob (force, op);
2022 tmp->clr_flag (FLAG_APPLIED);
2023 force->set_flag (FLAG_APPLIED);
2024 change_abil (op, force);
2025 tmp->decrease ();
2026 return 1;
2027 }
2028
2029 /* Only thing left are the stat potions */
2030 if (op->type == PLAYER)
2031 { /* only for players */
2032 if ((tmp->flag [FLAG_CURSED]
2033 || tmp->flag [FLAG_DAMNED])
2034 && tmp->value != 0)
2035 tmp->clr_flag (FLAG_APPLIED);
2036 else
2037 tmp->set_flag (FLAG_APPLIED);
2038
2039 if (!change_abil (op, tmp))
2040 op->statusmsg ("Nothing happened.");
2041 }
2042
2043 /* CLEAR_FLAG is so that if the character has other potions
2044 * that were grouped with the one consumed, his
2045 * stat will not be raised by them. fix_player just clears
2046 * up all the stats.
2047 */
2048 tmp->clr_flag (FLAG_APPLIED);
2049 op->update_stats ();
2050 tmp->decrease ();
2051 return 1;
2052}
2053
2054/**
2055 * 'victim' moves onto 'trap'
2056 * 'victim' leaves 'trap'
2057 * effect is determined by move_on/move_off of trap and move_type of victime.
2058 *
2059 * originator: Player, monster or other object that caused 'victim' to move
2060 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2061 * However, some types of traps require an originator to function.
2062 */
2063void
2064move_apply (object *trap, object *victim, object *originator)
2065{
2066 static int recursion_depth = 0;
2067
2068 trap = trap->head_ ();
2069
2070 /* Only exits affect DMs. */
2071 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2072 return;
2073
2074 /* move_apply() is the most likely candidate for causing unwanted and
2075 * possibly unlimited recursion.
2076 */
2077
2078 /* The following was changed because it was causing perfectly correct
2079 * maps to fail. 1) it's not an error to recurse:
2080 * rune detonates, summoning monster. monster lands on nearby rune.
2081 * nearby rune detonates. This sort of recursion is expected and
2082 * proper. This code was causing needless crashes.
2083 */
2084 if (recursion_depth >= 500)
2085 {
2086 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2087 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2088 return;
2089 }
2090
2091 recursion_depth++;
2092
2093 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2094 switch (trap->type)
2095 {
2096 case PLAYERMOVER:
2097 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2098 {
2099 if (!trap->stats.maxsp)
2100 trap->stats.maxsp = 2;
2101
2102 /* Is this correct? From the docs, it doesn't look like it
2103 * should be divided by trap->speed
2104 */
2105 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2106
2107 /* Just put in some sanity check. I think there is a bug in the
2108 * above with some objects have zero speed, and thus the player
2109 * getting permanently paralyzed.
2110 */
2111 victim->speed_left = max (-50.f, victim->speed_left);
2112 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2113 }
2114 break;
2115
2116 case SPINNER:
2117 if (victim->direction)
2118 {
2119 victim->direction = absdir (victim->direction - trap->stats.sp);
2120 update_turn_face (victim);
2121 }
2122 break;
2123
2124 case DIRECTOR:
2125 if (victim->direction && !should_director_abort (trap, victim))
2126 {
2127 victim->direction = trap->stats.sp;
2128 update_turn_face (victim);
2129 }
2130 break;
2131
2132 case BUTTON:
2133 case PEDESTAL:
2134 case T_MATCH:
2135 update_button (trap, originator);
2136 break;
2137
2138 case ALTAR:
2139 /* sacrifice victim on trap */
2140 apply_altar (trap, victim, originator);
2141 break;
2142
2143 case THROWN_OBJ:
2144 if (trap->inv == NULL)
2145 break;
2146 /* fallthrough */
2147
2148 case ARROW:
2149 /* bad bug: monster throw a object, make a step forwards, step on object ,
2150 * trigger this here and get hit by own missile - and will be own enemy.
2151 * Victim then is his own enemy and will start to kill herself (this is
2152 * removed) but we have not synced victim and his missile. To avoid senseless
2153 * action, we avoid hits here
3803 */ 2154 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 2155 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
3805 && tmp->type != TREASURE && tmp->type != SPELL 2156 && trap->owner != victim)
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 2157 hit_with_arrow (trap, victim);
2158 break;
2159
2160 case SPELL_EFFECT:
2161 apply_spell_effect (trap, victim);
2162 break;
2163
2164 case TRAPDOOR:
2165 {
2166 int max, sound_was_played;
2167 object *ab, *ab_next;
2168
2169 if (!trap->value)
2170 {
2171 int tot;
2172
2173 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2174 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2175 tot += ab->head_ ()->total_weight ();
2176
2177 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2178 break;
2179
2180 SET_ANIMATION (trap, trap->value);
2181 update_object (trap, UP_OBJ_FACE);
2182 }
2183
2184 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2185 {
2186 /* need to set this up, since if we do transfer the object,
2187 * ab->above would be bogus
2188 */
2189 ab_next = ab->above;
2190
2191 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2192 {
2193 if (!sound_was_played)
2194 {
2195 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2196 sound_was_played = 1;
2197 }
2198
2199 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2200 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2201 }
2202 }
2203 break;
2204 }
2205
2206 case CONVERTER:
2207 if (convert_item (victim, trap) < 0)
3807 { 2208 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 2209 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
3809 tmp->randomitems = NULL; 2210 archetype::get (shstr_burnout)->insert_at (trap, trap);
3810 } 2211 }
2212
2213 break;
2214
2215 case TRIGGER_BUTTON:
2216 case TRIGGER_PEDESTAL:
2217 case TRIGGER_ALTAR:
2218 check_trigger (trap, victim, originator);
2219 break;
2220
2221 case DEEP_SWAMP:
2222 walk_on_deep_swamp (trap, victim);
2223 break;
2224
2225 case CHECK_INV:
2226 check_inv (victim, trap);
2227 break;
2228
2229 case HOLE:
2230 move_apply_hole (trap, victim);
2231 break;
2232
2233 case EXIT:
2234 if (victim->type == PLAYER && EXIT_PATH (trap))
2235 {
2236 /* Basically, don't show exits leading to random maps the
2237 * players output.
2238 */
2239 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2240 victim->statusmsg (trap->msg, NDI_NAVY);
2241
2242 trap->play_sound (trap->sound);
2243 victim->enter_exit (trap);
2244 }
2245 break;
2246
2247 case ENCOUNTER:
2248 /* may be some leftovers on this */
2249 break;
2250
2251 case SHOP_MAT:
2252 apply_shop_mat (trap, victim);
2253 break;
2254
2255 /* Drop a certain amount of gold, and have one item identified */
2256 case IDENTIFY_ALTAR:
2257 apply_id_altar (victim, trap, originator);
2258 break;
2259
2260 case SIGN:
2261 if (victim->type != PLAYER && trap->stats.food > 0)
2262 break; /* monsters musn't apply magic_mouths with counters */
2263
2264 apply_sign (victim, trap, 1);
2265 break;
2266
2267 case CONTAINER:
2268 apply_container (victim, trap);
2269 break;
2270
2271 case RUNE:
2272 case TRAP:
2273 if (trap->level && victim->flag [FLAG_ALIVE])
2274 spring_trap (trap, victim);
2275 break;
2276
2277 default:
2278 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2279 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2280 break;
2281 }
2282
2283 recursion_depth--;
2284}
2285
2286/**
2287 * Handles reading a regular (ie not containing a spell) book.
2288 */
2289static void
2290apply_book (object *op, object *tmp)
2291{
2292 int lev_diff;
2293 object *skill_ob;
2294
2295 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2296 {
2297 op->failmsg ("You are unable to read while blind!");
2298 return;
2299 }
2300
2301 if (!tmp->msg)
2302 {
2303 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2304 return;
2305 }
2306
2307 /* need a literacy skill to read stuff! */
2308 skill_ob = find_skill_by_name (op, tmp->skill);
2309 if (!skill_ob)
2310 {
2311 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2312 return;
2313 }
2314
2315 lev_diff = tmp->level - (skill_ob->level + 5);
2316 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2317 {
2318 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2319 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2320 : lev_diff < 5 ? "This book is beyond your comprehension."
2321 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2322 : lev_diff < 15 ? "This book is way beyond your comprehension."
2323 : "This book is totally beyond your comprehension.");
2324 return;
2325 }
2326
2327 // we currently don't use the message types for anything.
2328 // readable_message_type *msgType = get_readable_message_type (tmp);
2329
2330 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2331
2332 if (player *pl = op->contr)
2333 if (client *ns = pl->ns)
2334 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2335
2336 /* gain xp from reading */
2337 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2338 { /* only if not read before */
2339 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2340
2341 if (!tmp->flag [FLAG_IDENTIFIED])
3811 } 2342 {
2343 /*exp_gain *= 2; because they just identified it too */
2344 tmp->set_flag (FLAG_IDENTIFIED);
3812 2345
3813 for (x = 0; x < MAP_WIDTH (m); x++) 2346 if (object *pl = tmp->visible_to ())
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 2347 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
3815 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 2348 }
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above);
3818}
3819 2349
3820/** 2350 change_exp (op, exp_gain, skill_ob->skill, 0);
3821 * Handles player eating food that temporarily changes status (resistances, stats). 2351 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
3822 * This used to call cast_change_attr(), but 2352 }
3823 * that doesn't work with the new spell code. Since we know what 2353}
3824 * the food changes, just grab a force and use that instead.
3825 */
3826 2354
2355/**
2356 * op made some mistake with a scroll, this takes care of punishment.
2357 * scroll_failure()- hacked directly from spell_failure
2358 */
2359static void
2360scroll_failure (object *op, int failure, int power)
2361{
2362 if (abs (failure / 4) > power)
2363 power = abs (failure / 4); /* set minimum effect */
2364
2365 if (failure <= -1 && failure > -15)
2366 { /* wonder */
2367 object *tmp;
2368
2369 op->failmsg ("Your spell warps!");
2370 tmp = get_archetype (SPELL_WONDER);
2371 cast_wonder (op, op, 0, tmp);
2372 tmp->destroy ();
2373 }
2374 else if (failure <= -15 && failure > -35)
2375 { /* drain mana */
2376 op->failmsg ("Your mana is drained!");
2377 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2378 if (op->stats.sp < 0)
2379 op->stats.sp = 0;
2380 }
2381 else if (settings.spell_failure_effects == TRUE)
2382 {
2383 if (failure <= -35 && failure > -60)
2384 { /* confusion */
2385 op->failmsg ("The magic recoils on you!");
2386 confuse_player (op, op, power);
2387 }
2388 else if (failure <= -60 && failure > -70)
2389 { /* paralysis */
2390 op->failmsg ("The magic recoils and paralyzes you!");
2391 paralyze_player (op, op, power);
2392 }
2393 else if (failure <= -70 && failure > -80)
2394 { /* blind */
2395 op->failmsg ("The magic recoils on you!");
2396 blind_player (op, op, power);
2397 }
2398 else if (failure <= -80)
2399 { /* blast the immediate area */
2400 object *tmp = get_archetype (LOOSE_MANA);
2401 cast_magic_storm (op, tmp, power);
2402 op->failmsg ("You unleash uncontrolled mana!");
2403 tmp->destroy ();
2404 }
2405 }
2406}
2407
2408/**
2409 * Handles the applying of a skill scroll, calling learn_skill straight.
2410 * op is the person learning the skill, tmp is the skill scroll object
2411 */
2412static void
2413apply_skillscroll (object *op, object *tmp)
2414{
2415 switch (learn_skill (op, tmp))
2416 {
2417 case 0:
2418 op->play_sound (sound_find ("generic_fail"));
2419 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2420 break;
2421
2422 case 1:
2423 tmp->decrease ();
2424 op->play_sound (sound_find ("skill_learn"));
2425 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2426 break;
2427
2428 default:
2429 tmp->decrease ();
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2432 break;
2433 }
2434}
2435
2436/**
2437 * Actually makes op learn spell.
2438 * Informs player of what happens.
2439 */
3827void 2440void
3828eat_special_food (object *who, object *food) 2441do_learn_spell (object *op, object *spell, int special_prayer)
3829{ 2442{
3830 object *force; 2443 object *tmp;
3831 int i, did_one = 0;
3832 sint8 k;
3833 2444
3834 force = get_archetype (FORCE_NAME); 2445 if (op->type != PLAYER)
3835 2446 {
3836 for (i = 0; i < NUM_STATS; i++) 2447 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2448 return;
3837 { 2449 }
3838 k = get_attr_value (&food->stats, i); 2450
3839 if (k) 2451 /* Upgrade special prayers to normal prayers */
3840 { 2452 if ((tmp = check_spell_known (op, spell->name)) != NULL)
3841 set_attr_value (&force->stats, i, k); 2453 {
3842 did_one = 1; 2454 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
3843 } 2455 {
2456 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2457 return;
2458 }
2459 return;
2460 }
2461
2462 op->contr->play_sound (sound_find ("learn_spell"));
2463
2464 tmp = spell->clone ();
2465 insert_ob_in_ob (tmp, op);
2466
2467 if (special_prayer)
2468 tmp->set_flag (FLAG_STARTEQUIP);
2469
2470 esrv_add_spells (op->contr, tmp);
2471}
2472
2473/**
2474 * Erases spell from player's inventory.
2475 */
2476void
2477do_forget_spell (object *op, const char *spell)
2478{
2479 object *spob;
2480
2481 if (op->type != PLAYER)
3844 } 2482 {
2483 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2484 return;
2485 }
2486 if ((spob = check_spell_known (op, spell)) == NULL)
2487 {
2488 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2489 return;
2490 }
3845 2491
3846 /* check if we can protect the eater */ 2492 op->failmsgf ("You lose knowledge of %s.", spell);
2493 esrv_remove_spell (op->contr, spob);
2494 spob->destroy ();
2495}
2496
2497/**
2498 * Handles player applying a spellbook.
2499 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2500 * stuff like that. Random learning failure too.
2501 */
2502static void
2503apply_spellbook (object *op, object *tmp)
2504{
2505 object *skop, *spell, *spell_skill;
2506
2507 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2508 {
2509 op->failmsg ("You are unable to read while blind.");
2510 return;
2511 }
2512
2513 /* artifact_spellbooks have 'slaying' field point to a spell name,
2514 * instead of having their spell stored in stats.sp. These are
2515 * legacy spellbooks
2516 */
2517 if (tmp->slaying)
2518 {
2519 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2520
2521 if (!spell)
2522 {
2523 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2524 return;
2525 }
2526 else
2527 insert_ob_in_ob (spell, tmp);
2528
2529 tmp->slaying = 0;
2530 }
2531
2532 skop = find_skill_by_name (op, tmp->skill);
2533
2534 /* need a literacy skill to learn spells. Also, having a literacy level
2535 * lower than the spell will make learning the spell more difficult */
2536 if (!skop)
2537 {
2538 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2539 return;
2540 }
2541
2542 spell = tmp->inv;
2543
2544 if (!spell)
2545 {
2546 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2547 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2548 return;
2549 }
2550
2551 int learn_level = sqrtf (spell->level) * 1.5f;
2552 if (skop->level < learn_level)
2553 {
2554 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2555 &tmp->skill, learn_level);
2556 return;
2557 }
2558
2559 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2560
2561 if (!tmp->flag [FLAG_IDENTIFIED])
2562 identify (tmp);
2563
2564 /* I removed the check for special_prayer_mark here - it didn't make
2565 * a lot of sense - special prayers are not found in spellbooks, and
2566 * if the player doesn't know the spell, doesn't make a lot of sense that
2567 * they would have a special prayer mark.
2568 */
2569 if (check_spell_known (op, spell->name))
2570 {
2571 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2572 return;
2573 }
2574
2575 if (spell->skill)
2576 {
2577 spell_skill = find_skill_by_name (op, spell->skill);
2578
2579 if (!spell_skill)
2580 {
2581 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2582 return;
2583 }
2584
2585 if (spell_skill->level < spell->level)
2586 {
2587 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2588 return;
2589 }
2590 }
2591
2592 /* Logic as follows
2593 *
2594 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2595 *
2596 * 2- The learner's skill level in literacy adjusts the chance to learn
2597 * a spell.
2598 *
2599 * 3 -Automatically fail to learn if you read while confused
2600 *
2601 * Overall, chances are the same but a player will find having a high
2602 * literacy rate very useful! -b.t.
2603 */
2604 if (op->flag [FLAG_CONFUSED])
2605 {
2606 op->failmsg ("In your confused state you flub the wording of the text!");
2607 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2608 }
2609 else if (tmp->flag [FLAG_STARTEQUIP] ||
2610 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2611 {
2612 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2613 do_learn_spell (op, spell, 0);
2614
2615 /* xp gain to literacy for spell learning */
2616 if (!tmp->flag [FLAG_STARTEQUIP])
2617 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2618 }
2619 else
2620 {
2621 op->contr->play_sound (sound_find ("fumble_spell"));
2622 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2623 }
2624
2625 tmp->decrease ();
2626}
2627
2628/**
2629 * Handles applying a spell scroll.
2630 */
2631void
2632apply_scroll (object *op, object *tmp, int dir)
2633{
2634 object *skop;
2635
2636 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2637 {
2638 op->failmsg ("You are unable to read while blind.");
2639 return;
2640 }
2641
2642 if (!tmp->inv || tmp->inv->type != SPELL)
2643 {
2644 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2645 return;
2646 }
2647
2648 if (op->type == PLAYER)
2649 {
2650 /* players need a literacy skill to read stuff! */
2651 int exp_gain = 0;
2652
2653 /* hard code literacy - tmp->skill points to where the exp
2654 * should go for anything killed by the spell.
2655 */
2656 skop = find_skill_by_name (op, shstr_literacy);
2657
2658 if (!skop)
2659 {
2660 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2661 return;
2662 }
2663
2664 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2665 change_exp (op, exp_gain, skop->skill, 0);
2666 }
2667
2668 if (!tmp->flag [FLAG_IDENTIFIED])
2669 identify (tmp);
2670
2671 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2672
2673 cast_spell (op, tmp, dir, tmp->inv, NULL);
2674 tmp->decrease ();
2675}
2676
2677/**
2678 * Applies a treasure object - by default, chest. op
2679 * is the person doing the applying, tmp is the treasure
2680 * chest.
2681 */
2682static void
2683apply_treasure (object *op, object *tmp)
2684{
2685 /* Nice side effect of this treasure creation method is that the treasure
2686 * for the chest is done when the chest is created, and put into the chest
2687 * inventory. So that when the chest burns up, the items still exist. Also
2688 * prevents people from moving chests to more difficult maps to get better
2689 * treasure
2690 */
2691 object *treas = tmp->inv;
2692
2693 if (!treas)
2694 {
2695 op->statusmsg ("The chest was empty.");
2696 tmp->decrease ();
2697 return;
2698 }
2699
2700 while (tmp->inv)
2701 {
2702 treas = tmp->inv;
2703 treas->remove ();
2704
2705 treas->x = op->x;
2706 treas->y = op->y;
2707 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2708
2709 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2710 spring_trap (treas, op);
2711
2712 /* If either player or container was destroyed, no need to do
2713 * further processing. I think this should be enclused with
2714 * spring trap above, as I don't think there is otherwise
2715 * any way for the treasure chest or player to get killed.
2716 */
2717 if (op->destroyed () || tmp->destroyed ())
2718 break;
2719 }
2720
2721 if (!tmp->destroyed () && !tmp->inv)
2722 tmp->decrease (true);
2723}
2724
2725/**
2726 * A dragon is eating some flesh. If the flesh contains resistances,
2727 * there is a chance for the dragon's skin to get improved.
2728 *
2729 * attributes:
2730 * object *op the object (dragon player) eating the flesh
2731 * object *meal the flesh item, getting chewed in dragon's mouth
2732 * return:
2733 * int 1 if eating successful, 0 if it doesn't work
2734 */
2735static int
2736dragon_eat_flesh (object *op, object *meal)
2737{
2738 object *skin = NULL; /* pointer to dragon skin force */
2739 object *abil = NULL; /* pointer to dragon ability force */
2740 object *tmp = NULL; /* tmp. object */
2741
2742 double chance; /* improvement-chance of one resistance type */
2743 double totalchance = 1; /* total chance of gaining one resistance */
2744 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2745 double mbonus = 0; /* monster bonus */
2746 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2747 int winners = 0; /* number of winners */
2748 int i; /* index */
2749
2750 /* let's make sure and doublecheck the parameters */
2751 if (meal->type != FLESH || !op->is_dragon ())
2752 return 0;
2753
2754 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2755 from the player's inventory */
2756 for (tmp = op->inv; tmp; tmp = tmp->below)
2757 if (tmp->type == FORCE)
2758 if (tmp->arch->archname == shstr_dragon_skin_force)
2759 skin = tmp;
2760 else if (tmp->arch->archname == shstr_dragon_ability_force)
2761 abil = tmp;
2762
2763 /* if either skin or ability are missing, this is an old player
2764 which is not to be considered a dragon -> bail out */
2765 if (skin == NULL || abil == NULL)
2766 return 0;
2767
2768 /* now start by filling stomache and health, according to food-value */
2769 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2770 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2771 else
2772 op->stats.hp += meal->stats.food / 50;
2773
2774 min_it (op->stats.hp, op->stats.maxhp);
2775 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2776
2777 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2778
2779 /* on to the interesting part: chances for adding resistance */
3847 for (i = 0; i < NROFATTACKS; i++) 2780 for (i = 0; i < NROFATTACKS; i++)
3848 { 2781 {
3849 if (food->resist[i] > 0) 2782 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
3850 {
3851 force->resist[i] = food->resist[i] / 2;
3852 did_one = 1;
3853 } 2783 {
3854 } 2784 /* got positive resistance, now calculate improvement chance (0-100) */
3855 if (did_one) 2785
2786 /* this bonus makes resistance increase easier at lower levels */
2787 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2788 if (i == abil->stats.exp)
2789 bonus += 5; /* additional bonus for resistance of ability-focus */
2790
2791 /* monster bonus increases with level, because high-level
2792 flesh is too rare */
2793 mbonus = op->level * 20. / ((double) settings.max_level);
2794
2795 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2796 ((double)settings.max_level)) - skin->resist[i];
2797
2798 if (chance >= 0.)
2799 chance += 1.;
2800 else
2801 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2802
2803 /* chance is proportional to amount of resistance (max. 50) */
2804 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2805
2806 /* doubled chance for resistance of ability-focus */
2807 if (i == abil->stats.exp)
2808 chance = min (100., chance * 2.);
2809
2810 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2811 if (rndm (10000) < (unsigned int)(chance * 100))
2812 {
2813 atnr_winner[winners] = i;
2814 winners++;
2815 }
2816
2817 if (chance >= 0.01)
2818 totalchance *= 1 - chance / 100;
2819
2820 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2821 }
3856 { 2822 }
3857 force->speed = 0.1; 2823
3858 update_ob_speed (force); 2824 /* inverse totalchance as until now we have the failure-chance */
3859 /* bigger morsel of food = longer effect time */ 2825 totalchance = 100 - totalchance * 100;
3860 force->stats.food = food->stats.food / 5; 2826
3861 SET_FLAG (force, FLAG_IS_USED_UP); 2827 /* print message according to totalchance */
3862 SET_FLAG (force, FLAG_APPLIED); 2828 const char *buf;
3863 change_abil (who, force); 2829 if (totalchance > 50.)
3864 insert_ob_in_ob (force, who); 2830 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
3865 } 2831 else if (totalchance > 10.)
2832 buf = format ("The %s tasted very good.", &meal->name);
2833 else if (totalchance > 1.)
2834 buf = format ("The %s tasted good.", &meal->name);
2835 else if (totalchance > 0.1)
2836 buf = format ("The %s tasted bland.", &meal->name);
2837 else if (totalchance >= 0.01)
2838 buf = format ("The %s had a boring taste.", &meal->name);
2839 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2840 buf = format ("The %s tasted strange.", &meal->name);
3866 else 2841 else
3867 force->destroy (); 2842 buf = format ("The %s had no taste.", &meal->name);
3868 2843
3869 /* check for hp, sp change */ 2844 op->statusmsg (buf);
3870 if (food->stats.hp != 0) 2845
2846 /* now choose a winner if we have any */
2847 i = -1;
2848 if (winners > 0)
2849 i = atnr_winner [rndm (winners)];
2850
2851 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2852 {
2853 /* resistance increased! */
2854 skin->resist[i]++;
2855 op->update_stats ();
2856
2857 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
3871 { 2858 }
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 2859
2860 /* if this flesh contains a new ability focus, we mark it
2861 into the ability_force and it will take effect on next level */
2862 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2863 {
2864 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2865
2866 if (meal->last_eat != abil->stats.exp)
2867 op->statusmsg (format (
2868 "Your metabolism prepares to focus on %s!\n"
2869 "The change will happen at level %d.",
2870 change_resist_msg[meal->last_eat],
2871 abil->level + 1
3873 { 2872 ));
3874 strcpy (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 }
3878 else 2873 else
3879 { 2874 {
3880 if (food->stats.hp > 0) 2875 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 2876 abil->last_eat = 0;
3882 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3884 who->stats.hp += food->stats.hp;
3885 }
3886 }
3887 if (food->stats.sp != 0)
3888 {
3889 if (QUERY_FLAG (food, FLAG_CURSED))
3890 { 2877 }
3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 2878 }
3892 who->stats.sp -= food->stats.sp; 2879
3893 if (who->stats.sp < 0) 2880 return 1;
3894 who->stats.sp = 0; 2881}
2882
2883/**
2884 * op eats food.
2885 * If player, takes care of messages and dragon special food.
2886 */
2887static void
2888apply_food (object *op, object *tmp)
2889{
2890 int capacity_remaining;
2891
2892 if (op->type != PLAYER)
2893 op->stats.hp = op->stats.maxhp;
2894 else
2895 {
2896 /* check if this is a dragon (player), eating some flesh */
2897 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
3895 } 2898 ;
3896 else 2899 else
3897 { 2900 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 2901 /* usual case - no dragon meal: */
3899 who->stats.sp += food->stats.sp; 2902 if (op->stats.food + tmp->stats.food > MAX_FOOD)
3900 /* place limit on max sp from food? */ 2903 {
2904 if (tmp->type == FOOD || tmp->type == FLESH)
2905 op->failmsg ("You feel full, but what a waste of food!");
2906 else
2907 op->statusmsg ("Most of the drink goes down your face not your throat!");
2908 }
2909
2910 tmp->play_sound (
2911 tmp->sound
2912 ? tmp->sound
2913 : tmp->type == DRINK
2914 ? sound_find ("eat_drink")
2915 : sound_find ("eat_food")
2916 );
2917
2918 if (!tmp->flag [FLAG_CURSED])
2919 {
2920 const char *buf;
2921
2922 if (!op->is_dragon ())
2923 {
2924 /* eating message for normal players */
2925 if (tmp->type == DRINK)
2926 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2927 else
2928 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2929 }
2930 else
2931 /* eating message for dragon players */
2932 buf = format ("The %s tasted terrible!", &tmp->name);
2933
2934 op->statusmsg (buf);
2935
2936 capacity_remaining = MAX_FOOD - op->stats.food;
2937 op->stats.food += tmp->stats.food;
2938 if (capacity_remaining < tmp->stats.food)
2939 op->stats.hp += capacity_remaining / 50;
2940 else
2941 op->stats.hp += tmp->stats.food / 50;
2942
2943 min_it (op->stats.hp, op->stats.maxhp);
2944 min_it (op->stats.food, MAX_FOOD);
2945 }
2946
2947 /* special food hack -b.t. */
2948 if (tmp->title || tmp->flag [FLAG_CURSED])
2949 eat_special_food (op, tmp);
2950 }
2951 }
2952
2953 handle_apply_yield (tmp);
2954 tmp->decrease ();
2955}
2956
2957/**
2958 * Handles applying an improve armor scroll.
2959 * Does some sanity checks, then calls improve_armour.
2960 */
2961static void
2962apply_armour_improver (object *op, object *tmp)
2963{
2964 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2965 {
2966 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2967 return;
2968 }
2969
2970 object *armor = op->mark ();
2971
2972 if (!armor)
2973 {
2974 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2975 return;
2976 }
2977
2978 if (armor->type != ARMOUR
2979 && armor->type != CLOAK
2980 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2981 {
2982 op->failmsg ("Your marked item is not armour!\n");
2983 return;
2984 }
2985
2986 if (!op->apply (armor, AP_UNAPPLY))
2987 {
2988 op->failmsg ("You are unable to take off your armour to improve it!");
2989 return;
2990 }
2991
2992 op->statusmsg ("Applying armour enchantment.");
2993 improve_armour (op, tmp, armor);
2994}
2995
2996void
2997apply_poison (object *op, object *tmp)
2998{
2999 // need to do it now when it is still on the map
3000 handle_apply_yield (tmp);
3001
3002 object *poison = tmp->split (1);
3003
3004 if (op->type == PLAYER)
3005 {
3006 op->contr->play_sound (sound_find ("drink_poison"));
3007 op->failmsg ("Yech! That tasted poisonous!");
3008 op->contr->killer = poison;
3009 }
3010
3011 if (poison->stats.hp > 0)
3012 {
3013 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3014 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3015 }
3016
3017 op->stats.food -= op->stats.food / 4;
3018 poison->destroy ();
3019}
3020
3021/**
3022 * This function will try to apply a lighter and in case no lighter
3023 * is specified it will try to find a lighter in the players inventory,
3024 * and inform him about this requirement.
3025 *
3026 * who - the player
3027 * op - the item we want to light
3028 * lighter - the lighter or 0 if a lighter has yet to be found
3029 */
3030static object *
3031auto_apply_lighter (object *who, object *op, object *lighter)
3032{
3033 if (lighter == 0)
3034 {
3035 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3901 } 3036 {
3037 if (tmp->type == LIGHTER)
3038 {
3039 lighter = tmp;
3040 break;
3041 }
3042 }
3043
3044 if (!lighter)
3045 {
3046 who->failmsgf (
3047 "You can't light up the %s with your bare hands! "
3048 "H<You need a lighter in your inventory, for example a flint and steel.>",
3049 &op->name
3050 );
3051 return 0;
3052 }
3053 }
3054
3055 // last_eat == 0 means the lighter is not being used up!
3056 if (lighter->last_eat && lighter->stats.food)
3902 } 3057 {
3903 fix_player (who); 3058 /* lighter gets used up */
3904} 3059 lighter = lighter->split ();
3060 lighter->stats.food--;
3061 who->insert (lighter);
3062 }
3063 else if (lighter->last_eat)
3064 {
3065 /* no charges left in lighter */
3066 who->failmsgf (
3067 "You attempt to light the %s with a used up %s.",
3068 &op->name, &lighter->name
3069 );
3070 return 0;
3071 }
3905 3072
3073 return lighter;
3074}
3906 3075
3907/** 3076/**
3908 * Designed primarily to light torches/lanterns/etc. 3077 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3078 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3079 * the selected object to "burn". -b.t.
3911 */ 3080 */
3912 3081static void
3913void
3914apply_lighter (object *who, object *lighter) 3082apply_lighter (object *who, object *lighter)
3915{ 3083{
3916 object *item;
3917 int is_player_env = 0; 3084 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3085
3920 item = find_marked_object (who); 3086 if (object *item = who->mark ())
3921 if (item)
3922 { 3087 {
3923 if (lighter->last_eat && lighter->stats.food) 3088 if (!auto_apply_lighter (who, item, lighter))
3924 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1)
3928 {
3929 object *oneLighter = lighter->clone ();
3930
3931 lighter->nrof -= 1;
3932 oneLighter->nrof = 1;
3933 oneLighter->stats.food--;
3934 esrv_send_item (who, lighter);
3935 oneLighter = insert_ob_in_ob (oneLighter, who);
3936 esrv_send_item (who, oneLighter);
3937 }
3938 else
3939 lighter->stats.food--;
3940 }
3941 else if (lighter->last_eat)
3942 { /* no charges left in lighter */
3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3944 return; 3089 return;
3945 } 3090
3946 /* Perhaps we should split what we are trying to light on fire? 3091 /* Perhaps we should split what we are trying to light on fire?
3947 * I can't see many times when you would want to light multiple 3092 * I can't see many times when you would want to light multiple
3948 * objects at once. 3093 * objects at once.
3949 */ 3094 */
3950 /* If the item is destroyed, we don't have a valid pointer to the
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item))
3956 is_player_env = 1;
3957 3095
3958 save_throw_object (item, AT_FIRE, who); 3096 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer 3097
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ()) 3098 if (item->destroyed ()
3099 || ((item->type == LAMP || item->type == TORCH)
3100 && item->glow_radius > 0))
3101 who->statusmsg (format (
3102 "You light the %s with the %s.",
3103 &item->name, &lighter->name
3963 { 3104 ));
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3965 /* Need to update the player so that the players glow radius
3966 * gets changed.
3967 */
3968 if (is_player_env)
3969 fix_player (who);
3970 }
3971 else 3105 else
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3106 who->failmsgf (
3107 "You attempt to light the %s with the %s and fail.",
3108 &item->name, &lighter->name
3109 );
3110 }
3111 else
3112 who->failmsg ("You need to mark a lightable object.");
3113}
3114
3115/**
3116 * This function generates a cursed effect for cursed lamps and torches.
3117 */
3118static void
3119player_apply_lamp_cursed_effect (object *who, object *op)
3120{
3121 if (op->level)
3973 } 3122 {
3974 else /* nothing to light */ 3123 who->failmsgf (
3975 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3124 "The %s was cursed, it explodes in a big fireball!",
3125 &op->name
3126 );
3127 create_exploding_ball_at (who, op->level);
3128 }
3129 else
3130 {
3131 who->failmsgf (
3132 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3133 &op->name
3134 );
3135 }
3976 3136
3977}
3978
3979/**
3980 * op made some mistake with a scroll, this takes care of punishment.
3981 * scroll_failure()- hacked directly from spell_failure
3982 */
3983void
3984scroll_failure (object *op, int failure, int power)
3985{
3986 if (abs (failure / 4) > power)
3987 power = abs (failure / 4); /* set minimum effect */
3988
3989 if (failure <= -1 && failure > -15)
3990 { /* wonder */
3991 object *tmp;
3992
3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3994 tmp = get_archetype (SPELL_WONDER);
3995 cast_wonder (op, op, 0, tmp);
3996 tmp->destroy (); 3137 op->destroy ();
3138}
3139
3140/**
3141 * Apply for players and lamps
3142 *
3143 * who - the player
3144 * op - the lamp
3145 */
3146static void
3147player_apply_lamp (object *who, object *op)
3148{
3149 bool switch_on = op->glow_radius ? false : true;
3150
3151 if (switch_on)
3997 } 3152 {
3998 else if (failure <= -15 && failure > -35) 3153 object *lighter = 0;
3999 { /* drain mana */ 3154
4000 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3155 if (op->flag [FLAG_IS_LIGHTABLE]
4001 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3156 && !(lighter = auto_apply_lighter (who, op, 0)))
3157 return;
3158
4002 if (op->stats.sp < 0) 3159 if (op->stats.food < 1)
4003 op->stats.sp = 0;
4004 }
4005 else if (settings.spell_failure_effects == TRUE)
4006 {
4007 if (failure <= -35 && failure > -60)
4008 { /* confusion */
4009 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4010 confuse_player (op, op, power);
4011 } 3160 {
4012 else if (failure <= -60 && failure > -70) 3161 if (op->type == LAMP)
4013 { /* paralysis */ 3162 who->failmsgf (
4014 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3163 "The %s is out of fuel! "
4015 paralyze_player (op, op, power); 3164 "H<Lamps and similar items need fuel. They cannot be refilled.>",
4016 } 3165 &op->name
4017 else if (failure <= -70 && failure > -80) 3166 );
4018 { /* blind */ 3167 else
4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3168 who->failmsgf (
4020 blind_player (op, op, power); 3169 "The %s is burnt out! "
4021 } 3170 "H<Torches and similar items burn out and become worthless.>",
4022 else if (failure <= -80) 3171 &op->name
4023 { /* blast the immediate area */ 3172 );
4024 object *tmp; 3173 return;
4025
4026 tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4029 tmp->destroy ();
4030 }
4031 }
4032}
4033
4034void
4035apply_changes_to_player (object *pl, object *change)
4036{
4037 int excess_stat = 0; /* if the stat goes over the maximum
4038 for the race, put the excess stat some
4039 where else. */
4040
4041 switch (change->type)
4042 {
4043 case CLASS:
4044 { 3174 }
4045 living *stats = &(pl->contr->orig_stats);
4046 living *ns = &(change->stats);
4047 object *walk;
4048 int flag_change_face = 1;
4049 3175
4050 /* the following code assigns stats up to the stat max 3176 if (op->flag [FLAG_CURSED])
4051 * for the race, and if the stat max is exceeded, 3177 {
4052 * tries to randomly reassign the excess stat 3178 player_apply_lamp_cursed_effect (who, op);
4053 */ 3179 return;
4054 int i, j; 3180 }
4055 3181
4056 for (i = 0; i < NUM_STATS; i++) 3182 if (lighter)
3183 who->statusmsg (format (
3184 "You light up the %s with the %s.", &op->name, &lighter->name));
3185 else
3186 who->statusmsg (format ("You light up the %s.", &op->name));
3187 }
3188 else
3189 {
3190 if (op->flag [FLAG_CURSED])
3191 {
3192 player_apply_lamp_cursed_effect (who, op);
3193 return;
3194 }
3195
3196 if (op->type == TORCH)
3197 {
3198 if (!op->flag [FLAG_IS_LIGHTABLE])
4057 { 3199 {
4058 sint8 stat = get_attr_value (stats, i); 3200 who->statusmsg (format (
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3201 "You put out the %s. "
4060 3202 "H<The %s can't be used anymore, as it can't be lighted up again.>",
4061 stat += get_attr_value (ns, i); 3203 &op->name, &op->name));
4062 if (stat > 20 + race_bonus)
4063 {
4064 excess_stat++;
4065 stat = 20 + race_bonus;
4066 }
4067 set_attr_value (stats, i, stat);
4068 } 3204 }
4069
4070 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6);
4073 int stat = get_attr_value (stats, i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075
4076 if (i == CHA)
4077 continue; /* exclude cha from this */
4078 if (stat < 20 + race_bonus)
4079 {
4080 change_attr_value (stats, i, 1);
4081 excess_stat--;
4082 }
4083 }
4084
4085 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c
4087 */
4088 if (change->randomitems != NULL)
4089 give_initial_items (pl, change->randomitems);
4090
4091
4092 /* set up the face, for some races. */
4093
4094 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class.
4096 */
4097 for (walk = pl->inv; walk != NULL; walk = walk->below)
4098 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4099 flag_change_face = 0;
4100
4101 if (flag_change_face)
4102 {
4103 pl->animation_id = GET_ANIM_ID (change);
4104 pl->face = change->face;
4105
4106 if (QUERY_FLAG (change, FLAG_ANIMATE))
4107 SET_FLAG (pl, FLAG_ANIMATE);
4108 else 3205 else
4109 CLEAR_FLAG (pl, FLAG_ANIMATE); 3206 who->statusmsg (format (
3207 "You put out the %s."
3208 "H<Torches wear out if you put them out.>",
3209 &op->name));
4110 } 3210 }
3211 else
3212 who->statusmsg (format ("You turn off the %s.", &op->name));
3213 }
4111 3214
4112 /* check the special case of can't use weapons */ 3215 apply_lamp (op, switch_on);
4113 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3216}
4114 if (!strcmp (change->name, "monk"))
4115 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4116 3217
4117 break; 3218void get_animation_from_arch (object *op, arch_ptr a)
3219{
3220 op->animation_id = a->animation_id;
3221 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3222 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3223 op->anim_speed = a->anim_speed;
3224 op->last_anim = 0;
3225 op->state = 0;
3226 op->face = a->face;
3227
3228 if (NUM_ANIMATIONS(op) > 1)
3229 {
3230 SET_ANIMATION(op, 0);
3231 animate_object (op, op->direction);
3232 }
3233 else
3234 update_object (op, UP_OBJ_FACE);
3235}
3236
3237/**
3238 * Apply for LAMPs and TORCHes.
3239 *
3240 * op - the lamp
3241 * switch_on - a flag which says whether the lamp should be switched on or off
3242 */
3243void apply_lamp (object *op, bool switch_on)
3244{
3245 op->set_glow_radius (switch_on ? op->range : 0);
3246 op->set_speed (switch_on ? op->arch->speed : 0);
3247
3248 // torches wear out if you put them out
3249 if (op->type == TORCH && !switch_on)
3250 {
3251 if (op->flag [FLAG_IS_LIGHTABLE])
4118 } 3252 {
3253 op->stats.food -= (double) op->arch->stats.food / 15;
3254 if (op->stats.food < 0)
3255 op->stats.food = 0;
3256 }
3257 else
3258 op->stats.food = 0;
4119 } 3259 }
3260
3261 // lamps and torched get worthless when used up
3262 if (op->stats.food <= 0)
3263 op->value = 0;
3264
3265 // FIXME: This is a hack to make the more sane torches and lamps
3266 // still animated ;-/
3267 if (op->other_arch)
3268 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3269
3270 if (object *pl = op->visible_to ())
3271 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
4120} 3272}
4121 3273
4122/** 3274/**
4123 * This handles items of type 'transformer'. 3275 * This handles items of type 'transformer'.
4124 * Basically those items, used with a marked item, transform both items into something 3276 * Basically those items, used with a marked item, transform both items into something
4127 * Change information is contained in the 'slaying' field of the marked item. 3279 * Change information is contained in the 'slaying' field of the marked item.
4128 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3280 * The format is as follow: transformer:[number ]yield[;transformer:...].
4129 * This way an item can be transformed in many things, and/or many objects. 3281 * This way an item can be transformed in many things, and/or many objects.
4130 * The 'slaying' field for transformer is used as verb for the action. 3282 * The 'slaying' field for transformer is used as verb for the action.
4131 */ 3283 */
4132void 3284static void
4133apply_item_transformer (object *pl, object *transformer) 3285apply_item_transformer (object *pl, object *transformer)
4134{ 3286{
4135 object *marked;
4136 object *new_item; 3287 object *new_item;
4137 char *find; 3288 const char *find;
4138 char *separator; 3289 char *separator;
4139 int yield; 3290 int yield;
4140 char got[MAX_BUF]; 3291 char got[MAX_BUF];
4141 int len; 3292 int len;
4142 3293
4143 if (!pl || !transformer) 3294 if (!pl || !transformer)
4144 return; 3295 return;
4145 marked = find_marked_object (pl); 3296
3297 object *marked = pl->mark ();
3298
4146 if (!marked) 3299 if (!marked)
4147 { 3300 {
4148 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3301 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
4149 return; 3302 return;
4150 } 3303 }
3304
4151 if (!marked->slaying) 3305 if (!marked->slaying)
4152 { 3306 {
4153 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3307 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4154 return; 3308 return;
4155 } 3309 }
3310
4156 /* check whether they are compatible or not */ 3311 /* check whether they are compatible or not */
4157 find = strstr (marked->slaying, transformer->arch->name); 3312 find = strstr (&marked->slaying, transformer->arch->archname);
4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3313 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4159 { 3314 {
4160 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3315 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4161 return; 3316 return;
4162 } 3317 }
3318
4163 find += strlen (transformer->arch->name) + 1; 3319 find += strlen (transformer->arch->archname) + 1;
4164 /* Item can be used, now find how many and what it yields */ 3320 /* Item can be used, now find how many and what it yields */
4165 if (isdigit (*(find))) 3321 if (isdigit (*(find)))
4166 { 3322 {
4167 yield = atoi (find); 3323 yield = atoi (find);
4168 if (yield < 1) 3324 if (yield < 1)
4174 else 3330 else
4175 yield = 1; 3331 yield = 1;
4176 3332
4177 while (isdigit (*find)) 3333 while (isdigit (*find))
4178 find++; 3334 find++;
3335
4179 while (*find == ' ') 3336 while (*find == ' ')
4180 find++; 3337 find++;
3338
4181 memset (got, 0, MAX_BUF); 3339 memset (got, 0, MAX_BUF);
3340
4182 if ((separator = strchr (find, ';')) != NULL) 3341 if ((separator = (char *) strchr (find, ';')))
4183 {
4184 len = separator - find; 3342 len = separator - find;
4185 }
4186 else 3343 else
4187 {
4188 len = strlen (find); 3344 len = strlen (find);
4189 } 3345
4190 if (len > MAX_BUF - 1) 3346 min_it (len, MAX_BUF - 1);
4191 len = MAX_BUF - 1; 3347
4192 strcpy (got, find); 3348 strcpy (got, find);
4193 got[len] = '\0'; 3349 got[len] = '\0';
4194 3350
4195 /* Now create new item, remove used ones when required. */ 3351 /* Now create new item, remove used ones when required. */
4196 new_item = get_archetype (got); 3352 new_item = get_archetype (got);
4197 if (!new_item) 3353 if (!new_item)
4198 { 3354 {
4199 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 3355 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
4200 return; 3356 return;
4201 } 3357 }
4202 3358
4203 new_item->nrof = yield; 3359 new_item->nrof = yield;
3360
4204 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 3361 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4205 insert_ob_in_ob (new_item, pl); 3362
4206 esrv_send_inventory (pl, pl); 3363 pl->insert (new_item);
4207 /* Eat up one item */ 3364 /* Eat up one item */
4208 decrease_ob_nr (marked, 1); 3365 marked->decrease ();
3366
4209 /* Eat one transformer if needed */ 3367 /* Eat one transformer if needed */
4210 if (transformer->stats.food) 3368 if (transformer->stats.food)
4211 if (--transformer->stats.food == 0) 3369 if (--transformer->stats.food == 0)
4212 decrease_ob_nr (transformer, 1); 3370 transformer->decrease ();
4213} 3371}
3372
3373/**
3374 * Main apply handler.
3375 *
3376 * Checks for unpaid items before applying.
3377 *
3378 * Return value is currently not used
3379 *
3380 * who is the object that is causing object to be applied, op is the object
3381 * being applied.
3382 *
3383 * aflag is special (always apply/unapply) flags. Nothing is done with
3384 * them in this function - they are passed to apply_special
3385 */
3386static bool
3387manual_apply (object *who, object *op, int aflag)
3388{
3389 op = op->head_ ();
3390
3391 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 {
3393 if (who->contr)
3394 {
3395 examine (who, op);
3396 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397 return 1;
3398 }
3399 else
3400 return 0; /* monsters just skip unpaid items */
3401 }
3402
3403 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404 return RESULT_INT (0);
3405 else if (apply_types_inv_only [op->type])
3406 {
3407 // special item, using slot system, needs to be in inv
3408 if (op->env == who)
3409 return apply_special (who, op, aflag);
3410
3411 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3412 }
3413 else if (!who->contr && apply_types_player_only [op->type])
3414 return 0; // monsters shouldn't try to apply player-only stuff
3415 else if (apply_types [op->type])
3416 {
3417 // ordinary stuff, may be on the floor
3418 switch (op->type)
3419 {
3420 case T_HANDLE:
3421 who->play_sound (sound_find ("turn_handle"));
3422 who->statusmsg ("You turn the handle.");
3423 op->value = op->value ? 0 : 1;
3424 SET_ANIMATION (op, op->value);
3425 update_object (op, UP_OBJ_FACE);
3426 push_button (op, who);
3427 break;
3428
3429 case TRIGGER:
3430 if (check_trigger (op, who, who))
3431 {
3432 who->statusmsg ("You turn the handle.");
3433 who->play_sound (sound_find ("turn_handle"));
3434 }
3435 else
3436 who->failmsg ("The handle doesn't move.");
3437
3438 break;
3439
3440 case EXIT:
3441 if (!EXIT_PATH (op))
3442 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3443 else
3444 {
3445 /* Don't display messages for random maps. */
3446 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447 who->statusmsg (op->msg, NDI_NAVY);
3448
3449 who->enter_exit (op);
3450 }
3451
3452 break;
3453
3454 case INSCRIBABLE:
3455 who->statusmsg (op->msg);
3456 // maybe show a spell menu to chose from or something like that
3457 break;
3458
3459 case SIGN:
3460 apply_sign (who, op, 0);
3461 break;
3462
3463 case BOOK:
3464 apply_book (who, op);
3465 break;
3466
3467 case SKILLSCROLL:
3468 apply_skillscroll (who, op);
3469 break;
3470
3471 case SPELLBOOK:
3472 apply_spellbook (who, op);
3473 break;
3474
3475 case SCROLL:
3476 apply_scroll (who, op, 0);
3477 break;
3478
3479 case POTION:
3480 apply_potion (who, op);
3481 break;
3482
3483 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484 //TODO: remove, as it is unsed?
3485 case CLOSE_CON:
3486 apply_container (who, op->env);
3487 break;
3488
3489 case CONTAINER:
3490 apply_container (who, op);
3491 break;
3492
3493 case TREASURE:
3494 apply_treasure (who, op);
3495 break;
3496
3497 case LAMP:
3498 case TORCH:
3499 player_apply_lamp (who, op);
3500 break;
3501
3502 case DRINK:
3503 case FOOD:
3504 case FLESH:
3505 apply_food (who, op);
3506 break;
3507
3508 case POISON:
3509 apply_poison (who, op);
3510 break;
3511
3512 case SAVEBED:
3513 break;
3514
3515 case ARMOUR_IMPROVER:
3516 apply_armour_improver (who, op);
3517 break;
3518
3519 case WEAPON_IMPROVER:
3520 check_improve_weapon (who, op);
3521 break;
3522
3523 case CLOCK:
3524 {
3525 timeofday_t tod;
3526
3527 get_tod (&tod);
3528 who->play_sound (sound_find ("sound_clock"));
3529 who->statusmsg (format (
3530 "It is %d minute%s past %d o'clock %s",
3531 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3532 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3533 ));
3534 }
3535 break;
3536
3537 case MENU:
3538 shop_listing (op, who);
3539 break;
3540
3541 case POWER_CRYSTAL:
3542 apply_power_crystal (who, op); /* see egoitem.c */
3543 break;
3544
3545 case LIGHTER: /* for lighting torches/lanterns/etc */
3546 apply_lighter (who, op);
3547 break;
3548
3549 case ITEM_TRANSFORMER:
3550 apply_item_transformer (who, op);
3551 break;
3552 }
3553
3554 return 1;
3555 }
3556 else
3557 {
3558 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3559 return 0;
3560 }
3561}
3562
3563/**
3564 * player_apply_below attempts to apply the object 'below' the player.
3565 * If the player has an open container, we use that for below, otherwise
3566 * we use the ground.
3567 */
3568void
3569player_apply_below (object *pl)
3570{
3571 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3572
3573 /* If using a container, set the starting item to be the top
3574 * item in the container. Otherwise, use the map.
3575 */
3576
3577 // first try to apply "applyables"
3578 for (object *tmp = top; tmp; tmp = tmp->below)
3579 if (!tmp->invisible && apply_types [tmp->type])
3580 {
3581 // If it is visible, player can apply it.
3582 pl->apply (tmp);
3583 return;
3584 }
3585
3586 while (top && top->invisible)
3587 top = top->below;
3588
3589 if (!top || top->flag [FLAG_IS_FLOOR])
3590 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3591 "H<There is nothing here that you can apply.>");
3592 else
3593 // next, try to explain the topmost object
3594 switch (top->type)
3595 {
3596 // TODO: all this should move to examine
3597 case ALTAR:
3598 case IDENTIFY_ALTAR:
3599 case TRIGGER_ALTAR:
3600 case CONVERTER:
3601 //case TRIGGER_PEDESTAL:
3602 pl->failmsgf (
3603 "You see no obvious mechanism on the %s."
3604 "H<You have to drop one or more specific items here.>",
3605 query_short_name (top)
3606 );
3607 break;
3608
3609 case BUTTON:
3610 case TRIGGER_BUTTON:
3611 pl->failmsgf (
3612 "The %s looks as if you could activate it with somehting heavy. "
3613 "H<You must put enough items here to activate it.>",
3614 query_short_name (top)
3615 );
3616 break;
3617
3618 default:
3619 examine (pl, top);
3620 break;
3621 }
3622}
3623
3624// saner interface, returns successful status
3625bool
3626object::apply (object *ob, int aflags)
3627{
3628 if (!ob) // simplifies a lot of callers
3629 return true;
3630
3631 if (contr)
3632 {
3633 if (!ob->env && (move_type & MOVE_FLYING))
3634 {
3635 /* player is flying and applying object not in inventory */
3636 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3637 {
3638 failmsg ("But you are floating high above the ground! "
3639 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3640 "or waiting till the levitation effect wears off.>");
3641 return 0;
3642 }
3643 }
3644
3645 contr->last_used = ob;
3646 }
3647
3648 bool want_apply =
3649 aflags & AP_APPLY ? true
3650 : aflags & AP_UNAPPLY ? false
3651 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3652
3653 object_ptr *slot = 0;
3654
3655 // detect the slot, if this is a player
3656 if (contr && !(aflags & AP_NO_SLOT))
3657 {
3658 object *oslot;
3659
3660 switch (ob->type)
3661 {
3662 case WEAPON:
3663 slot = &contr->combat_ob;
3664 oslot = contr->ranged_ob;
3665 break;
3666
3667 case BOW:
3668 case RANGED:
3669 case SPELL:
3670 case WAND:
3671 case ROD:
3672 case HORN:
3673 case BUILDER:
3674 slot = &contr->ranged_ob;
3675 oslot = contr->combat_ob;
3676 break;
3677
3678 // oh, the humanity
3679 case SKILL:
3680 if (aflags & AP_NO_SLOT)
3681 break;
3682
3683 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3684 break;
3685
3686 if (skill_flags [ob->subtype] & SF_COMBAT)
3687 {
3688 slot = &contr->combat_ob;
3689 oslot = contr->ranged_ob;
3690 }
3691 else if (skill_flags [ob->subtype] & SF_RANGED)
3692 {
3693 slot = &contr->ranged_ob;
3694 oslot = contr->combat_ob;
3695 }
3696
3697 break;
3698 }
3699
3700 // now handle slot exclusions
3701 if (slot)
3702 {
3703 // only one slot can be active
3704 if (want_apply)
3705 {
3706 // clear slot unless we are in it already
3707 if (*slot != ob)
3708 apply (*slot, AP_UNAPPLY);
3709
3710 // unapply other slot, because we want to become active
3711 apply (oslot, AP_UNAPPLY);
3712 }
3713
3714 // clear item from slot if applied
3715 if (!want_apply && current_weapon == ob)
3716 current_weapon = 0;
3717 }
3718 }
3719
3720 if (ob->flag [FLAG_APPLIED] != want_apply)
3721 manual_apply (this, ob, aflags);
3722
3723 if (ob->flag [FLAG_APPLIED] != want_apply)
3724 return false;
3725
3726 if (slot && want_apply)
3727 current_weapon = *slot = ob;
3728
3729 return true;
3730}
3731
3732/**
3733 * Map was just loaded, handle op's initialisation.
3734 *
3735 * Generates shop floor's item, and treasures.
3736 */
3737int
3738auto_apply (object *op)
3739{
3740 object *tmp = NULL, *tmp2;
3741 int i;
3742
3743 op->clr_flag (FLAG_AUTO_APPLY);
3744
3745 switch (op->type)
3746 {
3747 case SHOP_FLOOR:
3748 if (!op->has_random_items ())
3749 return 0;
3750
3751 do
3752 {
3753 i = 10; /* let's give it 10 tries */
3754 while ((tmp = generate_treasure (op->randomitems,
3755 op->stats.exp
3756 ? (int) op->stats.exp
3757 : max (op->map->difficulty, 5)))
3758 == NULL && --i);
3759
3760 if (tmp == NULL)
3761 return 0;
3762
3763 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3764 {
3765 tmp->destroy ();
3766 tmp = NULL;
3767 }
3768 }
3769 while (!tmp);
3770
3771 tmp->x = op->x;
3772 tmp->y = op->y;
3773 tmp->set_flag (FLAG_UNPAID);
3774 insert_ob_in_map (tmp, op->map, NULL, 0);
3775 identify (tmp);
3776 break;
3777
3778 case TREASURE:
3779 if (op->flag [FLAG_IS_A_TEMPLATE])
3780 return 0;
3781
3782 while (op->stats.hp-- > 0)
3783 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3784 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3785
3786 /* If we generated an object and put it in this object inventory,
3787 * move it to the parent object as the current object is about
3788 * to disappear. An example of this item is the random_* stuff
3789 * that is put inside other objects.
3790 */
3791 if (op->env)
3792 while (op->inv)
3793 op->env->insert (op->inv);
3794
3795 op->destroy ();
3796 break;
3797 }
3798
3799 return !!tmp;
3800}
3801
3802/**
3803 * fix_auto_apply goes through the entire map every time a map
3804 * is loaded or swapped in and performs special actions for
3805 * certain objects (most initialization of chests and creation of
3806 * treasures and stuff). Calls auto_apply if appropriate.
3807 */
3808void
3809maptile::fix_auto_apply ()
3810{
3811 if (!spaces)
3812 return;
3813
3814 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3815 for (object *tmp = ms->bot; tmp; )
3816 {
3817 object *above = tmp->above;
3818
3819 if (tmp->inv)
3820 {
3821 object *invtmp, *invnext;
3822
3823 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3824 {
3825 invnext = invtmp->below;
3826
3827 if (invtmp->flag [FLAG_AUTO_APPLY])
3828 auto_apply (invtmp);
3829 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3830 {
3831 while (invtmp->stats.hp-- > 0)
3832 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3833
3834 invtmp->randomitems = NULL;
3835 }
3836 else if (invtmp && invtmp->arch
3837 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3838 {
3839 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3840 /* Need to clear this so that we never try to create
3841 * treasure again for this object
3842 */
3843 invtmp->randomitems = NULL;
3844 }
3845 }
3846
3847 /* This is really temporary - the code at the bottom will
3848 * also set randomitems to null. The problem is there are bunches
3849 * of maps/players already out there with items that have spells
3850 * which haven't had the randomitems set to null yet.
3851 * MSW 2004-05-13
3852 *
3853 * And if it's a spellbook, it's better to set randomitems to NULL too,
3854 * else you get two spells in the book ^_-
3855 * Ryo 2004-08-16
3856 */
3857 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3858 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3859 tmp->randomitems = NULL;
3860 }
3861
3862 if (tmp->flag [FLAG_AUTO_APPLY])
3863 auto_apply (tmp);
3864 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3865 {
3866 while ((tmp->stats.hp--) > 0)
3867 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3868 tmp->randomitems = NULL;
3869 }
3870 else if (tmp->type == TIMED_GATE)
3871 {
3872 object *head = tmp->head != NULL ? tmp->head : tmp;
3873
3874 if (head->flag [FLAG_IS_LINKED])
3875 tmp->set_speed (0);
3876 }
3877 /* This function can be called everytime a map is loaded, even when
3878 * swapping back in. As such, we don't want to create the treasure
3879 * over and ove again, so after we generate the treasure, blank out
3880 * randomitems so if it is swapped in again, it won't make anything.
3881 * This is a problem for the above objects, because they have counters
3882 * which say how many times to make the treasure.
3883 */
3884 else if (tmp && tmp->arch && tmp->type != PLAYER
3885 && tmp->type != TREASURE && tmp->type != SPELL
3886 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3887 {
3888 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3889 tmp->randomitems = NULL;
3890 }
3891
3892 // close all containers
3893 else if (tmp->type == CONTAINER)
3894 tmp->flag [FLAG_APPLIED] = 0;
3895
3896 tmp = above;
3897 }
3898
3899 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3900 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3901 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3902 check_trigger (tmp, tmp->above, tmp->above);
3903}
3904
3905/**
3906 * Handles player eating food that temporarily changes status (resistances, stats).
3907 * This used to call cast_change_attr(), but
3908 * that doesn't work with the new spell code. Since we know what
3909 * the food changes, just grab a force and use that instead.
3910 */
3911void
3912eat_special_food (object *who, object *food)
3913{
3914 object *force;
3915 int i, did_one = 0;
3916
3917 char buf[64];
3918 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3919 shstr key (buf);
3920
3921 /* bigger morsel of food = longer effect time */
3922 int duration = TIME2TICK (food->stats.food);
3923
3924 if (force = who->force_find (key))
3925 {
3926 if (duration > fabs (force->speed_left / force->speed))
3927 {
3928 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));
3929 force->force_set_timer (duration);
3930 }
3931 else
3932 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3933
3934 return;
3935 }
3936 else
3937 {
3938 force = who->force_add (key, duration);
3939 force->name = key;
3940
3941 /* check if the food affects a stat */
3942 for (i = 0; i < NUM_STATS; i++)
3943 if (sint8 k = food->stats.stat (i))
3944 {
3945 force->stats.stat (i) = k;
3946 did_one = 1;
3947 }
3948
3949 /* check if we can protect the eater */
3950 for (i = 0; i < NROFATTACKS; i++)
3951 {
3952 if (food->resist[i] > 0)
3953 {
3954 force->resist[i] = food->resist[i];
3955 did_one = 1;
3956 }
3957 }
3958
3959 if (did_one)
3960 {
3961 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));
3962
3963 /* make the force take effect and report effects to user */
3964 change_abil (who, force);
3965 }
3966 else
3967 force->destroy ();
3968 }
3969
3970 /* check for hp, sp change */
3971 if (food->stats.hp != 0)
3972 {
3973 if (food->flag [FLAG_CURSED])
3974 {
3975 who->contr->killer = food;
3976 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3977 who->failmsg ("Eck!...that was poisonous!");
3978 }
3979 else
3980 {
3981 if (food->stats.hp > 0)
3982 who->statusmsg ("You begin to feel better.");
3983 else
3984 who->failmsg ("Eck!...that was poisonous!");
3985
3986 who->stats.hp += food->stats.hp;
3987 }
3988 }
3989
3990 if (food->stats.sp != 0)
3991 {
3992 if (food->flag [FLAG_CURSED])
3993 {
3994 who->failmsg ("You are drained of mana!");
3995 who->stats.sp -= food->stats.sp;
3996 if (who->stats.sp < 0)
3997 who->stats.sp = 0;
3998 }
3999 else
4000 {
4001 who->statusmsg ("You feel a rush of magical energy!");
4002 who->stats.sp += food->stats.sp;
4003 /* place limit on max sp from food? */
4004 }
4005 }
4006
4007 who->update_stats ();
4008}
4009
4010void
4011apply_changes_to_player (object *pl, object *change)
4012{
4013 int excess_stat = 0; /* if the stat goes over the maximum
4014 for the race, put the excess stat some
4015 where else. */
4016
4017 switch (change->type)
4018 {
4019 case CLASS:
4020 {
4021 living *stats = &(pl->contr->orig_stats);
4022 living *ns = &(change->stats);
4023 object *walk;
4024 int flag_change_face = 1;
4025
4026 /* the following code assigns stats up to the stat max
4027 * for the race, and if the stat max is exceeded,
4028 * tries to randomly reassign the excess stat
4029 */
4030 int i, j;
4031
4032 for (i = 0; i < NUM_STATS; i++)
4033 {
4034 int race_bonus = pl->arch->stats.stat (i);
4035 sint8 stat = stats->stat (i) + ns->stat (i);
4036
4037 if (stat > 20 + race_bonus)
4038 {
4039 excess_stat++;
4040 stat = 20 + race_bonus;
4041 }
4042
4043 stats->stat (i) = stat;
4044 }
4045
4046 for (j = 0; excess_stat > 0 && j < 100; j++)
4047 { /* try 100 times to assign excess stats */
4048 int i = rndm (0, 6);
4049
4050 if (i == CHA)
4051 continue; /* exclude cha from this */
4052
4053 int stat = stats->stat (i);
4054 int race_bonus = pl->arch->stats.stat (i);
4055 if (stat < 20 + race_bonus)
4056 {
4057 change_attr_value (stats, i, 1);
4058 excess_stat--;
4059 }
4060 }
4061
4062 /* insert the randomitems from the change's treasurelist into
4063 * the player ref: player.c
4064 */
4065 if (change->randomitems)
4066 give_initial_items (pl, change->randomitems);
4067
4068 /* set up the face, for some races. */
4069
4070 /* first, look for the force object banning
4071 * changing the face. Certain races never change face with class.
4072 */
4073 for (walk = pl->inv; walk; walk = walk->below)
4074 if (walk->name == shstr_NOCLASSFACECHANGE)
4075 flag_change_face = 0;
4076
4077 if (flag_change_face)
4078 {
4079 pl->face = change->face;
4080 pl->animation_id = change->animation_id;
4081 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4082 }
4083
4084 /* check the special case of can't use weapons */
4085 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4086 if (change->name == shstr_monk)
4087 pl->clr_flag (FLAG_USE_WEAPON);
4088
4089 break;
4090 }
4091 }
4092}
4093

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines