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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.51 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.248 by root, Tue Apr 6 04:28:48 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#include <sproto.h> 33#include <sproto.h>
31 34
32/* Want this regardless of rplay. */ 35typedef bitset<NUM_TYPES> types_t;
33#include <sounds.h>
34 36
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37// these must be in the inventory before they can be applied
36#include <math.h>
37 38
38/** 39static const struct may_attempt_inv : types_t
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42int
43should_director_abort (object *op, object *victim)
44{ 40{
45 int arch_flag, name_flag, race_flag; 41 may_attempt_inv ()
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 { 42 {
59 arch_flag = (op->subtype & 1); 43 set (WEAPON);
60 name_flag = (op->subtype & 2); 44 set (ARMOUR);
61 race_flag = (op->subtype & 4); 45 set (BOOTS);
46 set (GLOVES);
47 set (AMULET);
48 set (GIRDLE);
49 set (BRACERS);
50 set (SHIELD);
51 set (HELMET);
52 set (RING);
53 set (CLOAK);
54 set (WAND);
55 set (ROD);
56 set (HORN);
57 set (SKILL);
58 set (SPELL);
59 set (BOW);
60 set (RANGED);
61 set (BUILDER);
62 set (SKILL_TOOL);
62 } 63 }
63 else 64} may_attempt_inv;
65
66// these only make sense for the player
67
68static const struct may_attempt_player : types_t
69{
70 may_attempt_player ()
64 { 71 {
65 arch_flag = 1; 72 set (EXIT);
66 name_flag = 1; 73 set (BOOK);
67 race_flag = 1; 74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (TREASURE);
77 set (SAVEBED);
78 set (ARMOUR_IMPROVER);
79 set (WEAPON_IMPROVER);
80 set (CLOCK);
81 set (MENU);
82 set (LIGHTER); /* for lighting torches/lanterns/etc */
83 set (INSCRIBABLE);
84 set (SIGN);
85 set (BOOK);
68 } 86 }
69 /* If the director has race set, only affect objects with a arch, 87} may_attempt_player;
70 * name or race that matches. 88
71 */ 89// applying these _can_ be attempted, others cannot
72 if ((op->race) && 90// be applied at all. used by e.g. apply below.
73 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 91
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 92static const struct may_attempt : types_t
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 93{
94 may_attempt ()
95 : types_t ((types_t)may_attempt_player | (types_t)may_attempt_inv)
76 { 96 {
77 return 1; 97 set (T_HANDLE);
98 set (TRIGGER);
99 set (SCROLL);
100 set (POTION);
101 set (CLOSE_CON);
102 set (CONTAINER);
103 set (LAMP);
104 set (TORCH);
105 set (DRINK);
106 set (FOOD);
107 set (FLESH);
108 set (POISON);
109 set (POWER_CRYSTAL);
110 set (ITEM_TRANSFORMER);
78 } 111 }
79 /* If the director has slaying set, only affect objects where none 112} may_attempt;
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
85 {
86 return 1;
87 }
88 return 0;
89}
90
91/**
92 * This handles a player dropping money on an altar to identify stuff.
93 * It'll identify marked item, if none all items up to dropped money.
94 * Return value: 1 if money was destroyed, 0 if not.
95 */
96static int
97apply_id_altar (object *money, object *altar, object *pl)
98{
99 object *id, *marked;
100 int success = 0;
101
102 if (pl == NULL || pl->type != PLAYER)
103 return 0;
104
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be.
107 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0;
110
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory.
114 */
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 {
117 if (operate_altar (altar, &money))
118 {
119 identify (marked);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 if (marked->msg)
122 {
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 }
126 return money == NULL;
127 }
128 }
129
130 for (id = pl->inv; id; id = id->below)
131 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 {
134 if (operate_altar (altar, &money))
135 {
136 identify (id);
137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
138 if (id->msg)
139 {
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money))
146 break;
147 }
148 else
149 {
150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151 break;
152 }
153 }
154 }
155 if (!success)
156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
157 return money == NULL;
158}
159
160/**
161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162 * matching item.
163 **/
164static void
165handle_apply_yield (object *tmp)
166{
167 const char *yield;
168
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187}
188
189/**
190 * Handles applying a potion.
191 */
192int
193apply_potion (object *op, object *tmp)
194{
195 int got_one = 0, i;
196 object *force = 0, *floor = 0;
197
198 floor = GET_MAP_OB (op->map, op->x, op->y);
199
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 {
202 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
204 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0;
206 }
207
208 if (op->type == PLAYER)
209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
210 identify (tmp);
211
212 handle_apply_yield (tmp);
213
214 /* Potion of restoration - only for players */
215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
216 {
217 object *depl;
218 archetype *at;
219
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 {
222 op->drain_stat ();
223 op->update_stats ();
224 decrease_ob (tmp);
225 return 1;
226 }
227
228 if (!(at = archetype::find (ARCH_DEPLETION)))
229 {
230 LOG (llevError, "Could not find archetype depletion\n");
231 return 0;
232 }
233 depl = present_arch_in_ob (at, op);
234
235 if (depl)
236 {
237 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240
241 depl->destroy ();
242 op->update_stats ();
243 }
244 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
246
247 decrease_ob (tmp);
248 return 1;
249 }
250
251 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
253 {
254 for (i = 1; i < MIN (11, op->level); i++)
255 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 {
258 if (op->contr->levhp[i] != 1)
259 {
260 op->contr->levhp[i] = 1;
261 break;
262 }
263 if (op->contr->levsp[i] != 1)
264 {
265 op->contr->levsp[i] = 1;
266 break;
267 }
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281 if (op->contr->levsp[i] < 6)
282 {
283 op->contr->levsp[i] = 6;
284 break;
285 }
286 if (op->contr->levgrace[i] < 3)
287 {
288 op->contr->levgrace[i] = 3;
289 break;
290 }
291 }
292 }
293
294 /* Just makes checking easier */
295 if (i < MIN (11, op->level))
296 got_one = 1;
297
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 {
300 if (got_one)
301 {
302 op->update_stats ();
303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
306 }
307 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
309 }
310 else
311 { /* cursed potion */
312 if (got_one)
313 {
314 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 }
317 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
319 }
320
321 decrease_ob (tmp);
322 return 1;
323 }
324
325
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
327 * and heroism all fit into this category. Given the spell object code,
328 * there is no limit to the number of spells that potions can be cast,
329 * but direction is problematic to try and imbue fireball potions for example.
330 */
331 if (tmp->inv)
332 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 {
335 object *fball;
336
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x;
343 fball->y = op->y;
344 insert_ob_in_map (fball, op->map, NULL, 0);
345 }
346 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348
349 decrease_ob (tmp);
350 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats ();
353 return 1;
354 }
355
356 /* Deal with protection potions */
357 force = NULL;
358 for (i = 0; i < NROFATTACKS; i++)
359 {
360 if (tmp->resist[i])
361 {
362 if (!force)
363 force = get_archetype (FORCE_NAME);
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT;
366 break; /* Only need to find one protection since we copy entire batch */
367 }
368 }
369 /* This is a protection potion */
370 if (force)
371 {
372 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 {
375 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 }
380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force);
385 decrease_ob (tmp);
386 return 1;
387 }
388
389 /* Only thing left are the stat potions */
390 if (op->type == PLAYER)
391 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else
395 SET_FLAG (tmp, FLAG_APPLIED);
396 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 }
399
400 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears
403 * up all the stats.
404 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats ();
407 decrease_ob (tmp);
408 return 1;
409}
410 113
411/**************************************************************************** 114/****************************************************************************
412 * Weapon improvement code follows 115 * Weapon improvement code follows
413 ****************************************************************************/ 116 ****************************************************************************/
414 117
415/** 118/**
119 * This function just checks whether who can handle equipping an item
120 * with item_power.
121 */
122static bool
123check_item_power (object *who, int item_power)
124{
125 if (who->type == PLAYER
126 && item_power
127 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
128 return false;
129 else
130 return true;
131}
132
133/**
416 * This returns the sum of nrof of item (arch name). 134 * This returns the sum of nrof of item (arch name).
417 */ 135 */
418static int 136static int
419check_item (object *op, const char *item) 137check_item (object *op, shstr_cmp item)
420{ 138{
421 int count = 0; 139 int count = 0;
422 140
423 141 if (!item)
424 if (item == NULL)
425 return 0; 142 return 0;
426 op = op->below; 143
427 while (op != NULL) 144 for (op = op->below; op; op = op->below)
428 { 145 if (op->arch->archname == item)
429 if (strcmp (op->arch->name, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 146 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 147 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 148 count += op->number_of ();
438 } 149
439 }
440 op = op->below;
441 }
442 return count; 150 return count;
443} 151}
444 152
445/** 153/**
446 * This removes 'nrof' of what item->slaying says to remove. 154 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 155 * op is typically the player, which is only
448 * really used to determine what space to look at. 156 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 157 * Modified to only eat 'nrof' of objects.
450 */ 158 */
451static void 159static void
452eat_item (object *op, const char *item, uint32 nrof) 160eat_item (object *op, shstr_cmp item, uint32 nrof)
453{ 161{
454 object *prev; 162 object *prev;
455 163
456 prev = op; 164 prev = op;
457 op = op->below; 165 op = op->below;
458 166
459 while (op != NULL) 167 while (op)
460 { 168 {
461 if (strcmp (op->arch->name, item) == 0) 169 if (op->arch->archname == item)
462 { 170 {
463 if (op->nrof >= nrof) 171 if (op->nrof >= nrof)
464 { 172 {
465 decrease_ob_nr (op, nrof); 173 op->decrease (nrof);
466 return; 174 return;
467 } 175 }
468 else 176 else
469 { 177 {
470 decrease_ob_nr (op, op->nrof); 178 op->decrease (nrof);
471 nrof -= op->nrof; 179 nrof -= op->nrof;
472 } 180 }
181
473 op = prev; 182 op = prev;
474 } 183 }
184
475 prev = op; 185 prev = op;
476 op = op->below; 186 op = op->below;
477 } 187 }
478} 188}
479 189
480/** 190/**
481 * This checks to see of the player (who) is sufficient level to use a weapon
482 * with improvs improvements (typically last_eat). We take an int here
483 * instead of the object so that the improvement code can pass along the
484 * increased value to see if the object is usuable.
485 * we return 1 (true) if the player can use the weapon.
486 */
487static int
488check_weapon_power (const object *who, int improvs)
489{
490
491/* Old code is below (commented out). Basically, since weapons are the only
492 * object players really have any control to improve, it's a bit harsh to
493 * require high level in some combat skill, so we just use overall level.
494 */
495#if 1
496 if (((who->level / 5) + 5) >= improvs)
497 return 1;
498 else
499 return 0;
500
501#else
502 int level = 0;
503
504 /* The skill system hands out wc and dam bonuses to fighters
505 * more generously than the old system (see fix_player). Thus
506 * we need to curtail the power of player enchanted weapons.
507 * I changed this to 1 improvement per "fighter" level/5 -b.t.
508 * Note: Nothing should break by allowing this ratio to be different or
509 * using normal level - it is just a matter of play balance.
510 */
511 if (who->type == PLAYER)
512 {
513 object *wc_obj = NULL;
514
515 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
516 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
517 level = wc_obj->level;
518
519 if (!level)
520 {
521 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
522 level = who->level;
523 }
524 }
525 else
526 level = who->level;
527
528 return (improvs <= ((level / 5) + 5));
529#endif
530}
531
532/**
533 * Returns how many items of type improver->slaying there are under op. 191 * Returns how many items of type improver->slaying there are under op.
534 * Will display a message if none found, and 1 if improver->slaying is NULL. 192 * Will display a message if none found, and 1 if improver->slaying is NULL.
535 */ 193 */
536static int 194static int
537check_sacrifice (object *op, const object *improver) 195check_sacrifice (object *op, const object *improver)
538{ 196{
539 int count = 0; 197 int count = 0;
540 198
541 if (improver->slaying != NULL) 199 if (improver->slaying)
542 { 200 {
543 count = check_item (op, improver->slaying); 201 count = check_item (op, improver->slaying);
544 if (count < 1) 202 if (count < 1)
545 { 203 {
546 char buf[200];
547
548 sprintf (buf, "The gods want more %ss", &improver->slaying); 204 op->failmsg (format ("The gods want more %ss", &improver->slaying));
549 new_draw_info (NDI_UNIQUE, 0, op, buf);
550 return 0; 205 return 0;
551 } 206 }
552 } 207 }
553 else 208 else
554 count = 1; 209 count = 1;
557} 212}
558 213
559/** 214/**
560 * Actually improves the weapon, and tells user. 215 * Actually improves the weapon, and tells user.
561 */ 216 */
562int 217static int
563improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 218improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
564{ 219{
565
566 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
567 *stat += sacrifice_count; 220 stat += sacrifice_count;
568 weapon->last_eat++; 221 weapon->last_eat++;
569 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 222 improver->decrease ();
570 decrease_ob (improver);
571 223
572 /* So it updates the players stats and the window */ 224 /* So it updates the players stats and the window */
573 op->update_stats (); 225 op->update_stats ();
226
227 op->statusmsg (format (
228 "Your sacrifice was accepted.\n"
229 "Weapon's bonus to %s improved by %d.",
230 statname, sacrifice_count
231 ));
232
574 return 1; 233 return 1;
575} 234}
576 235
577/* Types of improvements, hidden in the sp field. */ 236/* Types of improvements, hidden in the sp field. */
578#define IMPROVE_PREPARE 1 237#define IMPROVE_PREPARE 1
579#define IMPROVE_DAMAGE 2 238#define IMPROVE_DAMAGE 2
580#define IMPROVE_WEIGHT 3 239#define IMPROVE_WEIGHT 3
581#define IMPROVE_ENCHANT 4 240#define IMPROVE_ENCHANT 4
582#define IMPROVE_STR 5 241#define IMPROVE_STR 5
583#define IMPROVE_DEX 6 242#define IMPROVE_DEX 6
584#define IMPROVE_CON 7 243#define IMPROVE_CON 7
585#define IMPROVE_WIS 8 244#define IMPROVE_WIS 8
586#define IMPROVE_CHA 9 245#define IMPROVE_CHA 9
587#define IMPROVE_INT 10 246#define IMPROVE_INT 10
588#define IMPROVE_POW 11 247#define IMPROVE_POW 11
589
590 248
591/** 249/**
592 * This does the prepare weapon scroll. 250 * This does the prepare weapon scroll.
593 * Checks for sacrifice, and so on. 251 * Checks for sacrifice, and so on.
594 */ 252 */
595 253static int
596int
597prepare_weapon (object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
598{ 255{
599 int sacrifice_count, i; 256 int sacrifice_count, i;
600 char buf[MAX_BUF]; 257 char buf[MAX_BUF];
601 258
602 if (weapon->level != 0) 259 if (weapon->level != 0)
603 { 260 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 261 op->failmsg ("Weapon is already prepared!");
605 return 0; 262 return 0;
606 } 263 }
264
607 for (i = 0; i < NROFATTACKS; i++) 265 for (i = 0; i < NROFATTACKS; i++)
608 if (weapon->resist[i]) 266 if (weapon->resist[i])
609 break; 267 break;
610 268
611 /* If we break out, i will be less than nrofattacks, preventing 269 /* If we break out, i will be less than nrofattacks, preventing
614 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 272 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
615 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 273 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
616 weapon->stats.exp || /* speed */ 274 weapon->stats.exp || /* speed */
617 weapon->stats.ac) /* AC - only taifu's I think */ 275 weapon->stats.ac) /* AC - only taifu's I think */
618 { 276 {
619 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 277 op->failmsg ("You cannot prepare magic weapons. "
278 "H<A weapon is considered magical if it changes regeneration, "
279 "speed or ac, or has other protections.>");
620 return 0; 280 return 0;
621 } 281 }
282
622 sacrifice_count = check_sacrifice (op, improver); 283 sacrifice_count = check_sacrifice (op, improver);
623 if (sacrifice_count <= 0) 284 if (sacrifice_count <= 0)
624 return 0; 285 return 0;
286
625 weapon->level = isqrt (sacrifice_count); 287 weapon->level = isqrt (sacrifice_count);
626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
627 eat_item (op, improver->slaying, sacrifice_count); 288 eat_item (op, improver->slaying, sacrifice_count);
628 289
629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 290 op->statusmsg (format (
291 "Your sacrifice was accepted."
292 "Your *%s may be improved %d times.",
293 &weapon->name, weapon->level
294 ));
630 295
631 sprintf (buf, "%s's %s", &op->name, &weapon->name); 296 sprintf (buf, "%s's %s", &op->name, &weapon->name);
632 weapon->name = weapon->name_pl = buf; 297 weapon->name = weapon->name_pl = buf;
633 weapon->nrof = 0; /* prevents preparing n weapons in the same 298 weapon->nrof = 0; /* prevents preparing n weapons in the same
634 slot at once! */ 299 slot at once! */
635 decrease_ob (improver); 300 improver->decrease ();
636 weapon->last_eat = 0; 301 weapon->last_eat = 0;
637 return 1; 302 return 1;
638} 303}
639
640 304
641/** 305/**
642 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 306 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
643 * This is the new improve weapon code. 307 * This is the new improve weapon code.
644 * Returns 0 if it was not able to work for some reason. 308 * Returns 0 if it was not able to work for some reason.
647 * 311 *
648 * We are hiding extra information about the weapon in the level and 312 * We are hiding extra information about the weapon in the level and
649 * last_eat numbers for an object. Hopefully this won't break anything ?? 313 * last_eat numbers for an object. Hopefully this won't break anything ??
650 * level == max improve last_eat == current improve 314 * level == max improve last_eat == current improve
651 */ 315 */
652int 316static int
653improve_weapon (object *op, object *improver, object *weapon) 317improve_weapon (object *op, object *improver, object *weapon)
654{ 318{
655 int sacrifice_count, sacrifice_needed = 0; 319 int sacrifice_count, sacrifice_needed = 0;
656 320
657 if (improver->stats.sp == IMPROVE_PREPARE) 321 if (improver->stats.sp == IMPROVE_PREPARE)
658 {
659 return prepare_weapon (op, improver, weapon); 322 return prepare_weapon (op, improver, weapon);
660 } 323
661 if (weapon->level == 0) 324 if (weapon->level == 0)
662 { 325 {
663 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 326 op->failmsg (
327 "This weapon has not been prepared."
328 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
664 return 0; 329 return 0;
665 } 330 }
666 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 331
332 if (weapon->last_eat >= weapon->level // improvements used up
333 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
667 { 334 {
668 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 335 op->failmsg ("This weapon cannot be improved any more.");
669 return 0; 336 return 0;
670 } 337 }
671 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 338
339 if (QUERY_FLAG (weapon, FLAG_APPLIED)
340 && !check_item_power (op, weapon->item_power + 1))
672 { 341 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 342 op->failmsg ("Improving the weapon will make it too "
674 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 343 "powerful for you to use. Unready it if you "
675 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 344 "really want to improve it.");
676 return 0; 345 return 0;
677 } 346 }
347
678 /* This just increases damage by 5 points, no matter what. No sacrifice 348 /* This just increases damage by 5 points, no matter what. No sacrifice
679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 349 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
680 * don't put any maximum value on damage - the limit is how much the 350 * don't put any maximum value on damage - the limit is how much the
681 * weapon can be improved. 351 * weapon can be improved.
682 */ 352 */
683 if (improver->stats.sp == IMPROVE_DAMAGE) 353 if (improver->stats.sp == IMPROVE_DAMAGE)
684 { 354 {
685 weapon->stats.dam += 5; 355 weapon->stats.dam += 5;
686 weapon->weight += 5000; /* 5 KG's */ 356 weapon->weight += 5000; /* 5 KG's */
687 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 357 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
688 weapon->last_eat++; 358 weapon->last_eat++;
689 359
690 weapon->item_power++; 360 weapon->item_power++;
691 decrease_ob (improver); 361 improver->decrease ();
692 return 1; 362 return 1;
693 } 363 }
364
694 if (improver->stats.sp == IMPROVE_WEIGHT) 365 if (improver->stats.sp == IMPROVE_WEIGHT)
695 { 366 {
696 /* Reduce weight by 20% */ 367 /* Reduce weight by 20% */
697 weapon->weight = (weapon->weight * 8) / 10; 368 weapon->weight = (weapon->weight * 8) / 10;
698 if (weapon->weight < 1) 369 if (weapon->weight < 1)
699 weapon->weight = 1; 370 weapon->weight = 1;
371
700 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 372 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
701 weapon->last_eat++; 373 weapon->last_eat++;
702 weapon->item_power++; 374 weapon->item_power++;
703 decrease_ob (improver); 375 improver->decrease ();
704 return 1; 376 return 1;
705 } 377 }
378
706 if (improver->stats.sp == IMPROVE_ENCHANT) 379 if (improver->stats.sp == IMPROVE_ENCHANT)
707 { 380 {
708 weapon->magic++; 381 weapon->magic++;
709 weapon->last_eat++; 382 weapon->last_eat++;
710 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 383 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
711 decrease_ob (improver); 384 improver->decrease ();
712 weapon->item_power++; 385 weapon->item_power++;
713 return 1; 386 return 1;
714 } 387 }
715 388
716 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 389 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
721 sacrifice_needed *= 2; 394 sacrifice_needed *= 2;
722 395
723 sacrifice_count = check_sacrifice (op, improver); 396 sacrifice_count = check_sacrifice (op, improver);
724 if (sacrifice_count < sacrifice_needed) 397 if (sacrifice_count < sacrifice_needed)
725 { 398 {
726 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 399 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
727 return 0; 400 return 0;
728 } 401 }
402
729 eat_item (op, improver->slaying, sacrifice_needed); 403 eat_item (op, improver->slaying, sacrifice_needed);
730 weapon->item_power++; 404 weapon->item_power++;
731 405
732 switch (improver->stats.sp) 406 switch (improver->stats.sp)
733 { 407 {
734 case IMPROVE_STR:
735 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 408 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
736 case IMPROVE_DEX:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 409 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
738 case IMPROVE_CON:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 410 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
740 case IMPROVE_WIS:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 411 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
742 case IMPROVE_CHA:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 412 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
744 case IMPROVE_INT:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 413 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
746 case IMPROVE_POW:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 414 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
748 default: 415 default:
749 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 416 op->failmsg ("Unknown improvement type.");
750 } 417 }
418
751 LOG (llevError, "improve_weapon: Got to end of function\n"); 419 LOG (llevError, "improve_weapon: Got to end of function\n");
752 return 0; 420 return 0;
753} 421}
754 422
755/** 423/**
756 * Handles the applying of improve/prepare/enchant weapon scroll. 424 * Handles the applying of improve/prepare/enchant weapon scroll.
757 * Checks a few things (not on a non-magic square, marked weapon, ...), 425 * Checks a few things (not on a non-magic square, marked weapon, ...),
758 * then calls improve_weapon to do the dirty work. 426 * then calls improve_weapon to do the dirty work.
759 */ 427 */
760int 428static int
761check_improve_weapon (object *op, object *tmp) 429check_improve_weapon (object *op, object *tmp)
762{ 430{
763 object *otmp; 431 object *otmp;
764 432
765 if (op->type != PLAYER) 433 if (op->type != PLAYER)
766 return 0; 434 return 0;
435
767 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 436 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
768 { 437 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 438 op->failmsg ("Something blocks the magic of the scroll!");
770 return 0; 439 return 0;
771 } 440 }
441
772 otmp = find_marked_object (op); 442 otmp = find_marked_object (op);
443
773 if (!otmp) 444 if (!otmp)
774 { 445 {
775 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 446 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
776 return 0; 447 return 0;
777 } 448 }
449
778 if (otmp->type != WEAPON && otmp->type != BOW) 450 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 451 {
780 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 452 op->failmsg ("Marked item is not a weapon or bow!");
781 return 0; 453 return 0;
782 } 454 }
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 455
456 op->statusmsg ("Applied weapon builder.");
457
784 improve_weapon (op, tmp, otmp); 458 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 459 esrv_send_item (op, otmp);
786 return 1; 460 return 1;
787} 461}
788 462
806 * the armour value of the piece of equipment exceed either 480 * the armour value of the piece of equipment exceed either
807 * the users level or 90) 481 * the users level or 90)
808 * Modified by MSW for partial resistance. Only support 482 * Modified by MSW for partial resistance. Only support
809 * changing of physical area right now. 483 * changing of physical area right now.
810 */ 484 */
811int 485static int
812improve_armour (object *op, object *improver, object *armour) 486improve_armour (object *op, object *improver, object *armour)
813{ 487{
814 object *tmp; 488 object *tmp;
815 489
816 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
817 { 491 {
818 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 492 op->failmsg ("This armour can not be enchanted any further!");
819 return 0; 493 return 0;
820 } 494 }
495
821 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 496 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
822 * etc), so take the easy way out and don't worry about it. 497 * etc), so take the easy way out and don't worry about it.
823 * Note - maybe add scrolls which make the random artifact versions (eg, armour 498 * Note - maybe add scrolls which make the random artifact versions (eg, armour
824 * of gnarg and what not?) 499 * of gnarg and what not?)
825 */ 500 */
826 if (armour->title) 501 if (armour->title)
827 { 502 {
828 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
829 return 0; 504 return 0;
830 } 505 }
831 506
832 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
833 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
834 */ 509 */
835 if (armour->nrof > 1) 510 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
836 tmp = get_split_ob (armour, armour->nrof - 1);
837 else
838 tmp = NULL;
839 511
840 armour->magic++; 512 armour->magic++;
841 513
842 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
843 { 515 {
848 { 520 {
849 base = base - (base * settings.armor_speed_improvement) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
850 pow++; 522 pow++;
851 } 523 }
852 524
853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
854 } 526 }
855 else 527 else
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 528 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
857 529
858 if (!settings.armor_weight_linear) 530 if (!settings.armor_weight_linear)
859 { 531 {
860 int base = 100; 532 int base = 100;
861 int pow = 0; 533 int pow = 0;
864 { 536 {
865 base = base - (base * settings.armor_weight_reduction) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
866 pow++; 538 pow++;
867 } 539 }
868 540
869 armour->weight = (armour->arch->clone.weight * base) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
870 } 542 }
871 else 543 else
872 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 544 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
873 545
874 if (armour->weight <= 0) 546 if (armour->weight <= 0)
875 { 547 {
876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877 armour->weight = 1; 549 armour->weight = 1;
878 } 550 }
879 551
880 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 552 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
881 553
882 if (op->type == PLAYER) 554 if (op->type == PLAYER)
883 { 555 {
884 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
557
885 if (QUERY_FLAG (armour, FLAG_APPLIED)) 558 if (QUERY_FLAG (armour, FLAG_APPLIED))
886 op->update_stats (); 559 op->update_stats ();
887 } 560 }
888 decrease_ob (improver); 561
562 improver->decrease ();
563
889 if (tmp) 564 if (tmp)
890 { 565 op->insert (tmp);
891 insert_ob_in_ob (tmp, op); 566
892 esrv_send_item (op, tmp);
893 }
894 return 1; 567 return 1;
895} 568}
896
897 569
898/* 570/*
899 * convert_item() returns 1 if anything was converted, 0 if the item was not 571 * convert_item() returns 1 if anything was converted, 0 if the item was not
900 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
901 */ 573 *
902#define CONV_FROM(xyz) xyz->slaying
903#define CONV_TO(xyz) xyz->other_arch
904#define CONV_NR(xyz) xyz->stats.sp
905#define CONV_NEED(xyz) xyz->stats.food
906
907/* Takes one items and makes another. 574 * Takes one type of items and makes another.
908 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
909 * item is the object that triggered the converter - if it is not 576 * item is the object that triggered the converter - if it is not
910 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
911 */ 578 */
912int 579int
913convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
914{ 581{
915 int nr = 0; 582 sint64 nr = 0, price_in;
916 uint32 price_in; 583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
917 591
918 /* We make some assumptions - we assume if it takes money as it type, 592 /* We make some assumptions - we assume if it takes money as it type,
919 * it wants some amount. We don't make change (ie, if something costs 593 * it wants some amount. We don't make change (ie, if something costs
920 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
921 */ 595 */
922 if (!strcmp (CONV_FROM (converter), "money")) 596 if (conv_from == shstr_money)
923 { 597 {
924 int cost;
925
926 if (item->type != MONEY) 598 if (item->type != MONEY)
927 return 0; 599 return 0;
928 600
929 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
930 if (!nr) 602 if (!nr)
931 return 0; 603 return 0;
932 cost = nr * CONV_NEED (converter) / item->value; 604
933 /* take into account rounding errors */ 605 converter->play_sound (sound_find ("shop_buy"));
934 if (nr * CONV_NEED (converter) % item->value) 606
935 cost++; 607 sint64 cost = (nr * need + item->value - 1) / item->value;
936 decrease_ob_nr (item, cost); 608
609 item->decrease (cost);
937 610
938 price_in = cost * item->value; 611 price_in = cost * item->value;
939 } 612 }
940 else 613 else
941 { 614 {
942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 615 if (item->type == PLAYER
943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
944 return 0; 618 return 0;
945 619
946 if (CONV_NEED (converter)) 620 converter->play_sound (sound_find ("convert_item"));
621
622 if (need)
947 { 623 {
948 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
949 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
950 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
951 } 627 }
952 else 628 else
953 { 629 {
954 price_in = item->value; 630 price_in = item->value;
955 item->destroy (); 631 item->destroy ();
956 } 632 }
957 } 633 }
958 634
959 if (converter->inv != NULL) 635 if (converter->inv)
960 { 636 {
961 object *ob; 637 object *ob;
962 int i; 638 int i;
963 object *ob_to_copy; 639 object *ob_to_copy;
964 640
965 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
966 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
967 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
968 {
969 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
970 {
971 ob_to_copy = ob; 645 ob_to_copy = ob;
972 } 646
973 } 647 item = ob_to_copy->deep_clone ();
974 item = object_create_clone (ob_to_copy);
975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
976 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
977 } 650 }
978 else 651 else
979 { 652 {
980 if (converter->other_arch == NULL) 653 if (!conv_to)
981 { 654 {
982 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
983 &converter->name, converter->map->path, converter->x, converter->y); 656 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 657 return -1;
985 } 658 }
986 659
987 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
989 } 662 }
990 663
991 if (CONV_NR (converter)) 664 if (give)
992 item->nrof = CONV_NR (converter); 665 item->nrof = give;
666
993 if (nr) 667 if (nr)
994 item->nrof *= nr; 668 item->nrof *= nr;
995 if (is_in_shop (converter)) 669
670 if (converter->flag [FLAG_PRECIOUS])
996 SET_FLAG (item, FLAG_UNPAID); 671 SET_FLAG (item, FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 SET_FLAG (item, FLAG_UNPAID);
680 }
997 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
998 { 682 {
999 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1000 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1001
1002 /** 685 /**
1003 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
1004 * propably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1005 */ 688 */
1006 } 689 }
690
691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (need_identify (item))
694 identify (item);
695
1007 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 696 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1008 return 1; 697 return 1;
1009} 698}
1010 699
1011/** 700/**
1012 * Handle apply on containers. 701 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1014 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1015 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1016 */ 705 */
1017 706static int
1018int
1019apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1020{ 708{
1021 char buf[MAX_BUF]; 709 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 710 return 0; /* This might change */
1026 711
1027 if (sack == NULL || sack->type != CONTAINER) 712 if (!sack || sack->type != CONTAINER)
1028 { 713 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 714 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0; 715 return 0;
1031 } 716 }
1032 717
1033 op->contr->last_used = 0; 718 op->contr->last_used = 0;
1034 719
1035 if (sack->env != op) 720 if (sack->env && sack->env != op)
721 {
722 op->failmsg ("You must put it onto the floor or into your inventory first.");
723 return 1;
1036 { 724 }
1037 if (sack->other_arch == NULL || sack->env != NULL) 725
726 // already applied == open on ground, or open in inv, or active in inv
727 if (sack->flag [FLAG_APPLIED])
728 {
729 if (op->container_ () == sack)
1038 { 730 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 731 // open on ground or inv, so close
732 op->close_container ();
1040 return 1; 733 return 1;
1041 } 734 }
1042 735 else if (!sack->env)
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1;
1055 }
1056 }
1057 } 736 {
1058 if (QUERY_FLAG (sack, FLAG_APPLIED)) 737 // active, but not ours: some other player has opened it
738 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
739 return 1;
1059 { 740 }
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079 741
1080 if (tmp && tmp->type == CLOSE_CON) 742 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 743 }
744 else if (sack->env)
745 {
746 // it is in our env, so activate it, do not open yet
1088 if (op->container) 747 op->close_container ();
1089 { 748 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 749 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 750 op->statusmsg (format ("You ready %s.", query_name (sack)));
1092 tmp = op->container; 751 return 1;
1093 apply_container (op, tmp); 752 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 753
1095 op->container = sack; 754 // it's locked?
1096 strcat (buf, query_name (sack)); 755 if (sack->slaying)
1097 strcat (buf, "."); 756 {
1098 } 757 if (object *tmp = find_key (op, op, sack))
1099 else 758 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else 759 else
1107 { 760 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 761 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1; 762 return 1;
1144 } 763 }
1145 }
1146 } 764 }
1147 765
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 766 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 767
1153 return 1; 768 return 1;
1154} 769}
1155
1156/**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170int
1171esrv_apply_container (object *op, object *sack)
1172{
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278}
1279
1280 770
1281/** 771/**
1282 * Handles dropping things on altar. 772 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 773 * Returns true if sacrifice was accepted.
1284 */ 774 */
1287{ 777{
1288 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1289 if (altar->inv && (!originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1290 return 0; 780 return 0;
1291 781
1292 if (operate_altar (altar, &sacrifice)) 782 if (operate_altar (altar, &sacrifice, originator))
1293 { 783 {
1294 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1295 * with an altar. We call it a Potion - altars are stationary - it 785 * with an altar. We call it a Potion - altars are stationary - it
1296 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1297 */ 787 */
1298 if (altar->inv && altar->inv->type == SPELL) 788 if (altar->inv && altar->inv->type == SPELL)
1299 { 789 {
1300 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 790 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1301 cast_spell (originator, altar, 0, altar->inv, NULL); 791 cast_spell (originator, altar, 0, altar->inv, NULL);
1302 /* If it is connected, push the button. Fixes some problems with 792 /* If it is connected, push the button. Fixes some problems with
1303 * old maps. 793 * old maps.
1304 */ 794 */
1305 795
1306/* push_button (altar);*/ 796/* push_button (altar);*/
1307 } 797 }
1308 else 798 else
1309 { 799 {
1310 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1311 push_button (altar); 801 push_button (altar, originator);
1312 } 802 }
1313 803
1314 return !sacrifice; 804 return !sacrifice;
1315 } 805 }
1316 else 806 else
1331 double opinion; 821 double opinion;
1332 object *tmp, *next; 822 object *tmp, *next;
1333 823
1334 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1335 825
1336 if (op->type != PLAYER) 826 bool has_unpaid = false;
827
828 // quite inefficient to do this here twice, but the api doesn't lend itself to
829 // a quick and small change :(
830 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
831 if (item->flag [FLAG_UNPAID])
832 {
833 has_unpaid = true;
834 break;
835 }
836
837 if (!op->is_player ())
1337 { 838 {
1338 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1339 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1340 * the shop. 841 * the shop.
1341 */ 842 */
1345 846
1346 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1347 { 848 {
1348 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 849 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1349 850
851 if (i >= 0)
1350 tmp->remove (); 852 tmp->move (i);
1351
1352 if (i == -1)
1353 i = 0;
1354
1355 tmp->map = op->map;
1356 tmp->x = op->x + freearr_x[i];
1357 tmp->y = op->y + freearr_y[i];
1358 insert_ob_in_map (tmp, op->map, op, 0);
1359 } 853 }
1360 } 854 }
1361 855
1362 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1363 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (QUERY_FLAG (op, FLAG_NO_PICK))
1366 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1367 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1368 */ 862 */
1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1370 { 864 {
1371
1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1373 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 866 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1374 867
1375 if (i != -1) 868 if (i != -1)
1376 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 869 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1377 870
1378 return 0; 871 return 0;
1379 } 872 }
873
1380 /* Removed code that checked for multipart objects - it appears that 874 /* Removed code that checked for multipart objects - it appears that
1381 * the teleport function should be able to handle this just fine. 875 * the teleport function should be able to handle this just fine.
1382 */ 876 */
1383 rv = teleport (shop_mat, SHOP_MAT, op); 877 rv = teleport (shop_mat, SHOP_MAT, op);
1384 } 878 }
1385 else if (can_pay (op) && get_payment (op)) 879 else if (can_pay (op) && get_payment (op))
1386 { 880 {
1387 /* this is only used for players */ 881 /* this is only used for players */
1388 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1389 883
884 if (has_unpaid)
885 op->contr->play_sound (sound_find ("shop_buy"));
886 else if (op->is_in_shop ())
887 op->contr->play_sound (sound_find ("shop_enter"));
888 else
889 op->contr->play_sound (sound_find ("shop_leave"));
890
1390 if (shop_mat->msg) 891 if (shop_mat->msg)
1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1392 /* This check below is a bit simplistic - generally it should be correct, 893 /* This check below is a bit simplistic - generally it should be correct,
1393 * but there is never a guarantee that the bottom space on the map is 894 * but there is never a guarantee that the bottom space on the map is
1394 * actually the shop floor. 895 * actually the shop floor.
1395 */ 896 */
1396 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1397 { 898 {
1398 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1399 900
1400 if (opinion > 0.9) 901 op->statusmsg (
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1402 else if (opinion > 0.75) 903 : opinion >= 0.75 ? "The shopkeeper waves to you."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 904 : opinion >= 0.50 ? "The shopkeeper ignores you."
1404 else if (opinion > 0.5) 905 : "The shopkeeper glares at you with contempt."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1406 else 906 );
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1408 } 907 }
1409 } 908 }
1410 else 909 else
1411 { 910 {
1412 /* if we get here, a player tried to leave a shop but was not able 911 /* if we get here, a player tried to leave a shop but was not able
1413 * to afford the items he has. We try to move the player so that 912 * to afford the items he has. We try to move the player so that
1414 * they are not on the mat anymore 913 * they are not on the mat anymore
1415 */ 914 */
1416 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 915 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1417 916
1418 if (i == -1) 917 if (i == -1)
1419 {
1420 LOG (llevError, "Internal shop-mat problem.\n"); 918 LOG (llevError, "Internal shop-mat problem.\n");
1421 }
1422 else 919 else
1423 { 920 {
1424 op->remove (); 921 op->remove ();
1425 op->x += freearr_x[i]; 922 op->x += freearr_x[i];
1426 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1436 * Handles applying a sign. 933 * Handles applying a sign.
1437 */ 934 */
1438static void 935static void
1439apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1440{ 937{
1441 readable_message_type *msgType; 938 if (!op->is_player())
1442 char newbuf[HUGE_BUF]; 939 return;
1443 940
1444 if (sign->msg == NULL) 941 if (sign->has_dialogue ())
1445 { 942 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 943 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1447 return; 944 return;
1448 } 945 }
1449 946
947 if (!sign->msg)
948 {
949 op->contr->infobox (MSG_CHANNEL ("examine"),
950 format ("T<%s>\n\n Nothing %sis written on it.",
951 &sign->name,
952 sign->name == sign->arch->name ? "" : "else "));
953 return;
954 }
955
1450 if (sign->stats.food) 956 if (sign->stats.food)
1451 { 957 {
1452 if (sign->last_eat >= sign->stats.food) 958 if (sign->last_eat >= sign->stats.food)
1453 { 959 {
1454 if (!sign->move_on) 960 if (!sign->move_on)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
962
1456 return; 963 return;
1457 } 964 }
1458 965
1459 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1460 sign->last_eat++; 967 sign->last_eat++;
1465 * move_on is zero, it needs to be manually applied (doesn't talk 972 * move_on is zero, it needs to be manually applied (doesn't talk
1466 * to us). 973 * to us).
1467 */ 974 */
1468 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 975 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1469 { 976 {
1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 977 op->failmsg ("You are unable to read while blind!");
1471 return; 978 return;
1472 } 979 }
1473 msgType = get_readable_message_type (sign);
1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1475 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1476}
1477 980
1478/** 981 if (op->contr)
1479 * 'victim' moves onto 'trap' 982 if (client *ns = op->contr->ns)
1480 * 'victim' leaves 'trap' 983 {
1481 * effect is determined by move_on/move_off of trap and move_type of victime. 984 if (sign->sound)
1482 * 985 ns->play_sound (sign->sound);
1483 * originator: Player, monster or other object that caused 'victim' to move 986 else if (autoapply)
1484 * onto 'trap'. Will receive messages caused by this action. May be NULL. 987 ns->play_sound (sound_find ("msg_voice"));
1485 * However, some types of traps require an originator to function. 988
1486 */ 989 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1487void 990 }
991}
992
993static void
1488move_apply (object *trap, object *victim, object *originator) 994move_apply_hole (object *trap, object *victim)
1489{ 995{
1490 static int recursion_depth = 0; 996 /* Hole not open? */
1491 997 if (trap->stats.wc > 0)
1492 /* Only exits affect DMs. */
1493 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1494 return; 998 return;
1495 999
1496 /* move_apply() is the most likely candidate for causing unwanted and 1000 /* Is this a multipart monster and not the head? If so, return.
1497 * possibly unlimited recursion. 1001 * Processing will happen if the head runs into the pit
1498 */ 1002 */
1499 /* The following was changed because it was causing perfeclty correct 1003 if (victim->head)
1500 * maps to fail. 1) it's not an error to recurse:
1501 * rune detonates, summoning monster. monster lands on nearby rune.
1502 * nearby rune detonates. This sort of recursion is expected and
1503 * proper. This code was causing needless crashes.
1504 */
1505 if (recursion_depth >= 500)
1506 {
1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1508 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1509 return; 1004 return;
1510 }
1511 recursion_depth++;
1512 if (trap->head)
1513 trap = trap->head;
1514 1005
1515 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1006 // now find all possible locations and randomly pick one
1516 goto leave; 1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1008 trap->range >= 3 ? SIZEOFFREE3 + 1
1009 : trap->range >= 2 ? SIZEOFFREE2 + 1
1010 : trap->range >= 1 ? SIZEOFFREE1 + 1
1011 : SIZEOFFREE0 + 1);
1517 1012
1518 switch (trap->type) 1013 if (dir < 0)
1519 {
1520 case PLAYERMOVER:
1521 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1522 {
1523 if (!trap->stats.maxsp)
1524 trap->stats.maxsp = 2;
1525
1526 /* Is this correct? From the docs, it doesn't look like it
1527 * should be divided by trap->speed
1528 */
1529 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1530
1531 /* Just put in some sanity check. I think there is a bug in the
1532 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed.
1534 */
1535 if (victim->speed_left < -50.0)
1536 victim->speed_left = -50.0;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 }
1539 goto leave;
1540
1541 case SPINNER:
1542 if (victim->direction)
1543 {
1544 victim->direction = absdir (victim->direction - trap->stats.sp);
1545 update_turn_face (victim);
1546 }
1547 goto leave;
1548
1549 case DIRECTOR:
1550 if (victim->direction && !should_director_abort (trap, victim))
1551 {
1552 victim->direction = trap->stats.sp;
1553 update_turn_face (victim);
1554 }
1555 goto leave;
1556
1557 case BUTTON:
1558 case PEDESTAL:
1559 update_button (trap);
1560 goto leave;
1561
1562 case ALTAR:
1563 /* sacrifice victim on trap */
1564 apply_altar (trap, victim, originator);
1565 goto leave;
1566
1567 case THROWN_OBJ:
1568 if (trap->inv == NULL)
1569 goto leave;
1570 /* fallthrough */
1571
1572 case ARROW:
1573 /* bad bug: monster throw a object, make a step forwards, step on object ,
1574 * trigger this here and get hit by own missile - and will be own enemy.
1575 * Victim then is his own enemy and will start to kill herself (this is
1576 * removed) but we have not synced victim and his missile. To avoid senseless
1577 * action, we avoid hits here
1578 */
1579 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1580 hit_with_arrow (trap, victim);
1581 goto leave;
1582
1583 case SPELL_EFFECT:
1584 apply_spell_effect (trap, victim);
1585 goto leave;
1586
1587 case TRAPDOOR:
1588 {
1589 int max, sound_was_played;
1590 object *ab, *ab_next;
1591
1592 if (!trap->value)
1593 {
1594 int tot;
1595
1596 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1597 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1598 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1599
1600 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1601 goto leave;
1602
1603 SET_ANIMATION (trap, trap->value);
1604 update_object (trap, UP_OBJ_FACE);
1605 }
1606
1607 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1608 {
1609 /* need to set this up, since if we do transfer the object,
1610 * ab->above would be bogus
1611 */
1612 ab_next = ab->above;
1613
1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1615 {
1616 if (!sound_was_played)
1617 {
1618 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1619 sound_was_played = 1;
1620 }
1621 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1622 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1623 }
1624 }
1625 goto leave;
1626 }
1627
1628
1629 case CONVERTER:
1630 if (convert_item (victim, trap) < 0)
1631 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 }
1643 }
1644 goto leave;
1645
1646 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim);
1650 goto leave;
1651
1652 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim);
1654 goto leave;
1655
1656 case CHECK_INV:
1657 check_inv (victim, trap);
1658 goto leave;
1659
1660 case HOLE:
1661 /* Hole not open? */
1662 if (trap->stats.wc > 0)
1663 goto leave;
1664
1665 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit
1667 */
1668 if (victim->head)
1669 goto leave;
1670
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave;
1675
1676 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 {
1679 /* Basically, don't show exits leading to random maps the
1680 * players output.
1681 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1684 enter_exit (victim, trap);
1685 }
1686 goto leave;
1687
1688 case ENCOUNTER:
1689 /* may be some leftovers on this */
1690 goto leave;
1691
1692 case SHOP_MAT:
1693 apply_shop_mat (trap, victim);
1694 goto leave;
1695
1696 /* Drop a certain amount of gold, and have one item identified */
1697 case IDENTIFY_ALTAR:
1698 apply_id_altar (victim, trap, originator);
1699 goto leave;
1700
1701 case SIGN:
1702 if (victim->type != PLAYER && trap->stats.food > 0)
1703 goto leave; /* monsters musn't apply magic_mouths with counters */
1704
1705 apply_sign (victim, trap, 1);
1706 goto leave;
1707
1708 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap);
1713 goto leave;
1714
1715 case RUNE:
1716 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 {
1719 spring_trap (trap, victim);
1720 }
1721 goto leave;
1722
1723 default:
1724 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1725 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1726 goto leave;
1727 }
1728
1729leave:
1730 recursion_depth--;
1731}
1732
1733/**
1734 * Handles reading a regular (ie not containing a spell) book.
1735 */
1736static void
1737apply_book (object *op, object *tmp)
1738{
1739 int lev_diff;
1740 object *skill_ob;
1741
1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 {
1744 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1745 return; 1014 return;
1746 }
1747 if (tmp->msg == NULL)
1748 {
1749 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1750 return;
1751 }
1752 1015
1753 /* need a literacy skill to read stuff! */ 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1754 skill_ob = find_skill_by_name (op, tmp->skill); 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
1755 if (!skill_ob)
1756 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1758 return;
1759 }
1760 lev_diff = tmp->level - (skill_ob->level + 5);
1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 {
1763 if (lev_diff < 2)
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1765 else if (lev_diff < 3)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1767 else if (lev_diff < 5)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1769 else if (lev_diff < 8)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1771 else if (lev_diff < 15)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1773 else
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1775 return;
1776 }
1777 1018
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1019 transfer_ob (victim,
1779 1020 EXIT_X (trap) + freearr_x[dir],
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1021 EXIT_Y (trap) + freearr_y[dir],
1781 msgType->message_type, msgType->message_subtype, 1022 0, victim);
1782 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1783
1784 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1788
1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1790 {
1791 /*exp_gain *= 2; because they just identified it too */
1792 SET_FLAG (tmp, FLAG_IDENTIFIED);
1793
1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else
1798 op->contr->ns->floorbox_update ();
1799 }
1800
1801 change_exp (op, exp_gain, skill_ob->skill, 0);
1802 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1803 }
1804}
1805
1806/**
1807 * Handles the applying of a skill scroll, calling learn_skill straight.
1808 * op is the person learning the skill, tmp is the skill scroll object
1809 */
1810static void
1811apply_skillscroll (object *op, object *tmp)
1812{
1813 switch ((int) learn_skill (op, tmp))
1814 {
1815 case 0:
1816 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1818 return;
1819
1820 case 1:
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1822 decrease_ob (tmp);
1823 return;
1824
1825 default:
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1827 decrease_ob (tmp);
1828 return;
1829 }
1830}
1831
1832/**
1833 * Actually makes op learn spell.
1834 * Informs player of what happens.
1835 */
1836void
1837do_learn_spell (object *op, object *spell, int special_prayer)
1838{
1839 object *tmp;
1840
1841 if (op->type != PLAYER)
1842 {
1843 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1844 return;
1845 }
1846
1847 /* Upgrade special prayers to normal prayers */
1848 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1849 {
1850 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1851 {
1852 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1853 return;
1854 }
1855 return;
1856 }
1857
1858 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1859 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op);
1861
1862 if (special_prayer)
1863 SET_FLAG (tmp, FLAG_STARTEQUIP);
1864
1865 esrv_add_spells (op->contr, tmp);
1866}
1867
1868/**
1869 * Erases spell from player's inventory.
1870 */
1871void
1872do_forget_spell (object *op, const char *spell)
1873{
1874 object *spob;
1875
1876 if (op->type != PLAYER)
1877 {
1878 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1879 return;
1880 }
1881 if ((spob = check_spell_known (op, spell)) == NULL)
1882 {
1883 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1884 return;
1885 }
1886
1887 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1888 player_unready_range_ob (op->contr, spob);
1889 esrv_remove_spell (op->contr, spob);
1890 spob->destroy ();
1891}
1892
1893/**
1894 * Handles player applying a spellbook.
1895 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1896 * stuff like that. Random learning failure too.
1897 */
1898static void
1899apply_spellbook (object *op, object *tmp)
1900{
1901 object *skop, *spell, *spell_skill;
1902
1903 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1904 {
1905 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1906 return;
1907 }
1908
1909 /* artifact_spellbooks have 'slaying' field point to a spell name,
1910 * instead of having their spell stored in stats.sp. These are
1911 * legacy spellbooks
1912 */
1913
1914 if (tmp->slaying != NULL)
1915 {
1916 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1917 if (!spell)
1918 {
1919 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1920 return;
1921 }
1922 else
1923 insert_ob_in_ob (spell, tmp);
1924 tmp->slaying = NULL;
1925 }
1926
1927 skop = find_skill_by_name (op, tmp->skill);
1928
1929 /* need a literacy skill to learn spells. Also, having a literacy level
1930 * lower than the spell will make learning the spell more difficult */
1931 if (!skop)
1932 {
1933 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1934 return;
1935 }
1936
1937 spell = tmp->inv;
1938
1939 if (!spell)
1940 {
1941 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1942 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1943 return;
1944 }
1945
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 {
1948 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1949 return;
1950 }
1951
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1953
1954 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1955 {
1956 identify (tmp);
1957
1958 if (tmp->env)
1959 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1960 else
1961 op->contr->ns->floorbox_update ();
1962 }
1963
1964 /* I removed the check for special_prayer_mark here - it didn't make
1965 * a lot of sense - special prayers are not found in spellbooks, and
1966 * if the player doesn't know the spell, doesn't make a lot of sense that
1967 * they would have a special prayer mark.
1968 */
1969 if (check_spell_known (op, spell->name))
1970 {
1971 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1972 return;
1973 }
1974
1975 if (spell->skill)
1976 {
1977 spell_skill = find_skill_by_name (op, spell->skill);
1978
1979 if (!spell_skill)
1980 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1982 return;
1983 }
1984
1985 if (spell_skill->level < spell->level)
1986 {
1987 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1988 return;
1989 }
1990 }
1991
1992 /* Logic as follows
1993 *
1994 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1995 *
1996 * 2- The learner's skill level in literacy adjusts the chance to learn
1997 * a spell.
1998 *
1999 * 3 -Automatically fail to learn if you read while confused
2000 *
2001 * Overall, chances are the same but a player will find having a high
2002 * literacy rate very useful! -b.t.
2003 */
2004 if (QUERY_FLAG (op, FLAG_CONFUSED))
2005 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2007 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2008 }
2009 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2010 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2011 {
2012
2013 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2014 do_learn_spell (op, spell, 0);
2015
2016 /* xp gain to literacy for spell learning */
2017 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2018 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2019 }
2020 else
2021 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2023 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2024 }
2025 decrease_ob (tmp);
2026}
2027
2028/**
2029 * Handles applying a spell scroll.
2030 */
2031void
2032apply_scroll (object *op, object *tmp, int dir)
2033{
2034 object *skop;
2035
2036 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2037 {
2038 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2039 return;
2040 }
2041
2042 if (!tmp->inv || tmp->inv->type != SPELL)
2043 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2045 return;
2046 }
2047
2048 if (op->type == PLAYER)
2049 {
2050 /* players need a literacy skill to read stuff! */
2051 int exp_gain = 0;
2052
2053 /* hard code literacy - tmp->skill points to where the exp
2054 * should go for anything killed by the spell.
2055 */
2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2057
2058 if (!skop)
2059 {
2060 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2061 return;
2062 }
2063
2064 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2065 change_exp (op, exp_gain, skop->skill, 0);
2066 }
2067
2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069 identify (tmp);
2070
2071 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2072
2073
2074 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075 decrease_ob (tmp);
2076}
2077
2078/**
2079 * Applies a treasure object - by default, chest. op
2080 * is the person doing the applying, tmp is the treasure
2081 * chest.
2082 */
2083static void
2084apply_treasure (object *op, object *tmp)
2085{
2086 object *treas;
2087
2088
2089 /* Nice side effect of new treasure creation method is that the treasure
2090 * for the chest is done when the chest is created, and put into the chest
2091 * inventory. So that when the chest burns up, the items still exist. Also
2092 * prevents people fromt moving chests to more difficult maps to get better
2093 * treasure
2094 */
2095
2096 treas = tmp->inv;
2097 if (treas == NULL)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2100 decrease_ob (tmp);
2101 return;
2102 }
2103 while (tmp->inv)
2104 {
2105 treas = tmp->inv;
2106
2107 treas->remove ();
2108 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2109
2110 treas->x = op->x;
2111 treas->y = op->y;
2112 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2113
2114 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2115 spring_trap (treas, op);
2116
2117 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed
2121 */
2122 if (op->destroyed () || tmp->destroyed ())
2123 break;
2124 }
2125
2126 if (!tmp->destroyed () && tmp->inv == NULL)
2127 decrease_ob (tmp);
2128
2129}
2130
2131/**
2132 * op eats food.
2133 * If player, takes care of messages and dragon special food.
2134 */
2135static void
2136apply_food (object *op, object *tmp)
2137{
2138 int capacity_remaining;
2139
2140 if (op->type != PLAYER)
2141 op->stats.hp = op->stats.maxhp;
2142 else
2143 {
2144 /* check if this is a dragon (player), eating some flesh */
2145 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2146 ;
2147 else
2148 {
2149 /* usual case - no dragon meal: */
2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2152 if (tmp->type == FOOD || tmp->type == FLESH)
2153 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2154 else
2155 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2156 }
2157
2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2160 char buf[MAX_BUF];
2161
2162 if (!is_dragon_pl (op))
2163 {
2164 /* eating message for normal players */
2165 if (tmp->type == DRINK)
2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2167 else
2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2169 }
2170 else
2171 {
2172 /* eating message for dragon players */
2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2174 }
2175
2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2177 capacity_remaining = 999 - op->stats.food;
2178 op->stats.food += tmp->stats.food;
2179 if (capacity_remaining < tmp->stats.food)
2180 op->stats.hp += capacity_remaining / 50;
2181 else
2182 op->stats.hp += tmp->stats.food / 50;
2183 if (op->stats.hp > op->stats.maxhp)
2184 op->stats.hp = op->stats.maxhp;
2185 if (op->stats.food > 999)
2186 op->stats.food = 999;
2187 }
2188
2189 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp);
2192 }
2193 }
2194 handle_apply_yield (tmp);
2195 decrease_ob (tmp);
2196}
2197
2198/**
2199 * A dragon is eating some flesh. If the flesh contains resistances,
2200 * there is a chance for the dragon's skin to get improved.
2201 *
2202 * attributes:
2203 * object *op the object (dragon player) eating the flesh
2204 * object *meal the flesh item, getting chewed in dragon's mouth
2205 * return:
2206 * int 1 if eating successful, 0 if it doesn't work
2207 */
2208int
2209dragon_eat_flesh (object *op, object *meal)
2210{
2211 object *skin = NULL; /* pointer to dragon skin force */
2212 object *abil = NULL; /* pointer to dragon ability force */
2213 object *tmp = NULL; /* tmp. object */
2214
2215 char buf[MAX_BUF]; /* tmp. string buffer */
2216 double chance; /* improvement-chance of one resistance type */
2217 double totalchance = 1; /* total chance of gaining one resistance */
2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2219 double mbonus = 0; /* monster bonus */
2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2221 int winners = 0; /* number of winners */
2222 int i; /* index */
2223
2224 /* let's make sure and doublecheck the parameters */
2225 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0;
2227
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2237 abil = tmp;
2238 }
2239 }
2240
2241 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL)
2244 return 0;
2245
2246 /* now start by filling stomache and health, according to food-value */
2247 if ((999 - op->stats.food) < meal->stats.food)
2248 op->stats.hp += (999 - op->stats.food) / 50;
2249 else
2250 op->stats.hp += meal->stats.food / 50;
2251 if (op->stats.hp > op->stats.maxhp)
2252 op->stats.hp = op->stats.maxhp;
2253
2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2255
2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2257
2258 /* on to the interesting part: chances for adding resistance */
2259 for (i = 0; i < NROFATTACKS; i++)
2260 {
2261 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2262 {
2263 /* got positive resistance, now calculate improvement chance (0-100) */
2264
2265 /* this bonus makes resistance increase easier at lower levels */
2266 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2267 if (i == abil->stats.exp)
2268 bonus += 5; /* additional bonus for resistance of ability-focus */
2269
2270 /* monster bonus increases with level, because high-level
2271 flesh is too rare */
2272 mbonus = op->level * 20. / ((double) settings.max_level);
2273
2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2275 ((double) settings.max_level)) - skin->resist[i];
2276
2277 if (chance >= 0.)
2278 chance += 1.;
2279 else
2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2281
2282 /* chance is proportional to amount of resistance (max. 50) */
2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2284
2285 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.);
2288
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100))
2291 {
2292 atnr_winner[winners] = i;
2293 winners++;
2294 }
2295
2296 if (chance >= 0.01)
2297 totalchance *= 1 - chance / 100;
2298
2299 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2300 }
2301 }
2302
2303 /* inverse totalchance as until now we have the failure-chance */
2304 totalchance = 100 - totalchance * 100;
2305 /* print message according to totalchance */
2306 if (totalchance > 50.)
2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2308 else if (totalchance > 10.)
2309 sprintf (buf, "The %s tasted very good.", &meal->name);
2310 else if (totalchance > 1.)
2311 sprintf (buf, "The %s tasted good.", &meal->name);
2312 else if (totalchance > 0.1)
2313 sprintf (buf, "The %s tasted bland.", &meal->name);
2314 else if (totalchance >= 0.01)
2315 sprintf (buf, "The %s had a boring taste.", &meal->name);
2316 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2317 sprintf (buf, "The %s tasted strange.", &meal->name);
2318 else
2319 sprintf (buf, "The %s had no taste.", &meal->name);
2320 new_draw_info (NDI_UNIQUE, 0, op, buf);
2321
2322 /* now choose a winner if we have any */
2323 i = -1;
2324 if (winners > 0)
2325 i = atnr_winner[RANDOM () % winners];
2326
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 {
2329 /* resistance increased! */
2330 skin->resist[i]++;
2331 op->update_stats ();
2332
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 }
2336
2337 /* if this flesh contains a new ability focus, we mark it
2338 into the ability_force and it will take effect on next level */
2339 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2340 {
2341 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2342
2343 if (meal->last_eat != abil->stats.exp)
2344 {
2345 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 }
2350 else
2351 {
2352 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 abil->last_eat = 0;
2355 }
2356 }
2357 return 1;
2358}
2359
2360/**
2361 * Handles applying an improve armor scroll.
2362 * Does some sanity checks, then calls improve_armour.
2363 */
2364static void
2365apply_armour_improver (object *op, object *tmp)
2366{
2367 object *armor;
2368
2369 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2370 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2372 return;
2373 }
2374
2375 armor = find_marked_object (op);
2376
2377 if (!armor)
2378 {
2379 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2380 return;
2381 }
2382
2383 if (armor->type != ARMOUR
2384 && armor->type != CLOAK
2385 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2386 {
2387 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2388 return;
2389 }
2390
2391 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2392 improve_armour (op, tmp, armor);
2393}
2394
2395extern void
2396apply_poison (object *op, object *tmp)
2397{
2398 if (op->type == PLAYER)
2399 {
2400 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2401 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2402 strcpy (op->contr->killer, "poisonous booze");
2403 }
2404 if (tmp->stats.hp > 0)
2405 {
2406 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2407 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2408 }
2409 op->stats.food -= op->stats.food / 4;
2410 handle_apply_yield (tmp);
2411 decrease_ob (tmp);
2412}
2413
2414/**
2415 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2416 * A valid 2 way exit means:
2417 * -You can come back (there is another exit at the other side)
2418 * -You are
2419 * ° the owner of the exit
2420 * ° or in the same party as the owner
2421 *
2422 * Note: a owner in a 2 way exit is saved as the owner's name
2423 * in the field exit->name cause the field exit->owner doesn't
2424 * survive in the swapping (in fact the whole exit doesn't survive).
2425 */
2426int
2427is_legal_2ways_exit (object *op, object *exit)
2428{
2429 object *tmp;
2430 object *exit_owner;
2431 player *pp;
2432 maptile *exitmap;
2433
2434 if (exit->stats.exp != 1)
2435 return 1; /*This is not a 2 way, so it is legal */
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */
2438 /* To know if an exit has a correspondant, we look at
2439 * all the exits in destination and try to find one with same path as
2440 * the current exit's position */
2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2442 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2443 else
2444 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2445 if (exitmap)
2446 {
2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit));
2448 if (!tmp)
2449 return 0;
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2451 {
2452 if (tmp->type != EXIT)
2453 continue; /*Not an exit */
2454 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2459 continue; /*Not in the same map */
2460
2461 /* From here we have found the exit is valid. However we do
2462 * here the check of the exit owner. It is important for the
2463 * town portals to prevent strangers from visiting your appartments
2464 */
2465 if (!exit->race)
2466 return 1; /*No owner, free for all! */
2467 exit_owner = NULL;
2468 for (pp = first_player; pp; pp = pp->next)
2469 {
2470 if (!pp->ob)
2471 continue;
2472 if (pp->ob->name != exit->race)
2473 continue;
2474 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2475 break;
2476 }
2477 if (!exit_owner)
2478 return 0; /* No more owner */
2479 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */
2481 if (exit_owner && /*There is a owner */
2482 (op->contr) && /*A player tries to pass */
2483 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2484 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2485 return 0;
2486 return 1;
2487 }
2488 }
2489 return 0;
2490}
2491
2492
2493/**
2494 * Main apply handler.
2495 *
2496 * Checks for unpaid items before applying.
2497 *
2498 * Return value:
2499 * 0: player or monster can't apply objects of that type
2500 * 1: has been applied, or there was an error applying the object
2501 * 2: objects of that type can't be applied if not in inventory
2502 *
2503 * op is the object that is causing object to be applied, tmp is the object
2504 * being applied.
2505 *
2506 * aflag is special (always apply/unapply) flags. Nothing is done with
2507 * them in this function - they are passed to apply_special
2508 */
2509
2510int
2511manual_apply (object *op, object *tmp, int aflag)
2512{
2513 if (tmp->head)
2514 tmp = tmp->head;
2515
2516 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2517 {
2518 if (op->type == PLAYER)
2519 {
2520 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2521 return 1;
2522 }
2523 else
2524 return 0; /* monsters just skip unpaid items */
2525 }
2526
2527 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2528 return RESULT_INT (0);
2529
2530 switch (tmp->type)
2531 {
2532 case CF_HANDLE:
2533 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2534 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2535 tmp->value = tmp->value ? 0 : 1;
2536 SET_ANIMATION (tmp, tmp->value);
2537 update_object (tmp, UP_OBJ_FACE);
2538 push_button (tmp);
2539 return 1;
2540
2541 case TRIGGER:
2542 if (check_trigger (tmp, op))
2543 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2546 }
2547 else
2548 {
2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2550 }
2551 return 1;
2552
2553 case EXIT:
2554 if (op->type != PLAYER)
2555 return 0;
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2557 {
2558 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2559 }
2560 else
2561 {
2562 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2565 enter_exit (op, tmp);
2566 }
2567 return 1;
2568
2569 case SIGN:
2570 apply_sign (op, tmp, 0);
2571 return 1;
2572
2573 case BOOK:
2574 if (op->type == PLAYER)
2575 {
2576 apply_book (op, tmp);
2577 return 1;
2578 }
2579 else
2580 {
2581 return 0;
2582 }
2583
2584 case SKILLSCROLL:
2585 if (op->type == PLAYER)
2586 {
2587 apply_skillscroll (op, tmp);
2588 return 1;
2589 }
2590 return 0;
2591
2592 case SPELLBOOK:
2593 if (op->type == PLAYER)
2594 {
2595 apply_spellbook (op, tmp);
2596 return 1;
2597 }
2598 return 0;
2599
2600 case SCROLL:
2601 apply_scroll (op, tmp, 0);
2602 return 1;
2603
2604 case POTION:
2605 (void) apply_potion (op, tmp);
2606 return 1;
2607
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */
2609 case CLOSE_CON:
2610 if (op->type == PLAYER)
2611 (void) esrv_apply_container (op, tmp->env);
2612 else
2613 (void) apply_container (op, tmp->env);
2614 return 1;
2615
2616 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp);
2621 return 1;
2622
2623 case TREASURE:
2624 if (op->type == PLAYER)
2625 {
2626 apply_treasure (op, tmp);
2627 return 1;
2628 }
2629 else
2630 {
2631 return 0;
2632 }
2633
2634 case WEAPON:
2635 case ARMOUR:
2636 case BOOTS:
2637 case GLOVES:
2638 case AMULET:
2639 case GIRDLE:
2640 case BRACERS:
2641 case SHIELD:
2642 case HELMET:
2643 case RING:
2644 case CLOAK:
2645 case WAND:
2646 case ROD:
2647 case HORN:
2648 case SKILL:
2649 case BOW:
2650 case LAMP:
2651 case BUILDER:
2652 case SKILL_TOOL:
2653 if (tmp->env != op)
2654 return 2; /* not in inventory */
2655 (void) apply_special (op, tmp, aflag);
2656 return 1;
2657
2658 case DRINK:
2659 case FOOD:
2660 case FLESH:
2661 apply_food (op, tmp);
2662 return 1;
2663
2664 case POISON:
2665 apply_poison (op, tmp);
2666 return 1;
2667
2668 case SAVEBED:
2669 return 1;
2670
2671 case ARMOUR_IMPROVER:
2672 if (op->type == PLAYER)
2673 {
2674 apply_armour_improver (op, tmp);
2675 return 1;
2676 }
2677 else
2678 return 0;
2679
2680 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp);
2682 return 1;
2683
2684 case CLOCK:
2685 if (op->type == PLAYER)
2686 {
2687 char buf[MAX_BUF];
2688 timeofday_t tod;
2689
2690 get_tod (&tod);
2691 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2692 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2693 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2695 new_draw_info (NDI_UNIQUE, 0, op, buf);
2696 return 1;
2697 }
2698 else
2699 {
2700 return 0;
2701 }
2702
2703 case MENU:
2704 if (op->type == PLAYER)
2705 {
2706 shop_listing (op);
2707 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713
2714 case POWER_CRYSTAL:
2715 apply_power_crystal (op, tmp); /* see egoitem.c */
2716 return 1;
2717
2718 case LIGHTER: /* for lighting torches/lanterns/etc */
2719 if (op->type == PLAYER)
2720 {
2721 apply_lighter (op, tmp);
2722 return 1;
2723 }
2724 else
2725 {
2726 return 0;
2727 }
2728
2729 case ITEM_TRANSFORMER:
2730 apply_item_transformer (op, tmp);
2731 return 1;
2732
2733 default:
2734 return 0;
2735 }
2736}
2737
2738
2739/* quiet suppresses the "don't know how to apply" and "you must get it first"
2740 * messages as needed by player_apply_below(). But there can still be
2741 * "but you are floating high above the ground" messages.
2742 *
2743 * Same return value as apply() function.
2744 */
2745int
2746player_apply (object *pl, object *op, int aflag, int quiet)
2747{
2748 int tmp;
2749
2750 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2751 {
2752 /* player is flying and applying object not in inventory */
2753 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2754 {
2755 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2756 return 0;
2757 }
2758 }
2759
2760 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2761 * applied.
2762 */
2763 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2764 {
2765 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2766 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2767 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2768 op->destroy ();
2769 return 1;
2770 }
2771
2772 pl->contr->last_used = op;
2773
2774 tmp = manual_apply (pl, op, aflag);
2775 if (!quiet)
2776 {
2777 if (tmp == 0)
2778 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2779 else if (tmp == 2)
2780 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2781 }
2782 return tmp;
2783}
2784
2785/**
2786 * player_apply_below attempts to apply the object 'below' the player.
2787 * If the player has an open container, we use that for below, otherwise
2788 * we use the ground.
2789 */
2790
2791void
2792player_apply_below (object *pl)
2793{
2794 object *tmp, *next;
2795 int floors;
2796
2797 /* If using a container, set the starting item to be the top
2798 * item in the container. Otherwise, use the map.
2799 */
2800 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2801
2802 /* This is perhaps more complicated. However, I want to make sure that
2803 * we don't use a corrupt pointer for the next object, so we get the
2804 * next object in the stack before applying. This is can only be a
2805 * problem if player_apply() has a bug in that it uses the object but does
2806 * not return a proper value.
2807 */
2808 for (floors = 0; tmp != NULL; tmp = next)
2809 {
2810 next = tmp->below;
2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2812 floors++;
2813 else if (floors > 0)
2814 return; /* process only floor objects after first floor object */
2815
2816 /* If it is visible, player can apply it. If it is applied by
2817 * person moving on it, also activate. Added code to make it
2818 * so that at least one of players movement types be that which
2819 * the item needs.
2820 */
2821 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2822 {
2823 if (player_apply (pl, tmp, 0, 1) == 1)
2824 return;
2825 }
2826 if (floors >= 2)
2827 return; /* process at most two floor objects */
2828 }
2829} 1023}
2830 1024
2831/** 1025/**
2832 * Unapplies specified item. 1026 * Unapplies specified item.
2833 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2834 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2835 * to keep the size of apply_special to a more managable size. 1029 * to keep the size of apply_special to a more managable size.
2836 */ 1030 */
2837static int 1031static bool
2838unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2839{ 1033{
2840 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2841 return RESULT_INT (0); 1036 return RESULT_INT (0);
2842 1037
2843 object *tmp2; 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
2844 1040
2845 CLEAR_FLAG (op, FLAG_APPLIED); 1041 op->flag [FLAG_APPLIED] = false;
1042
2846 switch (op->type) 1043 switch (op->type)
2847 { 1044 {
1045 case SKILL:
1046 if (player *pl = who->contr)
1047 if (op->invisible)
1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1049 else
1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1051
1052 change_abil (who, op);
1053 who->flag [FLAG_READY_SKILL] = false;
1054 break;
1055
2848 case WEAPON: 1056 case WEAPON:
2849 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
2850
2851 (void) change_abil (who, op); 1058 change_abil (who, op);
2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1059 who->flag [FLAG_READY_WEAPON] = false;
2853 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1060
2854 clear_skill (who); 1061 // unapplying a weapon or skill tool should also unapply the skill it governs
1062 // but this is hard, as it shouldn't do so when the skill can
1063 // be used for other reasons
1064 if (who->chosen_skill)
1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1066 unapply_special (who, op, 0);
1067
2855 break; 1068 break;
2856 1069
2857 case SKILL: /* allows objects to impart skills */ 1070 case BOW:
2858 case SKILL_TOOL: 1071 case WAND:
2859 if (op != who->chosen_skill) 1072 case ROD:
1073 case HORN:
1074 case RANGED:
1075 if (player *pl = who->contr)
2860 { 1076 {
2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
1078 change_abil (who, op);
2862 } 1079 }
2863 if (who->type == PLAYER) 1080 else
2864 { 1081 {
2865 if (who->contr->shoottype == range_skill) 1082 who->change_skill (0);
2866 who->contr->shoottype = range_none; 1083
2867 if (!op->invisible) 1084 if (op->type == BOW)
2868 { 1085 op->flag [FLAG_READY_BOW ] = false;
2869 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2870 }
2871 else 1086 else
2872 { 1087 op->flag [FLAG_READY_RANGE] = false;
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2874 }
2875 } 1088 }
2876 (void) change_abil (who, op); 1089
2877 who->chosen_skill = NULL;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break; 1090 break;
2880 1091
2881 case ARMOUR: 1092 case ARMOUR:
2882 case HELMET: 1093 case HELMET:
2883 case SHIELD: 1094 case SHIELD:
2886 case GLOVES: 1097 case GLOVES:
2887 case AMULET: 1098 case AMULET:
2888 case GIRDLE: 1099 case GIRDLE:
2889 case BRACERS: 1100 case BRACERS:
2890 case CLOAK: 1101 case CLOAK:
2891 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2892 (void) change_abil (who, op); 1103 change_abil (who, op);
2893 break; 1104 break;
1105
2894 case LAMP: 1106 case SPELL:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1107 case BUILDER:
2896 tmp2 = arch_to_object (op->other_arch); 1108 who->statusmsg (format ("You unready %s.", query_name (op)));
2897 tmp2->x = op->x;
2898 tmp2->y = op->y;
2899 tmp2->map = op->map;
2900 tmp2->below = op->below;
2901 tmp2->above = op->above;
2902 tmp2->stats.food = op->stats.food;
2903 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904
2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2906 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907
2908 if (who->type == PLAYER)
2909 esrv_del_item (who->contr, op->count);
2910
2911 op->destroy ();
2912 insert_ob_in_ob (tmp2, who);
2913 who->update_stats ();
2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 {
2916 if (who->type == PLAYER)
2917 {
2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2920 }
2921 }
2922 if (who->type == PLAYER)
2923 esrv_send_item (who, tmp2);
2924 return 1; /* otherwise, an attempt to drop causes problems */
2925 break; 1109 break;
2926 case BOW: 1110
2927 case WAND: 1111 //case SKILL_TOOL://TODO
2928 case ROD: 1112 default:
2929 case HORN: 1113 who->statusmsg (format ("You unapply %s.", query_name (op)));
2930 clear_skill (who);
2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2932 if (who->type == PLAYER)
2933 {
2934 who->contr->shoottype = range_none;
2935 }
2936 else
2937 {
2938 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 }
2943 break; 1114 break;
2944
2945 case BUILDER:
2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 who->contr->shoottype = range_none;
2948 who->contr->ranges[range_builder] = NULL;
2949 break;
2950
2951 default:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2953 break;
2954 } 1115 }
1116
1117 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1118 if (object *pl = op->visible_to ())
1119 esrv_send_item (pl, op);
2955 1120
2956 who->update_stats (); 1121 who->update_stats ();
2957 1122
2958 if (!(aflags & AP_NO_MERGE))
2959 {
2960 object *tmp;
2961
2962 tmp = merge_ob (op, NULL);
2963 if (who->type == PLAYER)
2964 {
2965 if (tmp)
2966 { /* it was merged */
2967 esrv_del_item (who->contr, op->count);
2968 op = tmp;
2969 }
2970
2971 esrv_send_item (who, op);
2972 }
2973 }
2974 return 0; 1123 return 1;
2975} 1124}
2976 1125
2977/** 1126/**
2978 * Returns the object that is using location 'loc'. 1127 * Returns the object that is using location 'loc'.
2979 * Note that 'start' is the first object to start examing - we 1128 * Note that 'start' is the first object to start examing - we
2980 * then go through the below of this. In this way, you can do 1129 * then go through the below of this. In this way, you can do
2981 * something like: 1130 * something like:
2982 * tmp = get_item_from_body_location(who->inv, 1); 1131 * tmp = get_next_item_from_body_location(who->inv, 1);
2983 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1132 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2984 * to find the second object that may use this location, etc. 1133 * to find the second object that may use this location, etc.
2985 * Returns NULL if no match is found. 1134 * Returns NULL if no match is found.
2986 * loc is the index into the array we are looking for a match. 1135 * loc is the index into the array we are looking for a match.
2987 * don't return invisible objects unless they are skill objects 1136 * don't return invisible objects unless they are skill objects
2988 * invisible other objects that use 1137 * invisible other objects that use
2989 * up body locations can be used as restrictions. 1138 * up body locations can be used as restrictions.
2990 */ 1139 */
2991object * 1140static object *
2992get_item_from_body_location (object *start, int loc) 1141get_next_item_from_body_location (int loc, object *start)
2993{ 1142{
2994 object *tmp;
2995
2996 if (!start)
2997 return NULL;
2998
2999 for (tmp = start; tmp; tmp = tmp->below) 1143 for (object *tmp = start; tmp; tmp = tmp->below)
3000 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1144 if (tmp->flag [FLAG_APPLIED]
1145 && tmp->slot [loc].info
1146 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3001 return tmp; 1147 return tmp;
3002 1148
3003 return NULL; 1149 return 0;
3004} 1150}
3005
3006
3007 1151
3008/** 1152/**
3009 * 'op' wants to apply an object, but can't because of other equipment. 1153 * 'op' wants to apply an object, but can't because of other equipment.
3010 * This should only be called when it is known 1154 * This should only be called when it is known
3011 * that there are objects to unapply. This makes pretty heavy 1155 * that there are objects to unapply. This makes pretty heavy
3014 * Returns 0 on success, returns 1 if there is some problem. 1158 * Returns 0 on success, returns 1 if there is some problem.
3015 * if aflags is AP_PRINT, we instead print out waht to unapply 1159 * if aflags is AP_PRINT, we instead print out waht to unapply
3016 * instead of doing it. This is a lot less code than having 1160 * instead of doing it. This is a lot less code than having
3017 * another function that does just that. 1161 * another function that does just that.
3018 */ 1162 */
3019int 1163
1164#define CANNOT_REMOVE_CURSED \
1165 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1166 "Praying over an altar, scrolls of remove curse/damnation, " \
1167 "priests or even other players might help.>"
1168
1169static bool
3020unapply_for_ob (object *who, object *op, int aflags) 1170unapply_for_ob (object *who, object *op, int aflags)
3021{ 1171{
3022 int i; 1172 if (op->is_range ())
3023 object *tmp = NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD)
3029 {
3030 for (tmp = who->inv; tmp; tmp = tmp->below) 1173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3031 {
3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3033 {
3034 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1175 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3035 { 1176 {
3036 if (aflags & AP_PRINT) 1177 if (aflags & AP_PRINT)
3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1178 who->failmsg (query_name (tmp));
3038 else 1179 else
3039 unapply_special (who, tmp, aflags); 1180 unapply_special (who, tmp, aflags);
3040 } 1181 }
3041 else 1182 else
3042 { 1183 {
3043 /* In this case, we want to try and remove a cursed item. 1184 /* In this case, we want to try and remove a cursed item.
3044 * While we know it won't work, we want unapply_special to 1185 * While we know it won't work, we want unapply_special to
3045 * at least generate the message. 1186 * at least generate the message.
3046 */ 1187 */
3047 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1188 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3048 return 1; 1189 return 1;
3049 }
3050
3051 } 1190 }
3052 }
3053 }
3054 1191
3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1192 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 { 1193 {
3057 /* this used up a slot that we need to free */ 1194 /* this used up a slot that we need to free */
3058 if (op->body_info[i]) 1195 if (op->slot[i].info)
3059 { 1196 {
3060 last = who->inv; 1197 object *last = who->inv;
3061 1198
3062 /* We do a while loop - may need to remove several items in order 1199 /* We do a while loop - may need to remove several items in order
3063 * to free up enough slots. 1200 * to free up enough slots.
3064 */ 1201 */
3065 while ((who->body_used[i] + op->body_info[i]) < 0) 1202 while ((who->slot[i].used + op->slot[i].info) < 0)
3066 { 1203 {
3067 tmp = get_item_from_body_location (last, i); 1204 object *tmp = get_next_item_from_body_location (i, last);
1205
3068 if (!tmp) 1206 if (!tmp)
3069 { 1207 {
3070#if 0 1208#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 1209 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 1210 * equipped.
3073 */ 1211 */
3074 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1212 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075#endif 1213#endif
3076 return 1; 1214 return 1;
3077 } 1215 }
1216
3078 /* If we are just printing, we don't care about cursed status */ 1217 /* If we are just printing, we don't care about cursed status */
3079 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1218 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3080 { 1219 {
3081 if (aflags & AP_PRINT) 1220 if (aflags & AP_PRINT)
3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1221 who->failmsg (query_name (tmp));
3083 else 1222 else
3084 unapply_special (who, tmp, aflags); 1223 unapply_special (who, tmp, aflags);
3085 } 1224 }
3086 else 1225 else
3087 { 1226 {
3088 /* Cursed item that we can't unequip - tell the player. 1227 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 1228 * Note this could be annoying if this is just one of a few,
3090 * so it may not be critical (eg, putting on a ring and you have 1229 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 1230 * one cursed ring.)
3092 */ 1231 */
3093 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1232 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3094 } 1233 }
1234
3095 last = tmp->below; 1235 last = tmp->below;
3096 } 1236 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1237 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3098 * return in the !tmp would have kicked in. 1238 * return in the !tmp would have kicked in.
3099 */ 1239 */
3100 } /* if op is using this body location */ 1240 } /* if op is using this body location */
3101 } /* for body lcoations */ 1241 } /* for body lcoations */
1242
3102 return 0; 1243 return 0;
3103} 1244}
3104 1245
3105/** 1246/**
3106 * Checks to see if 'who' can apply object 'op'. 1247 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 1248 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 1249 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 1250 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1251 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3111 * is set, do we really are what the other flags may be?) 1252 * is set, do we really care what the other flags may be?)
3112 * 1253 *
3113 * See include/define.h for detailed description of the meaning of 1254 * See include/define.h for detailed description of the meaning of
3114 * these return values. 1255 * these return values.
3115 */ 1256 */
3116int 1257int
3117can_apply_object (object *who, object *op) 1258can_apply_object (object *who, object *op)
3118{ 1259{
3119 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1260 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3120 return RESULT_INT (0); 1261 return RESULT_INT (0);
3121 1262
3122 int i, retval = 0; 1263 int retval = 0;
3123 object *tmp = NULL, *ws = NULL; 1264 object *tmp = 0, *ws = 0;
3124 1265
3125 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1266 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3126 * 2 weapons, but we don't want to let them do that. So if they are
3127 * trying to equip a weapon or shield, see if they already have one
3128 * in place and store that way.
3129 */
3130 if (op->type == WEAPON || op->type == SHIELD)
3131 { 1267 {
3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1268 if (op->slot[i].info)
3133 { 1269 {
3134 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1270 /* Item uses more slots than we have */
1271 if (who->slot[i].info + op->slot [i].info < 0)
3135 { 1272 {
3136 retval = CAN_APPLY_UNAPPLY;
3137 ws = tmp;
3138 }
3139 }
3140 }
3141
3142
3143 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3144 {
3145 if (op->body_info[i])
3146 {
3147 /* Item uses more slots than we have */
3148 if (FABS (op->body_info[i]) > who->body_info[i])
3149 {
3150 /* Could return now for efficiently - rest of info below isn' 1273 /* Could return now for efficiency - rest of info below isn't
3151 * really needed. 1274 * really needed.
3152 */ 1275 */
3153 retval |= CAN_APPLY_NEVER; 1276 retval |= CAN_APPLY_NEVER;
3154 } 1277 }
3155 else if ((who->body_used[i] + op->body_info[i]) < 0) 1278 else if (who->slot[i].used + op->slot[i].info < 0)
3156 { 1279 {
3157 /* in this case, equipping this would use more free spots than 1280 /* in this case, equipping this would use more free spots than
3158 * we have. 1281 * we have.
3159 */ 1282 */
3160 object *tmp1;
3161
3162 1283
3163 /* if we have an applied weapon/shield, and unapply it would free 1284 /* if we have an applied weapon/shield, and unapply it would free
3164 * enough slots to equip the new item, then just set this can 1285 * enough slots to equip the new item, then just set "can
3165 * continue. We don't care about the logic below - if you have 1286 * apply unapply". We don't care about the logic below - if you have a
3166 * shield equipped and try to equip another shield, there is only 1287 * shield equipped and try to equip another shield, there is only
3167 * one choice. However, the check for the number of body locations 1288 * one choice. However, the check for the number of body locations
3168 * does take into the account cases where what is being applied 1289 * does take into the account cases where what is being applied
3169 * may be two handed for example. 1290 * may be two handed for example.
3170 */ 1291 */
3171 if (ws) 1292 if (ws)
3172 { 1293 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3173 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3174 { 1294 {
3175 retval |= CAN_APPLY_UNAPPLY; 1295 retval |= CAN_APPLY_UNAPPLY;
3176 continue; 1296 continue;
3177 } 1297 }
3178 }
3179 1298
3180 tmp1 = get_item_from_body_location (who->inv, i); 1299 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3181 if (!tmp1) 1300 if (!tmp1)
3182 {
3183#if 0
3184 /* This is sort of an error, but happens a lot when old players
3185 * join in with more stuff equipped than they are now allowed.
3186 */
3187 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3188#endif
3189 retval |= CAN_APPLY_NEVER; 1301 retval |= CAN_APPLY_NEVER;
3190 }
3191 else 1302 else
3192 { 1303 {
3193 /* need to unapply something. However, if this something 1304 /* need to unapply something. However, if this something
3194 * is different than we had found before, it means they need 1305 * is different than we had found before, it means they need
3195 * to apply multiple objects 1306 * to apply multiple objects
3196 */ 1307 */
3197 retval |= CAN_APPLY_UNAPPLY; 1308 retval |= CAN_APPLY_UNAPPLY;
1309
3198 if (!tmp) 1310 if (!tmp)
3199 tmp = tmp1; 1311 tmp = tmp1;
3200 else if (tmp != tmp1) 1312 else if (tmp != tmp1)
3201 {
3202 retval |= CAN_APPLY_UNAPPLY_MULT; 1313 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 } 1314
3204 /* This object isn't using up all the slots, so there must 1315 /* This object isn't using up all the slots, so there must
3205 * be another. If so, and it the new item doesn't need all 1316 * be another. If so, and it the new item doesn't need all
3206 * the slots, the player then has a choice. 1317 * the slots, the player then has a choice.
3207 */ 1318 */
3208 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1319 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1320 && abs (op->slot[i].info) < who->slot[i].info)
3209 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1321 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3210 1322
3211 /* Does unequippint 'tmp1' free up enough slots for this to be 1323 /* Does unequippint 'tmp1' free up enough slots for this to be
3212 * equipped? If not, there must be something else to unapply. 1324 * equipped? If not, there must be something else to unapply.
3213 */ 1325 */
3214 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1326 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 1327 retval |= CAN_APPLY_UNAPPLY_MULT;
3216
3217 } 1328 }
3218 } /* if not enough free slots */ 1329 } /* if not enough free slots */
3219 } /* if this object uses location i */ 1330 } /* if this object uses location i */
3220 } /* for i -> num_body_locations loop */ 1331 } /* for i -> num_body_locations loop */
3221 1332
3226 * and weapons all use the same slot. Similar for horn/rod/wand - they 1337 * and weapons all use the same slot. Similar for horn/rod/wand - they
3227 * all use the same location. 1338 * all use the same location.
3228 */ 1339 */
3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1340 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION; 1341 retval |= CAN_APPLY_RESTRICTION;
1342
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1343 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3233 1345
3234
3235 if (who->type != PLAYER) 1346 if (who->type != PLAYER)
3236 { 1347 {
3237 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1348 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3238 retval |= CAN_APPLY_RESTRICTION; 1349 retval |= CAN_APPLY_RESTRICTION;
1350
3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1351 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3240 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
1353
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1354 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
1356
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1357 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3245 } 1359 }
1360
3246 return retval; 1361 return retval;
3247} 1362}
3248
3249
3250 1363
3251/** 1364/**
3252 * who is the object using the object. It can be a monster. 1365 * who is the object using the object. It can be a monster.
3253 * op is the object they are using. op is an equipment type item, 1366 * op is the object they are using. op is an equipment type item,
3254 * eg, one which you put on and keep on for a while, and not something 1367 * eg, one which you put on and keep on for a while, and not something
3263 * AP_UNAPPLY=always unapply). 1376 * AP_UNAPPLY=always unapply).
3264 * 1377 *
3265 * Optional flags: 1378 * Optional flags:
3266 * AP_NO_MERGE: don't merge an unapplied object with other objects 1379 * AP_NO_MERGE: don't merge an unapplied object with other objects
3267 * AP_IGNORE_CURSE: unapply cursed items 1380 * AP_IGNORE_CURSE: unapply cursed items
1381 * AP_NO_READY: do not ready skills when applying skill tools
3268 * 1382 *
3269 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1383 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3270 * 1384 *
3271 * apply_special() doesn't check for unpaid items. 1385 * apply_special() doesn't check for unpaid items.
3272 */ 1386 */
3273int 1387
1388#define LACK_ITEM_POWER \
1389 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1390
1391static bool
3274apply_special (object *who, object *op, int aflags) 1392apply_special (object *who, object *op, int aflags)
3275{ 1393{
3276 int basic_flag = aflags & AP_BASIC_FLAGS; 1394 int basic_flag = aflags & AP_MODE;
3277 object *tmp, *tmp2, *skop = NULL; 1395 object *tmp, *tmp2, *skop = NULL;
3278 int i;
3279 1396
3280 if (who == NULL) 1397 if (who == NULL)
3281 { 1398 {
3282 LOG (llevError, "apply_special() from object without environment.\n"); 1399 LOG (llevError, "apply_special() from object without environment.\n");
3283 return 1; 1400 return 1;
3284 } 1401 }
3285 1402
1403 //TODO: remove these when apply_special is no longer exposed
3286 if (op->env != who) 1404 if (op->env != who)
3287 return 1; /* op is not in inventory */ 1405 return 1; /* op is not in inventory */
3288 1406
3289 /* trying to unequip op */ 1407 /* trying to unequip op */
3290 if (QUERY_FLAG (op, FLAG_APPLIED)) 1408 if (QUERY_FLAG (op, FLAG_APPLIED))
3293 if (basic_flag == AP_APPLY) 1411 if (basic_flag == AP_APPLY)
3294 return 0; 1412 return 0;
3295 1413
3296 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1414 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3297 { 1415 {
3298 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1416 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3299 return 1; 1417 return 1;
3300 } 1418 }
1419
3301 return unapply_special (who, op, aflags); 1420 return unapply_special (who, op, aflags);
3302 } 1421 }
3303
3304 if (basic_flag == AP_UNAPPLY) 1422 else if (basic_flag == AP_UNAPPLY)
3305 return 0; 1423 return 0;
3306 1424
3307 i = can_apply_object (who, op); 1425 splay (op);
3308 1426
3309 /* Can't just apply this object. Lets see what not and what to do */ 1427 /* Can't just apply this object. Lets see what not and what to do */
3310 if (i) 1428 if (int i = can_apply_object (who, op))
3311 { 1429 {
3312 if (i & CAN_APPLY_NEVER) 1430 if (i & CAN_APPLY_NEVER)
3313 { 1431 {
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1432 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3315 return 1; 1433 return 1;
3316 } 1434 }
3317 else if (i & CAN_APPLY_RESTRICTION) 1435 else if (i & CAN_APPLY_RESTRICTION)
3318 { 1436 {
3319 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1437 who->failmsg (format (
1438 "You have a prohibition against using a %s. "
1439 "H<Your belief, profession or class prevents you from applying this item.>",
1440 query_name (op)
1441 ));
3320 return 1; 1442 return 1;
3321 } 1443 }
1444
3322 if (who->type != PLAYER) 1445 if (who->type != PLAYER)
3323 { 1446 {
3324 /* Some error, so don't try to equip something more */ 1447 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob (who, op, aflags)) 1448 if (unapply_for_ob (who, op, aflags))
3326 return 1; 1449 return 1;
3327 } 1450 }
3328 else 1451 else
3329 { 1452 {
3330 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1453 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3331 { 1454 {
3332 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1455 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3333 unapply_for_ob (who, op, AP_PRINT); 1456 unapply_for_ob (who, op, AP_PRINT);
3334 return 1; 1457 return 1;
3335 } 1458 }
3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1459 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 {
3338 i = unapply_for_ob (who, op, aflags); 1460 if (unapply_for_ob (who, op, aflags))
3339 if (i)
3340 return 1; 1461 return 1;
3341 } 1462 }
3342 }
3343 } 1463 }
1464
3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1465 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 { 1466 {
1467 // try to ready attached skill first
3346 skop = find_skill_by_name (who, op->skill); 1468 skop = find_skill_by_name (who, op->skill);
1469
3347 if (!skop) 1470 if (!skop)
3348 { 1471 {
3349 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1472 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3350 return 1; 1473 return 1;
3351 } 1474 }
3352 else 1475 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3353 {
3354 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated
3356 */
3357 change_skill (who, skop, 0);
3358 } 1476 {
3359 } 1477 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3360 1478 return 1;
3361 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1479 }
3362 { 1480 }
3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 1481
1482 if (!check_item_power (who, op->item_power))
1483 {
1484 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3364 return 1; 1485 return 1;
3365 } 1486 }
3366
3367 1487
3368 /* Ok. We are now at the state where we can apply the new object. 1488 /* Ok. We are now at the state where we can apply the new object.
3369 * Note that we don't have the checks for can_use_... 1489 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object. 1490 * below - that is already taken care of by can_apply_object.
3371 */ 1491 */
3372 1492
3373 1493 // split away all the other items from the stack, so only one item is left
3374 if (op->nrof > 1) 1494 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3375 tmp = get_split_ob (op, op->nrof - 1);
3376 else
3377 tmp = NULL;
3378 1495
3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1496 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3380 return RESULT_INT (0); 1497 return RESULT_INT (0);
3381 1498
3382 switch (op->type) 1499 switch (op->type)
3383 { 1500 {
3384 case WEAPON: 1501 case WEAPON:
3385 if (!check_weapon_power (who, op->last_eat)) 1502 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3386 {
3387 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3389 if (tmp != NULL)
3390 (void) insert_ob_in_ob (tmp, who);
3391 return 1;
3392 }
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 { 1503 {
3395 /* if the weapon does not have the name as the character, can't use it. */ 1504 /* if the weapon does not have the name as the character, can't use it. */
3396 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1505 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3397 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1506 who->failmsg ("The weapon does not recognize you as its owner. "
3398 if (tmp != NULL) 1507 "H<Its name indicates that it belongs to somebody else.>");
3399 (void) insert_ob_in_ob (tmp, who); 1508 if (tmp) who->insert (tmp);
3400 return 1; 1509 return 1;
3401 } 1510 }
3402 SET_FLAG (op, FLAG_APPLIED);
3403 1511
3404 if (skop) 1512 op->flag [FLAG_APPLIED] = true;
3405 change_skill (who, skop, 1);
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3407 SET_FLAG (who, FLAG_READY_WEAPON);
3408 1513
3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 1514 if (player *pl = who->contr)
3410 1515 {
1516 who->statusmsg (format ("You wield %s.", query_name (op)));
3411 (void) change_abil (who, op); 1517 change_abil (who, op);
1518 }
1519 else
1520 who->change_skill (skop);
1521
1522 op->flag [FLAG_READY_WEAPON] = true;
3412 break; 1523 break;
3413 1524
3414 case ARMOUR: 1525 case ARMOUR:
3415 case HELMET: 1526 case HELMET:
3416 case SHIELD: 1527 case SHIELD:
3420 case BRACERS: 1531 case BRACERS:
3421 case CLOAK: 1532 case CLOAK:
3422 case RING: 1533 case RING:
3423 case AMULET: 1534 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED); 1535 SET_FLAG (op, FLAG_APPLIED);
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1536 who->statusmsg (format ("You wear %s.", query_name (op)));
3426 (void) change_abil (who, op); 1537 change_abil (who, op);
3427 break; 1538 break;
1539
1540 case SKILL_TOOL:
1541 // applying a skill tool does not ready the skill
1542 // if something needs the skill, it has to ready it itself
1543 //TODO: unapplying should unapply the skill, though
1544 SET_FLAG (op, FLAG_APPLIED);
1545 break;
1546
3428 case LAMP: 1547 case SKILL:
3429 if (op->stats.food < 1) 1548 if (!(aflags & AP_NO_SLOT))
3430 { 1549 {
3431 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 1550 // skill is used on it's own, as opposed to being a chosen_skill
1551
1552 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1553 {
1554 who->failmsg (format (
1555 "You feel as if you wanted to do something funny, but you can't remember what. "
1556 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1557 "It cannot be used on its own.>",
1558 &op->skill
1559 ));
1560 if (tmp) who->insert (tmp);
1561 return 1;
1562 }
1563
1564 if (skill_flags [op->subtype] & SF_AUTARK
1565 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566 {
1567 if (skill_flags [op->subtype] & SF_USE)
1568 who->failmsg (format (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571 &op->skill, &op->skill
1572 ));
1573 else
1574 who->failmsg (format (
1575 "You feel as if you wanted to do something funny, but you can't remember what. "
1576 "H<The %s skill cannot be readied or used, it is always active.>",
1577 &op->skill
1578 ));
1579
1580 if (tmp) who->insert (tmp);
1581
1582 return 1;
1583 }
1584
1585 if (who->contr)
1586 if (op->invisible)
1587 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1588 else
1589 who->statusmsg (format ("You ready %s.", query_name (op)));
1590 }
1591
1592 SET_FLAG (who, FLAG_READY_SKILL);
1593 SET_FLAG (op, FLAG_APPLIED);
1594 change_abil (who, op);
1595 break;
1596
1597 case BOW:
1598 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1599 {
1600 who->failmsg ("The weapon does not recognize you as its owner. "
1601 "H<Its name indicates that it belongs to somebody else.>");
1602 if (tmp) who->insert (tmp);
3432 return 1; 1603 return 1;
3433 } 1604 }
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3435 tmp2 = arch_to_object (op->other_arch);
3436 tmp2->stats.food = op->stats.food;
3437 SET_FLAG (tmp2, FLAG_APPLIED);
3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3439 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3440 insert_ob_in_ob (tmp2, who);
3441 1605
3442 /* Remove the old lantern */ 1606 if (player *pl = who->contr)
3443 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count);
3445
3446 op->destroy ();
3447
3448 /* insert the portion that was split off */
3449 if (tmp != NULL)
3450 { 1607 {
3451 (void) insert_ob_in_ob (tmp, who); 1608 op->flag [FLAG_APPLIED] = true;
3452 if (who->type == PLAYER) 1609 who->statusmsg (format ("You wield the %s.", query_name (op)));
3453 esrv_send_item (who, tmp); 1610 change_abil (who, op);
3454 } 1611 }
3455 who->update_stats (); 1612 break;
3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1613
1614 case RANGED:
1615 if (player *pl = who->contr)
3457 { 1616 {
3458 if (who->type == PLAYER) 1617 op->flag [FLAG_APPLIED] = true;
3459 { 1618 who->statusmsg (format ("You applied the %s.", query_name (op)));
3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3462 }
3463 } 1619 }
3464 if (who->type == PLAYER)
3465 esrv_send_item (who, tmp2);
3466 return 0;
3467 break; 1620 break;
3468 1621
3469 /* this part is needed for skill-tools */
3470 case SKILL: 1622 case SPELL:
3471 case SKILL_TOOL: 1623 if (player *pl = who->contr)
3472 if (who->chosen_skill)
3473 { 1624 {
3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1625 op->flag [FLAG_APPLIED] = true;
3475 return 1; 1626 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3476 } 1627 }
3477 if (who->type == PLAYER)
3478 {
3479 who->contr->shoottype = range_skill;
3480 who->contr->ranges[range_skill] = op;
3481 if (!op->invisible)
3482 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3485 }
3486 else
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3489 }
3490 }
3491 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op);
3493 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL);
3495 break; 1628 break;
3496 1629
1630 /*FALLTHROUGH*/
3497 case BOW: 1631 case WAND:
3498 if (!check_weapon_power (who, op->last_eat))
3499 {
3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3502 if (tmp != NULL)
3503 (void) insert_ob_in_ob (tmp, who);
3504 return 1;
3505 }
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3509 if (tmp != NULL)
3510 (void) insert_ob_in_ob (tmp, who);
3511 return 1;
3512 }
3513 /*FALLTHROUGH*/ case WAND:
3514 case ROD: 1632 case ROD:
3515 case HORN: 1633 case HORN:
3516 /* check for skill, alter player status */ 1634 /* check for skill, alter player status */
3517 SET_FLAG (op, FLAG_APPLIED); 1635
3518 if (skop) 1636 if (!skop)
3519 change_skill (who, skop, 0);
3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3521
3522 if (who->type == PLAYER)
3523 { 1637 {
1638 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1639 if (tmp) who->insert (tmp);
1640 return 1;
1641 }
1642
1643 op->flag [FLAG_APPLIED] = true;
1644
1645 if (player *pl = who->contr)
1646 {
1647 who->statusmsg (format ("You ready %s.", query_name (op)));
1648
3524 if (op->type == BOW) 1649 if (op->type == BOW)
3525 { 1650 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1651
3526 (void) change_abil (who, op); 1652 change_abil (who, op);
3527 new_draw_info_format (NDI_UNIQUE, 0, who,
3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3529 who->contr->shoottype = range_bow;
3530 }
3531 else
3532 {
3533 who->contr->shoottype = range_misc;
3534 }
3535 } 1653 }
3536 else 1654 else
3537 { 1655 {
1656 who->change_skill (skop);
1657
3538 if (op->type == BOW) 1658 if (op->type == BOW)
3539 SET_FLAG (who, FLAG_READY_BOW); 1659 op->flag [FLAG_READY_BOW ] = true;
3540 else 1660 else
3541 SET_FLAG (who, FLAG_READY_RANGE); 1661 op->flag [FLAG_READY_RANGE] = true;
1662 }
1663
1664 break;
1665
1666 case BUILDER:
1667 if (player *pl = who->contr)
1668 {
1669 who->statusmsg (format ("You ready your %s.", query_name (op)));
1670 //TODO: change_abil?
3542 } 1671 }
3543 break; 1672 break;
3544 1673
3545 case BUILDER:
3546 if (who->contr->ranges[range_builder])
3547 unapply_special (who, who->contr->ranges[range_builder], 0);
3548 who->contr->shoottype = range_builder;
3549 who->contr->ranges[range_builder] = op;
3550 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3551 break;
3552
3553 default: 1674 default:
3554 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1675 who->statusmsg (format ("You apply %s.", query_name (op)));
3555 } /* end of switch op->type */ 1676 }
3556 1677
3557 SET_FLAG (op, FLAG_APPLIED); 1678 SET_FLAG (op, FLAG_APPLIED);
3558 1679
3559 if (tmp != NULL) 1680 if (tmp) who->insert (tmp);
3560 tmp = insert_ob_in_ob (tmp, who);
3561 1681
3562 who->update_stats (); 1682 who->update_stats ();
3563 1683
3564 /* We exclude spell casting objects. The fire code will set the 1684 /* We exclude spell casting objects. The fire code will set the
3565 * been applied flag when they are used - until that point, 1685 * been applied flag when they are used - until that point,
3567 */ 1687 */
3568 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1688 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3569 SET_FLAG (op, FLAG_BEEN_APPLIED); 1689 SET_FLAG (op, FLAG_BEEN_APPLIED);
3570 1690
3571 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1691 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3572 {
3573 if (who->type == PLAYER) 1692 if (who->type == PLAYER)
3574 { 1693 {
3575 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1694 who->failmsg (
1695 "Oops, it feels deadly cold! "
1696 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1697 );
3576 SET_FLAG (op, FLAG_KNOWN_CURSED); 1698 SET_FLAG (op, FLAG_KNOWN_CURSED);
3577 } 1699 }
3578 } 1700
3579 if (who->type == PLAYER) 1701 if (object *pl = op->visible_to ())
3580 {
3581 /* if multiple objects were applied, update both slots */
3582 if (tmp)
3583 esrv_send_item (who, tmp);
3584 esrv_send_item (who, op); 1702 esrv_send_item (pl, op);
3585 } 1703
3586 return 0; 1704 return 0;
3587} 1705}
3588 1706
3589 1707/**
1708 * Check if op should abort moving victim because of it's race or slaying.
1709 * Returns 1 if it should abort, returns 0 if it should continue.
1710 */
3590int 1711int
3591monster_apply_special (object *who, object *op, int aflags) 1712should_director_abort (object *op, object *victim)
3592{ 1713{
3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1714 int arch_flag, name_flag, race_flag;
1715
1716 /* Get flags to determine what of arch, name, and race should be checked.
1717 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1718 * the next is the name flag, and the last is the race flag. Also note,
1719 * if subtype is set to zero, that also goes to defaults of all affecting
1720 * it. Examples:
1721 * subtype 1: only arch
1722 * subtype 3: arch or name
1723 * subtype 5: arch or race
1724 * subtype 7: all three
1725 */
1726 if (op->subtype)
1727 {
1728 arch_flag = op->subtype & 1;
1729 name_flag = op->subtype & 2;
1730 race_flag = op->subtype & 4;
1731 }
1732 else
1733 {
1734 arch_flag = 1;
1735 name_flag = 1;
1736 race_flag = 1;
1737 }
1738
1739 /* If the director has race set, only affect objects with a arch,
1740 * name or race that matches.
1741 */
1742 if ((op->race) &&
1743 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1744 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1745 ((!(victim->race && race_flag) || op->race != victim->race)))
3594 return 1; 1746 return 1;
3595 return apply_special (who, op, aflags);
3596}
3597 1747
1748 /* If the director has slaying set, only affect objects where none
1749 * of arch, name, or race match.
1750 */
1751 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1752 ((victim->name && name_flag && op->slaying == victim->name)) ||
1753 ((victim->race && race_flag && op->slaying == victim->race)))
1754 return 1;
1755
1756 return 0;
1757}
1758
3598/** 1759/**
3599 * Map was just loaded, handle op's initialisation. 1760 * This handles a player dropping money on an altar to identify stuff.
1761 * It'll identify marked item, if none all items up to dropped money.
1762 * Return value: 1 if money was destroyed, 0 if not.
3600 * 1763 */
3601 * Generates shop floor's item, and treasures. 1764static int
1765apply_id_altar (object *money, object *altar, object *pl)
1766{
1767 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1768
1769 if (!pl || pl->type != PLAYER)
1770 return 0;
1771
1772 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1773 * identifying' from being printed out more than it needs to be.
1774 */
1775 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1776 return 0;
1777
1778 /* if the player has a marked item, identify that if it needs to be
1779 * identified. If it doesn't, then go through the player inventory.
1780 */
1781 if (object *marked = find_marked_object (pl))
1782 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1783 {
1784 if (operate_altar (altar, &money, pl))
1785 {
1786 identify (marked);
1787
1788 buf.printf ("You have %s.\r", long_desc (marked, pl));
1789 if (marked->msg)
1790 buf << "The item has a story:\r" << marked->msg << "\n\n";
1791
1792 return !money;
1793 }
1794 }
1795
1796 for (object *id = pl->inv; id; id = id->below)
1797 {
1798 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1799 {
1800 if (operate_altar (altar, &money, pl))
1801 {
1802 identify (id);
1803
1804 buf.printf ("You have %s.\r", long_desc (id, pl));
1805 if (id->msg)
1806 buf << "The item has a story:\r" << id->msg << "\n\n";
1807
1808 /* If no more money, might as well quit now */
1809 if (!money || !check_altar_sacrifice (altar, money))
1810 break;
1811 }
1812 else
1813 {
1814 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1815 break;
1816 }
1817 }
1818 }
1819
1820 if (buf.empty ())
1821 pl->failmsg ("You have nothing that needs identifying");
1822 else
1823 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1824
1825 return !money;
1826}
1827
1828/**
1829 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1830 * matching item.
1831 **/
1832void
1833handle_apply_yield (object *tmp)
1834{
1835 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1836 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1837}
1838
1839/**
1840 * Handles applying a potion.
3602 */ 1841 */
3603int 1842int
3604auto_apply (object *op) 1843apply_potion (object *op, object *tmp)
3605{ 1844{
3606 object *tmp = NULL, *tmp2; 1845 int got_one = 0, i;
3607 int i; 1846 object *force = 0;
3608 1847
3609 switch (op->type) 1848 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1849
1850 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1851 {
1852 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1853
1854 CLEAR_FLAG (tmp, FLAG_APPLIED);
1855 return 0;
3610 { 1856 }
3611 case SHOP_FLOOR: 1857
3612 if (!op->has_random_items ()) 1858 if (op->type == PLAYER)
1859 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1860 identify (tmp);
1861
1862 handle_apply_yield (tmp);
1863
1864 /* Potion of restoration - only for players */
1865 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1866 {
1867 object *depl;
1868 archetype *at;
1869
1870 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1871 {
1872 op->drain_stat ();
1873 op->update_stats ();
1874 tmp->decrease ();
1875 return 1;
1876 }
1877
1878 if (!(at = archetype::find (shstr_depletion)))
1879 {
1880 LOG (llevError, "Could not find archetype depletion\n");
3613 return 0; 1881 return 0;
3614
3615 do 1882 }
1883
1884 depl = present_arch_in_ob (at, op);
1885
1886 if (depl)
3616 { 1887 {
3617 i = 10; /* let's give it 10 tries */ 1888 for (i = 0; i < NUM_STATS; i++)
3618 while ((tmp = generate_treasure (op->randomitems, 1889 if (depl->stats.stat (i))
3619 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 1890 op->statusmsg (restore_msg[i]);
3620 if (tmp == NULL) 1891
3621 return 0; 1892 depl->destroy ();
1893 op->update_stats ();
1894 }
1895 else
1896 op->statusmsg ("Your potion had no effect.");
1897
1898 tmp->decrease ();
1899 return 1;
1900 }
1901
1902 /* improvement potion - only for players */
1903 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1904 {
1905 for (i = 1; i < min (11, op->level); i++)
1906 {
3622 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 1907 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3623 {
3624 tmp->destroy ();
3625 tmp = NULL;
3626 }
3627 }
3628 while (!tmp);
3629
3630 tmp->x = op->x;
3631 tmp->y = op->y;
3632 SET_FLAG (tmp, FLAG_UNPAID);
3633 insert_ob_in_map (tmp, op->map, NULL, 0);
3634 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3635 identify (tmp);
3636 break;
3637
3638 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0;
3641
3642 while ((op->stats.hp--) > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3644 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3645
3646 /* If we generated an object and put it in this object inventory,
3647 * move it to the parent object as the current object is about
3648 * to disappear. An example of this item is the random_* stuff
3649 * that is put inside other objects.
3650 */
3651 for (tmp = op->inv; tmp; tmp = tmp2)
3652 {
3653 tmp2 = tmp->below;
3654 tmp->remove ();
3655
3656 if (op->env)
3657 insert_ob_in_ob (tmp, op->env);
3658 else
3659 tmp->destroy ();
3660 }
3661
3662 op->destroy ();
3663 break;
3664 }
3665 return tmp ? 1 : 0;
3666}
3667
3668/**
3669 * fix_auto_apply goes through the entire map (only the first time
3670 * when an original map is loaded) and performs special actions for
3671 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate.
3673 */
3674void
3675fix_auto_apply (maptile *m)
3676{
3677 object *tmp, *above = NULL;
3678 int x, y;
3679
3680 if (m == NULL)
3681 return;
3682
3683 for (x = 0; x < MAP_WIDTH (m); x++)
3684 for (y = 0; y < MAP_HEIGHT (m); y++)
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 {
3687 above = tmp->above;
3688
3689 if (tmp->inv)
3690 { 1908 {
3691 object *invtmp, *invnext; 1909 if (op->contr->levhp[i] != 1)
3692
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 { 1910 {
3695 invnext = invtmp->below; 1911 op->contr->levhp[i] = 1;
3696
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 { 1912 break;
3701 while ((invtmp->stats.hp--) > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3703
3704 invtmp->randomitems = NULL;
3705 }
3706 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3710 /* Need to clear this so that we never try to create
3711 * treasure again for this object
3712 */
3713 invtmp->randomitems = NULL;
3714 }
3715 } 1913 }
3716 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13
3721 *
3722 * And if it's a spellbook, it's better to set randomitems to NULL too,
3723 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16
3725 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3727 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3728 tmp->randomitems = NULL;
3729 1914
3730 } 1915 if (op->contr->levsp[i] != 1)
3731
3732 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3733 auto_apply (tmp);
3734 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3735 {
3736 while ((tmp->stats.hp--) > 0)
3737 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3738 tmp->randomitems = NULL;
3739 }
3740 else if (tmp->type == TIMED_GATE)
3741 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp;
3743
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 { 1916 {
3746 tmp->speed = 0; 1917 op->contr->levsp[i] = 1;
3747 update_ob_speed (tmp); 1918 break;
1919 }
1920
1921 if (op->contr->levgrace[i] != 1)
1922 {
1923 op->contr->levgrace[i] = 1;
1924 break;
3748 } 1925 }
3749 } 1926 }
3750 /* This function can be called everytime a map is loaded, even when 1927 else
3751 * swapping back in. As such, we don't want to create the treasure 1928 {
3752 * over and ove again, so after we generate the treasure, blank out 1929 if (op->contr->levhp[i] < 9)
3753 * randomitems so if it is swapped in again, it won't make anything. 1930 {
3754 * This is a problem for the above objects, because they have counters 1931 op->contr->levhp[i] = 9;
3755 * which say how many times to make the treasure. 1932 break;
1933 }
1934
1935 if (op->contr->levsp[i] < 6)
1936 {
1937 op->contr->levsp[i] = 6;
1938 break;
1939 }
1940
1941 if (op->contr->levgrace[i] < 3)
1942 {
1943 op->contr->levgrace[i] = 3;
1944 break;
1945 }
1946 }
1947 }
1948
1949 /* Just makes checking easier */
1950 if (i < min (11, op->level))
1951 got_one = 1;
1952
1953 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1954 {
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->statusmsg ("The Gods smile upon you and remake you "
1959 "a little more in their image. "
1960 "You feel a little more perfect.", NDI_GREEN);
1961 }
1962 else
1963 op->statusmsg ("The potion had no effect - you are already perfect.");
1964 }
1965 else
1966 { /* cursed potion */
1967 if (got_one)
1968 {
1969 op->update_stats ();
1970 op->failmsg ("The Gods are angry and punish you.");
1971 }
1972 else
1973 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1974 }
1975
1976 tmp->decrease ();
1977 return 1;
1978 }
1979
1980
1981 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1982 * and heroism all fit into this category. Given the spell object code,
1983 * there is no limit to the number of spells that potions can be cast,
1984 * but direction is problematic to try and imbue fireball potions for example.
1985 */
1986 if (tmp->inv)
1987 {
1988 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1989 {
1990 op->failmsg ("Yech! Your lungs are on fire!");
1991 create_exploding_ball_at (op, op->level);
1992 }
1993 else
1994 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1995
1996 tmp->decrease ();
1997
1998 /* if youre dead, no point in doing this... */
1999 if (!QUERY_FLAG (op, FLAG_REMOVED))
2000 op->update_stats ();
2001
2002 return 1;
2003 }
2004
2005 /* Deal with protection potions */
2006 force = NULL;
2007 for (i = 0; i < NROFATTACKS; i++)
2008 {
2009 if (tmp->resist[i])
2010 {
2011 if (!force)
2012 force = get_archetype (FORCE_NAME);
2013
2014 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2015 force->type = POTION_EFFECT;
2016 break; /* Only need to find one protection since we copy entire batch */
2017 }
2018 }
2019
2020 /* This is a protection potion */
2021 if (force)
2022 {
2023 /* cursed items last longer */
2024 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2025 {
2026 force->stats.food *= 10;
2027 for (i = 0; i < NROFATTACKS; i++)
2028 if (force->resist[i] > 0)
2029 force->resist[i] = -force->resist[i]; /* prot => vuln */
2030 }
2031
2032 force->speed_left = -1;
2033 force = insert_ob_in_ob (force, op);
2034 CLEAR_FLAG (tmp, FLAG_APPLIED);
2035 SET_FLAG (force, FLAG_APPLIED);
2036 change_abil (op, force);
2037 tmp->decrease ();
2038 return 1;
2039 }
2040
2041 /* Only thing left are the stat potions */
2042 if (op->type == PLAYER)
2043 { /* only for players */
2044 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2045 || QUERY_FLAG (tmp, FLAG_DAMNED))
2046 && tmp->value != 0)
2047 CLEAR_FLAG (tmp, FLAG_APPLIED);
2048 else
2049 SET_FLAG (tmp, FLAG_APPLIED);
2050
2051 if (!change_abil (op, tmp))
2052 op->statusmsg ("Nothing happened.");
2053 }
2054
2055 /* CLEAR_FLAG is so that if the character has other potions
2056 * that were grouped with the one consumed, his
2057 * stat will not be raised by them. fix_player just clears
2058 * up all the stats.
2059 */
2060 CLEAR_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats ();
2062 tmp->decrease ();
2063 return 1;
2064}
2065
2066/**
2067 * 'victim' moves onto 'trap'
2068 * 'victim' leaves 'trap'
2069 * effect is determined by move_on/move_off of trap and move_type of victime.
2070 *
2071 * originator: Player, monster or other object that caused 'victim' to move
2072 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2073 * However, some types of traps require an originator to function.
2074 */
2075void
2076move_apply (object *trap, object *victim, object *originator)
2077{
2078 static int recursion_depth = 0;
2079
2080 /* Only exits affect DMs. */
2081 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2082 return;
2083
2084 /* move_apply() is the most likely candidate for causing unwanted and
2085 * possibly unlimited recursion.
2086 */
2087 /* The following was changed because it was causing perfectly correct
2088 * maps to fail. 1) it's not an error to recurse:
2089 * rune detonates, summoning monster. monster lands on nearby rune.
2090 * nearby rune detonates. This sort of recursion is expected and
2091 * proper. This code was causing needless crashes.
2092 */
2093 if (recursion_depth >= 500)
2094 {
2095 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2096 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2097 return;
2098 }
2099
2100 recursion_depth++;
2101 if (trap->head)
2102 trap = trap->head;
2103
2104 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2105 switch (trap->type)
2106 {
2107 case PLAYERMOVER:
2108 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2109 {
2110 if (!trap->stats.maxsp)
2111 trap->stats.maxsp = 2;
2112
2113 /* Is this correct? From the docs, it doesn't look like it
2114 * should be divided by trap->speed
2115 */
2116 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2117
2118 /* Just put in some sanity check. I think there is a bug in the
2119 * above with some objects have zero speed, and thus the player
2120 * getting permanently paralyzed.
2121 */
2122 if (victim->speed_left < -50.f)
2123 victim->speed_left = -50.f;
2124 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2125 }
2126 break;
2127
2128 case SPINNER:
2129 if (victim->direction)
2130 {
2131 victim->direction = absdir (victim->direction - trap->stats.sp);
2132 update_turn_face (victim);
2133 }
2134 break;
2135
2136 case DIRECTOR:
2137 if (victim->direction && !should_director_abort (trap, victim))
2138 {
2139 victim->direction = trap->stats.sp;
2140 update_turn_face (victim);
2141 }
2142 break;
2143
2144 case BUTTON:
2145 case PEDESTAL:
2146 case T_MATCH:
2147 update_button (trap, originator);
2148 break;
2149
2150 case ALTAR:
2151 /* sacrifice victim on trap */
2152 apply_altar (trap, victim, originator);
2153 break;
2154
2155 case THROWN_OBJ:
2156 if (trap->inv == NULL)
2157 break;
2158 /* fallthrough */
2159
2160 case ARROW:
2161 /* bad bug: monster throw a object, make a step forwards, step on object ,
2162 * trigger this here and get hit by own missile - and will be own enemy.
2163 * Victim then is his own enemy and will start to kill herself (this is
2164 * removed) but we have not synced victim and his missile. To avoid senseless
2165 * action, we avoid hits here
3756 */ 2166 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER 2167 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
3758 && tmp->type != TREASURE && tmp->type != SPELL 2168 && trap->owner != victim)
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 2169 hit_with_arrow (trap, victim);
2170 break;
2171
2172 case SPELL_EFFECT:
2173 apply_spell_effect (trap, victim);
2174 break;
2175
2176 case TRAPDOOR:
2177 {
2178 int max, sound_was_played;
2179 object *ab, *ab_next;
2180
2181 if (!trap->value)
2182 {
2183 int tot;
2184
2185 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2186 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187 tot += ab->head_ ()->total_weight ();
2188
2189 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2190 break;
2191
2192 SET_ANIMATION (trap, trap->value);
2193 update_object (trap, UP_OBJ_FACE);
2194 }
2195
2196 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2197 {
2198 /* need to set this up, since if we do transfer the object,
2199 * ab->above would be bogus
2200 */
2201 ab_next = ab->above;
2202
2203 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2204 {
2205 if (!sound_was_played)
2206 {
2207 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2208 sound_was_played = 1;
2209 }
2210
2211 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2212 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2213 }
2214 }
2215 break;
2216 }
2217
2218 case CONVERTER:
2219 if (convert_item (victim, trap) < 0)
3760 { 2220 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 2221 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
3762 tmp->randomitems = NULL; 2222 archetype::get (shstr_burnout)->insert_at (trap, trap);
3763 } 2223 }
2224
2225 break;
2226
2227 case TRIGGER_BUTTON:
2228 case TRIGGER_PEDESTAL:
2229 case TRIGGER_ALTAR:
2230 check_trigger (trap, victim, originator);
2231 break;
2232
2233 case DEEP_SWAMP:
2234 walk_on_deep_swamp (trap, victim);
2235 break;
2236
2237 case CHECK_INV:
2238 check_inv (victim, trap);
2239 break;
2240
2241 case HOLE:
2242 move_apply_hole (trap, victim);
2243 break;
2244
2245 case EXIT:
2246 if (victim->type == PLAYER && EXIT_PATH (trap))
2247 {
2248 /* Basically, don't show exits leading to random maps the
2249 * players output.
2250 */
2251 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2252 victim->statusmsg (trap->msg, NDI_NAVY);
2253
2254 trap->play_sound (trap->sound);
2255 victim->enter_exit (trap);
2256 }
2257 break;
2258
2259 case ENCOUNTER:
2260 /* may be some leftovers on this */
2261 break;
2262
2263 case SHOP_MAT:
2264 apply_shop_mat (trap, victim);
2265 break;
2266
2267 /* Drop a certain amount of gold, and have one item identified */
2268 case IDENTIFY_ALTAR:
2269 apply_id_altar (victim, trap, originator);
2270 break;
2271
2272 case SIGN:
2273 if (victim->type != PLAYER && trap->stats.food > 0)
2274 break; /* monsters musn't apply magic_mouths with counters */
2275
2276 apply_sign (victim, trap, 1);
2277 break;
2278
2279 case CONTAINER:
2280 apply_container (victim, trap);
2281 break;
2282
2283 case RUNE:
2284 case TRAP:
2285 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2286 spring_trap (trap, victim);
2287 break;
2288
2289 default:
2290 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2291 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2292 break;
2293 }
2294
2295 recursion_depth--;
2296}
2297
2298/**
2299 * Handles reading a regular (ie not containing a spell) book.
2300 */
2301static void
2302apply_book (object *op, object *tmp)
2303{
2304 int lev_diff;
2305 object *skill_ob;
2306
2307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2308 {
2309 op->failmsg ("You are unable to read while blind!");
2310 return;
2311 }
2312
2313 if (!tmp->msg)
2314 {
2315 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2316 return;
2317 }
2318
2319 /* need a literacy skill to read stuff! */
2320 skill_ob = find_skill_by_name (op, tmp->skill);
2321 if (!skill_ob)
2322 {
2323 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2324 return;
2325 }
2326
2327 lev_diff = tmp->level - (skill_ob->level + 5);
2328 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2329 {
2330 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2331 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2332 : lev_diff < 5 ? "This book is beyond your comprehension."
2333 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2334 : lev_diff < 15 ? "This book is way beyond your comprehension."
2335 : "This book is totally beyond your comprehension.");
2336 return;
2337 }
2338
2339 // we currently don't use the message types for anything.
2340 // readable_message_type *msgType = get_readable_message_type (tmp);
2341
2342 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2343
2344 if (player *pl = op->contr)
2345 if (client *ns = pl->ns)
2346 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2347
2348 /* gain xp from reading */
2349 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2350 { /* only if not read before */
2351 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2352
2353 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
3764 } 2354 {
2355 /*exp_gain *= 2; because they just identified it too */
2356 SET_FLAG (tmp, FLAG_IDENTIFIED);
3765 2357
3766 for (x = 0; x < MAP_WIDTH (m); x++) 2358 if (object *pl = tmp->visible_to ())
3767 for (y = 0; y < MAP_HEIGHT (m); y++) 2359 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
3768 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 2360 }
3769 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above);
3771}
3772 2361
3773/** 2362 change_exp (op, exp_gain, skill_ob->skill, 0);
3774 * Handles player eating food that temporarily changes status (resistances, stats). 2363 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
3775 * This used to call cast_change_attr(), but 2364 }
3776 * that doesn't work with the new spell code. Since we know what 2365}
3777 * the food changes, just grab a force and use that instead.
3778 */
3779 2366
2367/**
2368 * op made some mistake with a scroll, this takes care of punishment.
2369 * scroll_failure()- hacked directly from spell_failure
2370 */
2371static void
2372scroll_failure (object *op, int failure, int power)
2373{
2374 if (abs (failure / 4) > power)
2375 power = abs (failure / 4); /* set minimum effect */
2376
2377 if (failure <= -1 && failure > -15)
2378 { /* wonder */
2379 object *tmp;
2380
2381 op->failmsg ("Your spell warps!");
2382 tmp = get_archetype (SPELL_WONDER);
2383 cast_wonder (op, op, 0, tmp);
2384 tmp->destroy ();
2385 }
2386 else if (failure <= -15 && failure > -35)
2387 { /* drain mana */
2388 op->failmsg ("Your mana is drained!");
2389 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2390 if (op->stats.sp < 0)
2391 op->stats.sp = 0;
2392 }
2393 else if (settings.spell_failure_effects == TRUE)
2394 {
2395 if (failure <= -35 && failure > -60)
2396 { /* confusion */
2397 op->failmsg ("The magic recoils on you!");
2398 confuse_player (op, op, power);
2399 }
2400 else if (failure <= -60 && failure > -70)
2401 { /* paralysis */
2402 op->failmsg ("The magic recoils and paralyzes you!");
2403 paralyze_player (op, op, power);
2404 }
2405 else if (failure <= -70 && failure > -80)
2406 { /* blind */
2407 op->failmsg ("The magic recoils on you!");
2408 blind_player (op, op, power);
2409 }
2410 else if (failure <= -80)
2411 { /* blast the immediate area */
2412 object *tmp = get_archetype (LOOSE_MANA);
2413 cast_magic_storm (op, tmp, power);
2414 op->failmsg ("You unleash uncontrolled mana!");
2415 tmp->destroy ();
2416 }
2417 }
2418}
2419
2420/**
2421 * Handles the applying of a skill scroll, calling learn_skill straight.
2422 * op is the person learning the skill, tmp is the skill scroll object
2423 */
2424static void
2425apply_skillscroll (object *op, object *tmp)
2426{
2427 switch (learn_skill (op, tmp))
2428 {
2429 case 0:
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2432 break;
2433
2434 case 1:
2435 tmp->decrease ();
2436 op->play_sound (sound_find ("skill_learn"));
2437 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2438 break;
2439
2440 default:
2441 tmp->decrease ();
2442 op->play_sound (sound_find ("generic_fail"));
2443 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2444 break;
2445 }
2446}
2447
2448/**
2449 * Actually makes op learn spell.
2450 * Informs player of what happens.
2451 */
3780void 2452void
3781eat_special_food (object *who, object *food) 2453do_learn_spell (object *op, object *spell, int special_prayer)
3782{ 2454{
3783 object *force; 2455 object *tmp;
3784 int i, did_one = 0;
3785 sint8 k;
3786 2456
3787 force = get_archetype (FORCE_NAME); 2457 if (op->type != PLAYER)
3788 2458 {
3789 for (i = 0; i < NUM_STATS; i++) 2459 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2460 return;
3790 { 2461 }
3791 k = get_attr_value (&food->stats, i); 2462
3792 if (k) 2463 /* Upgrade special prayers to normal prayers */
3793 { 2464 if ((tmp = check_spell_known (op, spell->name)) != NULL)
3794 set_attr_value (&force->stats, i, k); 2465 {
3795 did_one = 1; 2466 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
3796 } 2467 {
2468 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2469 return;
2470 }
2471 return;
2472 }
2473
2474 op->contr->play_sound (sound_find ("learn_spell"));
2475
2476 tmp = spell->clone ();
2477 insert_ob_in_ob (tmp, op);
2478
2479 if (special_prayer)
2480 SET_FLAG (tmp, FLAG_STARTEQUIP);
2481
2482 esrv_add_spells (op->contr, tmp);
2483}
2484
2485/**
2486 * Erases spell from player's inventory.
2487 */
2488void
2489do_forget_spell (object *op, const char *spell)
2490{
2491 object *spob;
2492
2493 if (op->type != PLAYER)
3797 } 2494 {
2495 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2496 return;
2497 }
2498 if ((spob = check_spell_known (op, spell)) == NULL)
2499 {
2500 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2501 return;
2502 }
3798 2503
3799 /* check if we can protect the eater */ 2504 op->failmsg (format ("You lose knowledge of %s.", spell));
2505 esrv_remove_spell (op->contr, spob);
2506 spob->destroy ();
2507}
2508
2509/**
2510 * Handles player applying a spellbook.
2511 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2512 * stuff like that. Random learning failure too.
2513 */
2514static void
2515apply_spellbook (object *op, object *tmp)
2516{
2517 object *skop, *spell, *spell_skill;
2518
2519 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->failmsg ("You are unable to read while blind.");
2522 return;
2523 }
2524
2525 /* artifact_spellbooks have 'slaying' field point to a spell name,
2526 * instead of having their spell stored in stats.sp. These are
2527 * legacy spellbooks
2528 */
2529 if (tmp->slaying)
2530 {
2531 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2532
2533 if (!spell)
2534 {
2535 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2536 return;
2537 }
2538 else
2539 insert_ob_in_ob (spell, tmp);
2540
2541 tmp->slaying = 0;
2542 }
2543
2544 skop = find_skill_by_name (op, tmp->skill);
2545
2546 /* need a literacy skill to learn spells. Also, having a literacy level
2547 * lower than the spell will make learning the spell more difficult */
2548 if (!skop)
2549 {
2550 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2551 return;
2552 }
2553
2554 spell = tmp->inv;
2555
2556 if (!spell)
2557 {
2558 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2559 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2560 return;
2561 }
2562
2563 int learn_level = sqrtf (spell->level) * 1.5f;
2564 if (skop->level < learn_level)
2565 {
2566 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2567 &tmp->skill, learn_level));
2568 return;
2569 }
2570
2571 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2572
2573 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2574 identify (tmp);
2575
2576 /* I removed the check for special_prayer_mark here - it didn't make
2577 * a lot of sense - special prayers are not found in spellbooks, and
2578 * if the player doesn't know the spell, doesn't make a lot of sense that
2579 * they would have a special prayer mark.
2580 */
2581 if (check_spell_known (op, spell->name))
2582 {
2583 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2584 return;
2585 }
2586
2587 if (spell->skill)
2588 {
2589 spell_skill = find_skill_by_name (op, spell->skill);
2590
2591 if (!spell_skill)
2592 {
2593 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2594 return;
2595 }
2596
2597 if (spell_skill->level < spell->level)
2598 {
2599 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2600 return;
2601 }
2602 }
2603
2604 /* Logic as follows
2605 *
2606 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2607 *
2608 * 2- The learner's skill level in literacy adjusts the chance to learn
2609 * a spell.
2610 *
2611 * 3 -Automatically fail to learn if you read while confused
2612 *
2613 * Overall, chances are the same but a player will find having a high
2614 * literacy rate very useful! -b.t.
2615 */
2616 if (QUERY_FLAG (op, FLAG_CONFUSED))
2617 {
2618 op->failmsg ("In your confused state you flub the wording of the text!");
2619 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2620 }
2621 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2622 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2623 {
2624 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2625 do_learn_spell (op, spell, 0);
2626
2627 /* xp gain to literacy for spell learning */
2628 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2629 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2630 }
2631 else
2632 {
2633 op->contr->play_sound (sound_find ("fumble_spell"));
2634 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2635 }
2636
2637 tmp->decrease ();
2638}
2639
2640/**
2641 * Handles applying a spell scroll.
2642 */
2643void
2644apply_scroll (object *op, object *tmp, int dir)
2645{
2646 object *skop;
2647
2648 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2649 {
2650 op->failmsg ("You are unable to read while blind.");
2651 return;
2652 }
2653
2654 if (!tmp->inv || tmp->inv->type != SPELL)
2655 {
2656 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2657 return;
2658 }
2659
2660 if (op->type == PLAYER)
2661 {
2662 /* players need a literacy skill to read stuff! */
2663 int exp_gain = 0;
2664
2665 /* hard code literacy - tmp->skill points to where the exp
2666 * should go for anything killed by the spell.
2667 */
2668 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2669
2670 if (!skop)
2671 {
2672 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2673 return;
2674 }
2675
2676 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2677 change_exp (op, exp_gain, skop->skill, 0);
2678 }
2679
2680 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2681 identify (tmp);
2682
2683 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2684
2685 cast_spell (op, tmp, dir, tmp->inv, NULL);
2686 tmp->decrease ();
2687}
2688
2689/**
2690 * Applies a treasure object - by default, chest. op
2691 * is the person doing the applying, tmp is the treasure
2692 * chest.
2693 */
2694static void
2695apply_treasure (object *op, object *tmp)
2696{
2697 /* Nice side effect of this treasure creation method is that the treasure
2698 * for the chest is done when the chest is created, and put into the chest
2699 * inventory. So that when the chest burns up, the items still exist. Also
2700 * prevents people from moving chests to more difficult maps to get better
2701 * treasure
2702 */
2703 object *treas = tmp->inv;
2704
2705 if (!treas)
2706 {
2707 op->statusmsg ("The chest was empty.");
2708 tmp->decrease ();
2709 return;
2710 }
2711
2712 while (tmp->inv)
2713 {
2714 treas = tmp->inv;
2715 treas->remove ();
2716
2717 treas->x = op->x;
2718 treas->y = op->y;
2719 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2720
2721 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2722 spring_trap (treas, op);
2723
2724 /* If either player or container was destroyed, no need to do
2725 * further processing. I think this should be enclused with
2726 * spring trap above, as I don't think there is otherwise
2727 * any way for the treasure chest or player to get killed.
2728 */
2729 if (op->destroyed () || tmp->destroyed ())
2730 break;
2731 }
2732
2733 if (!tmp->destroyed () && !tmp->inv)
2734 tmp->decrease (true);
2735}
2736
2737/**
2738 * A dragon is eating some flesh. If the flesh contains resistances,
2739 * there is a chance for the dragon's skin to get improved.
2740 *
2741 * attributes:
2742 * object *op the object (dragon player) eating the flesh
2743 * object *meal the flesh item, getting chewed in dragon's mouth
2744 * return:
2745 * int 1 if eating successful, 0 if it doesn't work
2746 */
2747static int
2748dragon_eat_flesh (object *op, object *meal)
2749{
2750 object *skin = NULL; /* pointer to dragon skin force */
2751 object *abil = NULL; /* pointer to dragon ability force */
2752 object *tmp = NULL; /* tmp. object */
2753
2754 double chance; /* improvement-chance of one resistance type */
2755 double totalchance = 1; /* total chance of gaining one resistance */
2756 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2757 double mbonus = 0; /* monster bonus */
2758 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2759 int winners = 0; /* number of winners */
2760 int i; /* index */
2761
2762 /* let's make sure and doublecheck the parameters */
2763 if (meal->type != FLESH || !op->is_dragon ())
2764 return 0;
2765
2766 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2767 from the player's inventory */
2768 for (tmp = op->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == FORCE)
2770 if (tmp->arch->archname == shstr_dragon_skin_force)
2771 skin = tmp;
2772 else if (tmp->arch->archname == shstr_dragon_ability_force)
2773 abil = tmp;
2774
2775 /* if either skin or ability are missing, this is an old player
2776 which is not to be considered a dragon -> bail out */
2777 if (skin == NULL || abil == NULL)
2778 return 0;
2779
2780 /* now start by filling stomache and health, according to food-value */
2781 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2782 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2783 else
2784 op->stats.hp += meal->stats.food / 50;
2785
2786 min_it (op->stats.hp, op->stats.maxhp);
2787 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2788
2789 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2790
2791 /* on to the interesting part: chances for adding resistance */
3800 for (i = 0; i < NROFATTACKS; i++) 2792 for (i = 0; i < NROFATTACKS; i++)
3801 { 2793 {
3802 if (food->resist[i] > 0) 2794 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
3803 {
3804 force->resist[i] = food->resist[i] / 2;
3805 did_one = 1;
3806 } 2795 {
3807 } 2796 /* got positive resistance, now calculate improvement chance (0-100) */
3808 2797
3809 if (did_one) 2798 /* this bonus makes resistance increase easier at lower levels */
2799 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2800 if (i == abil->stats.exp)
2801 bonus += 5; /* additional bonus for resistance of ability-focus */
2802
2803 /* monster bonus increases with level, because high-level
2804 flesh is too rare */
2805 mbonus = op->level * 20. / ((double) settings.max_level);
2806
2807 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2808 ((double)settings.max_level)) - skin->resist[i];
2809
2810 if (chance >= 0.)
2811 chance += 1.;
2812 else
2813 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2814
2815 /* chance is proportional to amount of resistance (max. 50) */
2816 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2817
2818 /* doubled chance for resistance of ability-focus */
2819 if (i == abil->stats.exp)
2820 chance = min (100., chance * 2.);
2821
2822 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2823 if (rndm (10000) < (unsigned int)(chance * 100))
2824 {
2825 atnr_winner[winners] = i;
2826 winners++;
2827 }
2828
2829 if (chance >= 0.01)
2830 totalchance *= 1 - chance / 100;
2831
2832 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2833 }
3810 { 2834 }
3811 force->speed = 0.1; 2835
3812 update_ob_speed (force); 2836 /* inverse totalchance as until now we have the failure-chance */
3813 /* bigger morsel of food = longer effect time */ 2837 totalchance = 100 - totalchance * 100;
3814 force->duration = food->stats.food / 5; 2838
3815 SET_FLAG (force, FLAG_APPLIED); 2839 /* print message according to totalchance */
3816 change_abil (who, force); 2840 const char *buf;
3817 insert_ob_in_ob (force, who); 2841 if (totalchance > 50.)
3818 } 2842 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2843 else if (totalchance > 10.)
2844 buf = format ("The %s tasted very good.", &meal->name);
2845 else if (totalchance > 1.)
2846 buf = format ("The %s tasted good.", &meal->name);
2847 else if (totalchance > 0.1)
2848 buf = format ("The %s tasted bland.", &meal->name);
2849 else if (totalchance >= 0.01)
2850 buf = format ("The %s had a boring taste.", &meal->name);
2851 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2852 buf = format ("The %s tasted strange.", &meal->name);
3819 else 2853 else
3820 force->destroy (); 2854 buf = format ("The %s had no taste.", &meal->name);
3821 2855
3822 /* check for hp, sp change */ 2856 op->statusmsg (buf);
3823 if (food->stats.hp != 0) 2857
2858 /* now choose a winner if we have any */
2859 i = -1;
2860 if (winners > 0)
2861 i = atnr_winner [rndm (winners)];
2862
2863 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2864 {
2865 /* resistance increased! */
2866 skin->resist[i]++;
2867 op->update_stats ();
2868
2869 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
3824 { 2870 }
3825 if (QUERY_FLAG (food, FLAG_CURSED)) 2871
2872 /* if this flesh contains a new ability focus, we mark it
2873 into the ability_force and it will take effect on next level */
2874 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2875 {
2876 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2877
2878 if (meal->last_eat != abil->stats.exp)
2879 op->statusmsg (format (
2880 "Your metabolism prepares to focus on %s!\n"
2881 "The change will happen at level %d.",
2882 change_resist_msg[meal->last_eat],
2883 abil->level + 1
3826 { 2884 ));
3827 strcpy (who->contr->killer, food->name);
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3830 }
3831 else 2885 else
3832 { 2886 {
3833 if (food->stats.hp > 0) 2887 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
3834 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 2888 abil->last_eat = 0;
3835 else
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3837 who->stats.hp += food->stats.hp;
3838 }
3839 }
3840 if (food->stats.sp != 0)
3841 {
3842 if (QUERY_FLAG (food, FLAG_CURSED))
3843 { 2889 }
3844 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 2890 }
3845 who->stats.sp -= food->stats.sp; 2891
3846 if (who->stats.sp < 0) 2892 return 1;
3847 who->stats.sp = 0; 2893}
2894
2895/**
2896 * op eats food.
2897 * If player, takes care of messages and dragon special food.
2898 */
2899static void
2900apply_food (object *op, object *tmp)
2901{
2902 int capacity_remaining;
2903
2904 if (op->type != PLAYER)
2905 op->stats.hp = op->stats.maxhp;
2906 else
2907 {
2908 /* check if this is a dragon (player), eating some flesh */
2909 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
3848 } 2910 ;
3849 else 2911 else
3850 { 2912 {
3851 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 2913 /* usual case - no dragon meal: */
3852 who->stats.sp += food->stats.sp; 2914 if (op->stats.food + tmp->stats.food > MAX_FOOD)
3853 /* place limit on max sp from food? */ 2915 {
2916 if (tmp->type == FOOD || tmp->type == FLESH)
2917 op->failmsg ("You feel full, but what a waste of food!");
2918 else
2919 op->statusmsg ("Most of the drink goes down your face not your throat!");
2920 }
2921
2922 tmp->play_sound (
2923 tmp->sound
2924 ? tmp->sound
2925 : tmp->type == DRINK
2926 ? sound_find ("eat_drink")
2927 : sound_find ("eat_food")
2928 );
2929
2930 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2931 {
2932 const char *buf;
2933
2934 if (!op->is_dragon ())
2935 {
2936 /* eating message for normal players */
2937 if (tmp->type == DRINK)
2938 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2939 else
2940 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2941 }
2942 else
2943 /* eating message for dragon players */
2944 buf = format ("The %s tasted terrible!", &tmp->name);
2945
2946 op->statusmsg (buf);
2947
2948 capacity_remaining = MAX_FOOD - op->stats.food;
2949 op->stats.food += tmp->stats.food;
2950 if (capacity_remaining < tmp->stats.food)
2951 op->stats.hp += capacity_remaining / 50;
2952 else
2953 op->stats.hp += tmp->stats.food / 50;
2954
2955 min_it (op->stats.hp, op->stats.maxhp);
2956 min_it (op->stats.food, MAX_FOOD);
2957 }
2958
2959 /* special food hack -b.t. */
2960 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2961 eat_special_food (op, tmp);
2962 }
2963 }
2964
2965 handle_apply_yield (tmp);
2966 tmp->decrease ();
2967}
2968
2969/**
2970 * Handles applying an improve armor scroll.
2971 * Does some sanity checks, then calls improve_armour.
2972 */
2973static void
2974apply_armour_improver (object *op, object *tmp)
2975{
2976 object *armor;
2977
2978 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2979 {
2980 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2981 return;
2982 }
2983
2984 armor = find_marked_object (op);
2985
2986 if (!armor)
2987 {
2988 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2989 return;
2990 }
2991
2992 if (armor->type != ARMOUR
2993 && armor->type != CLOAK
2994 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2995 {
2996 op->failmsg ("Your marked item is not armour!\n");
2997 return;
2998 }
2999
3000 op->statusmsg ("Applying armour enchantment.");
3001 improve_armour (op, tmp, armor);
3002}
3003
3004void
3005apply_poison (object *op, object *tmp)
3006{
3007 // need to do it now when it is still on the map
3008 handle_apply_yield (tmp);
3009
3010 object *poison = tmp->split (1);
3011
3012 if (op->type == PLAYER)
3013 {
3014 op->contr->play_sound (sound_find ("drink_poison"));
3015 op->failmsg ("Yech! That tasted poisonous!");
3016 op->contr->killer = poison;
3017 }
3018
3019 if (poison->stats.hp > 0)
3020 {
3021 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3022 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3023 }
3024
3025 op->stats.food -= op->stats.food / 4;
3026 poison->destroy ();
3027}
3028
3029/**
3030 * This function will try to apply a lighter and in case no lighter
3031 * is specified it will try to find a lighter in the players inventory,
3032 * and inform him about this requirement.
3033 *
3034 * who - the player
3035 * op - the item we want to light
3036 * lighter - the lighter or 0 if a lighter has yet to be found
3037 */
3038static object *
3039auto_apply_lighter (object *who, object *op, object *lighter)
3040{
3041 if (lighter == 0)
3042 {
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3854 } 3044 {
3045 if (tmp->type == LIGHTER)
3046 {
3047 lighter = tmp;
3048 break;
3049 }
3050 }
3051
3052 if (!lighter)
3053 {
3054 who->failmsg (format (
3055 "You can't light up the %s with your bare hands! "
3056 "H<You need a lighter in your inventory, for example a flint and steel.>",
3057 &op->name));
3058 return 0;
3059 }
3060 }
3061
3062 // last_eat == 0 means the lighter is not being used up!
3063 if (lighter->last_eat && lighter->stats.food)
3855 } 3064 {
3856 who->update_stats (); 3065 /* lighter gets used up */
3066 lighter = lighter->split ();
3067 lighter->stats.food--;
3068 who->insert (lighter);
3069 }
3070 else if (lighter->last_eat)
3071 {
3072 /* no charges left in lighter */
3073 who->failmsg (format (
3074 "You attempt to light the %s with a used up %s.",
3075 &op->name, &lighter->name));
3076 return 0;
3077 }
3078
3079 return lighter;
3857} 3080}
3858 3081
3859/** 3082/**
3860 * Designed primarily to light torches/lanterns/etc. 3083 * Designed primarily to light torches/lanterns/etc.
3861 * Also burns up burnable material too. First object in the inventory is 3084 * Also burns up burnable material too. First object in the inventory is
3862 * the selected object to "burn". -b.t. 3085 * the selected object to "burn". -b.t.
3863 */ 3086 */
3864void 3087static void
3865apply_lighter (object *who, object *lighter) 3088apply_lighter (object *who, object *lighter)
3866{ 3089{
3867 object *item; 3090 object *item;
3868 int is_player_env = 0; 3091 int is_player_env = 0;
3869 3092
3870 item = find_marked_object (who); 3093 item = find_marked_object (who);
3871 if (item) 3094 if (item)
3872 { 3095 {
3873 if (lighter->last_eat && lighter->stats.food) 3096 if (!auto_apply_lighter (who, item, lighter))
3874 { /* lighter gets used up */
3875 /* Split multiple lighters if they're being used up. Otherwise *
3876 * one charge from each would be used up. --DAMN */
3877 if (lighter->nrof > 1)
3878 {
3879 object *oneLighter = lighter->clone ();
3880
3881 lighter->nrof -= 1;
3882 oneLighter->nrof = 1;
3883 oneLighter->stats.food--;
3884 esrv_send_item (who, lighter);
3885 oneLighter = insert_ob_in_ob (oneLighter, who);
3886 esrv_send_item (who, oneLighter);
3887 }
3888 else
3889 lighter->stats.food--;
3890 }
3891 else if (lighter->last_eat)
3892 { /* no charges left in lighter */
3893 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3894 return; 3097 return;
3895 }
3896 3098
3897 /* Perhaps we should split what we are trying to light on fire? 3099 /* Perhaps we should split what we are trying to light on fire?
3898 * I can't see many times when you would want to light multiple 3100 * I can't see many times when you would want to light multiple
3899 * objects at once. 3101 * objects at once.
3900 */ 3102 */
3901 3103
3902 if (who == item->in_player ())
3903 is_player_env = 1;
3904
3905 save_throw_object (item, AT_FIRE, who); 3104 save_throw_object (item, AT_FIRE, who);
3906 3105
3907 if (item->destroyed ()) 3106 if (item->destroyed ()
3908 { 3107 || ((item->type == LAMP || item->type == TORCH)
3909 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3108 && item->glow_radius > 0))
3910 /* Need to update the player so that the players glow radius 3109 who->statusmsg (format (
3911 * gets changed. 3110 "You light the %s with the %s.",
3912 */ 3111 &item->name, &lighter->name));
3913 if (is_player_env)
3914 who->update_stats ();
3915 }
3916 else 3112 else
3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3113 who->failmsg (format (
3114 "You attempt to light the %s with the %s and fail.",
3115 &item->name, &lighter->name));
3116 }
3117 else
3118 who->failmsg ("You need to mark a lightable object.");
3119}
3120
3121/**
3122 * This function generates a cursed effect for cursed lamps and torches.
3123 */
3124static void
3125player_apply_lamp_cursed_effect (object *who, object *op)
3126{
3127 if (op->level)
3918 } 3128 {
3919 else /* nothing to light */ 3129 who->failmsg (format (
3920 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3130 "The %s was cursed, it explodes in a big fireball!",
3131 &op->name));
3132 create_exploding_ball_at (who, op->level);
3133 }
3134 else
3135 {
3136 who->failmsg (format (
3137 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3138 &op->name));
3139 }
3921 3140
3922}
3923
3924/**
3925 * op made some mistake with a scroll, this takes care of punishment.
3926 * scroll_failure()- hacked directly from spell_failure
3927 */
3928void
3929scroll_failure (object *op, int failure, int power)
3930{
3931 if (abs (failure / 4) > power)
3932 power = abs (failure / 4); /* set minimum effect */
3933
3934 if (failure <= -1 && failure > -15)
3935 { /* wonder */
3936 object *tmp;
3937
3938 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3939 tmp = get_archetype (SPELL_WONDER);
3940 cast_wonder (op, op, 0, tmp);
3941 tmp->destroy (); 3141 op->destroy ();
3142}
3143
3144/**
3145 * Apply for players and lamps
3146 *
3147 * who - the player
3148 * op - the lamp
3149 */
3150static void
3151player_apply_lamp (object *who, object *op)
3152{
3153 bool switch_on = op->glow_radius ? false : true;
3154
3155 if (switch_on)
3942 } 3156 {
3943 else if (failure <= -15 && failure > -35) 3157 object *lighter = 0;
3944 { /* drain mana */ 3158
3945 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3159 if (op->flag [FLAG_IS_LIGHTABLE]
3946 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3160 && !(lighter = auto_apply_lighter (who, op, 0)))
3161 return;
3162
3947 if (op->stats.sp < 0) 3163 if (op->stats.food < 1)
3948 op->stats.sp = 0;
3949 }
3950 else if (settings.spell_failure_effects == TRUE)
3951 {
3952 if (failure <= -35 && failure > -60)
3953 { /* confusion */
3954 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3955 confuse_player (op, op, power);
3956 } 3164 {
3957 else if (failure <= -60 && failure > -70) 3165 if (op->type == LAMP)
3958 { /* paralysis */ 3166 who->failmsg (format (
3959 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3167 "The %s is out of fuel! "
3960 paralyze_player (op, op, power); 3168 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3961 } 3169 &op->name));
3962 else if (failure <= -70 && failure > -80) 3170 else
3963 { /* blind */ 3171 who->failmsg (format (
3964 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3172 "The %s is burnt out! "
3965 blind_player (op, op, power); 3173 "H<Torches and similar items burn out and become worthless.>",
3966 } 3174 &op->name));
3967 else if (failure <= -80) 3175 return;
3968 { /* blast the immediate area */
3969 object *tmp;
3970
3971 tmp = get_archetype (LOOSE_MANA);
3972 cast_magic_storm (op, tmp, power);
3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3974 tmp->destroy ();
3975 }
3976 }
3977}
3978
3979void
3980apply_changes_to_player (object *pl, object *change)
3981{
3982 int excess_stat = 0; /* if the stat goes over the maximum
3983 for the race, put the excess stat some
3984 where else. */
3985
3986 switch (change->type)
3987 {
3988 case CLASS:
3989 { 3176 }
3990 living *stats = &(pl->contr->orig_stats);
3991 living *ns = &(change->stats);
3992 object *walk;
3993 int flag_change_face = 1;
3994 3177
3995 /* the following code assigns stats up to the stat max 3178 if (op->flag [FLAG_CURSED])
3996 * for the race, and if the stat max is exceeded, 3179 {
3997 * tries to randomly reassign the excess stat 3180 player_apply_lamp_cursed_effect (who, op);
3998 */ 3181 return;
3999 int i, j; 3182 }
4000 3183
4001 for (i = 0; i < NUM_STATS; i++) 3184 if (lighter)
3185 who->statusmsg (format (
3186 "You light up the %s with the %s.", &op->name, &lighter->name));
3187 else
3188 who->statusmsg (format ("You light up the %s.", &op->name));
3189 }
3190 else
3191 {
3192 if (op->flag [FLAG_CURSED])
3193 {
3194 player_apply_lamp_cursed_effect (who, op);
3195 return;
3196 }
3197
3198 if (op->type == TORCH)
3199 {
3200 if (!op->flag [FLAG_IS_LIGHTABLE])
4002 { 3201 {
4003 sint8 stat = get_attr_value (stats, i); 3202 who->statusmsg (format (
4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3203 "You put out the %s. "
4005 3204 "H<The %s can't be used anymore, as it can't be lighted up again.>",
4006 stat += get_attr_value (ns, i); 3205 &op->name, &op->name));
4007 if (stat > 20 + race_bonus)
4008 {
4009 excess_stat++;
4010 stat = 20 + race_bonus;
4011 }
4012 set_attr_value (stats, i, stat);
4013 } 3206 }
4014
4015 for (j = 0; excess_stat > 0 && j < 100; j++)
4016 { /* try 100 times to assign excess stats */
4017 int i = rndm (0, 6);
4018 int stat = get_attr_value (stats, i);
4019 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4020
4021 if (i == CHA)
4022 continue; /* exclude cha from this */
4023 if (stat < 20 + race_bonus)
4024 {
4025 change_attr_value (stats, i, 1);
4026 excess_stat--;
4027 }
4028 }
4029
4030 /* insert the randomitems from the change's treasurelist into
4031 * the player ref: player.c
4032 */
4033 if (change->randomitems != NULL)
4034 give_initial_items (pl, change->randomitems);
4035
4036
4037 /* set up the face, for some races. */
4038
4039 /* first, look for the force object banning
4040 * changing the face. Certain races never change face with class.
4041 */
4042 for (walk = pl->inv; walk != NULL; walk = walk->below)
4043 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4044 flag_change_face = 0;
4045
4046 if (flag_change_face)
4047 {
4048 pl->animation_id = GET_ANIM_ID (change);
4049 pl->face = change->face;
4050
4051 if (QUERY_FLAG (change, FLAG_ANIMATE))
4052 SET_FLAG (pl, FLAG_ANIMATE);
4053 else 3207 else
4054 CLEAR_FLAG (pl, FLAG_ANIMATE); 3208 who->statusmsg (format (
3209 "You put out the %s."
3210 "H<Torches wear out if you put them out.>",
3211 &op->name));
4055 } 3212 }
3213 else
3214 who->statusmsg (format ("You turn off the %s.", &op->name));
3215 }
4056 3216
4057 /* check the special case of can't use weapons */ 3217 apply_lamp (op, switch_on);
4058 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3218}
4059 if (!strcmp (change->name, "monk"))
4060 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4061 3219
4062 break; 3220void get_animation_from_arch (object *op, arch_ptr a)
3221{
3222 op->animation_id = a->animation_id;
3223 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3224 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3225 op->anim_speed = a->anim_speed;
3226 op->last_anim = 0;
3227 op->state = 0;
3228 op->face = a->face;
3229
3230 if (NUM_ANIMATIONS(op) > 1)
3231 {
3232 SET_ANIMATION(op, 0);
3233 animate_object (op, op->direction);
3234 }
3235 else
3236 update_object (op, UP_OBJ_FACE);
3237}
3238
3239/**
3240 * Apply for LAMPs and TORCHes.
3241 *
3242 * op - the lamp
3243 * switch_on - a flag which says whether the lamp should be switched on or off
3244 */
3245void apply_lamp (object *op, bool switch_on)
3246{
3247 op->set_glow_radius (switch_on ? op->range : 0);
3248 op->set_speed (switch_on ? op->arch->speed : 0);
3249
3250 // torches wear out if you put them out
3251 if (op->type == TORCH && !switch_on)
3252 {
3253 if (op->flag [FLAG_IS_LIGHTABLE])
4063 } 3254 {
3255 op->stats.food -= (double) op->arch->stats.food / 15;
3256 if (op->stats.food < 0)
3257 op->stats.food = 0;
3258 }
3259 else
3260 op->stats.food = 0;
4064 } 3261 }
3262
3263 // lamps and torched get worthless when used up
3264 if (op->stats.food <= 0)
3265 op->value = 0;
3266
3267 // FIXME: This is a hack to make the more sane torches and lamps
3268 // still animated ;-/
3269 if (op->other_arch)
3270 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3271
3272 if (object *pl = op->visible_to ())
3273 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
4065} 3274}
4066 3275
4067/** 3276/**
4068 * This handles items of type 'transformer'. 3277 * This handles items of type 'transformer'.
4069 * Basically those items, used with a marked item, transform both items into something 3278 * Basically those items, used with a marked item, transform both items into something
4072 * Change information is contained in the 'slaying' field of the marked item. 3281 * Change information is contained in the 'slaying' field of the marked item.
4073 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3282 * The format is as follow: transformer:[number ]yield[;transformer:...].
4074 * This way an item can be transformed in many things, and/or many objects. 3283 * This way an item can be transformed in many things, and/or many objects.
4075 * The 'slaying' field for transformer is used as verb for the action. 3284 * The 'slaying' field for transformer is used as verb for the action.
4076 */ 3285 */
4077void 3286static void
4078apply_item_transformer (object *pl, object *transformer) 3287apply_item_transformer (object *pl, object *transformer)
4079{ 3288{
4080 object *marked; 3289 object *marked;
4081 object *new_item; 3290 object *new_item;
4082 char *find; 3291 const char *find;
4083 char *separator; 3292 char *separator;
4084 int yield; 3293 int yield;
4085 char got[MAX_BUF]; 3294 char got[MAX_BUF];
4086 int len; 3295 int len;
4087 3296
4088 if (!pl || !transformer) 3297 if (!pl || !transformer)
4089 return; 3298 return;
3299
4090 marked = find_marked_object (pl); 3300 marked = find_marked_object (pl);
3301
4091 if (!marked) 3302 if (!marked)
4092 { 3303 {
4093 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3304 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4094 return; 3305 return;
4095 } 3306 }
3307
4096 if (!marked->slaying) 3308 if (!marked->slaying)
4097 { 3309 {
4098 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3310 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4099 return; 3311 return;
4100 } 3312 }
3313
4101 /* check whether they are compatible or not */ 3314 /* check whether they are compatible or not */
4102 find = strstr (marked->slaying, transformer->arch->name); 3315 find = strstr (&marked->slaying, transformer->arch->archname);
4103 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3316 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4104 { 3317 {
4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3318 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4106 return; 3319 return;
4107 } 3320 }
3321
4108 find += strlen (transformer->arch->name) + 1; 3322 find += strlen (transformer->arch->archname) + 1;
4109 /* Item can be used, now find how many and what it yields */ 3323 /* Item can be used, now find how many and what it yields */
4110 if (isdigit (*(find))) 3324 if (isdigit (*(find)))
4111 { 3325 {
4112 yield = atoi (find); 3326 yield = atoi (find);
4113 if (yield < 1) 3327 if (yield < 1)
4119 else 3333 else
4120 yield = 1; 3334 yield = 1;
4121 3335
4122 while (isdigit (*find)) 3336 while (isdigit (*find))
4123 find++; 3337 find++;
3338
4124 while (*find == ' ') 3339 while (*find == ' ')
4125 find++; 3340 find++;
3341
4126 memset (got, 0, MAX_BUF); 3342 memset (got, 0, MAX_BUF);
3343
4127 if ((separator = strchr (find, ';')) != NULL) 3344 if ((separator = (char *) strchr (find, ';')))
4128 {
4129 len = separator - find; 3345 len = separator - find;
4130 }
4131 else 3346 else
4132 {
4133 len = strlen (find); 3347 len = strlen (find);
4134 } 3348
4135 if (len > MAX_BUF - 1) 3349 min_it (len, MAX_BUF - 1);
4136 len = MAX_BUF - 1; 3350
4137 strcpy (got, find); 3351 strcpy (got, find);
4138 got[len] = '\0'; 3352 got[len] = '\0';
4139 3353
4140 /* Now create new item, remove used ones when required. */ 3354 /* Now create new item, remove used ones when required. */
4141 new_item = get_archetype (got); 3355 new_item = get_archetype (got);
4142 if (!new_item) 3356 if (!new_item)
4143 { 3357 {
4144 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 3358 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4145 return; 3359 return;
4146 } 3360 }
4147 3361
4148 new_item->nrof = yield; 3362 new_item->nrof = yield;
3363
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 3364 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4150 insert_ob_in_ob (new_item, pl); 3365
4151 esrv_send_inventory (pl, pl); 3366 pl->insert (new_item);
4152 /* Eat up one item */ 3367 /* Eat up one item */
4153 decrease_ob_nr (marked, 1); 3368 marked->decrease ();
3369
4154 /* Eat one transformer if needed */ 3370 /* Eat one transformer if needed */
4155 if (transformer->stats.food) 3371 if (transformer->stats.food)
4156 if (--transformer->stats.food == 0) 3372 if (--transformer->stats.food == 0)
4157 decrease_ob_nr (transformer, 1); 3373 transformer->decrease ();
4158} 3374}
3375
3376/**
3377 * Main apply handler.
3378 *
3379 * Checks for unpaid items before applying.
3380 *
3381 * Return value is currently not used
3382 *
3383 * who is the object that is causing object to be applied, op is the object
3384 * being applied.
3385 *
3386 * aflag is special (always apply/unapply) flags. Nothing is done with
3387 * them in this function - they are passed to apply_special
3388 */
3389static bool
3390manual_apply (object *who, object *op, int aflag)
3391{
3392 op = op->head_ ();
3393
3394 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3395 {
3396 if (who->contr)
3397 {
3398 examine (who, op);
3399 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3400 return 1;
3401 }
3402 else
3403 return 0; /* monsters just skip unpaid items */
3404 }
3405
3406 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3407 return RESULT_INT (0);
3408 else if (may_attempt_inv [op->type])
3409 {
3410 // special item, using slot system, needs to be in inv
3411 if (op->env == who)
3412 return apply_special (who, op, aflag);
3413
3414 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
3415 }
3416 else if (!who->contr && may_attempt_player [op->type])
3417 return 0; // monsters shouldn't try to apply player-only stuff
3418 else if (may_attempt [op->type])
3419 {
3420 // ordinary stuff, may be on the floor
3421 switch (op->type)
3422 {
3423 case T_HANDLE:
3424 who->play_sound (sound_find ("turn_handle"));
3425 who->statusmsg ("You turn the handle.");
3426 op->value = op->value ? 0 : 1;
3427 SET_ANIMATION (op, op->value);
3428 update_object (op, UP_OBJ_FACE);
3429 push_button (op, who);
3430 break;
3431
3432 case TRIGGER:
3433 if (check_trigger (op, who, who))
3434 {
3435 who->statusmsg ("You turn the handle.");
3436 who->play_sound (sound_find ("turn_handle"));
3437 }
3438 else
3439 who->failmsg ("The handle doesn't move.");
3440
3441 break;
3442
3443 case EXIT:
3444 if (!EXIT_PATH (op))
3445 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
3446 else
3447 {
3448 /* Don't display messages for random maps. */
3449 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3450 who->statusmsg (op->msg, NDI_NAVY);
3451
3452 who->enter_exit (op);
3453 }
3454
3455 break;
3456
3457 case INSCRIBABLE:
3458 who->statusmsg (op->msg);
3459 // maybe show a spell menu to chose from or something like that
3460 break;
3461
3462 case SIGN:
3463 apply_sign (who, op, 0);
3464 break;
3465
3466 case BOOK:
3467 apply_book (who, op);
3468 break;
3469
3470 case SKILLSCROLL:
3471 apply_skillscroll (who, op);
3472 break;
3473
3474 case SPELLBOOK:
3475 apply_spellbook (who, op);
3476 break;
3477
3478 case SCROLL:
3479 apply_scroll (who, op, 0);
3480 break;
3481
3482 case POTION:
3483 apply_potion (who, op);
3484 break;
3485
3486 /* Eneq(@csd.uu.se): Handle apply on containers. */
3487 //TODO: remove, as it is unsed?
3488 case CLOSE_CON:
3489 apply_container (who, op->env);
3490 break;
3491
3492 case CONTAINER:
3493 apply_container (who, op);
3494 break;
3495
3496 case TREASURE:
3497 apply_treasure (who, op);
3498 break;
3499
3500 case LAMP:
3501 case TORCH:
3502 player_apply_lamp (who, op);
3503 break;
3504
3505 case DRINK:
3506 case FOOD:
3507 case FLESH:
3508 apply_food (who, op);
3509 break;
3510
3511 case POISON:
3512 apply_poison (who, op);
3513 break;
3514
3515 case SAVEBED:
3516 break;
3517
3518 case ARMOUR_IMPROVER:
3519 apply_armour_improver (who, op);
3520 break;
3521
3522 case WEAPON_IMPROVER:
3523 check_improve_weapon (who, op);
3524 break;
3525
3526 case CLOCK:
3527 {
3528 char buf[MAX_BUF];
3529 timeofday_t tod;
3530
3531 get_tod (&tod);
3532 who->play_sound (sound_find ("sound_clock"));
3533 who->statusmsg (format (
3534 "It is %d minute%s past %d o'clock %s",
3535 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3536 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3537 ));
3538 }
3539 break;
3540
3541 case MENU:
3542 shop_listing (op, who);
3543 break;
3544
3545 case POWER_CRYSTAL:
3546 apply_power_crystal (who, op); /* see egoitem.c */
3547 break;
3548
3549 case LIGHTER: /* for lighting torches/lanterns/etc */
3550 apply_lighter (who, op);
3551 break;
3552
3553 case ITEM_TRANSFORMER:
3554 apply_item_transformer (who, op);
3555 break;
3556 }
3557
3558 return 1;
3559 }
3560 else
3561 {
3562 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3563 return 0;
3564 }
3565}
3566
3567/**
3568 * player_apply_below attempts to apply the object 'below' the player.
3569 * If the player has an open container, we use that for below, otherwise
3570 * we use the ground.
3571 */
3572void
3573player_apply_below (object *pl)
3574{
3575 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3576
3577 /* If using a container, set the starting item to be the top
3578 * item in the container. Otherwise, use the map.
3579 */
3580
3581 // first try to apply "applyables"
3582 for (object *tmp = top; tmp; tmp = tmp->below)
3583 // the tmp->cb is a hack to allow user-extendable types...
3584 if (!tmp->invisible && (may_attempt [tmp->type] || tmp->cb))
3585 {
3586 // If it is visible, player can apply it.
3587 pl->apply (tmp);
3588 return;
3589 }
3590
3591 while (top && top->invisible)
3592 top = top->below;
3593
3594 if (!top || top->flag [FLAG_IS_FLOOR])
3595 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3596 "H<There is nothing here that you can apply.>");
3597 else
3598 // next, try to explain the topmost object
3599 switch (top->type)
3600 {
3601 // TODO: all this should move to examine
3602 case ALTAR:
3603 case IDENTIFY_ALTAR:
3604 case TRIGGER_ALTAR:
3605 case CONVERTER:
3606 //case TRIGGER_PEDESTAL:
3607 pl->failmsg (format (
3608 "You see no obvious mechanism on the %s."
3609 "H<You have to drop one or more specific items here.>",
3610 query_short_name (top)
3611 ));
3612 break;
3613
3614 case BUTTON:
3615 case TRIGGER_BUTTON:
3616 pl->failmsg (format (
3617 "The %s looks as if you could activate it with somehting heavy. "
3618 "H<You must put enough items here to activate it.>",
3619 query_short_name (top)
3620 ));
3621 break;
3622
3623 default:
3624 examine (pl, top);
3625 break;
3626 }
3627}
3628
3629// saner interface, returns successful status
3630bool
3631object::apply (object *ob, int aflags)
3632{
3633 if (!ob) // simplifies a lot of callers
3634 return true;
3635
3636 if (contr)
3637 {
3638 if (!ob->env && (move_type & MOVE_FLYING))
3639 {
3640 /* player is flying and applying object not in inventory */
3641 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3642 {
3643 failmsg ("But you are floating high above the ground! "
3644 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3645 "or waiting till the levitation effect wears off.>");
3646 return 0;
3647 }
3648 }
3649
3650 contr->last_used = ob;
3651 }
3652
3653 bool want_apply =
3654 aflags & AP_APPLY ? true
3655 : aflags & AP_UNAPPLY ? false
3656 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3657
3658 object_ptr *slot = 0;
3659
3660 // detect the slot, if this is a player
3661 if (contr && !(aflags & AP_NO_SLOT))
3662 {
3663 object *oslot;
3664
3665 switch (ob->type)
3666 {
3667 case WEAPON:
3668 slot = &contr->combat_ob;
3669 oslot = contr->ranged_ob;
3670 break;
3671
3672 case BOW:
3673 case RANGED:
3674 case SPELL:
3675 case WAND:
3676 case ROD:
3677 case HORN:
3678 case BUILDER:
3679 slot = &contr->ranged_ob;
3680 oslot = contr->combat_ob;
3681 break;
3682
3683 // oh, the humanity
3684 case SKILL:
3685 if (aflags & AP_NO_SLOT)
3686 break;
3687
3688 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3689 break;
3690
3691 if (skill_flags [ob->subtype] & SF_COMBAT)
3692 {
3693 slot = &contr->combat_ob;
3694 oslot = contr->ranged_ob;
3695 }
3696 else if (skill_flags [ob->subtype] & SF_RANGED)
3697 {
3698 slot = &contr->ranged_ob;
3699 oslot = contr->combat_ob;
3700 }
3701
3702 break;
3703 }
3704
3705 // now handle slot exclusions
3706 if (slot)
3707 {
3708 // only one slot can be active
3709 if (want_apply)
3710 {
3711 // clear slot unless we are in it already
3712 if (*slot != ob)
3713 apply (*slot, AP_UNAPPLY);
3714
3715 // unapply other slot, because we want to become active
3716 apply (oslot, AP_UNAPPLY);
3717 }
3718
3719 // clear item from slot if applied
3720 if (!want_apply && current_weapon == ob)
3721 current_weapon = 0;
3722 }
3723 }
3724
3725 if (ob->flag [FLAG_APPLIED] != want_apply)
3726 manual_apply (this, ob, aflags);
3727
3728 if (ob->flag [FLAG_APPLIED] != want_apply)
3729 return false;
3730
3731 if (slot && want_apply)
3732 current_weapon = *slot = ob;
3733
3734 return true;
3735}
3736
3737/**
3738 * Map was just loaded, handle op's initialisation.
3739 *
3740 * Generates shop floor's item, and treasures.
3741 */
3742int
3743auto_apply (object *op)
3744{
3745 object *tmp = NULL, *tmp2;
3746 int i;
3747
3748 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3749
3750 switch (op->type)
3751 {
3752 case SHOP_FLOOR:
3753 if (!op->has_random_items ())
3754 return 0;
3755
3756 do
3757 {
3758 i = 10; /* let's give it 10 tries */
3759 while ((tmp = generate_treasure (op->randomitems,
3760 op->stats.exp
3761 ? (int) op->stats.exp
3762 : max (op->map->difficulty, 5)))
3763 == NULL && --i);
3764
3765 if (tmp == NULL)
3766 return 0;
3767
3768 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3769 {
3770 tmp->destroy ();
3771 tmp = NULL;
3772 }
3773 }
3774 while (!tmp);
3775
3776 tmp->x = op->x;
3777 tmp->y = op->y;
3778 SET_FLAG (tmp, FLAG_UNPAID);
3779 insert_ob_in_map (tmp, op->map, NULL, 0);
3780 identify (tmp);
3781 break;
3782
3783 case TREASURE:
3784 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3785 return 0;
3786
3787 while (op->stats.hp-- > 0)
3788 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3789 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3790
3791 /* If we generated an object and put it in this object inventory,
3792 * move it to the parent object as the current object is about
3793 * to disappear. An example of this item is the random_* stuff
3794 * that is put inside other objects.
3795 */
3796 if (op->env)
3797 while (op->inv)
3798 op->env->insert (op->inv);
3799
3800 op->destroy ();
3801 break;
3802 }
3803
3804 return !!tmp;
3805}
3806
3807/**
3808 * fix_auto_apply goes through the entire map every time a map
3809 * is loaded or swapped in and performs special actions for
3810 * certain objects (most initialization of chests and creation of
3811 * treasures and stuff). Calls auto_apply if appropriate.
3812 */
3813void
3814maptile::fix_auto_apply ()
3815{
3816 if (!spaces)
3817 return;
3818
3819 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3820 for (object *tmp = ms->bot; tmp; )
3821 {
3822 object *above = tmp->above;
3823
3824 if (tmp->inv)
3825 {
3826 object *invtmp, *invnext;
3827
3828 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3829 {
3830 invnext = invtmp->below;
3831
3832 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3833 auto_apply (invtmp);
3834 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3835 {
3836 while (invtmp->stats.hp-- > 0)
3837 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3838
3839 invtmp->randomitems = NULL;
3840 }
3841 else if (invtmp && invtmp->arch
3842 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3843 {
3844 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3845 /* Need to clear this so that we never try to create
3846 * treasure again for this object
3847 */
3848 invtmp->randomitems = NULL;
3849 }
3850 }
3851
3852 /* This is really temporary - the code at the bottom will
3853 * also set randomitems to null. The problem is there are bunches
3854 * of maps/players already out there with items that have spells
3855 * which haven't had the randomitems set to null yet.
3856 * MSW 2004-05-13
3857 *
3858 * And if it's a spellbook, it's better to set randomitems to NULL too,
3859 * else you get two spells in the book ^_-
3860 * Ryo 2004-08-16
3861 */
3862 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3863 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3864 tmp->randomitems = NULL;
3865 }
3866
3867 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3868 auto_apply (tmp);
3869 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3870 {
3871 while ((tmp->stats.hp--) > 0)
3872 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3873 tmp->randomitems = NULL;
3874 }
3875 else if (tmp->type == TIMED_GATE)
3876 {
3877 object *head = tmp->head != NULL ? tmp->head : tmp;
3878
3879 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3880 tmp->set_speed (0);
3881 }
3882 /* This function can be called everytime a map is loaded, even when
3883 * swapping back in. As such, we don't want to create the treasure
3884 * over and ove again, so after we generate the treasure, blank out
3885 * randomitems so if it is swapped in again, it won't make anything.
3886 * This is a problem for the above objects, because they have counters
3887 * which say how many times to make the treasure.
3888 */
3889 else if (tmp && tmp->arch && tmp->type != PLAYER
3890 && tmp->type != TREASURE && tmp->type != SPELL
3891 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3892 {
3893 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3894 tmp->randomitems = NULL;
3895 }
3896
3897 // close all containers
3898 else if (tmp->type == CONTAINER)
3899 tmp->flag [FLAG_APPLIED] = 0;
3900
3901 tmp = above;
3902 }
3903
3904 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3905 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3906 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3907 check_trigger (tmp, tmp->above, tmp->above);
3908}
3909
3910/**
3911 * Handles player eating food that temporarily changes status (resistances, stats).
3912 * This used to call cast_change_attr(), but
3913 * that doesn't work with the new spell code. Since we know what
3914 * the food changes, just grab a force and use that instead.
3915 */
3916void
3917eat_special_food (object *who, object *food)
3918{
3919 object *force;
3920 int i, did_one = 0;
3921
3922 char buf[64];
3923 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3924 shstr key (buf);
3925
3926 /* bigger morsel of food = longer effect time */
3927 int duration = TIME2TICK (food->stats.food);
3928
3929 if (force = who->force_find (key))
3930 {
3931 if (duration > fabs (force->speed_left / force->speed))
3932 {
3933 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));
3934 force->force_set_timer (duration);
3935 }
3936 else
3937 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3938
3939 return;
3940 }
3941 else
3942 {
3943 force = who->force_add (key, duration);
3944 force->name = key;
3945
3946 /* check if the food affects a stat */
3947 for (i = 0; i < NUM_STATS; i++)
3948 if (sint8 k = food->stats.stat (i))
3949 {
3950 force->stats.stat (i) = k;
3951 did_one = 1;
3952 }
3953
3954 /* check if we can protect the eater */
3955 for (i = 0; i < NROFATTACKS; i++)
3956 {
3957 if (food->resist[i] > 0)
3958 {
3959 force->resist[i] = food->resist[i];
3960 did_one = 1;
3961 }
3962 }
3963
3964 if (did_one)
3965 {
3966 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));
3967
3968 /* make the force take effect and report effects to user */
3969 change_abil (who, force);
3970 }
3971 else
3972 force->destroy ();
3973 }
3974
3975 /* check for hp, sp change */
3976 if (food->stats.hp != 0)
3977 {
3978 if (QUERY_FLAG (food, FLAG_CURSED))
3979 {
3980 who->contr->killer = food;
3981 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3982 who->failmsg ("Eck!...that was poisonous!");
3983 }
3984 else
3985 {
3986 if (food->stats.hp > 0)
3987 who->statusmsg ("You begin to feel better.");
3988 else
3989 who->failmsg ("Eck!...that was poisonous!");
3990
3991 who->stats.hp += food->stats.hp;
3992 }
3993 }
3994
3995 if (food->stats.sp != 0)
3996 {
3997 if (QUERY_FLAG (food, FLAG_CURSED))
3998 {
3999 who->failmsg ("You are drained of mana!");
4000 who->stats.sp -= food->stats.sp;
4001 if (who->stats.sp < 0)
4002 who->stats.sp = 0;
4003 }
4004 else
4005 {
4006 who->statusmsg ("You feel a rush of magical energy!");
4007 who->stats.sp += food->stats.sp;
4008 /* place limit on max sp from food? */
4009 }
4010 }
4011
4012 who->update_stats ();
4013}
4014
4015void
4016apply_changes_to_player (object *pl, object *change)
4017{
4018 int excess_stat = 0; /* if the stat goes over the maximum
4019 for the race, put the excess stat some
4020 where else. */
4021
4022 switch (change->type)
4023 {
4024 case CLASS:
4025 {
4026 living *stats = &(pl->contr->orig_stats);
4027 living *ns = &(change->stats);
4028 object *walk;
4029 int flag_change_face = 1;
4030
4031 /* the following code assigns stats up to the stat max
4032 * for the race, and if the stat max is exceeded,
4033 * tries to randomly reassign the excess stat
4034 */
4035 int i, j;
4036
4037 for (i = 0; i < NUM_STATS; i++)
4038 {
4039 int race_bonus = pl->arch->stats.stat (i);
4040 sint8 stat = stats->stat (i) + ns->stat (i);
4041
4042 if (stat > 20 + race_bonus)
4043 {
4044 excess_stat++;
4045 stat = 20 + race_bonus;
4046 }
4047
4048 stats->stat (i) = stat;
4049 }
4050
4051 for (j = 0; excess_stat > 0 && j < 100; j++)
4052 { /* try 100 times to assign excess stats */
4053 int i = rndm (0, 6);
4054
4055 if (i == CHA)
4056 continue; /* exclude cha from this */
4057
4058 int stat = stats->stat (i);
4059 int race_bonus = pl->arch->stats.stat (i);
4060 if (stat < 20 + race_bonus)
4061 {
4062 change_attr_value (stats, i, 1);
4063 excess_stat--;
4064 }
4065 }
4066
4067 /* insert the randomitems from the change's treasurelist into
4068 * the player ref: player.c
4069 */
4070 if (change->randomitems)
4071 give_initial_items (pl, change->randomitems);
4072
4073 /* set up the face, for some races. */
4074
4075 /* first, look for the force object banning
4076 * changing the face. Certain races never change face with class.
4077 */
4078 for (walk = pl->inv; walk; walk = walk->below)
4079 if (walk->name == shstr_NOCLASSFACECHANGE)
4080 flag_change_face = 0;
4081
4082 if (flag_change_face)
4083 {
4084 pl->face = change->face;
4085 pl->animation_id = change->animation_id;
4086 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4087 }
4088
4089 /* check the special case of can't use weapons */
4090 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4091 if (change->name == shstr_monk)
4092 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4093
4094 break;
4095 }
4096 }
4097}
4098

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