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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.247 by root, Tue Apr 6 03:59:19 2010 UTC

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

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