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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.59 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.272 by root, Sun May 1 16:58:17 2011 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24
25#include <cmath>
24 26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
29#include <tod.h> 31#include <tod.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
34#include <sounds.h>
35 36
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
37#include <math.h>
38
39/**
40 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue.
42 */
43int
44should_director_abort (object *op, object *victim)
45{ 38{
46 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
47
48 /* Get flags to determine what of arch, name, and race should be checked.
49 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
50 * the next is the name flag, and the last is the race flag. Also note,
51 * if subtype is set to zero, that also goes to defaults of all affecting
52 * it. Examples:
53 * subtype 1: only arch
54 * subtype 3: arch or name
55 * subtype 5: arch or race
56 * subtype 7: all three
57 */
58 if (op->subtype)
59 { 40 {
60 arch_flag = (op->subtype & 1); 41 set (WEAPON);
61 name_flag = (op->subtype & 2); 42 set (ARMOUR);
62 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
63 } 61 }
64 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
65 { 69 {
66 arch_flag = 1; 70 set (TRANSPORT);
67 name_flag = 1; 71 set (EXIT);
68 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
69 } 85 }
70 /* If the director has race set, only affect objects with a arch, 86} apply_types_player_only;
71 * name or race that matches. 87
72 */ 88// applying these _can_ be attempted, others cannot
73 if ((op->race) && 89// be applied at all. used by e.g. apply below.
74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 90
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 91static const struct apply_types : typeset
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 92{
93 apply_types ()
94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
77 { 95 {
78 return 1; 96 set (T_HANDLE);
97 set (TRIGGER);
98 set (SCROLL);
99 set (POTION);
100 set (CLOSE_CON);
101 set (CONTAINER);
102 set (LAMP);
103 set (TORCH);
104 set (DRINK);
105 set (FOOD);
106 set (FLESH);
107 set (POISON);
108 set (POWER_CRYSTAL);
109 set (ITEM_TRANSFORMER);
79 } 110 }
80 /* If the director has slaying set, only affect objects where none 111} apply_types;
81 * of arch, name, or race match.
82 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
86 {
87 return 1;
88 }
89 return 0;
90}
91
92/**
93 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not.
96 */
97static int
98apply_id_altar (object *money, object *altar, object *pl)
99{
100 object *id, *marked;
101 int success = 0;
102
103 if (pl == NULL || pl->type != PLAYER)
104 return 0;
105
106 /* Check for MONEY type is a special hack - it prevents 'nothing needs
107 * identifying' from being printed out more than it needs to be.
108 */
109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
110 return 0;
111
112 marked = find_marked_object (pl);
113 /* if the player has a marked item, identify that if it needs to be
114 * identified. IF it doesn't, then go through the player inventory.
115 */
116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 {
118 if (operate_altar (altar, &money))
119 {
120 identify (marked);
121 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
122 if (marked->msg)
123 {
124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
126 }
127 return money == NULL;
128 }
129 }
130
131 for (id = pl->inv; id; id = id->below)
132 {
133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
134 {
135 if (operate_altar (altar, &money))
136 {
137 identify (id);
138 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
139 if (id->msg)
140 {
141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
143 }
144 success = 1;
145 /* If no more money, might as well quit now */
146 if (money == NULL || !check_altar_sacrifice (altar, money))
147 break;
148 }
149 else
150 {
151 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
152 break;
153 }
154 }
155 }
156 if (!success)
157 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
158 return money == NULL;
159}
160
161/**
162 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
163 * matching item.
164 **/
165static void
166handle_apply_yield (object *tmp)
167{
168 const char *yield;
169
170 yield = get_ob_key_value (tmp, "on_use_yield");
171 if (yield != NULL)
172 {
173 object *drop = get_archetype (yield);
174
175 if (tmp->env)
176 {
177 drop = insert_ob_in_ob (drop, tmp->env);
178 if (tmp->env->type == PLAYER)
179 esrv_send_item (tmp->env, drop);
180 }
181 else
182 {
183 drop->x = tmp->x;
184 drop->y = tmp->y;
185 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
186 }
187 }
188}
189
190/**
191 * Handles applying a potion.
192 */
193int
194apply_potion (object *op, object *tmp)
195{
196 int got_one = 0, i;
197 object *force = 0, *floor = 0;
198
199 floor = GET_MAP_OB (op->map, op->x, op->y);
200
201 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
202 {
203 if (op->type == PLAYER)
204 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
205 CLEAR_FLAG (tmp, FLAG_APPLIED);
206 return 0;
207 }
208
209 if (op->type == PLAYER)
210 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
211 identify (tmp);
212
213 handle_apply_yield (tmp);
214
215 /* Potion of restoration - only for players */
216 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
217 {
218 object *depl;
219 archetype *at;
220
221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
222 {
223 op->drain_stat ();
224 op->update_stats ();
225 decrease_ob (tmp);
226 return 1;
227 }
228
229 if (!(at = archetype::find (ARCH_DEPLETION)))
230 {
231 LOG (llevError, "Could not find archetype depletion\n");
232 return 0;
233 }
234 depl = present_arch_in_ob (at, op);
235
236 if (depl)
237 {
238 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
241
242 depl->destroy ();
243 op->update_stats ();
244 }
245 else
246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
247
248 decrease_ob (tmp);
249 return 1;
250 }
251
252 /* improvement potion - only for players */
253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
254 {
255 for (i = 1; i < MIN (11, op->level); i++)
256 {
257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
258 {
259 if (op->contr->levhp[i] != 1)
260 {
261 op->contr->levhp[i] = 1;
262 break;
263 }
264 if (op->contr->levsp[i] != 1)
265 {
266 op->contr->levsp[i] = 1;
267 break;
268 }
269 if (op->contr->levgrace[i] != 1)
270 {
271 op->contr->levgrace[i] = 1;
272 break;
273 }
274 }
275 else
276 {
277 if (op->contr->levhp[i] < 9)
278 {
279 op->contr->levhp[i] = 9;
280 break;
281 }
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287 if (op->contr->levgrace[i] < 3)
288 {
289 op->contr->levgrace[i] = 3;
290 break;
291 }
292 }
293 }
294
295 /* Just makes checking easier */
296 if (i < MIN (11, op->level))
297 got_one = 1;
298
299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
300 {
301 if (got_one)
302 {
303 op->update_stats ();
304 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
307 }
308 else
309 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
310 }
311 else
312 { /* cursed potion */
313 if (got_one)
314 {
315 op->update_stats ();
316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
317 }
318 else
319 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
320 }
321
322 decrease_ob (tmp);
323 return 1;
324 }
325
326
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 * and heroism all fit into this category. Given the spell object code,
329 * there is no limit to the number of spells that potions can be cast,
330 * but direction is problematic to try and imbue fireball potions for example.
331 */
332 if (tmp->inv)
333 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 {
336 object *fball;
337
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
342 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
343 fball->x = op->x;
344 fball->y = op->y;
345 insert_ob_in_map (fball, op->map, NULL, 0);
346 }
347 else
348 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
349
350 decrease_ob (tmp);
351 /* if youre dead, no point in doing this... */
352 if (!QUERY_FLAG (op, FLAG_REMOVED))
353 op->update_stats ();
354 return 1;
355 }
356
357 /* Deal with protection potions */
358 force = NULL;
359 for (i = 0; i < NROFATTACKS; i++)
360 {
361 if (tmp->resist[i])
362 {
363 if (!force)
364 force = get_archetype (FORCE_NAME);
365 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
366 force->type = POTION_EFFECT;
367 break; /* Only need to find one protection since we copy entire batch */
368 }
369 }
370 /* This is a protection potion */
371 if (force)
372 {
373 /* cursed items last longer */
374 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 {
376 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 }
381 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force);
386 decrease_ob (tmp);
387 return 1;
388 }
389
390 /* Only thing left are the stat potions */
391 if (op->type == PLAYER)
392 { /* only for players */
393 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
394 CLEAR_FLAG (tmp, FLAG_APPLIED);
395 else
396 SET_FLAG (tmp, FLAG_APPLIED);
397 if (!change_abil (op, tmp))
398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
399 }
400
401 /* CLEAR_FLAG is so that if the character has other potions
402 * that were grouped with the one consumed, his
403 * stat will not be raised by them. fix_player just clears
404 * up all the stats.
405 */
406 CLEAR_FLAG (tmp, FLAG_APPLIED);
407 op->update_stats ();
408 decrease_ob (tmp);
409 return 1;
410}
411 112
412/**************************************************************************** 113/****************************************************************************
413 * Weapon improvement code follows 114 * Weapon improvement code follows
414 ****************************************************************************/ 115 ****************************************************************************/
415 116
416/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
417 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
418 */ 134 */
419static int 135static int
420check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
421{ 137{
422 int count = 0; 138 int count = 0;
423 139
424 140 if (!item)
425 if (item == NULL)
426 return 0; 141 return 0;
427 op = op->below; 142
428 while (op != NULL) 143 for (op = op->below; op; op = op->below)
429 { 144 if (op->arch->archname == item)
430 if (strcmp (op->arch->name, item) == 0) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 147 count += op->number_of ();
439 } 148
440 }
441 op = op->below;
442 }
443 return count; 149 return count;
444} 150}
445 151
446/** 152/**
447 * This removes 'nrof' of what item->slaying says to remove. 153 * This removes 'nrof' of what item->slaying says to remove.
448 * op is typically the player, which is only 154 * op is typically the player, which is only
449 * really used to determine what space to look at. 155 * really used to determine what space to look at.
450 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
451 */ 157 */
452static void 158static void
453eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
454{ 160{
455 object *prev; 161 object *prev;
456 162
457 prev = op; 163 prev = op;
458 op = op->below; 164 op = op->below;
459 165
460 while (op != NULL) 166 while (op)
461 { 167 {
462 if (strcmp (op->arch->name, item) == 0) 168 if (op->arch->archname == item)
463 { 169 {
464 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
465 { 171 {
466 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
467 return; 173 return;
468 } 174 }
469 else 175 else
470 { 176 {
471 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
472 nrof -= op->nrof; 178 nrof -= op->nrof;
473 } 179 }
180
474 op = prev; 181 op = prev;
475 } 182 }
183
476 prev = op; 184 prev = op;
477 op = op->below; 185 op = op->below;
478 } 186 }
479} 187}
480 188
481/** 189/**
482 * This checks to see of the player (who) is sufficient level to use a weapon
483 * with improvs improvements (typically last_eat). We take an int here
484 * instead of the object so that the improvement code can pass along the
485 * increased value to see if the object is usuable.
486 * we return 1 (true) if the player can use the weapon.
487 */
488static int
489check_weapon_power (const object *who, int improvs)
490{
491
492/* Old code is below (commented out). Basically, since weapons are the only
493 * object players really have any control to improve, it's a bit harsh to
494 * require high level in some combat skill, so we just use overall level.
495 */
496#if 1
497 if (((who->level / 5) + 5) >= improvs)
498 return 1;
499 else
500 return 0;
501
502#else
503 int level = 0;
504
505 /* The skill system hands out wc and dam bonuses to fighters
506 * more generously than the old system (see fix_player). Thus
507 * we need to curtail the power of player enchanted weapons.
508 * I changed this to 1 improvement per "fighter" level/5 -b.t.
509 * Note: Nothing should break by allowing this ratio to be different or
510 * using normal level - it is just a matter of play balance.
511 */
512 if (who->type == PLAYER)
513 {
514 object *wc_obj = NULL;
515
516 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
517 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
518 level = wc_obj->level;
519
520 if (!level)
521 {
522 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
523 level = who->level;
524 }
525 }
526 else
527 level = who->level;
528
529 return (improvs <= ((level / 5) + 5));
530#endif
531}
532
533/**
534 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
535 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
536 */ 192 */
537static int 193static int
538check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
539{ 195{
540 int count = 0; 196 int count = 0;
541 197
542 if (improver->slaying != NULL) 198 if (improver->slaying)
543 { 199 {
544 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
545 if (count < 1) 201 if (count < 1)
546 { 202 {
547 char buf[200];
548
549 sprintf (buf, "The gods want more %ss", &improver->slaying); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
550 new_draw_info (NDI_UNIQUE, 0, op, buf);
551 return 0; 204 return 0;
552 } 205 }
553 } 206 }
554 else 207 else
555 count = 1; 208 count = 1;
558} 211}
559 212
560/** 213/**
561 * Actually improves the weapon, and tells user. 214 * Actually improves the weapon, and tells user.
562 */ 215 */
563int 216static int
564improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
565{ 218{
566
567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
568 *stat += sacrifice_count; 219 stat += sacrifice_count;
569 weapon->last_eat++; 220 weapon->last_eat++;
570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 221 improver->decrease ();
571 decrease_ob (improver);
572 222
573 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
574 op->update_stats (); 224 op->update_stats ();
225
226 op->statusmsg (format (
227 "Your sacrifice was accepted.\n"
228 "Weapon's bonus to %s improved by %d.",
229 statname, sacrifice_count
230 ));
231
575 return 1; 232 return 1;
576} 233}
577 234
578/* Types of improvements, hidden in the sp field. */ 235/* Types of improvements, hidden in the sp field. */
579#define IMPROVE_PREPARE 1 236#define IMPROVE_PREPARE 1
580#define IMPROVE_DAMAGE 2 237#define IMPROVE_DAMAGE 2
581#define IMPROVE_WEIGHT 3 238#define IMPROVE_WEIGHT 3
582#define IMPROVE_ENCHANT 4 239#define IMPROVE_ENCHANT 4
583#define IMPROVE_STR 5 240#define IMPROVE_STR 5
584#define IMPROVE_DEX 6 241#define IMPROVE_DEX 6
585#define IMPROVE_CON 7 242#define IMPROVE_CON 7
586#define IMPROVE_WIS 8 243#define IMPROVE_WIS 8
587#define IMPROVE_CHA 9 244#define IMPROVE_CHA 9
588#define IMPROVE_INT 10 245#define IMPROVE_INT 10
589#define IMPROVE_POW 11 246#define IMPROVE_POW 11
590
591 247
592/** 248/**
593 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
595 */ 251 */
596 252static int
597int
598prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
599{ 254{
600 int sacrifice_count, i; 255 int sacrifice_count, i;
601 char buf[MAX_BUF];
602 256
603 if (weapon->level != 0) 257 if (weapon->level != 0)
604 { 258 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
606 return 0; 260 return 0;
607 } 261 }
262
608 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 264 if (weapon->resist[i])
610 break; 265 break;
611 266
612 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
619 { 274 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
621 return 0; 278 return 0;
622 } 279 }
280
623 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
625 return 0; 283 return 0;
284
626 weapon->level = isqrt (sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
629 287
630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
631 293
632 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
633 weapon->name = weapon->name_pl = buf;
634 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
635 slot at once! */ 296 slot at once! */
636 decrease_ob (improver); 297 improver->decrease ();
637 weapon->last_eat = 0; 298 weapon->last_eat = 0;
638 return 1; 299 return 1;
639} 300}
640
641 301
642/** 302/**
643 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
644 * This is the new improve weapon code. 304 * This is the new improve weapon code.
645 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
648 * 308 *
649 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
650 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
651 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
652 */ 312 */
653int 313static int
654improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
655{ 315{
656 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
657 317
658 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
660 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
661 } 320
662 if (weapon->level == 0) 321 if (weapon->level == 0)
663 { 322 {
664 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
665 return 0; 326 return 0;
666 } 327 }
667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 328
329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
668 { 331 {
669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
670 return 0; 333 return 0;
671 } 334 }
672 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 335
336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
673 { 338 {
674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 339 op->failmsg ("Improving the weapon will make it too "
675 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 340 "powerful for you to use. Unready it if you "
676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 341 "really want to improve it.");
677 return 0; 342 return 0;
678 } 343 }
344
679 /* This just increases damage by 5 points, no matter what. No sacrifice 345 /* This just increases damage by 5 points, no matter what. No sacrifice
680 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 346 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
681 * don't put any maximum value on damage - the limit is how much the 347 * don't put any maximum value on damage - the limit is how much the
682 * weapon can be improved. 348 * weapon can be improved.
683 */ 349 */
684 if (improver->stats.sp == IMPROVE_DAMAGE) 350 if (improver->stats.sp == IMPROVE_DAMAGE)
685 { 351 {
686 weapon->stats.dam += 5; 352 weapon->stats.dam += 5;
687 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
688 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
689 weapon->last_eat++; 355 weapon->last_eat++;
690 356
691 weapon->item_power++; 357 weapon->item_power++;
692 decrease_ob (improver); 358 improver->decrease ();
693 return 1; 359 return 1;
694 } 360 }
361
695 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
696 { 363 {
697 /* Reduce weight by 20% */ 364 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10; 365 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1) 366 if (weapon->weight < 1)
700 weapon->weight = 1; 367 weapon->weight = 1;
368
701 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
702 weapon->last_eat++; 370 weapon->last_eat++;
703 weapon->item_power++; 371 weapon->item_power++;
704 decrease_ob (improver); 372 improver->decrease ();
705 return 1; 373 return 1;
706 } 374 }
375
707 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
708 { 377 {
709 weapon->magic++; 378 weapon->magic++;
710 weapon->last_eat++; 379 weapon->last_eat++;
711 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
712 decrease_ob (improver); 381 improver->decrease ();
713 weapon->item_power++; 382 weapon->item_power++;
714 return 1; 383 return 1;
715 } 384 }
716 385
717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
722 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
723 392
724 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
725 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
726 { 395 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
728 return 0; 397 return 0;
729 } 398 }
399
730 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
731 weapon->item_power++; 401 weapon->item_power++;
732 402
733 switch (improver->stats.sp) 403 switch (improver->stats.sp)
734 { 404 {
735 case IMPROVE_STR:
736 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 405 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
737 case IMPROVE_DEX:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 406 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
739 case IMPROVE_CON:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 407 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
741 case IMPROVE_WIS:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 408 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
743 case IMPROVE_CHA:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 409 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
745 case IMPROVE_INT:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 410 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
747 case IMPROVE_POW:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 411 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
749 default: 412 default:
750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 413 op->failmsg ("Unknown improvement type.");
751 } 414 }
415
752 LOG (llevError, "improve_weapon: Got to end of function\n"); 416 LOG (llevError, "improve_weapon: Got to end of function\n");
753 return 0; 417 return 0;
754} 418}
755 419
756/** 420/**
757 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
758 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
759 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
760 */ 424 */
761int 425static int
762check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
763{ 427{
764 object *otmp;
765
766 if (op->type != PLAYER) 428 if (op->type != PLAYER)
767 return 0; 429 return 0;
430
768 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
769 { 432 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 433 op->failmsg ("Something blocks the magic of the scroll!");
771 return 0; 434 return 0;
772 } 435 }
773 otmp = find_marked_object (op); 436
437 object *otmp = op->mark ();
438
774 if (!otmp) 439 if (!otmp)
775 { 440 {
776 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
777 return 0; 442 return 0;
778 } 443 }
444
779 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 446 {
781 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 447 op->failmsg ("Marked item is not a weapon or bow!");
782 return 0; 448 return 0;
783 } 449 }
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
454 return 0;
455 }
456
457 op->statusmsg ("Applied weapon builder.");
458
785 improve_weapon (op, tmp, otmp); 459 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 460 esrv_send_item (op, otmp);
787 return 1; 461 return 1;
788} 462}
789 463
807 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
808 * the users level or 90) 482 * the users level or 90)
809 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
810 * changing of physical area right now. 484 * changing of physical area right now.
811 */ 485 */
812int 486static int
813improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
814{ 488{
815 object *tmp;
816
817 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
818 { 490 {
819 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 491 op->failmsg ("This armour can not be enchanted any further!");
820 return 0; 492 return 0;
821 } 493 }
494
822 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 495 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
823 * etc), so take the easy way out and don't worry about it. 496 * etc), so take the easy way out and don't worry about it.
824 * Note - maybe add scrolls which make the random artifact versions (eg, armour 497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
825 * of gnarg and what not?) 498 * of gnarg and what not?)
826 */ 499 */
827 if (armour->title) 500 if (armour->title)
828 { 501 {
829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
830 return 0; 503 return 0;
831 } 504 }
832 505
833 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
834 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
835 */ 508 */
836 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
837 tmp = get_split_ob (armour, armour->nrof - 1);
838 else
839 tmp = NULL;
840 510
841 armour->magic++; 511 armour->magic++;
842 512
843 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
844 { 514 {
849 { 519 {
850 base = base - (base * settings.armor_speed_improvement) / 100; 520 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++; 521 pow++;
852 } 522 }
853 523
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 524 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
855 } 525 }
856 else 526 else
857 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 527 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
858 528
859 if (!settings.armor_weight_linear) 529 if (!settings.armor_weight_linear)
860 { 530 {
861 int base = 100; 531 int base = 100;
862 int pow = 0; 532 int pow = 0;
865 { 535 {
866 base = base - (base * settings.armor_weight_reduction) / 100; 536 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++; 537 pow++;
868 } 538 }
869 539
870 armour->weight = (armour->arch->clone.weight * base) / 100; 540 armour->weight = (armour->arch->weight * base) / 100;
871 } 541 }
872 else 542 else
873 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 543 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
874 544
875 if (armour->weight <= 0) 545 if (armour->weight <= 0)
876 { 546 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 547 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1; 548 armour->weight = 1;
879 } 549 }
880 550
881 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
882 552
883 if (op->type == PLAYER) 553 if (op->type == PLAYER)
884 { 554 {
885 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
887 op->update_stats (); 558 op->update_stats ();
888 } 559 }
889 decrease_ob (improver); 560
561 improver->decrease ();
562
890 if (tmp) 563 if (tmp)
891 { 564 op->insert (tmp);
892 insert_ob_in_ob (tmp, op); 565
893 esrv_send_item (op, tmp);
894 }
895 return 1; 566 return 1;
896} 567}
897
898 568
899/* 569/*
900 * convert_item() returns 1 if anything was converted, 0 if the item was not 570 * convert_item() returns 1 if anything was converted, 0 if the item was not
901 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
902 */ 572 *
903#define CONV_FROM(xyz) xyz->slaying
904#define CONV_TO(xyz) xyz->other_arch
905#define CONV_NR(xyz) xyz->stats.sp
906#define CONV_NEED(xyz) xyz->stats.food
907
908/* Takes one items and makes another. 573 * Takes one type of items and makes another.
909 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
910 * item is the object that triggered the converter - if it is not 575 * item is the object that triggered the converter - if it is not
911 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
912 */ 577 */
913int 578int
914convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
915{ 580{
916 int nr = 0; 581 sint64 nr = 0, price_in;
917 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
918 590
919 /* We make some assumptions - we assume if it takes money as it type, 591 /* We make some assumptions - we assume if it takes money as it type,
920 * it wants some amount. We don't make change (ie, if something costs 592 * it wants some amount. We don't make change (ie, if something costs
921 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
922 */ 594 */
923 if (!strcmp (CONV_FROM (converter), "money")) 595 if (conv_from == shstr_money)
924 { 596 {
925 int cost;
926
927 if (item->type != MONEY) 597 if (item->type != MONEY)
928 return 0; 598 return 0;
929 599
930 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
931 if (!nr) 601 if (!nr)
932 return 0; 602 return 0;
933 cost = nr * CONV_NEED (converter) / item->value; 603
934 /* take into account rounding errors */ 604 converter->play_sound (sound_find ("shop_buy"));
935 if (nr * CONV_NEED (converter) % item->value) 605
936 cost++; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
937 decrease_ob_nr (item, cost); 607
608 item->decrease (cost);
938 609
939 price_in = cost * item->value; 610 price_in = cost * item->value;
940 } 611 }
941 else 612 else
942 { 613 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 614 if (item->type == PLAYER
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
945 return 0; 617 return 0;
946 618
947 if (CONV_NEED (converter)) 619 converter->play_sound (sound_find ("convert_item"));
620
621 if (need)
948 { 622 {
949 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
950 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
951 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
952 } 626 }
953 else 627 else
954 { 628 {
955 price_in = item->value; 629 price_in = item->value;
956 item->destroy (); 630 item->destroy ();
957 } 631 }
958 } 632 }
959 633
960 if (converter->inv != NULL) 634 if (converter->inv)
961 { 635 {
962 object *ob; 636 object *ob;
963 int i; 637 int i;
964 object *ob_to_copy; 638 object *ob_to_copy;
965 639
966 /* select random object from inventory to copy */ 640 /* select random object from inventory to copy */
967 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
968 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
969 {
970 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
971 {
972 ob_to_copy = ob; 644 ob_to_copy = ob;
973 } 645
974 } 646 item = ob_to_copy->deep_clone ();
975 item = object_create_clone (ob_to_copy); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 649 }
979 else 650 else
980 { 651 {
981 if (converter->other_arch == NULL) 652 if (!conv_to)
982 { 653 {
983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 &converter->name, &converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1; 656 return -1;
986 } 657 }
987 658
988 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 } 661 }
991 662
992 if (CONV_NR (converter)) 663 if (give)
993 item->nrof = CONV_NR (converter); 664 item->nrof = give;
665
994 if (nr) 666 if (nr)
995 item->nrof *= nr; 667 item->nrof *= nr;
996 if (is_in_shop (converter)) 668
997 SET_FLAG (item, FLAG_UNPAID); 669 if (converter->flag [FLAG_PRECIOUS])
670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
998 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
999 { 681 {
1000 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1001 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1002
1003 /** 684 /**
1004 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1005 * propably had something in mind when doing this 686 * hopefully had something in mind when doing this.
1006 */ 687 */
1007 } 688 }
1008 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 689
690 // elmex: only identify if we need to, for example so that generated money doesn't
691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
695 item->insert_at (converter, 0, INS_NO_WALK_ON);
696
1009 return 1; 697 return 1;
1010} 698}
1011 699
1012/** 700/**
1013 * Handle apply on containers. 701 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1015 * 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]
1016 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1017 */ 705 */
1018 706static int
1019int
1020apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1021{ 708{
1022 char buf[MAX_BUF]; 709 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 710 return 0; /* This might change */
1027 711
1028 if (sack == NULL || sack->type != CONTAINER) 712 if (!sack || sack->type != CONTAINER)
1029 { 713 {
1030 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]");
1031 return 0; 715 return 0;
1032 } 716 }
1033 717
1034 op->contr->last_used = 0; 718 op->contr->last_used = 0;
1035 719
1036 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;
1037 { 724 }
1038 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)
1039 { 730 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 731 // open on ground or inv, so close
732 op->close_container ();
1041 return 1; 733 return 1;
1042 } 734 }
1043 735 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 736 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 737 // active on floor, but not ours: some other player has opened it
738 // normally this only happens to dms standing on the same space.
739 // but it doesn't hurt to handle it.
740 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
741 return 1;
1060 { 742 }
1061 if (op->container == NULL) 743 }
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 744
1081 if (tmp && tmp->type == CLOSE_CON) 745 // it's locked?
1082 tmp->destroy (); 746 if (sack->slaying)
1083 } 747 {
748 if (object *tmp = find_key (op, op, sack))
1084 } 749 {
1085 } 750 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 {
1089 if (op->container)
1090 {
1091 if (op->container != sack)
1092 {
1093 tmp = op->container;
1094 apply_container (op, tmp);
1095 sprintf (buf, "You close %s and open ", query_name (tmp));
1096 op->container = sack;
1097 strcat (buf, query_name (sack));
1098 strcat (buf, ".");
1099 }
1100 else
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 } 751 }
1107 else 752 else
1108 { 753 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED); 754 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
1110 sprintf (buf, "You open %s.", query_name (sack)); 755 esrv_update_item (UPD_FLAGS, op, sack);
1111 SET_FLAG (sack, FLAG_APPLIED); 756 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1112 op->container = sack; 757 return 1;
1113 } 758 }
759 }
760
761 if (sack->env && !sack->flag [FLAG_APPLIED])
762 {
763 // it is in our env, so activate it, do not open yet
764 op->close_container ();
765 sack->flag [FLAG_APPLIED] = true;
766 esrv_update_item (UPD_FLAGS, op, sack);
767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1114 } 768 }
1115 else 769 else
1116 { /* not applied */ 770 op->open_container (sack);
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1;
1145 }
1146 }
1147 }
1148
1149 new_draw_info (NDI_UNIQUE, 0, op, buf);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 771
1154 return 1; 772 return 1;
1155} 773}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 774
1282/** 775/**
1283 * Handles dropping things on altar. 776 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 777 * Returns true if sacrifice was accepted.
1285 */ 778 */
1288{ 781{
1289 /* Only players can make sacrifices on spell casting altars. */ 782 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER)) 783 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0; 784 return 0;
1292 785
1293 if (operate_altar (altar, &sacrifice)) 786 if (operate_altar (altar, &sacrifice, originator))
1294 { 787 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet 788 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * with an altar. We call it a Potion - altars are stationary - it 789 * with an altar. We call it a Potion - altars are stationary - it
1297 * is up to map designers to use them properly. 790 * is up to map designers to use them properly.
1298 */ 791 */
1299 if (altar->inv && altar->inv->type == SPELL) 792 if (altar->inv && altar->inv->type == SPELL)
1300 { 793 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 794 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 795 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 796 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 797 * old maps.
1305 */ 798 */
1306 799
1307/* push_button (altar);*/ 800/* push_button (altar);*/
1308 } 801 }
1309 else 802 else
1310 { 803 {
1311 altar->value = 1; /* works only once */ 804 altar->value = 1; /* works only once */
1312 push_button (altar); 805 push_button (altar, originator);
1313 } 806 }
1314 807
1315 return !sacrifice; 808 return !sacrifice;
1316 } 809 }
1317 else 810 else
1330{ 823{
1331 int rv = 0; 824 int rv = 0;
1332 double opinion; 825 double opinion;
1333 object *tmp, *next; 826 object *tmp, *next;
1334 827
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1336 829
1337 if (op->type != PLAYER) 830 bool has_unpaid = false;
831
832 // quite inefficient to do this here twice, but the api doesn't lend itself to
833 // a quick and small change :(
834 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
835 if (item->flag [FLAG_UNPAID])
836 {
837 has_unpaid = true;
838 break;
839 }
840
841 if (!op->is_player ())
1338 { 842 {
1339 /* Remove all the unpaid objects that may be carried here. 843 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 844 * This could be pets or monsters that are somehow in
1341 * the shop. 845 * the shop.
1342 */ 846 */
1343 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1344 { 848 {
1345 next = tmp->below; 849 next = tmp->below;
1346 850
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1348 { 852 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 853 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 854
855 if (i >= 0)
1351 tmp->remove (); 856 tmp->move (i);
1352
1353 if (i == -1)
1354 i = 0;
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 } 857 }
1361 } 858 }
1362 859
1363 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1365 return 0; 862 return 0;
1366 863
1367 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1369 */ 866 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1371 { 868 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 870 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 871
1376 if (i != -1) 872 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 873 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378 874
1379 return 0; 875 return 0;
1380 } 876 }
877
1381 /* Removed code that checked for multipart objects - it appears that 878 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine. 879 * the teleport function should be able to handle this just fine.
1383 */ 880 */
1384 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1385 } 882 }
1386 else if (can_pay (op) && get_payment (op)) 883 else if (can_pay (op) && get_payment (op))
1387 { 884 {
1388 /* this is only used for players */ 885 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1390 887
888 if (has_unpaid)
889 op->contr->play_sound (sound_find ("shop_buy"));
890 else if (op->is_in_shop ())
891 op->contr->play_sound (sound_find ("shop_enter"));
892 else
893 op->contr->play_sound (sound_find ("shop_leave"));
894
1391 if (shop_mat->msg) 895 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct, 897 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is 898 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor. 899 * actually the shop floor.
1396 */ 900 */
1397 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1398 { 902 {
1399 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1400 904
1401 if (opinion > 0.9) 905 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 907 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 908 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 909 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 910 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 911 }
1410 } 912 }
1411 else 913 else
1412 { 914 {
1413 /* if we get here, a player tried to leave a shop but was not able 915 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that 916 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore 917 * they are not on the mat anymore
1416 */ 918 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 919 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 920
1419 if (i == -1) 921 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 922 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 923 else
1424 { 924 {
1425 op->remove (); 925 op->remove ();
1426 op->x += freearr_x[i]; 926 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 928 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 929 }
1430 } 930 }
1431 931
1432 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1433 return rv; 933 return rv;
1434} 934}
1435 935
1436/** 936/**
1437 * Handles applying a sign. 937 * Handles applying a sign.
1438 */ 938 */
1439static void 939static void
1440apply_sign (object *op, object *sign, int autoapply) 940apply_sign (object *op, object *sign, int autoapply)
1441{ 941{
1442 readable_message_type *msgType; 942 if (!op->is_player())
1443 char newbuf[HUGE_BUF]; 943 return;
1444 944
1445 if (sign->msg == NULL) 945 if (sign->has_dialogue ())
1446 { 946 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 947 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1448 return; 948 return;
1449 } 949 }
1450 950
951 if (!sign->msg)
952 {
953 op->contr->infobox (MSG_CHANNEL ("examine"),
954 format ("T<%s>\n\n Nothing %sis written on it.",
955 &sign->name,
956 sign->name == sign->arch->name ? "" : "else "));
957 return;
958 }
959
1451 if (sign->stats.food) 960 if (sign->stats.food)
1452 { 961 {
1453 if (sign->last_eat >= sign->stats.food) 962 if (sign->last_eat >= sign->stats.food)
1454 { 963 {
1455 if (!sign->move_on) 964 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
966
1457 return; 967 return;
1458 } 968 }
1459 969
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1461 sign->last_eat++; 971 sign->last_eat++;
1462 } 972 }
1463 973
1464 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 974 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1465 * No way to know for sure. The presumption is basically that if 975 * No way to know for sure. The presumption is basically that if
1466 * move_on is zero, it needs to be manually applied (doesn't talk 976 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us). 977 * to us).
1468 */ 978 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 979 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1470 { 980 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 981 op->failmsg ("You are unable to read while blind!");
1472 return; 982 return;
1473 } 983 }
1474 msgType = get_readable_message_type (sign);
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1477}
1478 984
1479/** 985 if (op->contr)
1480 * 'victim' moves onto 'trap' 986 if (client *ns = op->contr->ns)
1481 * 'victim' leaves 'trap' 987 {
1482 * effect is determined by move_on/move_off of trap and move_type of victime. 988 if (sign->sound)
1483 * 989 ns->play_sound (sign->sound);
1484 * originator: Player, monster or other object that caused 'victim' to move 990 else if (autoapply)
1485 * onto 'trap'. Will receive messages caused by this action. May be NULL. 991 ns->play_sound (sound_find ("msg_voice"));
1486 * However, some types of traps require an originator to function. 992
1487 */ 993 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1488void 994 }
995}
996
997static void
1489move_apply (object *trap, object *victim, object *originator) 998move_apply_hole (object *trap, object *victim)
1490{ 999{
1491 static int recursion_depth = 0; 1000 /* Hole not open? */
1492 1001 if (trap->stats.wc > 0)
1493 /* Only exits affect DMs. */
1494 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1495 return; 1002 return;
1496 1003
1497 /* move_apply() is the most likely candidate for causing unwanted and 1004 /* Is this a multipart monster and not the head? If so, return.
1498 * possibly unlimited recursion. 1005 * Processing will happen if the head runs into the pit
1499 */ 1006 */
1500 /* The following was changed because it was causing perfeclty correct 1007 if (victim->head)
1501 * maps to fail. 1) it's not an error to recurse:
1502 * rune detonates, summoning monster. monster lands on nearby rune.
1503 * nearby rune detonates. This sort of recursion is expected and
1504 * proper. This code was causing needless crashes.
1505 */
1506 if (recursion_depth >= 500)
1507 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1510 return; 1008 return;
1511 }
1512 recursion_depth++;
1513 if (trap->head)
1514 trap = trap->head;
1515 1009
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1010 // now find all possible locations and randomly pick one
1517 goto leave; 1011 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1012 trap->range >= 3 ? SIZEOFFREE3 + 1
1013 : trap->range >= 2 ? SIZEOFFREE2 + 1
1014 : trap->range >= 1 ? SIZEOFFREE1 + 1
1015 : SIZEOFFREE0 + 1);
1518 1016
1519 switch (trap->type) 1017 if (dir < 0)
1520 {
1521 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523 {
1524 if (!trap->stats.maxsp)
1525 trap->stats.maxsp = 2;
1526
1527 /* Is this correct? From the docs, it doesn't look like it
1528 * should be divided by trap->speed
1529 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531
1532 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed.
1535 */
1536 if (victim->speed_left < -50.0)
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 }
1540 goto leave;
1541
1542 case SPINNER:
1543 if (victim->direction)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 {
1595 int tot;
1596
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 }
1607
1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 {
1610 /* need to set this up, since if we do transfer the object,
1611 * ab->above would be bogus
1612 */
1613 ab_next = ab->above;
1614
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 {
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 }
1626 goto leave;
1627 }
1628
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 }
1645 goto leave;
1646
1647 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR:
1650 check_trigger (trap, victim);
1651 goto leave;
1652
1653 case DEEP_SWAMP:
1654 walk_on_deep_swamp (trap, victim);
1655 goto leave;
1656
1657 case CHECK_INV:
1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1664 goto leave;
1665
1666 /* Is this a multipart monster and not the head? If so, return.
1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1682 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685
1686 victim->enter_exit (trap);
1687 }
1688 goto leave;
1689
1690 case ENCOUNTER:
1691 /* may be some leftovers on this */
1692 goto leave;
1693
1694 case SHOP_MAT:
1695 apply_shop_mat (trap, victim);
1696 goto leave;
1697
1698 /* Drop a certain amount of gold, and have one item identified */
1699 case IDENTIFY_ALTAR:
1700 apply_id_altar (victim, trap, originator);
1701 goto leave;
1702
1703 case SIGN:
1704 if (victim->type != PLAYER && trap->stats.food > 0)
1705 goto leave; /* monsters musn't apply magic_mouths with counters */
1706
1707 apply_sign (victim, trap, 1);
1708 goto leave;
1709
1710 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap);
1715 goto leave;
1716
1717 case RUNE:
1718 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1721 spring_trap (trap, victim);
1722 }
1723 goto leave;
1724
1725 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1728 goto leave;
1729 }
1730
1731leave:
1732 recursion_depth--;
1733}
1734
1735/**
1736 * Handles reading a regular (ie not containing a spell) book.
1737 */
1738static void
1739apply_book (object *op, object *tmp)
1740{
1741 int lev_diff;
1742 object *skill_ob;
1743
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1747 return; 1018 return;
1748 }
1749 if (tmp->msg == NULL)
1750 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1752 return;
1753 }
1754 1019
1755 /* need a literacy skill to read stuff! */ 1020 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1021 victim->statusmsg ("You fall through the hole!", NDI_RED);
1757 if (!skill_ob)
1758 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1760 return;
1761 }
1762 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 {
1765 if (lev_diff < 2)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1767 else if (lev_diff < 3)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1769 else if (lev_diff < 5)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1771 else if (lev_diff < 8)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1773 else if (lev_diff < 15)
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1775 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 return;
1778 }
1779 1022
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1023 transfer_ob (victim,
1781 1024 EXIT_X (trap) + freearr_x[dir],
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1025 EXIT_Y (trap) + freearr_y[dir],
1783 msgType->message_type, msgType->message_subtype, 1026 0, victim);
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1785
1786 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1790
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 {
1793 /*exp_gain *= 2; because they just identified it too */
1794 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795
1796 /* If in a container, update how it looks */
1797 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else
1800 op->contr->ns->floorbox_update ();
1801 }
1802
1803 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 }
1806}
1807
1808/**
1809 * Handles the applying of a skill scroll, calling learn_skill straight.
1810 * op is the person learning the skill, tmp is the skill scroll object
1811 */
1812static void
1813apply_skillscroll (object *op, object *tmp)
1814{
1815 switch ((int) learn_skill (op, tmp))
1816 {
1817 case 0:
1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1820 return;
1821
1822 case 1:
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824 decrease_ob (tmp);
1825 return;
1826
1827 default:
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1829 decrease_ob (tmp);
1830 return;
1831 }
1832}
1833
1834/**
1835 * Actually makes op learn spell.
1836 * Informs player of what happens.
1837 */
1838void
1839do_learn_spell (object *op, object *spell, int special_prayer)
1840{
1841 object *tmp;
1842
1843 if (op->type != PLAYER)
1844 {
1845 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1846 return;
1847 }
1848
1849 /* Upgrade special prayers to normal prayers */
1850 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1851 {
1852 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1853 {
1854 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1855 return;
1856 }
1857 return;
1858 }
1859
1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1861 tmp = spell->clone ();
1862 insert_ob_in_ob (tmp, op);
1863
1864 if (special_prayer)
1865 SET_FLAG (tmp, FLAG_STARTEQUIP);
1866
1867 esrv_add_spells (op->contr, tmp);
1868}
1869
1870/**
1871 * Erases spell from player's inventory.
1872 */
1873void
1874do_forget_spell (object *op, const char *spell)
1875{
1876 object *spob;
1877
1878 if (op->type != PLAYER)
1879 {
1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1881 return;
1882 }
1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return;
1887 }
1888
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob);
1892 spob->destroy ();
1893}
1894
1895/**
1896 * Handles player applying a spellbook.
1897 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1898 * stuff like that. Random learning failure too.
1899 */
1900static void
1901apply_spellbook (object *op, object *tmp)
1902{
1903 object *skop, *spell, *spell_skill;
1904
1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1908 return;
1909 }
1910
1911 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks
1914 */
1915
1916 if (tmp->slaying != NULL)
1917 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell)
1920 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1922 return;
1923 }
1924 else
1925 insert_ob_in_ob (spell, tmp);
1926 tmp->slaying = NULL;
1927 }
1928
1929 skop = find_skill_by_name (op, tmp->skill);
1930
1931 /* need a literacy skill to learn spells. Also, having a literacy level
1932 * lower than the spell will make learning the spell more difficult */
1933 if (!skop)
1934 {
1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1936 return;
1937 }
1938
1939 spell = tmp->inv;
1940
1941 if (!spell)
1942 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945 return;
1946 }
1947
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1951 return;
1952 }
1953
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 identify (tmp);
1959
1960 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else
1963 op->contr->ns->floorbox_update ();
1964 }
1965
1966 /* I removed the check for special_prayer_mark here - it didn't make
1967 * a lot of sense - special prayers are not found in spellbooks, and
1968 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark.
1970 */
1971 if (check_spell_known (op, spell->name))
1972 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1974 return;
1975 }
1976
1977 if (spell->skill)
1978 {
1979 spell_skill = find_skill_by_name (op, spell->skill);
1980
1981 if (!spell_skill)
1982 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1984 return;
1985 }
1986
1987 if (spell_skill->level < spell->level)
1988 {
1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1990 return;
1991 }
1992 }
1993
1994 /* Logic as follows
1995 *
1996 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1997 *
1998 * 2- The learner's skill level in literacy adjusts the chance to learn
1999 * a spell.
2000 *
2001 * 3 -Automatically fail to learn if you read while confused
2002 *
2003 * Overall, chances are the same but a player will find having a high
2004 * literacy rate very useful! -b.t.
2005 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 {
2008 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2009 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013 {
2014
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0);
2017
2018 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 }
2022 else
2023 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 }
2027 decrease_ob (tmp);
2028}
2029
2030/**
2031 * Handles applying a spell scroll.
2032 */
2033void
2034apply_scroll (object *op, object *tmp, int dir)
2035{
2036 object *skop;
2037
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2041 return;
2042 }
2043
2044 if (!tmp->inv || tmp->inv->type != SPELL)
2045 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2047 return;
2048 }
2049
2050 if (op->type == PLAYER)
2051 {
2052 /* players need a literacy skill to read stuff! */
2053 int exp_gain = 0;
2054
2055 /* hard code literacy - tmp->skill points to where the exp
2056 * should go for anything killed by the spell.
2057 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059
2060 if (!skop)
2061 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2063 return;
2064 }
2065
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0);
2068 }
2069
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp);
2072
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074
2075
2076 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp);
2078}
2079
2080/**
2081 * Applies a treasure object - by default, chest. op
2082 * is the person doing the applying, tmp is the treasure
2083 * chest.
2084 */
2085static void
2086apply_treasure (object *op, object *tmp)
2087{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better
2095 * treasure
2096 */
2097
2098 treas = tmp->inv;
2099 if (treas == NULL)
2100 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp);
2103 return;
2104 }
2105 while (tmp->inv)
2106 {
2107 treas = tmp->inv;
2108
2109 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111
2112 treas->x = op->x;
2113 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op);
2118
2119 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed
2123 */
2124 if (op->destroyed () || tmp->destroyed ())
2125 break;
2126 }
2127
2128 if (!tmp->destroyed () && tmp->inv == NULL)
2129 decrease_ob (tmp);
2130
2131}
2132
2133/**
2134 * op eats food.
2135 * If player, takes care of messages and dragon special food.
2136 */
2137static void
2138apply_food (object *op, object *tmp)
2139{
2140 int capacity_remaining;
2141
2142 if (op->type != PLAYER)
2143 op->stats.hp = op->stats.maxhp;
2144 else
2145 {
2146 /* check if this is a dragon (player), eating some flesh */
2147 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2148 ;
2149 else
2150 {
2151 /* usual case - no dragon meal: */
2152 if (op->stats.food + tmp->stats.food > 999)
2153 {
2154 if (tmp->type == FOOD || tmp->type == FLESH)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2156 else
2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2158 }
2159
2160 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 {
2162 char buf[MAX_BUF];
2163
2164 if (!is_dragon_pl (op))
2165 {
2166 /* eating message for normal players */
2167 if (tmp->type == DRINK)
2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2169 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 }
2172 else
2173 {
2174 /* eating message for dragon players */
2175 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2176 }
2177
2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2179 capacity_remaining = 999 - op->stats.food;
2180 op->stats.food += tmp->stats.food;
2181 if (capacity_remaining < tmp->stats.food)
2182 op->stats.hp += capacity_remaining / 50;
2183 else
2184 op->stats.hp += tmp->stats.food / 50;
2185 if (op->stats.hp > op->stats.maxhp)
2186 op->stats.hp = op->stats.maxhp;
2187 if (op->stats.food > 999)
2188 op->stats.food = 999;
2189 }
2190
2191 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp);
2194 }
2195 }
2196 handle_apply_yield (tmp);
2197 decrease_ob (tmp);
2198}
2199
2200/**
2201 * A dragon is eating some flesh. If the flesh contains resistances,
2202 * there is a chance for the dragon's skin to get improved.
2203 *
2204 * attributes:
2205 * object *op the object (dragon player) eating the flesh
2206 * object *meal the flesh item, getting chewed in dragon's mouth
2207 * return:
2208 * int 1 if eating successful, 0 if it doesn't work
2209 */
2210int
2211dragon_eat_flesh (object *op, object *meal)
2212{
2213 object *skin = NULL; /* pointer to dragon skin force */
2214 object *abil = NULL; /* pointer to dragon ability force */
2215 object *tmp = NULL; /* tmp. object */
2216
2217 char buf[MAX_BUF]; /* tmp. string buffer */
2218 double chance; /* improvement-chance of one resistance type */
2219 double totalchance = 1; /* total chance of gaining one resistance */
2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221 double mbonus = 0; /* monster bonus */
2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2223 int winners = 0; /* number of winners */
2224 int i; /* index */
2225
2226 /* let's make sure and doublecheck the parameters */
2227 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0;
2229
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE)
2235 {
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2239 abil = tmp;
2240 }
2241 }
2242
2243 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL)
2246 return 0;
2247
2248 /* now start by filling stomache and health, according to food-value */
2249 if ((999 - op->stats.food) < meal->stats.food)
2250 op->stats.hp += (999 - op->stats.food) / 50;
2251 else
2252 op->stats.hp += meal->stats.food / 50;
2253 if (op->stats.hp > op->stats.maxhp)
2254 op->stats.hp = op->stats.maxhp;
2255
2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2257
2258 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2259
2260 /* on to the interesting part: chances for adding resistance */
2261 for (i = 0; i < NROFATTACKS; i++)
2262 {
2263 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2264 {
2265 /* got positive resistance, now calculate improvement chance (0-100) */
2266
2267 /* this bonus makes resistance increase easier at lower levels */
2268 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2269 if (i == abil->stats.exp)
2270 bonus += 5; /* additional bonus for resistance of ability-focus */
2271
2272 /* monster bonus increases with level, because high-level
2273 flesh is too rare */
2274 mbonus = op->level * 20. / ((double) settings.max_level);
2275
2276 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2277 ((double) settings.max_level)) - skin->resist[i];
2278
2279 if (chance >= 0.)
2280 chance += 1.;
2281 else
2282 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2283
2284 /* chance is proportional to amount of resistance (max. 50) */
2285 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2286
2287 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.);
2290
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100))
2293 {
2294 atnr_winner[winners] = i;
2295 winners++;
2296 }
2297
2298 if (chance >= 0.01)
2299 totalchance *= 1 - chance / 100;
2300
2301 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2302 }
2303 }
2304
2305 /* inverse totalchance as until now we have the failure-chance */
2306 totalchance = 100 - totalchance * 100;
2307 /* print message according to totalchance */
2308 if (totalchance > 50.)
2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2310 else if (totalchance > 10.)
2311 sprintf (buf, "The %s tasted very good.", &meal->name);
2312 else if (totalchance > 1.)
2313 sprintf (buf, "The %s tasted good.", &meal->name);
2314 else if (totalchance > 0.1)
2315 sprintf (buf, "The %s tasted bland.", &meal->name);
2316 else if (totalchance >= 0.01)
2317 sprintf (buf, "The %s had a boring taste.", &meal->name);
2318 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2319 sprintf (buf, "The %s tasted strange.", &meal->name);
2320 else
2321 sprintf (buf, "The %s had no taste.", &meal->name);
2322 new_draw_info (NDI_UNIQUE, 0, op, buf);
2323
2324 /* now choose a winner if we have any */
2325 i = -1;
2326 if (winners > 0)
2327 i = atnr_winner[RANDOM () % winners];
2328
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 {
2331 /* resistance increased! */
2332 skin->resist[i]++;
2333 op->update_stats ();
2334
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 }
2338
2339 /* if this flesh contains a new ability focus, we mark it
2340 into the ability_force and it will take effect on next level */
2341 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2342 {
2343 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2344
2345 if (meal->last_eat != abil->stats.exp)
2346 {
2347 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2350 new_draw_info (NDI_UNIQUE, 0, op, buf);
2351 }
2352 else
2353 {
2354 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 abil->last_eat = 0;
2357 }
2358 }
2359 return 1;
2360}
2361
2362/**
2363 * Handles applying an improve armor scroll.
2364 * Does some sanity checks, then calls improve_armour.
2365 */
2366static void
2367apply_armour_improver (object *op, object *tmp)
2368{
2369 object *armor;
2370
2371 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2372 {
2373 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2374 return;
2375 }
2376
2377 armor = find_marked_object (op);
2378
2379 if (!armor)
2380 {
2381 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2382 return;
2383 }
2384
2385 if (armor->type != ARMOUR
2386 && armor->type != CLOAK
2387 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2388 {
2389 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2390 return;
2391 }
2392
2393 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2394 improve_armour (op, tmp, armor);
2395}
2396
2397extern void
2398apply_poison (object *op, object *tmp)
2399{
2400 if (op->type == PLAYER)
2401 {
2402 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2404 strcpy (op->contr->killer, "poisonous booze");
2405 }
2406 if (tmp->stats.hp > 0)
2407 {
2408 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2409 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2410 }
2411 op->stats.food -= op->stats.food / 4;
2412 handle_apply_yield (tmp);
2413 decrease_ob (tmp);
2414}
2415
2416/**
2417 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2418 * A valid 2 way exit means:
2419 * -You can come back (there is another exit at the other side)
2420 * -You are
2421 * ° the owner of the exit
2422 * ° or in the same party as the owner
2423 *
2424 * Note: a owner in a 2 way exit is saved as the owner's name
2425 * in the field exit->name cause the field exit->owner doesn't
2426 * survive in the swapping (in fact the whole exit doesn't survive).
2427 */
2428int
2429is_legal_2ways_exit (object *op, object *exit)
2430{
2431 if (exit->stats.exp != 1)
2432 return 1; /*This is not a 2 way, so it is legal */
2433
2434#if 0 //TODO
2435 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2436 return 0; /* This is a reset town portal */
2437#endif
2438
2439 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2440
2441 if (exitmap)
2442 {
2443 exitmap->load_sync ();
2444
2445 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2446
2447 if (!tmp)
2448 return 0;
2449
2450 for (; tmp; tmp = tmp->above)
2451 {
2452 if (tmp->type != EXIT)
2453 continue; /*Not an exit */
2454
2455 if (!EXIT_PATH (tmp))
2456 continue; /*Not a valid exit */
2457
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */
2460
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2462 continue; /*Not in the same map */
2463
2464 /* From here we have found the exit is valid. However we do
2465 * here the check of the exit owner. It is important for the
2466 * town portals to prevent strangers from visiting your appartments
2467 */
2468 if (!exit->race)
2469 return 1; /*No owner, free for all! */
2470
2471 object *exit_owner = 0;
2472
2473 for_all_players (pp)
2474 {
2475 if (!pp->ob)
2476 continue;
2477
2478 if (pp->ob->name != exit->race)
2479 continue;
2480
2481 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2482 break;
2483 }
2484
2485 if (!exit_owner)
2486 return 0; /* No more owner */
2487
2488 if (exit_owner->contr == op->contr)
2489 return 1; /*It is your exit */
2490
2491 if (exit_owner && /*There is a owner */
2492 (op->contr) && /*A player tries to pass */
2493 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2494 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2495 return 0;
2496
2497 return 1;
2498 }
2499 }
2500
2501 return 0;
2502}
2503
2504
2505/**
2506 * Main apply handler.
2507 *
2508 * Checks for unpaid items before applying.
2509 *
2510 * Return value:
2511 * 0: player or monster can't apply objects of that type
2512 * 1: has been applied, or there was an error applying the object
2513 * 2: objects of that type can't be applied if not in inventory
2514 *
2515 * op is the object that is causing object to be applied, tmp is the object
2516 * being applied.
2517 *
2518 * aflag is special (always apply/unapply) flags. Nothing is done with
2519 * them in this function - they are passed to apply_special
2520 */
2521
2522int
2523manual_apply (object *op, object *tmp, int aflag)
2524{
2525 if (tmp->head)
2526 tmp = tmp->head;
2527
2528 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2529 {
2530 if (op->type == PLAYER)
2531 {
2532 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2533 return 1;
2534 }
2535 else
2536 return 0; /* monsters just skip unpaid items */
2537 }
2538
2539 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2540 return RESULT_INT (0);
2541
2542 switch (tmp->type)
2543 {
2544 case CF_HANDLE:
2545 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2546 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2547 tmp->value = tmp->value ? 0 : 1;
2548 SET_ANIMATION (tmp, tmp->value);
2549 update_object (tmp, UP_OBJ_FACE);
2550 push_button (tmp);
2551 return 1;
2552
2553 case TRIGGER:
2554 if (check_trigger (tmp, op))
2555 {
2556 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2557 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2558 }
2559 else
2560 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2561
2562 return 1;
2563
2564 case EXIT:
2565 if (op->type != PLAYER)
2566 return 0;
2567
2568 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2569 {
2570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2571 }
2572 else
2573 {
2574 /* Don't display messages for random maps. */
2575 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2576 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2577
2578 op->enter_exit (tmp);
2579 }
2580 return 1;
2581
2582 case SIGN:
2583 apply_sign (op, tmp, 0);
2584 return 1;
2585
2586 case BOOK:
2587 if (op->type == PLAYER)
2588 {
2589 apply_book (op, tmp);
2590 return 1;
2591 }
2592 else
2593 {
2594 return 0;
2595 }
2596
2597 case SKILLSCROLL:
2598 if (op->type == PLAYER)
2599 {
2600 apply_skillscroll (op, tmp);
2601 return 1;
2602 }
2603 return 0;
2604
2605 case SPELLBOOK:
2606 if (op->type == PLAYER)
2607 {
2608 apply_spellbook (op, tmp);
2609 return 1;
2610 }
2611 return 0;
2612
2613 case SCROLL:
2614 apply_scroll (op, tmp, 0);
2615 return 1;
2616
2617 case POTION:
2618 (void) apply_potion (op, tmp);
2619 return 1;
2620
2621 /* Eneq(@csd.uu.se): Handle apply on containers. */
2622 case CLOSE_CON:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp->env);
2625 else
2626 (void) apply_container (op, tmp->env);
2627 return 1;
2628
2629 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp);
2634 return 1;
2635
2636 case TREASURE:
2637 if (op->type == PLAYER)
2638 {
2639 apply_treasure (op, tmp);
2640 return 1;
2641 }
2642 else
2643 {
2644 return 0;
2645 }
2646
2647 case WEAPON:
2648 case ARMOUR:
2649 case BOOTS:
2650 case GLOVES:
2651 case AMULET:
2652 case GIRDLE:
2653 case BRACERS:
2654 case SHIELD:
2655 case HELMET:
2656 case RING:
2657 case CLOAK:
2658 case WAND:
2659 case ROD:
2660 case HORN:
2661 case SKILL:
2662 case BOW:
2663 case LAMP:
2664 case BUILDER:
2665 case SKILL_TOOL:
2666 if (tmp->env != op)
2667 return 2; /* not in inventory */
2668 (void) apply_special (op, tmp, aflag);
2669 return 1;
2670
2671 case DRINK:
2672 case FOOD:
2673 case FLESH:
2674 apply_food (op, tmp);
2675 return 1;
2676
2677 case POISON:
2678 apply_poison (op, tmp);
2679 return 1;
2680
2681 case SAVEBED:
2682 return 1;
2683
2684 case ARMOUR_IMPROVER:
2685 if (op->type == PLAYER)
2686 {
2687 apply_armour_improver (op, tmp);
2688 return 1;
2689 }
2690 else
2691 return 0;
2692
2693 case WEAPON_IMPROVER:
2694 (void) check_improve_weapon (op, tmp);
2695 return 1;
2696
2697 case CLOCK:
2698 if (op->type == PLAYER)
2699 {
2700 char buf[MAX_BUF];
2701 timeofday_t tod;
2702
2703 get_tod (&tod);
2704 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2705 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2706 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2707 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2708 new_draw_info (NDI_UNIQUE, 0, op, buf);
2709 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715
2716 case MENU:
2717 if (op->type == PLAYER)
2718 {
2719 shop_listing (op);
2720 return 1;
2721 }
2722 else
2723 {
2724 return 0;
2725 }
2726
2727 case POWER_CRYSTAL:
2728 apply_power_crystal (op, tmp); /* see egoitem.c */
2729 return 1;
2730
2731 case LIGHTER: /* for lighting torches/lanterns/etc */
2732 if (op->type == PLAYER)
2733 {
2734 apply_lighter (op, tmp);
2735 return 1;
2736 }
2737 else
2738 {
2739 return 0;
2740 }
2741
2742 case ITEM_TRANSFORMER:
2743 apply_item_transformer (op, tmp);
2744 return 1;
2745
2746 default:
2747 return 0;
2748 }
2749}
2750
2751
2752/* quiet suppresses the "don't know how to apply" and "you must get it first"
2753 * messages as needed by player_apply_below(). But there can still be
2754 * "but you are floating high above the ground" messages.
2755 *
2756 * Same return value as apply() function.
2757 */
2758int
2759player_apply (object *pl, object *op, int aflag, int quiet)
2760{
2761 int tmp;
2762
2763 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2764 {
2765 /* player is flying and applying object not in inventory */
2766 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2767 {
2768 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2769 return 0;
2770 }
2771 }
2772
2773 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2774 * applied.
2775 */
2776 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2777 {
2778 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2779 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2780 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2781 op->destroy ();
2782 return 1;
2783 }
2784
2785 pl->contr->last_used = op;
2786
2787 tmp = manual_apply (pl, op, aflag);
2788 if (!quiet)
2789 {
2790 if (tmp == 0)
2791 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2792 else if (tmp == 2)
2793 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2794 }
2795 return tmp;
2796}
2797
2798/**
2799 * player_apply_below attempts to apply the object 'below' the player.
2800 * If the player has an open container, we use that for below, otherwise
2801 * we use the ground.
2802 */
2803
2804void
2805player_apply_below (object *pl)
2806{
2807 object *tmp, *next;
2808 int floors;
2809
2810 /* If using a container, set the starting item to be the top
2811 * item in the container. Otherwise, use the map.
2812 */
2813 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2814
2815 /* This is perhaps more complicated. However, I want to make sure that
2816 * we don't use a corrupt pointer for the next object, so we get the
2817 * next object in the stack before applying. This is can only be a
2818 * problem if player_apply() has a bug in that it uses the object but does
2819 * not return a proper value.
2820 */
2821 for (floors = 0; tmp != NULL; tmp = next)
2822 {
2823 next = tmp->below;
2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2825 floors++;
2826 else if (floors > 0)
2827 return; /* process only floor objects after first floor object */
2828
2829 /* If it is visible, player can apply it. If it is applied by
2830 * person moving on it, also activate. Added code to make it
2831 * so that at least one of players movement types be that which
2832 * the item needs.
2833 */
2834 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2835 {
2836 if (player_apply (pl, tmp, 0, 1) == 1)
2837 return;
2838 }
2839 if (floors >= 2)
2840 return; /* process at most two floor objects */
2841 }
2842} 1027}
2843 1028
2844/** 1029/**
2845 * Unapplies specified item. 1030 * Unapplies specified item.
2846 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2847 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2848 * to keep the size of apply_special to a more managable size. 1033 * to keep the size of apply_special to a more managable size.
2849 */ 1034 */
2850static int 1035static bool
2851unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2852{ 1037{
2853 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2854 return RESULT_INT (0); 1040 return RESULT_INT (0);
2855 1041
2856 object *tmp2; 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
2857 1044
2858 CLEAR_FLAG (op, FLAG_APPLIED); 1045 op->flag [FLAG_APPLIED] = false;
1046
2859 switch (op->type) 1047 switch (op->type)
2860 { 1048 {
1049 case SKILL:
1050 if (player *pl = who->contr)
1051 if (op->invisible)
1052 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1053 else
1054 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1055
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_SKILL] = false;
1058 break;
1059
2861 case WEAPON: 1060 case WEAPON:
2862 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1061 who->statusmsg (format ("You unwield %s.", query_name (op)));
2863
2864 (void) change_abil (who, op); 1062 change_abil (who, op);
2865 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1063 who->flag [FLAG_READY_WEAPON] = false;
2866 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1064
2867 clear_skill (who); 1065 // unapplying a weapon or skill tool should also unapply the skill it governs
1066 // but this is hard, as it shouldn't do so when the skill can
1067 // be used for other reasons
1068 //TODO: really?
1069 if (who->chosen_skill)
1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1071 unapply_special (who, who->chosen_skill, 0);
1072
2868 break; 1073 break;
2869 1074
2870 case SKILL: /* allows objects to impart skills */ 1075 case RANGED:
2871 case SKILL_TOOL: 1076 case BOW:
2872 if (op != who->chosen_skill) 1077 case WAND:
1078 case ROD:
1079 case HORN:
1080 if (player *pl = who->contr)
2873 { 1081 {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
1083 change_abil (who, op);
2875 } 1084 }
2876 if (who->type == PLAYER) 1085 else
2877 { 1086 {
2878 if (who->contr->shoottype == range_skill) 1087 if (op->type == BOW)
2879 who->contr->shoottype = range_none; 1088 op->flag [FLAG_READY_BOW ] = false;
2880 if (!op->invisible)
2881 {
2882 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2883 }
2884 else 1089 else
2885 { 1090 op->flag [FLAG_READY_RANGE] = false;
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2887 }
2888 } 1091 }
2889 (void) change_abil (who, op); 1092
2890 who->chosen_skill = NULL;
2891 CLEAR_FLAG (who, FLAG_READY_SKILL);
2892 break; 1093 break;
2893 1094
2894 case ARMOUR: 1095 case ARMOUR:
2895 case HELMET: 1096 case HELMET:
2896 case SHIELD: 1097 case SHIELD:
2899 case GLOVES: 1100 case GLOVES:
2900 case AMULET: 1101 case AMULET:
2901 case GIRDLE: 1102 case GIRDLE:
2902 case BRACERS: 1103 case BRACERS:
2903 case CLOAK: 1104 case CLOAK:
2904 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
2905 (void) change_abil (who, op); 1106 change_abil (who, op);
2906 break; 1107 break;
1108
2907 case LAMP: 1109 case SPELL:
2908 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1110 case BUILDER:
2909 tmp2 = arch_to_object (op->other_arch); 1111 who->statusmsg (format ("You unready %s.", query_name (op)));
2910 tmp2->x = op->x;
2911 tmp2->y = op->y;
2912 tmp2->map = op->map;
2913 tmp2->below = op->below;
2914 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2917
2918 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2919 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2920
2921 if (who->type == PLAYER)
2922 esrv_del_item (who->contr, op->count);
2923
2924 op->destroy ();
2925 insert_ob_in_ob (tmp2, who);
2926 who->update_stats ();
2927 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2928 {
2929 if (who->type == PLAYER)
2930 {
2931 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2932 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2933 }
2934 }
2935 if (who->type == PLAYER)
2936 esrv_send_item (who, tmp2);
2937 return 1; /* otherwise, an attempt to drop causes problems */
2938 break; 1112 break;
2939 case BOW: 1113
2940 case WAND: 1114 //case SKILL_TOOL://TODO
2941 case ROD: 1115 default:
2942 case HORN: 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
2943 clear_skill (who);
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2945 if (who->type == PLAYER)
2946 {
2947 who->contr->shoottype = range_none;
2948 }
2949 else
2950 {
2951 if (op->type == BOW)
2952 CLEAR_FLAG (who, FLAG_READY_BOW);
2953 else
2954 CLEAR_FLAG (who, FLAG_READY_RANGE);
2955 }
2956 break; 1117 break;
2957
2958 case BUILDER:
2959 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2960 who->contr->shoottype = range_none;
2961 who->contr->ranges[range_builder] = NULL;
2962 break;
2963
2964 default:
2965 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2966 break;
2967 } 1118 }
1119
1120 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1121 if (object *pl = op->visible_to ())
1122 esrv_send_item (pl, op);
2968 1123
2969 who->update_stats (); 1124 who->update_stats ();
2970 1125
2971 if (!(aflags & AP_NO_MERGE))
2972 {
2973 object *tmp;
2974
2975 tmp = merge_ob (op, NULL);
2976 if (who->type == PLAYER)
2977 {
2978 if (tmp)
2979 { /* it was merged */
2980 esrv_del_item (who->contr, op->count);
2981 op = tmp;
2982 }
2983
2984 esrv_send_item (who, op);
2985 }
2986 }
2987 return 0; 1126 return 1;
2988} 1127}
2989 1128
2990/** 1129/**
2991 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
2992 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
2993 * then go through the below of this. In this way, you can do 1132 * then go through the below of this. In this way, you can do
2994 * something like: 1133 * something like:
2995 * tmp = get_item_from_body_location(who->inv, 1); 1134 * tmp = get_next_item_from_body_location(who->inv, 1);
2996 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1135 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2997 * to find the second object that may use this location, etc. 1136 * to find the second object that may use this location, etc.
2998 * Returns NULL if no match is found. 1137 * Returns NULL if no match is found.
2999 * loc is the index into the array we are looking for a match. 1138 * loc is the index into the array we are looking for a match.
3000 * don't return invisible objects unless they are skill objects 1139 * don't return invisible objects unless they are skill objects
3001 * invisible other objects that use 1140 * invisible other objects that use
3002 * up body locations can be used as restrictions. 1141 * up body locations can be used as restrictions.
3003 */ 1142 */
3004object * 1143static object *
3005get_item_from_body_location (object *start, int loc) 1144get_next_item_from_body_location (int loc, object *start)
3006{ 1145{
3007 object *tmp;
3008
3009 if (!start)
3010 return NULL;
3011
3012 for (tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
3013 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1147 if (tmp->flag [FLAG_APPLIED]
1148 && tmp->slot [loc].info
1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3014 return tmp; 1150 return tmp;
3015 1151
3016 return NULL; 1152 return 0;
3017} 1153}
3018
3019
3020 1154
3021/** 1155/**
3022 * 'op' wants to apply an object, but can't because of other equipment. 1156 * 'op' wants to apply an object, but can't because of other equipment.
3023 * This should only be called when it is known 1157 * This should only be called when it is known
3024 * that there are objects to unapply. This makes pretty heavy 1158 * that there are objects to unapply. This makes pretty heavy
3027 * Returns 0 on success, returns 1 if there is some problem. 1161 * Returns 0 on success, returns 1 if there is some problem.
3028 * if aflags is AP_PRINT, we instead print out waht to unapply 1162 * if aflags is AP_PRINT, we instead print out waht to unapply
3029 * instead of doing it. This is a lot less code than having 1163 * instead of doing it. This is a lot less code than having
3030 * another function that does just that. 1164 * another function that does just that.
3031 */ 1165 */
3032int 1166
1167#define CANNOT_REMOVE_CURSED \
1168 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1169 "Praying over an altar, scrolls of remove curse/damnation, " \
1170 "priests or even other players might help.>"
1171
1172static bool
3033unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
3034{ 1174{
3035 int i; 1175 if (op->is_range ())
3036 object *tmp = NULL, *last;
3037
3038 /* If we are applying a shield or weapon, unapply any equipped shield
3039 * or weapons first - only allowed to use one weapon/shield at a time.
3040 */
3041 if (op->type == WEAPON || op->type == SHIELD)
3042 {
3043 for (tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 { 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1178 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3046 { 1179 {
3047 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3048 {
3049 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
3050 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1181 who->failmsg (query_name (tmp));
3051 else 1182 else
3052 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
3053 } 1184 }
3054 else 1185 else
3055 { 1186 {
3056 /* In this case, we want to try and remove a cursed item. 1187 /* In this case, we want to try and remove a cursed item.
3057 * While we know it won't work, we want unapply_special to 1188 * While we know it won't work, we want unapply_special to
3058 * at least generate the message. 1189 * at least generate the message.
3059 */ 1190 */
3060 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1191 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3061 return 1; 1192 return 1;
3062 }
3063
3064 } 1193 }
3065 }
3066 }
3067 1194
3068 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3069 { 1196 {
3070 /* this used up a slot that we need to free */ 1197 /* this used up a slot that we need to free */
3071 if (op->body_info[i]) 1198 if (op->slot[i].info)
3072 { 1199 {
3073 last = who->inv; 1200 object *last = who->inv;
3074 1201
3075 /* We do a while loop - may need to remove several items in order 1202 /* We do a while loop - may need to remove several items in order
3076 * to free up enough slots. 1203 * to free up enough slots.
3077 */ 1204 */
3078 while ((who->body_used[i] + op->body_info[i]) < 0) 1205 while ((who->slot[i].used + op->slot[i].info) < 0)
3079 { 1206 {
3080 tmp = get_item_from_body_location (last, i); 1207 object *tmp = get_next_item_from_body_location (i, last);
1208
3081 if (!tmp) 1209 if (!tmp)
3082 { 1210 {
3083#if 0 1211#if 0
3084 /* Not a bug - we'll get this if the player has cursed items 1212 /* Not a bug - we'll get this if the player has cursed items
3085 * equipped. 1213 * equipped.
3086 */ 1214 */
3087 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1215 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3088#endif 1216#endif
3089 return 1; 1217 return 1;
3090 } 1218 }
1219
3091 /* If we are just printing, we don't care about cursed status */ 1220 /* If we are just printing, we don't care about cursed status */
3092 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1221 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3093 { 1222 {
3094 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
3095 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1224 who->failmsg (query_name (tmp));
3096 else 1225 else
3097 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
3098 } 1227 }
3099 else 1228 else
3100 { 1229 {
3101 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
3102 * Note this could be annoying if this is just one of a few, 1231 * Note this could be annoying if this is just one of a few,
3103 * so it may not be critical (eg, putting on a ring and you have 1232 * so it may not be critical (eg, putting on a ring and you have
3104 * one cursed ring.) 1233 * one cursed ring.)
3105 */ 1234 */
3106 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3107 } 1236 }
1237
3108 last = tmp->below; 1238 last = tmp->below;
3109 } 1239 }
3110 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1240 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3111 * return in the !tmp would have kicked in. 1241 * return in the !tmp would have kicked in.
3112 */ 1242 */
3113 } /* if op is using this body location */ 1243 } /* if op is using this body location */
3114 } /* for body lcoations */ 1244 } /* for body lcoations */
1245
3115 return 0; 1246 return 0;
3116} 1247}
3117 1248
3118/** 1249/**
3119 * Checks to see if 'who' can apply object 'op'. 1250 * Checks to see if 'who' can apply object 'op'.
3120 * Returns 0 if apply can be done without anything special. 1251 * Returns 0 if apply can be done without anything special.
3121 * Otherwise returns a bitmask - potentially several of these may be 1252 * Otherwise returns a bitmask - potentially several of these may be
3122 * set, but largely depends on circumstance - in the future, processing 1253 * set, but largely depends on circumstance - in the future, processing
3123 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1254 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3124 * is set, do we really are what the other flags may be?) 1255 * is set, do we really care what the other flags may be?)
3125 * 1256 *
3126 * See include/define.h for detailed description of the meaning of 1257 * See include/define.h for detailed description of the meaning of
3127 * these return values. 1258 * these return values.
3128 */ 1259 */
3129int 1260int
3130can_apply_object (object *who, object *op) 1261can_apply_object (object *who, object *op)
3131{ 1262{
3132 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1263 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3133 return RESULT_INT (0); 1264 return RESULT_INT (0);
3134 1265
3135 int i, retval = 0; 1266 int retval = 0;
3136 object *tmp = NULL, *ws = NULL; 1267 object *tmp = 0, *ws = 0;
3137 1268
3138 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1269 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3139 * 2 weapons, but we don't want to let them do that. So if they are
3140 * trying to equip a weapon or shield, see if they already have one
3141 * in place and store that way.
3142 */
3143 if (op->type == WEAPON || op->type == SHIELD)
3144 { 1270 {
3145 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1271 if (op->slot[i].info)
3146 { 1272 {
3147 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1273 /* Item uses more slots than we have */
1274 if (who->slot[i].info + op->slot [i].info < 0)
3148 { 1275 {
3149 retval = CAN_APPLY_UNAPPLY;
3150 ws = tmp;
3151 }
3152 }
3153 }
3154
3155
3156 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3157 {
3158 if (op->body_info[i])
3159 {
3160 /* Item uses more slots than we have */
3161 if (FABS (op->body_info[i]) > who->body_info[i])
3162 {
3163 /* Could return now for efficiently - rest of info below isn' 1276 /* Could return now for efficiency - rest of info below isn't
3164 * really needed. 1277 * really needed.
3165 */ 1278 */
3166 retval |= CAN_APPLY_NEVER; 1279 retval |= CAN_APPLY_NEVER;
3167 } 1280 }
3168 else if ((who->body_used[i] + op->body_info[i]) < 0) 1281 else if (who->slot[i].used + op->slot[i].info < 0)
3169 { 1282 {
3170 /* in this case, equipping this would use more free spots than 1283 /* in this case, equipping this would use more free spots than
3171 * we have. 1284 * we have.
3172 */ 1285 */
3173 object *tmp1;
3174
3175 1286
3176 /* if we have an applied weapon/shield, and unapply it would free 1287 /* if we have an applied weapon/shield, and unapply it would free
3177 * enough slots to equip the new item, then just set this can 1288 * enough slots to equip the new item, then just set "can
3178 * continue. We don't care about the logic below - if you have 1289 * apply unapply". We don't care about the logic below - if you have a
3179 * shield equipped and try to equip another shield, there is only 1290 * shield equipped and try to equip another shield, there is only
3180 * one choice. However, the check for the number of body locations 1291 * one choice. However, the check for the number of body locations
3181 * does take into the account cases where what is being applied 1292 * does take into the account cases where what is being applied
3182 * may be two handed for example. 1293 * may be two handed for example.
3183 */ 1294 */
3184 if (ws) 1295 if (ws)
3185 { 1296 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3186 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3187 { 1297 {
3188 retval |= CAN_APPLY_UNAPPLY; 1298 retval |= CAN_APPLY_UNAPPLY;
3189 continue; 1299 continue;
3190 } 1300 }
3191 }
3192 1301
3193 tmp1 = get_item_from_body_location (who->inv, i); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3194 if (!tmp1) 1303 if (!tmp1)
3195 {
3196#if 0
3197 /* This is sort of an error, but happens a lot when old players
3198 * join in with more stuff equipped than they are now allowed.
3199 */
3200 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3201#endif
3202 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
3203 }
3204 else 1305 else
3205 { 1306 {
3206 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
3207 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
3208 * to apply multiple objects 1309 * to apply multiple objects
3209 */ 1310 */
3210 retval |= CAN_APPLY_UNAPPLY; 1311 retval |= CAN_APPLY_UNAPPLY;
1312
3211 if (!tmp) 1313 if (!tmp)
3212 tmp = tmp1; 1314 tmp = tmp1;
3213 else if (tmp != tmp1) 1315 else if (tmp != tmp1)
3214 {
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 1316 retval |= CAN_APPLY_UNAPPLY_MULT;
3216 } 1317
3217 /* This object isn't using up all the slots, so there must 1318 /* This object isn't using up all the slots, so there must
3218 * be another. If so, and it the new item doesn't need all 1319 * be another. If so, and it the new item doesn't need all
3219 * the slots, the player then has a choice. 1320 * the slots, the player then has a choice.
3220 */ 1321 */
3221 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1322 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1323 && abs (op->slot[i].info) < who->slot[i].info)
3222 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1324 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3223 1325
3224 /* Does unequippint 'tmp1' free up enough slots for this to be 1326 /* Does unequippint 'tmp1' free up enough slots for this to be
3225 * equipped? If not, there must be something else to unapply. 1327 * equipped? If not, there must be something else to unapply.
3226 */ 1328 */
3227 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1329 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3228 retval |= CAN_APPLY_UNAPPLY_MULT; 1330 retval |= CAN_APPLY_UNAPPLY_MULT;
3229
3230 } 1331 }
3231 } /* if not enough free slots */ 1332 } /* if not enough free slots */
3232 } /* if this object uses location i */ 1333 } /* if this object uses location i */
3233 } /* for i -> num_body_locations loop */ 1334 } /* for i -> num_body_locations loop */
3234 1335
3237 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3238 * because you can't control those just by body location - bows, shields, 1339 * because you can't control those just by body location - bows, shields,
3239 * and weapons all use the same slot. Similar for horn/rod/wand - they 1340 * and weapons all use the same slot. Similar for horn/rod/wand - they
3240 * all use the same location. 1341 * all use the same location.
3241 */ 1342 */
3242 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3243 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
1345
3244 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3245 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3246 1348
3247
3248 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3249 { 1350 {
3250 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1351 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3251 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
1353
3252 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3253 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
1356
3254 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3255 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
1359
3256 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3257 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3258 } 1362 }
1363
3259 return retval; 1364 return retval;
3260} 1365}
3261
3262
3263 1366
3264/** 1367/**
3265 * who is the object using the object. It can be a monster. 1368 * who is the object using the object. It can be a monster.
3266 * op is the object they are using. op is an equipment type item, 1369 * op is the object they are using. op is an equipment type item,
3267 * eg, one which you put on and keep on for a while, and not something 1370 * eg, one which you put on and keep on for a while, and not something
3276 * AP_UNAPPLY=always unapply). 1379 * AP_UNAPPLY=always unapply).
3277 * 1380 *
3278 * Optional flags: 1381 * Optional flags:
3279 * AP_NO_MERGE: don't merge an unapplied object with other objects 1382 * AP_NO_MERGE: don't merge an unapplied object with other objects
3280 * AP_IGNORE_CURSE: unapply cursed items 1383 * AP_IGNORE_CURSE: unapply cursed items
1384 * AP_NO_READY: do not ready skills when applying skill tools
3281 * 1385 *
3282 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1386 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3283 * 1387 *
3284 * apply_special() doesn't check for unpaid items. 1388 * apply_special() doesn't check for unpaid items.
3285 */ 1389 */
3286int 1390
1391#define LACK_ITEM_POWER \
1392 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1393
1394static bool
3287apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3288{ 1396{
3289 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3290 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *tmp2, *skop = NULL;
3291 int i;
3292
3293 if (who == NULL)
3294 {
3295 LOG (llevError, "apply_special() from object without environment.\n");
3296 return 1;
3297 }
3298
3299 if (op->env != who)
3300 return 1; /* op is not in inventory */
3301 1399
3302 /* trying to unequip op */ 1400 /* trying to unequip op */
3303 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
3304 { 1402 {
3305 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3306 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
3307 return 0; 1405 return 0;
3308 1406
3309 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1407 return unapply_special (who, op, aflags);
1408 }
1409 else if (basic_flag == AP_UNAPPLY)
1410 return 0;
1411
1412 splay (op);
1413
1414 /* Can't just apply this object. Lets see what not and what to do */
1415 if (int i = can_apply_object (who, op))
1416 {
1417 if (i & CAN_APPLY_NEVER)
3310 { 1418 {
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1419 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3312 return 1; 1420 return 1;
3313 } 1421 }
3314 return unapply_special (who, op, aflags); 1422 else if (i & CAN_APPLY_RESTRICTION)
3315 } 1423 {
3316 1424 who->failmsgf (
3317 if (basic_flag == AP_UNAPPLY) 1425 "You have a prohibition against using a %s. "
3318 return 0; 1426 "H<Your belief, profession or class prevents you from applying this item.>",
3319 1427 query_name (op)
3320 i = can_apply_object (who, op);
3321
3322 /* Can't just apply this object. Lets see what not and what to do */
3323 if (i)
3324 {
3325 if (i & CAN_APPLY_NEVER)
3326 { 1428 );
3327 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3328 return 1; 1429 return 1;
3329 } 1430 }
3330 else if (i & CAN_APPLY_RESTRICTION) 1431
3331 {
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3333 return 1;
3334 }
3335 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
3336 { 1433 {
3337 /* Some error, so don't try to equip something more */ 1434 /* Some error, so don't try to equip something more */
3338 if (unapply_for_ob (who, op, aflags)) 1435 if (unapply_for_ob (who, op, aflags))
3339 return 1; 1436 return 1;
3340 } 1437 }
3341 else 1438 else
3342 { 1439 {
3343 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1440 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3344 { 1441 {
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1442 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3346 unapply_for_ob (who, op, AP_PRINT); 1443 unapply_for_ob (who, op, AP_PRINT);
3347 return 1; 1444 return 1;
3348 } 1445 }
3349 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1446 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3350 {
3351 i = unapply_for_ob (who, op, aflags); 1447 if (unapply_for_ob (who, op, aflags))
3352 if (i)
3353 return 1; 1448 return 1;
3354 }
3355 } 1449 }
3356 } 1450 }
3357 1451
3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1452 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359 { 1453 {
1454 // try to ready attached skill first
3360 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
1456
3361 if (!skop) 1457 if (!skop)
3362 { 1458 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1459 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3364 return 1; 1460 return 1;
3365 } 1461 }
3366 else 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3367 {
3368 /* While experience will be credited properly, we want to change the
3369 * skill so that the dam and wc get updated
3370 */
3371 change_skill (who, skop, 0);
3372 } 1463 {
3373 } 1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3374 1465 return 1;
3375 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1466 }
3376 { 1467 }
3377 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 1468
1469 if (!check_item_power (who, op->item_power))
1470 {
1471 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3378 return 1; 1472 return 1;
3379 } 1473 }
3380
3381 1474
3382 /* Ok. We are now at the state where we can apply the new object. 1475 /* Ok. We are now at the state where we can apply the new object.
3383 * Note that we don't have the checks for can_use_... 1476 * Note that we don't have the checks for can_use_...
3384 * below - that is already taken care of by can_apply_object. 1477 * below - that is already taken care of by can_apply_object.
3385 */ 1478 */
3386 1479
3387 1480 // split away all the other items from the stack, so only one item is left
3388 if (op->nrof > 1) 1481 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3389 tmp = get_split_ob (op, op->nrof - 1);
3390 else
3391 tmp = NULL;
3392 1482
3393 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1483 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3394 return RESULT_INT (0); 1484 return RESULT_INT (0);
3395 1485
3396 switch (op->type) 1486 switch (op->type)
3397 { 1487 {
3398 case WEAPON: 1488 case WEAPON:
3399 if (!check_weapon_power (who, op->last_eat)) 1489 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3400 {
3401 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3403 if (tmp != NULL)
3404 (void) insert_ob_in_ob (tmp, who);
3405 return 1;
3406 }
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 { 1490 {
3409 /* if the weapon does not have the name as the character, can't use it. */ 1491 /* if the weapon does not have the name as the character, can't use it. */
3410 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1492 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3411 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1493 who->failmsg ("The weapon does not recognize you as its owner. "
3412 if (tmp != NULL) 1494 "H<Its name indicates that it belongs to somebody else.>");
3413 (void) insert_ob_in_ob (tmp, who); 1495 if (tmp) who->insert (tmp);
3414 return 1; 1496 return 1;
3415 } 1497 }
3416 SET_FLAG (op, FLAG_APPLIED);
3417 1498
3418 if (skop) 1499 op->flag [FLAG_APPLIED] = true;
3419 change_skill (who, skop, 1);
3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3421 SET_FLAG (who, FLAG_READY_WEAPON);
3422 1500
3423 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 1501 if (player *pl = who->contr)
3424 1502 {
1503 who->statusmsg (format ("You wield %s.", query_name (op)));
3425 (void) change_abil (who, op); 1504 change_abil (who, op);
1505 }
1506
1507 op->flag [FLAG_READY_WEAPON] = true;
3426 break; 1508 break;
3427 1509
3428 case ARMOUR: 1510 case ARMOUR:
3429 case HELMET: 1511 case HELMET:
3430 case SHIELD: 1512 case SHIELD:
3433 case GIRDLE: 1515 case GIRDLE:
3434 case BRACERS: 1516 case BRACERS:
3435 case CLOAK: 1517 case CLOAK:
3436 case RING: 1518 case RING:
3437 case AMULET: 1519 case AMULET:
3438 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
3440 (void) change_abil (who, op); 1522 change_abil (who, op);
3441 break; 1523 break;
1524
1525 case SKILL_TOOL:
1526 // applying a skill tool does not ready the skill
1527 // if something needs the skill, it has to ready it itself
1528 //TODO: unapplying should unapply the skill, though
1529 op->set_flag (FLAG_APPLIED);
1530 break;
1531
3442 case LAMP: 1532 case SKILL:
3443 if (op->stats.food < 1) 1533 if (who->contr)
1534 if (op->invisible)
1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1536 else
1537 who->statusmsg (format ("You ready %s.", query_name (op)));
1538
1539 who->set_flag (FLAG_READY_SKILL);
1540 op->set_flag (FLAG_APPLIED);
1541 change_abil (who, op);
1542 break;
1543
1544 case BOW:
1545 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3444 { 1546 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 1547 who->failmsg ("The weapon does not recognize you as its owner. "
1548 "H<Its name indicates that it belongs to somebody else.>");
1549 if (tmp) who->insert (tmp);
3446 return 1; 1550 return 1;
3447 } 1551 }
3448 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3449 tmp2 = arch_to_object (op->other_arch);
3450 tmp2->stats.food = op->stats.food;
3451 SET_FLAG (tmp2, FLAG_APPLIED);
3452 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3453 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3454 insert_ob_in_ob (tmp2, who);
3455 1552
3456 /* Remove the old lantern */ 1553 if (player *pl = who->contr)
3457 if (who->type == PLAYER)
3458 esrv_del_item (who->contr, op->count);
3459
3460 op->destroy ();
3461
3462 /* insert the portion that was split off */
3463 if (tmp != NULL)
3464 { 1554 {
3465 (void) insert_ob_in_ob (tmp, who); 1555 op->flag [FLAG_APPLIED] = true;
3466 if (who->type == PLAYER) 1556 who->statusmsg (format ("You wield the %s.", query_name (op)));
3467 esrv_send_item (who, tmp); 1557 change_abil (who, op);
3468 } 1558 }
3469 who->update_stats (); 1559 break;
3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1560
1561 case RANGED:
1562 if (player *pl = who->contr)
3471 { 1563 {
3472 if (who->type == PLAYER) 1564 op->flag [FLAG_APPLIED] = true;
3473 { 1565 who->statusmsg (format ("You applied the %s.", query_name (op)));
3474 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3475 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3476 }
3477 } 1566 }
3478 if (who->type == PLAYER)
3479 esrv_send_item (who, tmp2);
3480 return 0;
3481 break; 1567 break;
3482 1568
3483 /* this part is needed for skill-tools */
3484 case SKILL: 1569 case SPELL:
3485 case SKILL_TOOL: 1570 if (player *pl = who->contr)
3486 if (who->chosen_skill)
3487 { 1571 {
3488 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1572 op->flag [FLAG_APPLIED] = true;
3489 return 1; 1573 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3490 } 1574 }
3491 if (who->type == PLAYER)
3492 {
3493 who->contr->shoottype = range_skill;
3494 who->contr->ranges[range_skill] = op;
3495 if (!op->invisible)
3496 {
3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3498 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3499 }
3500 else
3501 {
3502 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3503 }
3504 }
3505 SET_FLAG (op, FLAG_APPLIED);
3506 (void) change_abil (who, op);
3507 who->chosen_skill = op;
3508 SET_FLAG (who, FLAG_READY_SKILL);
3509 break; 1575 break;
3510 1576
1577 /*FALLTHROUGH*/
3511 case BOW: 1578 case WAND:
3512 if (!check_weapon_power (who, op->last_eat))
3513 {
3514 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3515 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3516 if (tmp != NULL)
3517 (void) insert_ob_in_ob (tmp, who);
3518 return 1;
3519 }
3520 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3521 {
3522 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3523 if (tmp != NULL)
3524 (void) insert_ob_in_ob (tmp, who);
3525 return 1;
3526 }
3527 /*FALLTHROUGH*/ case WAND:
3528 case ROD: 1579 case ROD:
3529 case HORN: 1580 case HORN:
3530 /* check for skill, alter player status */ 1581 op->flag [FLAG_APPLIED] = true;
3531 SET_FLAG (op, FLAG_APPLIED);
3532 if (skop)
3533 change_skill (who, skop, 0);
3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3535 1582
3536 if (who->type == PLAYER) 1583 if (player *pl = who->contr)
3537 { 1584 {
1585 who->statusmsg (format ("You ready %s.", query_name (op)));
1586
3538 if (op->type == BOW) 1587 if (op->type == BOW)
3539 { 1588 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1589
3540 (void) change_abil (who, op); 1590 change_abil (who, op);
3541 new_draw_info_format (NDI_UNIQUE, 0, who,
3542 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3543 who->contr->shoottype = range_bow;
3544 }
3545 else
3546 {
3547 who->contr->shoottype = range_misc;
3548 }
3549 } 1591 }
3550 else 1592 else
3551 { 1593 {
3552 if (op->type == BOW) 1594 if (op->type == BOW)
3553 SET_FLAG (who, FLAG_READY_BOW); 1595 op->flag [FLAG_READY_BOW ] = true;
3554 else 1596 else
3555 SET_FLAG (who, FLAG_READY_RANGE); 1597 op->flag [FLAG_READY_RANGE] = true;
1598 }
1599
1600 break;
1601
1602 case BUILDER:
1603 if (player *pl = who->contr)
1604 {
1605 who->statusmsg (format ("You ready your %s.", query_name (op)));
1606 //TODO: change_abil?
3556 } 1607 }
3557 break; 1608 break;
3558 1609
3559 case BUILDER:
3560 if (who->contr->ranges[range_builder])
3561 unapply_special (who, who->contr->ranges[range_builder], 0);
3562 who->contr->shoottype = range_builder;
3563 who->contr->ranges[range_builder] = op;
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3565 break;
3566
3567 default: 1610 default:
3568 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
3569 } /* end of switch op->type */ 1612 }
3570 1613
3571 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
3572 1615
3573 if (tmp != NULL) 1616 if (tmp) who->insert (tmp);
3574 tmp = insert_ob_in_ob (tmp, who);
3575 1617
3576 who->update_stats (); 1618 who->update_stats ();
3577 1619
3578 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
3579 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
3580 * you don't know anything about them. 1622 * you don't know anything about them.
3581 */ 1623 */
3582 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1624 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3583 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
3584 1626
3585 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3586 {
3587 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
3588 { 1629 {
3589 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1630 who->failmsg (
3590 SET_FLAG (op, FLAG_KNOWN_CURSED); 1631 "Oops, it feels deadly cold! "
1632 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1633 );
1634 op->set_flag (FLAG_KNOWN_CURSED);
3591 } 1635 }
3592 } 1636
3593 if (who->type == PLAYER) 1637 if (object *pl = op->visible_to ())
3594 {
3595 /* if multiple objects were applied, update both slots */
3596 if (tmp)
3597 esrv_send_item (who, tmp);
3598 esrv_send_item (who, op); 1638 esrv_send_item (pl, op);
3599 } 1639
3600 return 0; 1640 return 0;
3601} 1641}
3602 1642
3603 1643/**
1644 * Check if op should abort moving victim because of it's race or slaying.
1645 * Returns 1 if it should abort, returns 0 if it should continue.
1646 */
3604int 1647int
3605monster_apply_special (object *who, object *op, int aflags) 1648should_director_abort (object *op, object *victim)
3606{ 1649{
3607 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1650 int arch_flag, name_flag, race_flag;
1651
1652 /* Get flags to determine what of arch, name, and race should be checked.
1653 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1654 * the next is the name flag, and the last is the race flag. Also note,
1655 * if subtype is set to zero, that also goes to defaults of all affecting
1656 * it. Examples:
1657 * subtype 1: only arch
1658 * subtype 3: arch or name
1659 * subtype 5: arch or race
1660 * subtype 7: all three
1661 */
1662 if (op->subtype)
1663 {
1664 arch_flag = op->subtype & 1;
1665 name_flag = op->subtype & 2;
1666 race_flag = op->subtype & 4;
1667 }
1668 else
1669 {
1670 arch_flag = 1;
1671 name_flag = 1;
1672 race_flag = 1;
1673 }
1674
1675 /* If the director has race set, only affect objects with a arch,
1676 * name or race that matches.
1677 */
1678 if ((op->race) &&
1679 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1680 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1681 ((!(victim->race && race_flag) || op->race != victim->race)))
3608 return 1; 1682 return 1;
1683
1684 /* If the director has slaying set, only affect objects where none
1685 * of arch, name, or race match.
1686 */
1687 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1688 ((victim->name && name_flag && op->slaying == victim->name)) ||
1689 ((victim->race && race_flag && op->slaying == victim->race)))
1690 return 1;
1691
1692 return 0;
1693}
1694
1695/**
1696 * This handles a player dropping money on an altar to identify stuff.
1697 * It'll identify marked item, if none all items up to dropped money.
1698 * Return value: 1 if money was destroyed, 0 if not.
1699 */
1700static int
1701apply_id_altar (object *money, object *altar, object *pl)
1702{
1703 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1704
1705 if (!pl || pl->type != PLAYER)
1706 return 0;
1707
1708 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1709 * identifying' from being printed out more than it needs to be.
1710 */
1711 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1712 return 0;
1713
1714 /* if the player has a marked item, identify that if it needs to be
1715 * identified. If it doesn't, then go through the player inventory.
1716 */
1717 if (object *marked = pl->mark ())
1718 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1719 {
1720 if (operate_altar (altar, &money, pl))
1721 {
1722 identify (marked);
1723
1724 buf.printf ("You have %s.\r", long_desc (marked, pl));
1725 if (marked->msg)
1726 buf << "The item has a story:\r" << marked->msg << "\n\n";
1727
1728 return !money;
1729 }
1730 }
1731
1732 for (object *id = pl->inv; id; id = id->below)
1733 {
1734 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1735 {
1736 if (operate_altar (altar, &money, pl))
1737 {
1738 identify (id);
1739
1740 buf.printf ("You have %s.\r", long_desc (id, pl));
1741 if (id->msg)
1742 buf << "The item has a story:\r" << id->msg << "\n\n";
1743
1744 /* If no more money, might as well quit now */
1745 if (!money || !check_altar_sacrifice (altar, money))
1746 break;
1747 }
1748 else
1749 {
1750 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1751 break;
1752 }
1753 }
1754 }
1755
1756 if (buf.empty ())
1757 pl->failmsg ("You have nothing that needs identifying");
1758 else
1759 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1760
1761 return !money;
1762}
1763
1764/**
1765 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1766 * matching item.
1767 **/
1768void
1769handle_apply_yield (object *tmp)
1770{
1771 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1772 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1773}
1774
1775/**
1776 * Handles applying a potion.
1777 */
1778int
1779apply_potion (object *op, object *tmp)
1780{
1781 int got_one = 0, i;
1782 object *force = 0;
1783
1784 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1785
1786 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1787 {
1788 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1789
1790 tmp->clr_flag (FLAG_APPLIED);
1791 return 0;
1792 }
1793
1794 if (op->type == PLAYER)
1795 if (!tmp->flag [FLAG_IDENTIFIED])
1796 identify (tmp);
1797
1798 handle_apply_yield (tmp);
1799
1800 /* Potion of restoration - only for players */
1801 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1802 {
1803 object *depl;
1804 archetype *at;
1805
1806 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1807 {
1808 op->drain_stat ();
1809 op->update_stats ();
1810 tmp->decrease ();
1811 return 1;
1812 }
1813
1814 if (!(at = archetype::find (shstr_depletion)))
1815 {
1816 LOG (llevError, "Could not find archetype depletion\n");
1817 return 0;
1818 }
1819
1820 depl = present_arch_in_ob (at, op);
1821
1822 if (depl)
1823 {
1824 for (i = 0; i < NUM_STATS; i++)
1825 if (depl->stats.stat (i))
1826 op->statusmsg (restore_msg[i]);
1827
1828 depl->destroy ();
1829 op->update_stats ();
1830 }
1831 else
1832 op->statusmsg ("Your potion had no effect.");
1833
1834 tmp->decrease ();
1835 return 1;
1836 }
1837
1838 /* improvement potion - only for players */
1839 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1840 {
1841 for (i = 1; i < min (11, op->level); i++)
1842 {
1843 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1844 {
1845 if (op->contr->levhp[i] != 1)
1846 {
1847 op->contr->levhp[i] = 1;
1848 break;
1849 }
1850
1851 if (op->contr->levsp[i] != 1)
1852 {
1853 op->contr->levsp[i] = 1;
1854 break;
1855 }
1856
1857 if (op->contr->levgrace[i] != 1)
1858 {
1859 op->contr->levgrace[i] = 1;
1860 break;
1861 }
1862 }
1863 else
1864 {
1865 if (op->contr->levhp[i] < 9)
1866 {
1867 op->contr->levhp[i] = 9;
1868 break;
1869 }
1870
1871 if (op->contr->levsp[i] < 6)
1872 {
1873 op->contr->levsp[i] = 6;
1874 break;
1875 }
1876
1877 if (op->contr->levgrace[i] < 3)
1878 {
1879 op->contr->levgrace[i] = 3;
1880 break;
1881 }
1882 }
1883 }
1884
1885 /* Just makes checking easier */
1886 if (i < min (11, op->level))
1887 got_one = 1;
1888
1889 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1890 {
1891 if (got_one)
1892 {
1893 op->update_stats ();
1894 op->statusmsg ("The Gods smile upon you and remake you "
1895 "a little more in their image. "
1896 "You feel a little more perfect.", NDI_GREEN);
1897 }
1898 else
1899 op->statusmsg ("The potion had no effect - you are already perfect.");
1900 }
1901 else
1902 { /* cursed potion */
1903 if (got_one)
1904 {
1905 op->update_stats ();
1906 op->failmsg ("The Gods are angry and punish you.");
1907 }
1908 else
1909 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1910 }
1911
1912 tmp->decrease ();
1913 return 1;
1914 }
1915
1916
1917 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1918 * and heroism all fit into this category. Given the spell object code,
1919 * there is no limit to the number of spells that potions can be cast,
1920 * but direction is problematic to try and imbue fireball potions for example.
1921 */
1922 if (tmp->inv)
1923 {
1924 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1925 {
1926 op->failmsg ("Yech! Your lungs are on fire!");
1927 create_exploding_ball_at (op, op->level);
1928 }
1929 else
1930 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1931
1932 tmp->decrease ();
1933
1934 /* if youre dead, no point in doing this... */
1935 if (!op->flag [FLAG_REMOVED])
1936 op->update_stats ();
1937
1938 return 1;
1939 }
1940
1941 /* Deal with protection potions */
1942 force = NULL;
1943 for (i = 0; i < NROFATTACKS; i++)
1944 {
1945 if (tmp->resist[i])
1946 {
1947 if (!force)
1948 force = archetype::get (FORCE_NAME);
1949
1950 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1951 force->type = POTION_EFFECT;
1952 break; /* Only need to find one protection since we copy entire batch */
1953 }
1954 }
1955
1956 /* This is a protection potion */
1957 if (force)
1958 {
1959 /* cursed items last longer */
1960 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1961 {
1962 force->stats.food *= 10;
1963 for (i = 0; i < NROFATTACKS; i++)
1964 if (force->resist[i] > 0)
1965 force->resist[i] = -force->resist[i]; /* prot => vuln */
1966 }
1967
1968 force->speed_left = -1;
1969 force = insert_ob_in_ob (force, op);
1970 tmp->clr_flag (FLAG_APPLIED);
1971 force->set_flag (FLAG_APPLIED);
1972 change_abil (op, force);
1973 tmp->decrease ();
1974 return 1;
1975 }
1976
1977 /* Only thing left are the stat potions */
1978 if (op->type == PLAYER)
1979 { /* only for players */
1980 if ((tmp->flag [FLAG_CURSED]
1981 || tmp->flag [FLAG_DAMNED])
1982 && tmp->value != 0)
1983 tmp->clr_flag (FLAG_APPLIED);
1984 else
1985 tmp->set_flag (FLAG_APPLIED);
1986
1987 if (!change_abil (op, tmp))
1988 op->statusmsg ("Nothing happened.");
1989 }
1990
1991 /* CLEAR_FLAG is so that if the character has other potions
1992 * that were grouped with the one consumed, his
1993 * stat will not be raised by them. fix_player just clears
1994 * up all the stats.
1995 */
1996 tmp->clr_flag (FLAG_APPLIED);
1997 op->update_stats ();
1998 tmp->decrease ();
1999 return 1;
2000}
2001
2002/**
2003 * 'victim' moves onto 'trap'
2004 * 'victim' leaves 'trap'
2005 * effect is determined by move_on/move_off of trap and move_type of victime.
2006 *
2007 * originator: Player, monster or other object that caused 'victim' to move
2008 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2009 * However, some types of traps require an originator to function.
2010 */
2011void
2012move_apply (object *trap, object *victim, object *originator)
2013{
2014 static int recursion_depth = 0;
2015
2016 trap = trap->head_ ();
2017
2018 /* Only exits affect DMs. */
2019 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2020 return;
2021
2022 /* move_apply() is the most likely candidate for causing unwanted and
2023 * possibly unlimited recursion.
2024 */
2025
2026 /* The following was changed because it was causing perfectly correct
2027 * maps to fail. 1) it's not an error to recurse:
2028 * rune detonates, summoning monster. monster lands on nearby rune.
2029 * nearby rune detonates. This sort of recursion is expected and
2030 * proper. This code was causing needless crashes.
2031 */
2032 if (recursion_depth >= 500)
2033 {
2034 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2035 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2036 return;
2037 }
2038
2039 recursion_depth++;
2040
2041 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2042 switch (trap->type)
2043 {
2044 case PLAYERMOVER:
2045 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2046 {
2047 if (!trap->stats.maxsp)
2048 trap->stats.maxsp = 2;
2049
2050 /* Is this correct? From the docs, it doesn't look like it
2051 * should be divided by trap->speed
2052 */
2053 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2054
2055 /* Just put in some sanity check. I think there is a bug in the
2056 * above with some objects have zero speed, and thus the player
2057 * getting permanently paralyzed.
2058 */
2059 victim->speed_left = max (-50.f, victim->speed_left);
2060 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2061 }
2062 break;
2063
2064 case SPINNER:
2065 if (victim->direction)
2066 {
2067 victim->direction = absdir (victim->direction - trap->stats.sp);
2068 update_turn_face (victim);
2069 }
2070 break;
2071
2072 case DIRECTOR:
2073 if (victim->direction && !should_director_abort (trap, victim))
2074 {
2075 victim->direction = trap->stats.sp;
2076 update_turn_face (victim);
2077 }
2078 break;
2079
2080 case BUTTON:
2081 case PEDESTAL:
2082 case T_MATCH:
2083 update_button (trap, originator);
2084 break;
2085
2086 case ALTAR:
2087 /* sacrifice victim on trap */
2088 apply_altar (trap, victim, originator);
2089 break;
2090
2091 case THROWN_OBJ:
2092 if (trap->inv == NULL)
2093 break;
2094 /* fallthrough */
2095
2096 case ARROW:
2097 /* bad bug: monster throw a object, make a step forwards, step on object ,
2098 * trigger this here and get hit by own missile - and will be own enemy.
2099 * Victim then is his own enemy and will start to kill herself (this is
2100 * removed) but we have not synced victim and his missile. To avoid senseless
2101 * action, we avoid hits here
2102 */
2103 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2104 && trap->owner != victim)
2105 hit_with_arrow (trap, victim);
2106 break;
2107
2108 case SPELL_EFFECT:
2109 apply_spell_effect (trap, victim);
2110 break;
2111
2112 case TRAPDOOR:
2113 {
2114 int max, sound_was_played;
2115 object *ab, *ab_next;
2116
2117 if (!trap->value)
2118 {
2119 int tot;
2120
2121 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2122 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2123 tot += ab->head_ ()->total_weight ();
2124
2125 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2126 break;
2127
2128 SET_ANIMATION (trap, trap->value);
2129 update_object (trap, UP_OBJ_FACE);
2130 }
2131
2132 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2133 {
2134 /* need to set this up, since if we do transfer the object,
2135 * ab->above would be bogus
2136 */
2137 ab_next = ab->above;
2138
2139 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2140 {
2141 if (!sound_was_played)
2142 {
2143 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2144 sound_was_played = 1;
2145 }
2146
2147 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2148 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2149 }
2150 }
2151 break;
2152 }
2153
2154 case CONVERTER:
2155 if (convert_item (victim, trap) < 0)
2156 {
2157 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2158 archetype::get (shstr_burnout)->insert_at (trap, trap);
2159 }
2160
2161 break;
2162
2163 case TRIGGER_BUTTON:
2164 case TRIGGER_PEDESTAL:
2165 case TRIGGER_ALTAR:
2166 check_trigger (trap, victim, originator);
2167 break;
2168
2169 case DEEP_SWAMP:
2170 walk_on_deep_swamp (trap, victim);
2171 break;
2172
2173 case CHECK_INV:
2174 check_inv (victim, trap);
2175 break;
2176
2177 case HOLE:
2178 move_apply_hole (trap, victim);
2179 break;
2180
2181 case EXIT:
2182 if (victim->type == PLAYER && EXIT_PATH (trap))
2183 {
2184 /* Basically, don't show exits leading to random maps the
2185 * players output.
2186 */
2187 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2188 victim->statusmsg (trap->msg, NDI_NAVY);
2189
2190 trap->play_sound (trap->sound);
2191 victim->enter_exit (trap);
2192 }
2193 break;
2194
2195 case ENCOUNTER:
2196 /* may be some leftovers on this */
2197 break;
2198
2199 case SHOP_MAT:
2200 apply_shop_mat (trap, victim);
2201 break;
2202
2203 /* Drop a certain amount of gold, and have one item identified */
2204 case IDENTIFY_ALTAR:
2205 apply_id_altar (victim, trap, originator);
2206 break;
2207
2208 case SIGN:
2209 if (victim->type != PLAYER && trap->stats.food > 0)
2210 break; /* monsters musn't apply magic_mouths with counters */
2211
2212 apply_sign (victim, trap, 1);
2213 break;
2214
2215 case CONTAINER:
2216 apply_container (victim, trap);
2217 break;
2218
2219 case RUNE:
2220 case TRAP:
2221 if (trap->level && victim->flag [FLAG_ALIVE])
2222 spring_trap (trap, victim);
2223 break;
2224
2225 default:
2226 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2227 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2228 break;
2229 }
2230
2231 recursion_depth--;
2232}
2233
2234/**
2235 * Handles reading a regular (ie not containing a spell) book.
2236 */
2237static void
2238apply_book (object *op, object *tmp)
2239{
2240 int lev_diff;
2241 object *skill_ob;
2242
2243 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2244 {
2245 op->failmsg ("You are unable to read while blind!");
2246 return;
2247 }
2248
2249 if (!tmp->msg)
2250 {
2251 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2252 return;
2253 }
2254
2255 /* need a literacy skill to read stuff! */
2256 skill_ob = find_skill_by_name (op, tmp->skill);
2257 if (!skill_ob)
2258 {
2259 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2260 return;
2261 }
2262
2263 lev_diff = tmp->level - (skill_ob->level + 5);
2264 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2265 {
2266 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2267 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2268 : lev_diff < 5 ? "This book is beyond your comprehension."
2269 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2270 : lev_diff < 15 ? "This book is way beyond your comprehension."
2271 : "This book is totally beyond your comprehension.");
2272 return;
2273 }
2274
2275 // we currently don't use the message types for anything.
2276 // readable_message_type *msgType = get_readable_message_type (tmp);
2277
2278 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2279
2280 if (player *pl = op->contr)
2281 if (client *ns = pl->ns)
2282 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2283
2284 /* gain xp from reading */
2285 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2286 { /* only if not read before */
2287 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2288
2289 if (!tmp->flag [FLAG_IDENTIFIED])
2290 {
2291 /*exp_gain *= 2; because they just identified it too */
2292 tmp->set_flag (FLAG_IDENTIFIED);
2293
2294 if (object *pl = tmp->visible_to ())
2295 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2296 }
2297
2298 change_exp (op, exp_gain, skill_ob->skill, 0);
2299 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2300 }
2301}
2302
2303/**
2304 * op made some mistake with a scroll, this takes care of punishment.
2305 * scroll_failure()- hacked directly from spell_failure
2306 */
2307static void
2308scroll_failure (object *op, int failure, int power)
2309{
2310 if (abs (failure / 4) > power)
2311 power = abs (failure / 4); /* set minimum effect */
2312
2313 if (failure <= -1 && failure > -15)
2314 { /* wonder */
2315 object *tmp;
2316
2317 op->failmsg ("Your spell warps!");
2318 tmp = archetype::get (SPELL_WONDER);
2319 cast_wonder (op, op, 0, tmp);
2320 tmp->destroy ();
2321 }
2322 else if (failure <= -15 && failure > -35)
2323 { /* drain mana */
2324 op->failmsg ("Your mana is drained!");
2325 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2326 if (op->stats.sp < 0)
2327 op->stats.sp = 0;
2328 }
2329 else if (settings.spell_failure_effects == TRUE)
2330 {
2331 if (failure <= -35 && failure > -60)
2332 { /* confusion */
2333 op->failmsg ("The magic recoils on you!");
2334 confuse_player (op, op, power);
2335 }
2336 else if (failure <= -60 && failure > -70)
2337 { /* paralysis */
2338 op->failmsg ("The magic recoils and paralyzes you!");
2339 paralyze_player (op, op, power);
2340 }
2341 else if (failure <= -70 && failure > -80)
2342 { /* blind */
2343 op->failmsg ("The magic recoils on you!");
2344 blind_player (op, op, power);
2345 }
2346 else if (failure <= -80)
2347 { /* blast the immediate area */
2348 object *tmp = archetype::get (LOOSE_MANA);
2349 cast_magic_storm (op, tmp, power);
2350 op->failmsg ("You unleash uncontrolled mana!");
2351 tmp->destroy ();
2352 }
2353 }
2354}
2355
2356/**
2357 * Handles the applying of a skill scroll, calling learn_skill straight.
2358 * op is the person learning the skill, tmp is the skill scroll object
2359 */
2360static void
2361apply_skillscroll (object *op, object *tmp)
2362{
2363 switch (learn_skill (op, tmp))
2364 {
2365 case 0:
2366 op->play_sound (sound_find ("generic_fail"));
2367 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2368 break;
2369
2370 case 1:
2371 tmp->decrease ();
2372 op->play_sound (sound_find ("skill_learn"));
2373 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2374 break;
2375
2376 default:
2377 tmp->decrease ();
2378 op->play_sound (sound_find ("generic_fail"));
2379 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2380 break;
2381 }
2382}
2383
2384/**
2385 * Actually makes op learn spell.
2386 * Informs player of what happens.
2387 */
2388void
2389do_learn_spell (object *op, object *spell, int special_prayer)
2390{
2391 object *tmp;
2392
2393 if (op->type != PLAYER)
2394 {
2395 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2396 return;
2397 }
2398
2399 /* Upgrade special prayers to normal prayers */
2400 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2401 {
2402 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2403 {
2404 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2405 return;
2406 }
2407 return;
2408 }
2409
2410 op->contr->play_sound (sound_find ("learn_spell"));
2411
2412 tmp = spell->clone ();
2413 insert_ob_in_ob (tmp, op);
2414
2415 if (special_prayer)
2416 tmp->set_flag (FLAG_STARTEQUIP);
2417
2418 esrv_add_spells (op->contr, tmp);
2419}
2420
2421/**
2422 * Erases spell from player's inventory.
2423 */
2424void
2425do_forget_spell (object *op, const char *spell)
2426{
2427 object *spob;
2428
2429 if (op->type != PLAYER)
2430 {
2431 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2432 return;
2433 }
2434 if ((spob = check_spell_known (op, spell)) == NULL)
2435 {
2436 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2437 return;
2438 }
2439
2440 op->failmsgf ("You lose knowledge of %s.", spell);
2441 esrv_remove_spell (op->contr, spob);
2442 spob->destroy ();
2443}
2444
2445/**
2446 * Handles player applying a spellbook.
2447 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2448 * stuff like that. Random learning failure too.
2449 */
2450static void
2451apply_spellbook (object *op, object *tmp)
2452{
2453 object *skop, *spell, *spell_skill;
2454
2455 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2456 {
2457 op->failmsg ("You are unable to read while blind.");
2458 return;
2459 }
2460
2461 /* artifact_spellbooks have 'slaying' field point to a spell name,
2462 * instead of having their spell stored in stats.sp. These are
2463 * legacy spellbooks
2464 */
2465 if (tmp->slaying)
2466 {
2467 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2468
2469 if (!spell)
2470 {
2471 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2472 return;
2473 }
2474 else
2475 insert_ob_in_ob (spell, tmp);
2476
2477 tmp->slaying = 0;
2478 }
2479
2480 skop = find_skill_by_name (op, tmp->skill);
2481
2482 /* need a literacy skill to learn spells. Also, having a literacy level
2483 * lower than the spell will make learning the spell more difficult */
2484 if (!skop)
2485 {
2486 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2487 return;
2488 }
2489
2490 spell = tmp->inv;
2491
2492 if (!spell)
2493 {
2494 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2495 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2496 return;
2497 }
2498
2499 int learn_level = sqrtf (spell->level) * 1.5f;
2500 if (skop->level < learn_level)
2501 {
2502 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2503 &tmp->skill, learn_level);
2504 return;
2505 }
2506
2507 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2508
2509 if (!tmp->flag [FLAG_IDENTIFIED])
2510 identify (tmp);
2511
2512 /* I removed the check for special_prayer_mark here - it didn't make
2513 * a lot of sense - special prayers are not found in spellbooks, and
2514 * if the player doesn't know the spell, doesn't make a lot of sense that
2515 * they would have a special prayer mark.
2516 */
2517 if (check_spell_known (op, spell->name))
2518 {
2519 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2520 return;
2521 }
2522
2523 if (spell->skill)
2524 {
2525 spell_skill = find_skill_by_name (op, spell->skill);
2526
2527 if (!spell_skill)
2528 {
2529 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2530 return;
2531 }
2532
2533 if (spell_skill->level < spell->level)
2534 {
2535 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2536 return;
2537 }
2538 }
2539
2540 /* Logic as follows
2541 *
2542 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2543 *
2544 * 2- The learner's skill level in literacy adjusts the chance to learn
2545 * a spell.
2546 *
2547 * 3 -Automatically fail to learn if you read while confused
2548 *
2549 * Overall, chances are the same but a player will find having a high
2550 * literacy rate very useful! -b.t.
2551 */
2552 if (op->flag [FLAG_CONFUSED])
2553 {
2554 op->failmsg ("In your confused state you flub the wording of the text!");
2555 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2556 }
2557 else if (tmp->flag [FLAG_STARTEQUIP] ||
2558 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2559 {
2560 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2561 do_learn_spell (op, spell, 0);
2562
2563 /* xp gain to literacy for spell learning */
2564 if (!tmp->flag [FLAG_STARTEQUIP])
2565 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2566 }
2567 else
2568 {
2569 op->contr->play_sound (sound_find ("fumble_spell"));
2570 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2571 }
2572
2573 tmp->decrease ();
2574}
2575
2576/**
2577 * Handles applying a spell scroll.
2578 */
2579void
2580apply_scroll (object *op, object *tmp, int dir)
2581{
2582 object *skop;
2583
2584 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2585 {
2586 op->failmsg ("You are unable to read while blind.");
2587 return;
2588 }
2589
2590 if (!tmp->inv || tmp->inv->type != SPELL)
2591 {
2592 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2593 return;
2594 }
2595
2596 if (op->type == PLAYER)
2597 {
2598 /* players need a literacy skill to read stuff! */
2599 int exp_gain = 0;
2600
2601 /* hard code literacy - tmp->skill points to where the exp
2602 * should go for anything killed by the spell.
2603 */
2604 skop = find_skill_by_name (op, shstr_literacy);
2605
2606 if (!skop)
2607 {
2608 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2609 return;
2610 }
2611
2612 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2613 change_exp (op, exp_gain, skop->skill, 0);
2614 }
2615
2616 if (!tmp->flag [FLAG_IDENTIFIED])
2617 identify (tmp);
2618
2619 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2620
2621 cast_spell (op, tmp, dir, tmp->inv, NULL);
2622 tmp->decrease ();
2623}
2624
2625/**
2626 * Applies a treasure object - by default, chest. op
2627 * is the person doing the applying, tmp is the treasure
2628 * chest.
2629 */
2630static void
2631apply_treasure (object *op, object *tmp)
2632{
2633 /* Nice side effect of this treasure creation method is that the treasure
2634 * for the chest is done when the chest is created, and put into the chest
2635 * inventory. So that when the chest burns up, the items still exist. Also
2636 * prevents people from moving chests to more difficult maps to get better
2637 * treasure
2638 */
2639 object *treas = tmp->inv;
2640
2641 if (!treas)
2642 {
2643 op->statusmsg ("The chest was empty.");
2644 tmp->decrease ();
2645 return;
2646 }
2647
2648 while (tmp->inv)
2649 {
2650 treas = tmp->inv;
2651 treas->remove ();
2652
2653 treas->x = op->x;
2654 treas->y = op->y;
2655 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2656
2657 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2658 spring_trap (treas, op);
2659
2660 /* If either player or container was destroyed, no need to do
2661 * further processing. I think this should be enclused with
2662 * spring trap above, as I don't think there is otherwise
2663 * any way for the treasure chest or player to get killed.
2664 */
2665 if (op->destroyed () || tmp->destroyed ())
2666 break;
2667 }
2668
2669 if (!tmp->destroyed () && !tmp->inv)
2670 tmp->decrease (true);
2671}
2672
2673/**
2674 * A dragon is eating some flesh. If the flesh contains resistances,
2675 * there is a chance for the dragon's skin to get improved.
2676 *
2677 * attributes:
2678 * object *op the object (dragon player) eating the flesh
2679 * object *meal the flesh item, getting chewed in dragon's mouth
2680 * return:
2681 * int 1 if eating successful, 0 if it doesn't work
2682 */
2683static int
2684dragon_eat_flesh (object *op, object *meal)
2685{
2686 object *skin = NULL; /* pointer to dragon skin force */
2687 object *abil = NULL; /* pointer to dragon ability force */
2688 object *tmp = NULL; /* tmp. object */
2689
2690 double chance; /* improvement-chance of one resistance type */
2691 double totalchance = 1; /* total chance of gaining one resistance */
2692 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2693 double mbonus = 0; /* monster bonus */
2694 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2695 int winners = 0; /* number of winners */
2696 int i; /* index */
2697
2698 /* let's make sure and doublecheck the parameters */
2699 if (meal->type != FLESH || !op->is_dragon ())
2700 return 0;
2701
2702 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2703 from the player's inventory */
2704 for (tmp = op->inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE)
2706 if (tmp->arch->archname == shstr_dragon_skin_force)
2707 skin = tmp;
2708 else if (tmp->arch->archname == shstr_dragon_ability_force)
2709 abil = tmp;
2710
2711 /* if either skin or ability are missing, this is an old player
2712 which is not to be considered a dragon -> bail out */
2713 if (skin == NULL || abil == NULL)
2714 return 0;
2715
2716 /* now start by filling stomache and health, according to food-value */
2717 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2718 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2719 else
2720 op->stats.hp += meal->stats.food / 50;
2721
2722 min_it (op->stats.hp, op->stats.maxhp);
2723 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2724
2725 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2726
2727 /* on to the interesting part: chances for adding resistance */
2728 for (i = 0; i < NROFATTACKS; i++)
2729 {
2730 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2731 {
2732 /* got positive resistance, now calculate improvement chance (0-100) */
2733
2734 /* this bonus makes resistance increase easier at lower levels */
2735 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2736 if (i == abil->stats.exp)
2737 bonus += 5; /* additional bonus for resistance of ability-focus */
2738
2739 /* monster bonus increases with level, because high-level
2740 flesh is too rare */
2741 mbonus = op->level * 20. / ((double) settings.max_level);
2742
2743 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2744 ((double)settings.max_level)) - skin->resist[i];
2745
2746 if (chance >= 0.)
2747 chance += 1.;
2748 else
2749 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2750
2751 /* chance is proportional to amount of resistance (max. 50) */
2752 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2753
2754 /* doubled chance for resistance of ability-focus */
2755 if (i == abil->stats.exp)
2756 chance = min (100., chance * 2.);
2757
2758 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2759 if (rndm (10000) < (unsigned int)(chance * 100))
2760 {
2761 atnr_winner[winners] = i;
2762 winners++;
2763 }
2764
2765 if (chance >= 0.01)
2766 totalchance *= 1 - chance / 100;
2767
2768 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2769 }
2770 }
2771
2772 /* inverse totalchance as until now we have the failure-chance */
2773 totalchance = 100 - totalchance * 100;
2774
2775 /* print message according to totalchance */
2776 const char *buf;
2777 if (totalchance > 50.)
2778 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2779 else if (totalchance > 10.)
2780 buf = format ("The %s tasted very good.", &meal->name);
2781 else if (totalchance > 1.)
2782 buf = format ("The %s tasted good.", &meal->name);
2783 else if (totalchance > 0.1)
2784 buf = format ("The %s tasted bland.", &meal->name);
2785 else if (totalchance >= 0.01)
2786 buf = format ("The %s had a boring taste.", &meal->name);
2787 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2788 buf = format ("The %s tasted strange.", &meal->name);
2789 else
2790 buf = format ("The %s had no taste.", &meal->name);
2791
2792 op->statusmsg (buf);
2793
2794 /* now choose a winner if we have any */
2795 i = -1;
2796 if (winners > 0)
2797 i = atnr_winner [rndm (winners)];
2798
2799 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2800 {
2801 /* resistance increased! */
2802 skin->resist[i]++;
2803 op->update_stats ();
2804
2805 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2806 }
2807
2808 /* if this flesh contains a new ability focus, we mark it
2809 into the ability_force and it will take effect on next level */
2810 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2811 {
2812 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2813
2814 if (meal->last_eat != abil->stats.exp)
2815 op->statusmsg (format (
2816 "Your metabolism prepares to focus on %s!\n"
2817 "The change will happen at level %d.",
2818 change_resist_msg[meal->last_eat],
2819 abil->level + 1
2820 ));
2821 else
2822 {
2823 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2824 abil->last_eat = 0;
2825 }
2826 }
2827
2828 return 1;
2829}
2830
2831/**
2832 * op eats food.
2833 * If player, takes care of messages and dragon special food.
2834 */
2835static void
2836apply_food (object *op, object *tmp)
2837{
2838 int capacity_remaining;
2839
2840 if (op->type != PLAYER)
2841 op->stats.hp = op->stats.maxhp;
2842 else
2843 {
2844 /* check if this is a dragon (player), eating some flesh */
2845 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2846 ;
2847 else
2848 {
2849 /* usual case - no dragon meal: */
2850 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2851 {
2852 if (tmp->type == FOOD || tmp->type == FLESH)
2853 op->failmsg ("You feel full, but what a waste of food!");
2854 else
2855 op->statusmsg ("Most of the drink goes down your face not your throat!");
2856 }
2857
2858 tmp->play_sound (
2859 tmp->sound
2860 ? tmp->sound
2861 : tmp->type == DRINK
2862 ? sound_find ("eat_drink")
2863 : sound_find ("eat_food")
2864 );
2865
2866 if (!tmp->flag [FLAG_CURSED])
2867 {
2868 const char *buf;
2869
2870 if (!op->is_dragon ())
2871 {
2872 /* eating message for normal players */
2873 if (tmp->type == DRINK)
2874 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2875 else
2876 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2877 }
2878 else
2879 /* eating message for dragon players */
2880 buf = format ("The %s tasted terrible!", &tmp->name);
2881
2882 op->statusmsg (buf);
2883
2884 capacity_remaining = MAX_FOOD - op->stats.food;
2885 op->stats.food += tmp->stats.food;
2886 if (capacity_remaining < tmp->stats.food)
2887 op->stats.hp += capacity_remaining / 50;
2888 else
2889 op->stats.hp += tmp->stats.food / 50;
2890
2891 min_it (op->stats.hp, op->stats.maxhp);
2892 min_it (op->stats.food, MAX_FOOD);
2893 }
2894
2895 /* special food hack -b.t. */
2896 if (tmp->title || tmp->flag [FLAG_CURSED])
2897 eat_special_food (op, tmp);
2898 }
2899 }
2900
2901 handle_apply_yield (tmp);
2902 tmp->decrease ();
2903}
2904
2905/**
2906 * Handles applying an improve armor scroll.
2907 * Does some sanity checks, then calls improve_armour.
2908 */
2909static void
2910apply_armour_improver (object *op, object *tmp)
2911{
2912 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2913 {
2914 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2915 return;
2916 }
2917
2918 object *armor = op->mark ();
2919
2920 if (!armor)
2921 {
2922 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2923 return;
2924 }
2925
2926 if (armor->type != ARMOUR
2927 && armor->type != CLOAK
2928 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2929 {
2930 op->failmsg ("Your marked item is not armour!\n");
2931 return;
2932 }
2933
2934 if (!op->apply (armor, AP_UNAPPLY))
2935 {
2936 op->failmsg ("You are unable to take off your armour to improve it!");
2937 return;
2938 }
2939
2940 op->statusmsg ("Applying armour enchantment.");
2941 improve_armour (op, tmp, armor);
2942}
2943
2944void
2945apply_poison (object *op, object *tmp)
2946{
2947 // need to do it now when it is still on the map
2948 handle_apply_yield (tmp);
2949
2950 object *poison = tmp->split (1);
2951
2952 if (op->type == PLAYER)
2953 {
2954 op->contr->play_sound (sound_find ("drink_poison"));
2955 op->failmsg ("Yech! That tasted poisonous!");
2956 op->contr->killer = poison;
2957 }
2958
2959 if (poison->stats.hp > 0)
2960 {
2961 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2962 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2963 }
2964
2965 op->stats.food -= op->stats.food / 4;
2966 poison->destroy ();
2967}
2968
2969/**
2970 * This function will try to apply a lighter and in case no lighter
2971 * is specified it will try to find a lighter in the players inventory,
2972 * and inform him about this requirement.
2973 *
2974 * who - the player
2975 * op - the item we want to light
2976 * lighter - the lighter or 0 if a lighter has yet to be found
2977 */
2978static object *
2979auto_apply_lighter (object *who, object *op, object *lighter)
2980{
2981 if (lighter == 0)
2982 {
2983 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2984 {
2985 if (tmp->type == LIGHTER)
2986 {
2987 lighter = tmp;
2988 break;
2989 }
2990 }
2991
2992 if (!lighter)
2993 {
2994 who->failmsgf (
2995 "You can't light up the %s with your bare hands! "
2996 "H<You need a lighter in your inventory, for example a flint and steel.>",
2997 &op->name
2998 );
2999 return 0;
3000 }
3001 }
3002
3003 // last_eat == 0 means the lighter is not being used up!
3004 if (lighter->last_eat && lighter->stats.food)
3005 {
3006 /* lighter gets used up */
3007 lighter = lighter->split ();
3008 lighter->stats.food--;
3009 who->insert (lighter);
3010 }
3011 else if (lighter->last_eat)
3012 {
3013 /* no charges left in lighter */
3014 who->failmsgf (
3015 "You attempt to light the %s with a used up %s.",
3016 &op->name, &lighter->name
3017 );
3018 return 0;
3019 }
3020
3021 return lighter;
3022}
3023
3024/**
3025 * Designed primarily to light torches/lanterns/etc.
3026 * Also burns up burnable material too. First object in the inventory is
3027 * the selected object to "burn". -b.t.
3028 */
3029static void
3030apply_lighter (object *who, object *lighter)
3031{
3032 int is_player_env = 0;
3033
3034 if (object *item = who->mark ())
3035 {
3036 if (!auto_apply_lighter (who, item, lighter))
3037 return;
3038
3039 /* Perhaps we should split what we are trying to light on fire?
3040 * I can't see many times when you would want to light multiple
3041 * objects at once.
3042 */
3043
3044 save_throw_object (item, AT_FIRE, who);
3045
3046 if (item->destroyed ()
3047 || ((item->type == LAMP || item->type == TORCH)
3048 && item->glow_radius > 0))
3049 who->statusmsg (format (
3050 "You light the %s with the %s.",
3051 &item->name, &lighter->name
3052 ));
3053 else
3054 who->failmsgf (
3055 "You attempt to light the %s with the %s and fail.",
3056 &item->name, &lighter->name
3057 );
3058 }
3059 else
3060 who->failmsg ("You need to mark a lightable object.");
3061}
3062
3063/**
3064 * This function generates a cursed effect for cursed lamps and torches.
3065 */
3066static void
3067player_apply_lamp_cursed_effect (object *who, object *op)
3068{
3069 if (op->level)
3070 {
3071 who->failmsgf (
3072 "The %s was cursed, it explodes in a big fireball!",
3073 &op->name
3074 );
3075 create_exploding_ball_at (who, op->level);
3076 }
3077 else
3078 {
3079 who->failmsgf (
3080 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3081 &op->name
3082 );
3083 }
3084
3085 op->destroy ();
3086}
3087
3088/**
3089 * Apply for players and lamps
3090 *
3091 * who - the player
3092 * op - the lamp
3093 */
3094static void
3095player_apply_lamp (object *who, object *op)
3096{
3097 bool switch_on = op->glow_radius ? false : true;
3098
3099 if (switch_on)
3100 {
3101 object *lighter = 0;
3102
3103 if (op->flag [FLAG_IS_LIGHTABLE]
3104 && !(lighter = auto_apply_lighter (who, op, 0)))
3105 return;
3106
3107 if (op->stats.food < 1)
3108 {
3109 if (op->type == LAMP)
3110 who->failmsgf (
3111 "The %s is out of fuel! "
3112 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3113 &op->name
3114 );
3115 else
3116 who->failmsgf (
3117 "The %s is burnt out! "
3118 "H<Torches and similar items burn out and become worthless.>",
3119 &op->name
3120 );
3121 return;
3122 }
3123
3124 if (op->flag [FLAG_CURSED])
3125 {
3126 player_apply_lamp_cursed_effect (who, op);
3127 return;
3128 }
3129
3130 if (lighter)
3131 who->statusmsg (format (
3132 "You light up the %s with the %s.", &op->name, &lighter->name));
3133 else
3134 who->statusmsg (format ("You light up the %s.", &op->name));
3135 }
3136 else
3137 {
3138 if (op->flag [FLAG_CURSED])
3139 {
3140 player_apply_lamp_cursed_effect (who, op);
3141 return;
3142 }
3143
3144 if (op->type == TORCH)
3145 {
3146 if (!op->flag [FLAG_IS_LIGHTABLE])
3147 {
3148 who->statusmsg (format (
3149 "You put out the %s. "
3150 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3151 &op->name, &op->name));
3152 }
3153 else
3154 who->statusmsg (format (
3155 "You put out the %s."
3156 "H<Torches wear out if you put them out.>",
3157 &op->name));
3158 }
3159 else
3160 who->statusmsg (format ("You turn off the %s.", &op->name));
3161 }
3162
3163 apply_lamp (op, switch_on);
3164}
3165
3166void get_animation_from_arch (object *op, arch_ptr a)
3167{
3168 op->animation_id = a->animation_id;
3169 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3170 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3171 op->anim_speed = a->anim_speed;
3172 op->last_anim = 0;
3173 op->state = 0;
3174 op->face = a->face;
3175
3176 if (NUM_ANIMATIONS(op) > 1)
3177 {
3178 SET_ANIMATION(op, 0);
3179 animate_object (op, op->direction);
3180 }
3181 else
3182 update_object (op, UP_OBJ_FACE);
3183}
3184
3185/**
3186 * Apply for LAMPs and TORCHes.
3187 *
3188 * op - the lamp
3189 * switch_on - a flag which says whether the lamp should be switched on or off
3190 */
3191void apply_lamp (object *op, bool switch_on)
3192{
3193 op->set_glow_radius (switch_on ? op->range : 0);
3194 op->set_speed (switch_on ? op->arch->speed : 0);
3195
3196 // torches wear out if you put them out
3197 if (op->type == TORCH && !switch_on)
3198 {
3199 if (op->flag [FLAG_IS_LIGHTABLE])
3200 {
3201 op->stats.food -= (double) op->arch->stats.food / 15;
3202 if (op->stats.food < 0)
3203 op->stats.food = 0;
3204 }
3205 else
3206 op->stats.food = 0;
3207 }
3208
3209 // lamps and torched get worthless when used up
3210 if (op->stats.food <= 0)
3211 op->value = 0;
3212
3213 // FIXME: This is a hack to make the more sane torches and lamps
3214 // still animated ;-/
3215 if (op->other_arch)
3216 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3217
3218 if (object *pl = op->visible_to ())
3219 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3220}
3221
3222/**
3223 * This handles items of type 'transformer'.
3224 * Basically those items, used with a marked item, transform both items into something
3225 * else.
3226 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3227 * Change information is contained in the 'slaying' field of the marked item.
3228 * The format is as follow: transformer:[number ]yield[;transformer:...].
3229 * This way an item can be transformed in many things, and/or many objects.
3230 * The 'slaying' field for transformer is used as verb for the action.
3231 */
3232static void
3233apply_item_transformer (object *pl, object *transformer)
3234{
3235 object *new_item;
3236 const char *find;
3237 char *separator;
3238 int yield;
3239 char got[MAX_BUF];
3240 int len;
3241
3242 if (!pl || !transformer)
3243 return;
3244
3245 object *marked = pl->mark ();
3246
3247 if (!marked)
3248 {
3249 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3250 return;
3251 }
3252
3253 if (!marked->slaying)
3254 {
3255 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3256 return;
3257 }
3258
3259 /* check whether they are compatible or not */
3260 find = strstr (&marked->slaying, transformer->arch->archname);
3261 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3262 {
3263 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3264 return;
3265 }
3266
3267 find += strlen (transformer->arch->archname) + 1;
3268 /* Item can be used, now find how many and what it yields */
3269 if (isdigit (*(find)))
3270 {
3271 yield = atoi (find);
3272 if (yield < 1)
3273 {
3274 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3275 yield = 1;
3276 }
3277 }
3278 else
3279 yield = 1;
3280
3281 while (isdigit (*find))
3282 find++;
3283
3284 while (*find == ' ')
3285 find++;
3286
3287 memset (got, 0, MAX_BUF);
3288
3289 if ((separator = (char *) strchr (find, ';')))
3290 len = separator - find;
3291 else
3292 len = strlen (find);
3293
3294 min_it (len, MAX_BUF - 1);
3295
3296 strcpy (got, find);
3297 got[len] = '\0';
3298
3299 /* Now create new item, remove used ones when required. */
3300 new_item = archetype::get (got);
3301 if (!new_item)
3302 {
3303 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3304 return;
3305 }
3306
3307 new_item->nrof = yield;
3308
3309 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3310
3311 pl->insert (new_item);
3312 /* Eat up one item */
3313 marked->decrease ();
3314
3315 /* Eat one transformer if needed */
3316 if (transformer->stats.food)
3317 if (--transformer->stats.food == 0)
3318 transformer->decrease ();
3319}
3320
3321/**
3322 * Main apply handler.
3323 *
3324 * Checks for unpaid items before applying.
3325 *
3326 * Return value is currently not used
3327 *
3328 * who is the object that is causing object to be applied, op is the object
3329 * being applied.
3330 *
3331 * aflag is special (always apply/unapply) flags. Nothing is done with
3332 * them in this function - they are passed to apply_special
3333 */
3334static bool
3335manual_apply (object *who, object *op, int aflag)
3336{
3337 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3338 return RESULT_INT (0);
3339 else if (apply_types_inv_only [op->type])
3340 {
3341 // special item, using slot system, needs to be in inv
3342 if (op->env == who)
3609 return apply_special (who, op, aflags); 3343 return apply_special (who, op, aflag);
3344
3345 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3346 }
3347 else if (!who->contr && apply_types_player_only [op->type])
3348 return 0; // monsters shouldn't try to apply player-only stuff
3349 else if (apply_types [op->type])
3350 {
3351 // ordinary stuff, may be on the floor
3352 switch (op->type)
3353 {
3354 case T_HANDLE:
3355 who->play_sound (sound_find ("turn_handle"));
3356 who->statusmsg ("You turn the handle.");
3357 op->value = op->value ? 0 : 1;
3358 SET_ANIMATION (op, op->value);
3359 update_object (op, UP_OBJ_FACE);
3360 push_button (op, who);
3361 break;
3362
3363 case TRIGGER:
3364 if (check_trigger (op, who, who))
3365 {
3366 who->statusmsg ("You turn the handle.");
3367 who->play_sound (sound_find ("turn_handle"));
3368 }
3369 else
3370 who->failmsg ("The handle doesn't move.");
3371
3372 break;
3373
3374 case EXIT:
3375 if (!EXIT_PATH (op))
3376 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3377 else
3378 {
3379 /* Don't display messages for random maps. */
3380 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3381 who->statusmsg (op->msg, NDI_NAVY);
3382
3383 who->enter_exit (op);
3384 }
3385
3386 break;
3387
3388 case INSCRIBABLE:
3389 who->statusmsg (op->msg);
3390 // maybe show a spell menu to chose from or something like that
3391 break;
3392
3393 case SIGN:
3394 apply_sign (who, op, 0);
3395 break;
3396
3397 case BOOK:
3398 apply_book (who, op);
3399 break;
3400
3401 case SKILLSCROLL:
3402 apply_skillscroll (who, op);
3403 break;
3404
3405 case SPELLBOOK:
3406 apply_spellbook (who, op);
3407 break;
3408
3409 case SCROLL:
3410 apply_scroll (who, op, 0);
3411 break;
3412
3413 case POTION:
3414 apply_potion (who, op);
3415 break;
3416
3417 /* Eneq(@csd.uu.se): Handle apply on containers. */
3418 //TODO: remove, as it is unsed?
3419 case CLOSE_CON:
3420 apply_container (who, op->env);
3421 break;
3422
3423 case CONTAINER:
3424 apply_container (who, op);
3425 break;
3426
3427 case TREASURE:
3428 apply_treasure (who, op);
3429 break;
3430
3431 case LAMP:
3432 case TORCH:
3433 player_apply_lamp (who, op);
3434 break;
3435
3436 case DRINK:
3437 case FOOD:
3438 case FLESH:
3439 apply_food (who, op);
3440 break;
3441
3442 case POISON:
3443 apply_poison (who, op);
3444 break;
3445
3446 case SAVEBED:
3447 break;
3448
3449 case ARMOUR_IMPROVER:
3450 apply_armour_improver (who, op);
3451 break;
3452
3453 case WEAPON_IMPROVER:
3454 check_improve_weapon (who, op);
3455 break;
3456
3457 case CLOCK:
3458 {
3459 timeofday_t tod;
3460
3461 get_tod (&tod);
3462 who->play_sound (sound_find ("sound_clock"));
3463 who->statusmsg (format (
3464 "It is %d minute%s past %d o'clock %s",
3465 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3466 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3467 ));
3468 }
3469 break;
3470
3471 case MENU:
3472 shop_listing (op, who);
3473 break;
3474
3475 case POWER_CRYSTAL:
3476 apply_power_crystal (who, op); /* see egoitem.c */
3477 break;
3478
3479 case LIGHTER: /* for lighting torches/lanterns/etc */
3480 apply_lighter (who, op);
3481 break;
3482
3483 case ITEM_TRANSFORMER:
3484 apply_item_transformer (who, op);
3485 break;
3486 }
3487
3488 return 1;
3489 }
3490 else
3491 {
3492 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3493 return 0;
3494 }
3495}
3496
3497/**
3498 * player_apply_below attempts to apply the object 'below' the player.
3499 * If the player has an open container, we use that for below, otherwise
3500 * we use the ground.
3501 */
3502void
3503player_apply_below (object *pl)
3504{
3505 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3506
3507 /* If using a container, set the starting item to be the top
3508 * item in the container. Otherwise, use the map.
3509 */
3510
3511 // first try to apply "applyables"
3512 for (object *tmp = top; tmp; tmp = tmp->below)
3513 if (!tmp->invisible && apply_types [tmp->type])
3514 {
3515 // If it is visible, player can apply it.
3516 pl->apply (tmp);
3517 return;
3518 }
3519
3520 while (top && top->invisible)
3521 top = top->below;
3522
3523 if (!top || top->flag [FLAG_IS_FLOOR])
3524 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3525 "H<There is nothing here that you can apply.>");
3526 else
3527 // next, try to explain the topmost object
3528 switch (top->type)
3529 {
3530 // TODO: all this should move to examine
3531 case ALTAR:
3532 case IDENTIFY_ALTAR:
3533 case TRIGGER_ALTAR:
3534 case CONVERTER:
3535 //case TRIGGER_PEDESTAL:
3536 pl->failmsgf (
3537 "You see no obvious mechanism on the %s."
3538 "H<You have to drop one or more specific items here.>",
3539 query_short_name (top)
3540 );
3541 break;
3542
3543 case BUTTON:
3544 case TRIGGER_BUTTON:
3545 pl->failmsgf (
3546 "The %s looks as if you could activate it with somehting heavy. "
3547 "H<You must put enough items here to activate it.>",
3548 query_short_name (top)
3549 );
3550 break;
3551
3552 default:
3553 examine (pl, top);
3554 break;
3555 }
3556}
3557
3558// saner interface, returns successful status
3559bool
3560object::apply (object *ob, int aflags)
3561{
3562 if (!ob) // simplifies a lot of callers
3563 return true;
3564
3565 ob = ob->head_ ();
3566
3567 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3568 {
3569 if (contr)
3570 {
3571 examine (this, ob);
3572 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3573 return 1;
3574 }
3575 else
3576 return 0; /* monsters just skip unpaid items */
3577 }
3578
3579 if (contr)
3580 {
3581 if (!ob->env && (move_type & MOVE_FLYING))
3582 {
3583 /* player is flying and applying object not in inventory */
3584 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3585 {
3586 failmsg ("But you are floating high above the ground! "
3587 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3588 "or waiting till the levitation effect wears off.>");
3589 return 0;
3590 }
3591 }
3592
3593 contr->last_used = ob;
3594 }
3595
3596 bool want_apply =
3597 aflags & AP_APPLY ? true
3598 : aflags & AP_UNAPPLY ? false
3599 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3600
3601 // cannot unapply cursed items
3602 if (!want_apply
3603 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3604 && ob->flag [FLAG_APPLIED]
3605 && !(aflags & AP_IGNORE_CURSE))
3606 {
3607 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3608 return 0;
3609 }
3610
3611 object_ptr *slot = 0;
3612
3613 // detect the slot, if this is a player
3614 if (contr && !(aflags & AP_NO_SLOT))
3615 {
3616 object *oslot;
3617
3618 switch (ob->type)
3619 {
3620 case WEAPON:
3621 slot = &contr->combat_ob;
3622 oslot = contr->ranged_ob;
3623 break;
3624
3625 case RANGED:
3626 case BOW:
3627 case SPELL:
3628 case WAND:
3629 case ROD:
3630 case HORN:
3631 case BUILDER:
3632 slot = &contr->ranged_ob;
3633 oslot = contr->combat_ob;
3634 break;
3635
3636 // oh, the humanity
3637 case SKILL:
3638 // skill is used on it's own, as opposed to being a chosen_skill
3639
3640 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3641 {
3642 failmsgf (
3643 "You feel as if you wanted to do something funny, but you can't remember what. "
3644 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3645 "It cannot be used on its own.>",
3646 &ob->skill
3647 );
3648 return 1;
3649 }
3650
3651 if (skill_flags [ob->subtype] & SF_AUTARK
3652 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3653 {
3654 if (skill_flags [ob->subtype] & SF_USE)
3655 failmsgf (
3656 "You feel as if you wanted to do something funny, but you can't remember what. "
3657 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3658 &ob->skill, &ob->skill
3659 );
3660 else
3661 failmsgf (
3662 "You feel as if you wanted to do something funny, but you can't remember what. "
3663 "H<The %s skill cannot be readied or used, it is always active.>",
3664 &ob->skill
3665 );
3666
3667 return 1;
3668 }
3669
3670 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3671 break;
3672
3673 if (skill_flags [ob->subtype] & SF_COMBAT)
3674 {
3675 slot = &contr->combat_ob;
3676 oslot = contr->ranged_ob;
3677 }
3678 else if (skill_flags [ob->subtype] & SF_RANGED)
3679 {
3680 slot = &contr->ranged_ob;
3681 oslot = contr->combat_ob;
3682 }
3683
3684 break;
3685 }
3686
3687 // now handle slot exclusions
3688 if (slot)
3689 {
3690 // only one slot can be active
3691 if (want_apply)
3692 {
3693 // clear slot unless we are in it already
3694 if (*slot != ob)
3695 if (!apply (*slot, AP_UNAPPLY))
3696 return false;
3697
3698 // unapply other slot, because we want to become active
3699 if (!apply (oslot, AP_UNAPPLY))
3700 return false;
3701 }
3702
3703 // clear item from slot if applied
3704 if (!want_apply && current_weapon == ob)
3705 current_weapon = 0;
3706 }
3707 }
3708
3709 if (ob->flag [FLAG_APPLIED] != want_apply)
3710 manual_apply (this, ob, aflags);
3711
3712 if (ob->flag [FLAG_APPLIED] != want_apply)
3713 return false;
3714
3715 if (slot && want_apply)
3716 current_weapon = *slot = ob;
3717
3718 return true;
3610} 3719}
3611 3720
3612/** 3721/**
3613 * Map was just loaded, handle op's initialisation. 3722 * Map was just loaded, handle op's initialisation.
3614 * 3723 *
3617int 3726int
3618auto_apply (object *op) 3727auto_apply (object *op)
3619{ 3728{
3620 object *tmp = NULL, *tmp2; 3729 object *tmp = NULL, *tmp2;
3621 int i; 3730 int i;
3731
3732 op->clr_flag (FLAG_AUTO_APPLY);
3622 3733
3623 switch (op->type) 3734 switch (op->type)
3624 { 3735 {
3625 case SHOP_FLOOR: 3736 case SHOP_FLOOR:
3626 if (!op->has_random_items ()) 3737 if (!op->has_random_items ())
3628 3739
3629 do 3740 do
3630 { 3741 {
3631 i = 10; /* let's give it 10 tries */ 3742 i = 10; /* let's give it 10 tries */
3632 while ((tmp = generate_treasure (op->randomitems, 3743 while ((tmp = generate_treasure (op->randomitems,
3633 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3744 op->stats.exp
3745 ? (int) op->stats.exp
3746 : max (op->map->difficulty, 5)))
3747 == NULL && --i);
3748
3634 if (tmp == NULL) 3749 if (tmp == NULL)
3635 return 0; 3750 return 0;
3636 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3751
3752 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3637 { 3753 {
3638 tmp->destroy (); 3754 tmp->destroy ();
3639 tmp = NULL; 3755 tmp = NULL;
3640 } 3756 }
3641 } 3757 }
3642 while (!tmp); 3758 while (!tmp);
3643 3759
3644 tmp->x = op->x; 3760 tmp->x = op->x;
3645 tmp->y = op->y; 3761 tmp->y = op->y;
3646 SET_FLAG (tmp, FLAG_UNPAID); 3762 tmp->set_flag (FLAG_UNPAID);
3647 insert_ob_in_map (tmp, op->map, NULL, 0); 3763 insert_ob_in_map (tmp, op->map, NULL, 0);
3648 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3649 identify (tmp); 3764 identify (tmp);
3650 break; 3765 break;
3651 3766
3652 case TREASURE: 3767 case TREASURE:
3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3768 if (op->flag [FLAG_IS_A_TEMPLATE])
3654 return 0; 3769 return 0;
3655 3770
3656 while ((op->stats.hp--) > 0) 3771 while (op->stats.hp-- > 0)
3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3772 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3658 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3773 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3659 3774
3660 /* If we generated an object and put it in this object inventory, 3775 /* If we generated an object and put it in this object inventory,
3661 * move it to the parent object as the current object is about 3776 * move it to the parent object as the current object is about
3662 * to disappear. An example of this item is the random_* stuff 3777 * to disappear. An example of this item is the random_* stuff
3663 * that is put inside other objects. 3778 * that is put inside other objects.
3664 */ 3779 */
3665 for (tmp = op->inv; tmp; tmp = tmp2)
3666 {
3667 tmp2 = tmp->below;
3668 tmp->remove ();
3669
3670 if (op->env) 3780 if (op->env)
3671 insert_ob_in_ob (tmp, op->env); 3781 while (op->inv)
3672 else 3782 op->env->insert (op->inv);
3673 tmp->destroy ();
3674 }
3675 3783
3676 op->destroy (); 3784 op->destroy ();
3677 break; 3785 break;
3678 } 3786 }
3679 return tmp ? 1 : 0;
3680}
3681 3787
3788 return !!tmp;
3789}
3790
3682/** 3791/**
3683 * fix_auto_apply goes through the entire map (only the first time 3792 * fix_auto_apply goes through the entire map every time a map
3684 * when an original map is loaded) and performs special actions for 3793 * is loaded or swapped in and performs special actions for
3685 * certain objects (most initialization of chests and creation of 3794 * certain objects (most initialization of chests and creation of
3686 * treasures and stuff). Calls auto_apply if appropriate. 3795 * treasures and stuff). Calls auto_apply if appropriate.
3687 */ 3796 */
3688void 3797void
3689maptile::fix_auto_apply () 3798maptile::fix_auto_apply ()
3698 3807
3699 if (tmp->inv) 3808 if (tmp->inv)
3700 { 3809 {
3701 object *invtmp, *invnext; 3810 object *invtmp, *invnext;
3702 3811
3703 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3812 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3704 { 3813 {
3705 invnext = invtmp->below; 3814 invnext = invtmp->below;
3706 3815
3707 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3816 if (invtmp->flag [FLAG_AUTO_APPLY])
3708 auto_apply (invtmp); 3817 auto_apply (invtmp);
3709 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3818 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3710 { 3819 {
3711 while ((invtmp->stats.hp--) > 0) 3820 while (invtmp->stats.hp-- > 0)
3712 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3821 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3713 3822
3714 invtmp->randomitems = NULL; 3823 invtmp->randomitems = NULL;
3715 } 3824 }
3716 else if (invtmp && invtmp->arch 3825 else if (invtmp && invtmp->arch
3721 * treasure again for this object 3830 * treasure again for this object
3722 */ 3831 */
3723 invtmp->randomitems = NULL; 3832 invtmp->randomitems = NULL;
3724 } 3833 }
3725 } 3834 }
3835
3726 /* This is really temporary - the code at the bottom will 3836 /* This is really temporary - the code at the bottom will
3727 * also set randomitems to null. The problem is there are bunches 3837 * also set randomitems to null. The problem is there are bunches
3728 * of maps/players already out there with items that have spells 3838 * of maps/players already out there with items that have spells
3729 * which haven't had the randomitems set to null yet. 3839 * which haven't had the randomitems set to null yet.
3730 * MSW 2004-05-13 3840 * MSW 2004-05-13
3734 * Ryo 2004-08-16 3844 * Ryo 2004-08-16
3735 */ 3845 */
3736 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3846 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3737 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3847 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3738 tmp->randomitems = NULL; 3848 tmp->randomitems = NULL;
3739
3740 } 3849 }
3741 3850
3742 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3851 if (tmp->flag [FLAG_AUTO_APPLY])
3743 auto_apply (tmp); 3852 auto_apply (tmp);
3744 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3853 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3745 { 3854 {
3746 while ((tmp->stats.hp--) > 0) 3855 while ((tmp->stats.hp--) > 0)
3747 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3856 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3749 } 3858 }
3750 else if (tmp->type == TIMED_GATE) 3859 else if (tmp->type == TIMED_GATE)
3751 { 3860 {
3752 object *head = tmp->head != NULL ? tmp->head : tmp; 3861 object *head = tmp->head != NULL ? tmp->head : tmp;
3753 3862
3754 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3863 if (head->flag [FLAG_IS_LINKED])
3755 tmp->set_speed (0); 3864 tmp->set_speed (0);
3756 } 3865 }
3757 /* This function can be called everytime a map is loaded, even when 3866 /* This function can be called everytime a map is loaded, even when
3758 * swapping back in. As such, we don't want to create the treasure 3867 * swapping back in. As such, we don't want to create the treasure
3759 * over and ove again, so after we generate the treasure, blank out 3868 * over and ove again, so after we generate the treasure, blank out
3767 { 3876 {
3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3877 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3769 tmp->randomitems = NULL; 3878 tmp->randomitems = NULL;
3770 } 3879 }
3771 3880
3881 // close all containers
3882 else if (tmp->type == CONTAINER)
3883 tmp->flag [FLAG_APPLIED] = 0;
3884
3772 tmp = above; 3885 tmp = above;
3773 } 3886 }
3774 3887
3775 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3888 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3889 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3777 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3890 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3778 check_trigger (tmp, tmp->above); 3891 check_trigger (tmp, tmp->above, tmp->above);
3779} 3892}
3780 3893
3781/** 3894/**
3782 * Handles player eating food that temporarily changes status (resistances, stats). 3895 * Handles player eating food that temporarily changes status (resistances, stats).
3783 * This used to call cast_change_attr(), but 3896 * This used to call cast_change_attr(), but
3784 * that doesn't work with the new spell code. Since we know what 3897 * that doesn't work with the new spell code. Since we know what
3785 * the food changes, just grab a force and use that instead. 3898 * the food changes, just grab a force and use that instead.
3786 */ 3899 */
3787
3788void 3900void
3789eat_special_food (object *who, object *food) 3901eat_special_food (object *who, object *food)
3790{ 3902{
3791 object *force; 3903 object *force;
3792 int i, did_one = 0; 3904 int i, did_one = 0;
3793 sint8 k;
3794 3905
3795 force = get_archetype (FORCE_NAME); 3906 char buf[64];
3907 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3908 shstr key (buf);
3796 3909
3797 for (i = 0; i < NUM_STATS; i++)
3798 {
3799 k = get_attr_value (&food->stats, i);
3800 if (k)
3801 {
3802 set_attr_value (&force->stats, i, k);
3803 did_one = 1;
3804 }
3805 }
3806
3807 /* check if we can protect the eater */
3808 for (i = 0; i < NROFATTACKS; i++)
3809 {
3810 if (food->resist[i] > 0)
3811 {
3812 force->resist[i] = food->resist[i] / 2;
3813 did_one = 1;
3814 }
3815 }
3816
3817 if (did_one)
3818 {
3819 force->set_speed (0.1);
3820 /* bigger morsel of food = longer effect time */ 3910 /* bigger morsel of food = longer effect time */
3821 force->duration = food->stats.food / 5; 3911 int duration = TIME2TICK (food->stats.food);
3822 SET_FLAG (force, FLAG_APPLIED); 3912
3823 change_abil (who, force); 3913 if (force = who->force_find (key))
3824 insert_ob_in_ob (force, who); 3914 {
3915 if (duration > fabs (force->speed_left / force->speed))
3916 {
3917 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));
3918 force->force_set_timer (duration);
3919 }
3920 else
3921 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3922
3923 return;
3825 } 3924 }
3826 else 3925 else
3926 {
3927 force = who->force_add (key, duration);
3928 force->name = key;
3929
3930 /* check if the food affects a stat */
3931 for (i = 0; i < NUM_STATS; i++)
3932 if (sint8 k = food->stats.stat (i))
3933 {
3934 force->stats.stat (i) = k;
3935 did_one = 1;
3936 }
3937
3938 /* check if we can protect the eater */
3939 for (i = 0; i < NROFATTACKS; i++)
3940 {
3941 if (food->resist[i] > 0)
3942 {
3943 force->resist[i] = food->resist[i];
3944 did_one = 1;
3945 }
3946 }
3947
3948 if (did_one)
3949 {
3950 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));
3951
3952 /* make the force take effect and report effects to user */
3953 change_abil (who, force);
3954 }
3955 else
3827 force->destroy (); 3956 force->destroy ();
3957 }
3828 3958
3829 /* check for hp, sp change */ 3959 /* check for hp, sp change */
3830 if (food->stats.hp != 0) 3960 if (food->stats.hp != 0)
3831 { 3961 {
3832 if (QUERY_FLAG (food, FLAG_CURSED)) 3962 if (food->flag [FLAG_CURSED])
3833 { 3963 {
3834 strcpy (who->contr->killer, food->name); 3964 who->contr->killer = food;
3835 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3965 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3966 who->failmsg ("Eck!...that was poisonous!");
3837 } 3967 }
3838 else 3968 else
3839 { 3969 {
3840 if (food->stats.hp > 0) 3970 if (food->stats.hp > 0)
3841 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3971 who->statusmsg ("You begin to feel better.");
3842 else 3972 else
3843 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3973 who->failmsg ("Eck!...that was poisonous!");
3974
3844 who->stats.hp += food->stats.hp; 3975 who->stats.hp += food->stats.hp;
3845 } 3976 }
3846 } 3977 }
3978
3847 if (food->stats.sp != 0) 3979 if (food->stats.sp != 0)
3848 { 3980 {
3849 if (QUERY_FLAG (food, FLAG_CURSED)) 3981 if (food->flag [FLAG_CURSED])
3850 { 3982 {
3851 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3983 who->failmsg ("You are drained of mana!");
3852 who->stats.sp -= food->stats.sp; 3984 who->stats.sp -= food->stats.sp;
3853 if (who->stats.sp < 0) 3985 if (who->stats.sp < 0)
3854 who->stats.sp = 0; 3986 who->stats.sp = 0;
3855 } 3987 }
3856 else 3988 else
3857 { 3989 {
3858 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3990 who->statusmsg ("You feel a rush of magical energy!");
3859 who->stats.sp += food->stats.sp; 3991 who->stats.sp += food->stats.sp;
3860 /* place limit on max sp from food? */ 3992 /* place limit on max sp from food? */
3861 } 3993 }
3862 } 3994 }
3995
3863 who->update_stats (); 3996 who->update_stats ();
3864}
3865
3866/**
3867 * Designed primarily to light torches/lanterns/etc.
3868 * Also burns up burnable material too. First object in the inventory is
3869 * the selected object to "burn". -b.t.
3870 */
3871void
3872apply_lighter (object *who, object *lighter)
3873{
3874 object *item;
3875 int is_player_env = 0;
3876
3877 item = find_marked_object (who);
3878 if (item)
3879 {
3880 if (lighter->last_eat && lighter->stats.food)
3881 { /* lighter gets used up */
3882 /* Split multiple lighters if they're being used up. Otherwise *
3883 * one charge from each would be used up. --DAMN */
3884 if (lighter->nrof > 1)
3885 {
3886 object *oneLighter = lighter->clone ();
3887
3888 lighter->nrof -= 1;
3889 oneLighter->nrof = 1;
3890 oneLighter->stats.food--;
3891 esrv_send_item (who, lighter);
3892 oneLighter = insert_ob_in_ob (oneLighter, who);
3893 esrv_send_item (who, oneLighter);
3894 }
3895 else
3896 lighter->stats.food--;
3897 }
3898 else if (lighter->last_eat)
3899 { /* no charges left in lighter */
3900 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3901 return;
3902 }
3903
3904 /* Perhaps we should split what we are trying to light on fire?
3905 * I can't see many times when you would want to light multiple
3906 * objects at once.
3907 */
3908
3909 if (who == item->in_player ())
3910 is_player_env = 1;
3911
3912 save_throw_object (item, AT_FIRE, who);
3913
3914 if (item->destroyed ())
3915 {
3916 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3917 /* Need to update the player so that the players glow radius
3918 * gets changed.
3919 */
3920 if (is_player_env)
3921 who->update_stats ();
3922 }
3923 else
3924 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3925 }
3926 else /* nothing to light */
3927 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3928
3929}
3930
3931/**
3932 * op made some mistake with a scroll, this takes care of punishment.
3933 * scroll_failure()- hacked directly from spell_failure
3934 */
3935void
3936scroll_failure (object *op, int failure, int power)
3937{
3938 if (abs (failure / 4) > power)
3939 power = abs (failure / 4); /* set minimum effect */
3940
3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3943 object *tmp;
3944
3945 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3946 tmp = get_archetype (SPELL_WONDER);
3947 cast_wonder (op, op, 0, tmp);
3948 tmp->destroy ();
3949 }
3950 else if (failure <= -15 && failure > -35)
3951 { /* drain mana */
3952 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3957 else if (settings.spell_failure_effects == TRUE)
3958 {
3959 if (failure <= -35 && failure > -60)
3960 { /* confusion */
3961 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3962 confuse_player (op, op, power);
3963 }
3964 else if (failure <= -60 && failure > -70)
3965 { /* paralysis */
3966 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3967 paralyze_player (op, op, power);
3968 }
3969 else if (failure <= -70 && failure > -80)
3970 { /* blind */
3971 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3972 blind_player (op, op, power);
3973 }
3974 else if (failure <= -80)
3975 { /* blast the immediate area */
3976 object *tmp;
3977
3978 tmp = get_archetype (LOOSE_MANA);
3979 cast_magic_storm (op, tmp, power);
3980 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3981 tmp->destroy ();
3982 }
3983 }
3984} 3997}
3985 3998
3986void 3999void
3987apply_changes_to_player (object *pl, object *change) 4000apply_changes_to_player (object *pl, object *change)
3988{ 4001{
4005 */ 4018 */
4006 int i, j; 4019 int i, j;
4007 4020
4008 for (i = 0; i < NUM_STATS; i++) 4021 for (i = 0; i < NUM_STATS; i++)
4009 { 4022 {
4010 sint8 stat = get_attr_value (stats, i); 4023 int race_bonus = pl->arch->stats.stat (i);
4011 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4024 sint8 stat = stats->stat (i) + ns->stat (i);
4012 4025
4013 stat += get_attr_value (ns, i);
4014 if (stat > 20 + race_bonus) 4026 if (stat > 20 + race_bonus)
4015 { 4027 {
4016 excess_stat++; 4028 excess_stat++;
4017 stat = 20 + race_bonus; 4029 stat = 20 + race_bonus;
4018 } 4030 }
4019 set_attr_value (stats, i, stat); 4031
4032 stats->stat (i) = stat;
4020 } 4033 }
4021 4034
4022 for (j = 0; excess_stat > 0 && j < 100; j++) 4035 for (j = 0; excess_stat > 0 && j < 100; j++)
4023 { /* try 100 times to assign excess stats */ 4036 { /* try 100 times to assign excess stats */
4024 int i = rndm (0, 6); 4037 int i = rndm (0, 6);
4025 int stat = get_attr_value (stats, i);
4026 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4027 4038
4028 if (i == CHA) 4039 if (i == CHA)
4029 continue; /* exclude cha from this */ 4040 continue; /* exclude cha from this */
4041
4042 int stat = stats->stat (i);
4043 int race_bonus = pl->arch->stats.stat (i);
4030 if (stat < 20 + race_bonus) 4044 if (stat < 20 + race_bonus)
4031 { 4045 {
4032 change_attr_value (stats, i, 1); 4046 change_attr_value (stats, i, 1);
4033 excess_stat--; 4047 excess_stat--;
4034 } 4048 }
4035 } 4049 }
4036 4050
4037 /* insert the randomitems from the change's treasurelist into 4051 /* insert the randomitems from the change's treasurelist into
4038 * the player ref: player.c 4052 * the player ref: player.c
4039 */ 4053 */
4040 if (change->randomitems != NULL) 4054 if (change->randomitems)
4041 give_initial_items (pl, change->randomitems); 4055 give_initial_items (pl, change->randomitems);
4042
4043 4056
4044 /* set up the face, for some races. */ 4057 /* set up the face, for some races. */
4045 4058
4046 /* first, look for the force object banning 4059 /* first, look for the force object banning
4047 * changing the face. Certain races never change face with class. 4060 * changing the face. Certain races never change face with class.
4048 */ 4061 */
4049 for (walk = pl->inv; walk != NULL; walk = walk->below) 4062 for (walk = pl->inv; walk; walk = walk->below)
4050 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4063 if (walk->name == shstr_NOCLASSFACECHANGE)
4051 flag_change_face = 0; 4064 flag_change_face = 0;
4052 4065
4053 if (flag_change_face) 4066 if (flag_change_face)
4054 { 4067 {
4055 pl->animation_id = GET_ANIM_ID (change);
4056 pl->face = change->face; 4068 pl->face = change->face;
4057 4069 pl->animation_id = change->animation_id;
4058 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4070 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4059 SET_FLAG (pl, FLAG_ANIMATE);
4060 else
4061 CLEAR_FLAG (pl, FLAG_ANIMATE);
4062 } 4071 }
4063 4072
4064 /* check the special case of can't use weapons */ 4073 /* check the special case of can't use weapons */
4065 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4074 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4066 if (!strcmp (change->name, "monk")) 4075 if (change->name == shstr_monk)
4067 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4076 pl->clr_flag (FLAG_USE_WEAPON);
4068 4077
4069 break; 4078 break;
4070 } 4079 }
4071 } 4080 }
4072} 4081}
4073 4082
4074/**
4075 * This handles items of type 'transformer'.
4076 * Basically those items, used with a marked item, transform both items into something
4077 * else.
4078 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4079 * Change information is contained in the 'slaying' field of the marked item.
4080 * The format is as follow: transformer:[number ]yield[;transformer:...].
4081 * This way an item can be transformed in many things, and/or many objects.
4082 * The 'slaying' field for transformer is used as verb for the action.
4083 */
4084void
4085apply_item_transformer (object *pl, object *transformer)
4086{
4087 object *marked;
4088 object *new_item;
4089 char *find;
4090 char *separator;
4091 int yield;
4092 char got[MAX_BUF];
4093 int len;
4094
4095 if (!pl || !transformer)
4096 return;
4097 marked = find_marked_object (pl);
4098 if (!marked)
4099 {
4100 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4101 return;
4102 }
4103 if (!marked->slaying)
4104 {
4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4106 return;
4107 }
4108 /* check whether they are compatible or not */
4109 find = strstr (marked->slaying, transformer->arch->name);
4110 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4111 {
4112 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4113 return;
4114 }
4115 find += strlen (transformer->arch->name) + 1;
4116 /* Item can be used, now find how many and what it yields */
4117 if (isdigit (*(find)))
4118 {
4119 yield = atoi (find);
4120 if (yield < 1)
4121 {
4122 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4123 yield = 1;
4124 }
4125 }
4126 else
4127 yield = 1;
4128
4129 while (isdigit (*find))
4130 find++;
4131 while (*find == ' ')
4132 find++;
4133 memset (got, 0, MAX_BUF);
4134 if ((separator = strchr (find, ';')) != NULL)
4135 {
4136 len = separator - find;
4137 }
4138 else
4139 {
4140 len = strlen (find);
4141 }
4142 if (len > MAX_BUF - 1)
4143 len = MAX_BUF - 1;
4144 strcpy (got, find);
4145 got[len] = '\0';
4146
4147 /* Now create new item, remove used ones when required. */
4148 new_item = get_archetype (got);
4149 if (!new_item)
4150 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4152 return;
4153 }
4154
4155 new_item->nrof = yield;
4156 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4157 insert_ob_in_ob (new_item, pl);
4158 esrv_send_inventory (pl, pl);
4159 /* Eat up one item */
4160 decrease_ob_nr (marked, 1);
4161 /* Eat one transformer if needed */
4162 if (transformer->stats.food)
4163 if (--transformer->stats.food == 0)
4164 decrease_ob_nr (transformer, 1);
4165}

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