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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 1.265 by root, Tue May 18 01:45:16 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. */ 35// these must be in the inventory before they can be applied
34#include <sounds.h>
35 36
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
37#include <math.h>
38
39/**
40 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue.
42 */
43int
44should_director_abort (object *op, object *victim)
45{ 38{
46 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
47
48 /* Get flags to determine what of arch, name, and race should be checked.
49 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
50 * the next is the name flag, and the last is the race flag. Also note,
51 * if subtype is set to zero, that also goes to defaults of all affecting
52 * it. Examples:
53 * subtype 1: only arch
54 * subtype 3: arch or name
55 * subtype 5: arch or race
56 * subtype 7: all three
57 */
58 if (op->subtype)
59 { 40 {
60 arch_flag = (op->subtype & 1); 41 set (WEAPON);
61 name_flag = (op->subtype & 2); 42 set (ARMOUR);
62 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
63 } 61 }
64 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
65 { 69 {
66 arch_flag = 1; 70 set (TRANSPORT);
67 name_flag = 1; 71 set (EXIT);
68 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
69 } 85 }
86} apply_types_player_only;
70 87
71 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
72 * name or race that matches. 89// 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 90
80 /* If the director has slaying set, only affect objects where none 91static const struct apply_types : typeset
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{ 92{
99 object *id, *marked; 93 apply_types ()
100 int success = 0; 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
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 { 95 {
117 if (operate_altar (altar, &money)) 96 set (T_HANDLE);
118 { 97 set (TRIGGER);
119 identify (marked); 98 set (SCROLL);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 99 set (POTION);
121 if (marked->msg) 100 set (CLOSE_CON);
122 { 101 set (CONTAINER);
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 102 set (LAMP);
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 103 set (TORCH);
125 } 104 set (DRINK);
126 return money == NULL; 105 set (FOOD);
127 } 106 set (FLESH);
107 set (POISON);
108 set (POWER_CRYSTAL);
109 set (ITEM_TRANSFORMER);
128 } 110 }
129 111} apply_types;
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}
410 112
411/**************************************************************************** 113/****************************************************************************
412 * Weapon improvement code follows 114 * Weapon improvement code follows
413 ****************************************************************************/ 115 ****************************************************************************/
414 116
415/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
416 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
417 */ 134 */
418static int 135static int
419check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
420{ 137{
421 int count = 0; 138 int count = 0;
422 139
423 140 if (!item)
424 if (item == NULL)
425 return 0; 141 return 0;
426 142
427 op = op->below; 143 for (op = op->below; op; op = op->below)
428 while (op != NULL) 144 if (op->arch->archname == item)
429 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 147 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 148
445 return count; 149 return count;
446} 150}
447 151
448/** 152/**
450 * op is typically the player, which is only 154 * op is typically the player, which is only
451 * really used to determine what space to look at. 155 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
453 */ 157 */
454static void 158static void
455eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 160{
457 object *prev; 161 object *prev;
458 162
459 prev = op; 163 prev = op;
460 op = op->below; 164 op = op->below;
461 165
462 while (op != NULL) 166 while (op)
463 { 167 {
464 if (strcmp (op->arch->name, item) == 0) 168 if (op->arch->archname == item)
465 { 169 {
466 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
467 { 171 {
468 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
469 return; 173 return;
470 } 174 }
471 else 175 else
472 { 176 {
473 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
474 nrof -= op->nrof; 178 nrof -= op->nrof;
475 } 179 }
180
476 op = prev; 181 op = prev;
477 } 182 }
183
478 prev = op; 184 prev = op;
479 op = op->below; 185 op = op->below;
480 } 186 }
481} 187}
482 188
483/** 189/**
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. 190 * 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. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 192 */
539static int 193static int
540check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
541{ 195{
542 int count = 0; 196 int count = 0;
543 197
544 if (improver->slaying != NULL) 198 if (improver->slaying)
545 { 199 {
546 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
547 if (count < 1) 201 if (count < 1)
548 { 202 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 204 return 0;
554 } 205 }
555 } 206 }
556 else 207 else
557 count = 1; 208 count = 1;
560} 211}
561 212
562/** 213/**
563 * Actually improves the weapon, and tells user. 214 * Actually improves the weapon, and tells user.
564 */ 215 */
565int 216static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 218{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 219 stat += sacrifice_count;
571 weapon->last_eat++; 220 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 221 improver->decrease ();
573 decrease_ob (improver);
574 222
575 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
576 op->update_stats (); 224 op->update_stats ();
225
226 op->statusmsg (format (
227 "Your sacrifice was accepted.\n"
228 "Weapon's bonus to %s improved by %d.",
229 statname, sacrifice_count
230 ));
231
577 return 1; 232 return 1;
578} 233}
579 234
580/* Types of improvements, hidden in the sp field. */ 235/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 236#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 237#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 238#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 239#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 240#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 241#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 242#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 243#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 244#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 245#define IMPROVE_INT 10
591#define IMPROVE_POW 11 246#define IMPROVE_POW 11
592
593 247
594/** 248/**
595 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
597 */ 251 */
598 252static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
601{ 254{
602 int sacrifice_count, i; 255 int sacrifice_count, i;
603 char buf[MAX_BUF];
604 256
605 if (weapon->level != 0) 257 if (weapon->level != 0)
606 { 258 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
608 return 0; 260 return 0;
609 } 261 }
262
610 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 264 if (weapon->resist[i])
612 break; 265 break;
613 266
614 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
621 { 274 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
623 return 0; 278 return 0;
624 } 279 }
280
625 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
627 return 0; 283 return 0;
284
628 weapon->level = isqrt (sacrifice_count); 285 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); 286 eat_item (op, improver->slaying, sacrifice_count);
631 287
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
633 293
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 296 slot at once! */
638 decrease_ob (improver); 297 improver->decrease ();
639 weapon->last_eat = 0; 298 weapon->last_eat = 0;
640 return 1; 299 return 1;
641} 300}
642
643 301
644/** 302/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 304 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
650 * 308 *
651 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
652 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
654 */ 312 */
655int 313static int
656improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
657{ 315{
658 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
659 317
660 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
663 } 320
664 if (weapon->level == 0) 321 if (weapon->level == 0)
665 { 322 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 326 return 0;
668 } 327 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 328
329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 331 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 333 return 0;
673 } 334 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 335
336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
675 { 338 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 339 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"); 340 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 341 "really want to improve it.");
679 return 0; 342 return 0;
680 } 343 }
344
681 /* This just increases damage by 5 points, no matter what. No sacrifice 345 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 346 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 347 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 348 * weapon can be improved.
685 */ 349 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 350 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 351 {
688 weapon->stats.dam += 5; 352 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 353 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); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 355 weapon->last_eat++;
692 356
693 weapon->item_power++; 357 weapon->item_power++;
694 decrease_ob (improver); 358 improver->decrease ();
695 return 1; 359 return 1;
696 } 360 }
361
697 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 363 {
699 /* Reduce weight by 20% */ 364 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 365 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 366 if (weapon->weight < 1)
702 weapon->weight = 1; 367 weapon->weight = 1;
368
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 370 weapon->last_eat++;
705 weapon->item_power++; 371 weapon->item_power++;
706 decrease_ob (improver); 372 improver->decrease ();
707 return 1; 373 return 1;
708 } 374 }
375
709 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 377 {
711 weapon->magic++; 378 weapon->magic++;
712 weapon->last_eat++; 379 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 381 improver->decrease ();
715 weapon->item_power++; 382 weapon->item_power++;
716 return 1; 383 return 1;
717 } 384 }
718 385
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
725 392
726 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
728 { 395 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
730 return 0; 397 return 0;
731 } 398 }
399
732 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 401 weapon->item_power++;
734 402
735 switch (improver->stats.sp) 403 switch (improver->stats.sp)
736 { 404 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 405 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 406 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 407 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 408 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 409 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 410 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 411 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 412 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 413 op->failmsg ("Unknown improvement type.");
753 } 414 }
415
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 416 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 417 return 0;
756} 418}
757 419
758/** 420/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
762 */ 424 */
763int 425static int
764check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
765{ 427{
766 object *otmp;
767
768 if (op->type != PLAYER) 428 if (op->type != PLAYER)
769 return 0; 429 return 0;
430
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 432 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 433 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 434 return 0;
774 } 435 }
775 otmp = find_marked_object (op); 436
437 object *otmp = op->mark ();
438
776 if (!otmp) 439 if (!otmp)
777 { 440 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
779 return 0; 442 return 0;
780 } 443 }
444
781 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 446 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 447 op->failmsg ("Marked item is not a weapon or bow!");
784 return 0; 448 return 0;
785 } 449 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
454 return 0;
455 }
456
457 op->statusmsg ("Applied weapon builder.");
458
787 improve_weapon (op, tmp, otmp); 459 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 460 esrv_send_item (op, otmp);
789 return 1; 461 return 1;
790} 462}
791 463
809 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
810 * the users level or 90) 482 * the users level or 90)
811 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
812 * changing of physical area right now. 484 * changing of physical area right now.
813 */ 485 */
814int 486static int
815improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
816{ 488{
817 object *tmp;
818
819 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
820 { 490 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 491 op->failmsg ("This armour can not be enchanted any further!");
822 return 0; 492 return 0;
823 } 493 }
494
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 495 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825 * etc), so take the easy way out and don't worry about it. 496 * etc), so take the easy way out and don't worry about it.
826 * Note - maybe add scrolls which make the random artifact versions (eg, armour 497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?) 498 * of gnarg and what not?)
828 */ 499 */
829 if (armour->title) 500 if (armour->title)
830 { 501 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 503 return 0;
833 } 504 }
834 505
835 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
837 */ 508 */
838 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 tmp = get_split_ob (armour, armour->nrof - 1);
840 else
841 tmp = NULL;
842 510
843 armour->magic++; 511 armour->magic++;
844 512
845 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
846 { 514 {
851 { 519 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 520 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 521 pow++;
854 } 522 }
855 523
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 524 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 525 }
858 else 526 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 527 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 528
861 if (!settings.armor_weight_linear) 529 if (!settings.armor_weight_linear)
862 { 530 {
863 int base = 100; 531 int base = 100;
864 int pow = 0; 532 int pow = 0;
867 { 535 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 536 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 537 pow++;
870 } 538 }
871 539
872 armour->weight = (armour->arch->clone.weight * base) / 100; 540 armour->weight = (armour->arch->weight * base) / 100;
873 } 541 }
874 else 542 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 543 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 544
877 if (armour->weight <= 0) 545 if (armour->weight <= 0)
878 { 546 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 547 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 548 armour->weight = 1;
881 } 549 }
882 550
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 552
885 if (op->type == PLAYER) 553 if (op->type == PLAYER)
886 { 554 {
887 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
889 op->update_stats (); 558 op->update_stats ();
890 } 559 }
891 decrease_ob (improver); 560
561 improver->decrease ();
562
892 if (tmp) 563 if (tmp)
893 { 564 op->insert (tmp);
894 insert_ob_in_ob (tmp, op); 565
895 esrv_send_item (op, tmp);
896 }
897 return 1; 566 return 1;
898} 567}
899
900 568
901/* 569/*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not 570 * convert_item() returns 1 if anything was converted, 0 if the item was not
903 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
904 */ 572 *
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. 573 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
912 * item is the object that triggered the converter - if it is not 575 * item is the object that triggered the converter - if it is not
913 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
914 */ 577 */
915int 578int
916convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
917{ 580{
918 int nr = 0; 581 sint64 nr = 0, price_in;
919 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
920 590
921 /* We make some assumptions - we assume if it takes money as it type, 591 /* We make some assumptions - we assume if it takes money as it type,
922 * it wants some amount. We don't make change (ie, if something costs 592 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
924 */ 594 */
925 if (!strcmp (CONV_FROM (converter), "money")) 595 if (conv_from == shstr_money)
926 { 596 {
927 int cost;
928
929 if (item->type != MONEY) 597 if (item->type != MONEY)
930 return 0; 598 return 0;
931 599
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 601 if (!nr)
934 return 0; 602 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 603
936 /* take into account rounding errors */ 604 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 605
938 cost++; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
939 decrease_ob_nr (item, cost); 607
608 item->decrease (cost);
940 609
941 price_in = cost * item->value; 610 price_in = cost * item->value;
942 } 611 }
943 else 612 else
944 { 613 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 614 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
947 return 0; 617 return 0;
948 618
949 if (CONV_NEED (converter)) 619 converter->play_sound (sound_find ("convert_item"));
620
621 if (need)
950 { 622 {
951 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
954 } 626 }
955 else 627 else
956 { 628 {
957 price_in = item->value; 629 price_in = item->value;
958 item->destroy (); 630 item->destroy ();
959 } 631 }
960 } 632 }
961 633
962 if (converter->inv != NULL) 634 if (converter->inv)
963 { 635 {
964 object *ob; 636 object *ob;
965 int i; 637 int i;
966 object *ob_to_copy; 638 object *ob_to_copy;
967 639
968 /* select random object from inventory to copy */ 640 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 644 ob_to_copy = ob;
975 } 645
976 } 646 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 649 }
981 else 650 else
982 { 651 {
983 if (converter->other_arch == NULL) 652 if (!conv_to)
984 { 653 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 656 return -1;
988 } 657 }
989 658
990 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 661 }
993 662
994 if (CONV_NR (converter)) 663 if (give)
995 item->nrof = CONV_NR (converter); 664 item->nrof = give;
665
996 if (nr) 666 if (nr)
997 item->nrof *= nr; 667 item->nrof *= nr;
998 if (is_in_shop (converter)) 668
999 SET_FLAG (item, FLAG_UNPAID); 669 if (converter->flag [FLAG_PRECIOUS])
670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
1000 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 681 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 684 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 686 * hopefully had something in mind when doing this.
1008 */ 687 */
1009 } 688 }
689
690 // elmex: only identify if we need to, for example so that generated money doesn't
691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 696 return 1;
1012} 697}
1013 698
1014/** 699/**
1015 * Handle apply on containers. 700 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 702 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
1019 */ 704 */
1020int 705static int
1021apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
1022{ 707{
1023 if (op->type != PLAYER || !op->contr->ns) 708 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */ 709 return 0; /* This might change */
1025 710
1031 716
1032 op->contr->last_used = 0; 717 op->contr->last_used = 0;
1033 718
1034 if (sack->env && sack->env != op) 719 if (sack->env && sack->env != op)
1035 { 720 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 721 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 722 return 1;
1038 } 723 }
1039 724
1040 // already applied == open on ground, or open in inv, or active in inv 725 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 726 if (sack->flag [FLAG_APPLIED])
1042 { 727 {
1043 if (op->container == sack) 728 if (op->container_ () == sack)
1044 { 729 {
1045 // open on ground or inv, so close 730 // open on ground or inv, so close
1046 op->close_container (); 731 op->close_container ();
1047 return 1; 732 return 1;
1048 } 733 }
1049 else if (!sack->env) 734 else if (!sack->env)
1050 { 735 {
1051 // active, but not ours: some other player has opened it 736 // active on floor, 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)); 737 // normally this only happens to dms standing on the same space.
738 // but it doesn't hurt to handle it.
739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1053 return 1; 740 return 1;
1054 } 741 }
742 }
1055 743
1056 // fall through to opening it (active in inv) 744 // it's locked?
745 if (sack->slaying)
1057 } 746 {
1058 else if (sack->env) 747 if (object *tmp = find_key (op, op, sack))
748 {
749 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
750 }
751 else
752 {
753 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
754 esrv_update_item (UPD_FLAGS, op, sack);
755 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
756 return 1;
757 }
758 }
759
760 if (sack->env && !sack->flag [FLAG_APPLIED])
1059 { 761 {
1060 // it is in our env, so activate it, do not open yet 762 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 763 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 764 sack->flag [FLAG_APPLIED] = true;
1063 esrv_update_item (UPD_FLAGS, op, sack); 765 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 766 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1;
1066 }
1067
1068 // it's locked?
1069 if (sack->slaying)
1070 { 767 }
1071 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));
1073 else 768 else
1074 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1076 return 1;
1077 }
1078 }
1079
1080 op->open_container (sack); 769 op->open_container (sack);
1081 770
1082 return 1; 771 return 1;
1083} 772}
1084 773
1085/** 774/**
1091{ 780{
1092 /* Only players can make sacrifices on spell casting altars. */ 781 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER)) 782 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0; 783 return 0;
1095 784
1096 if (operate_altar (altar, &sacrifice)) 785 if (operate_altar (altar, &sacrifice, originator))
1097 { 786 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet 787 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * with an altar. We call it a Potion - altars are stationary - it 788 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 789 * is up to map designers to use them properly.
1101 */ 790 */
1102 if (altar->inv && altar->inv->type == SPELL) 791 if (altar->inv && altar->inv->type == SPELL)
1103 { 792 {
1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 793 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 794 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 795 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 796 * old maps.
1108 */ 797 */
1109 798
1110/* push_button (altar);*/ 799/* push_button (altar);*/
1111 } 800 }
1112 else 801 else
1113 { 802 {
1114 altar->value = 1; /* works only once */ 803 altar->value = 1; /* works only once */
1115 push_button (altar); 804 push_button (altar, originator);
1116 } 805 }
1117 806
1118 return !sacrifice; 807 return !sacrifice;
1119 } 808 }
1120 else 809 else
1133{ 822{
1134 int rv = 0; 823 int rv = 0;
1135 double opinion; 824 double opinion;
1136 object *tmp, *next; 825 object *tmp, *next;
1137 826
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 827 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1139 828
1140 if (op->type != PLAYER) 829 bool has_unpaid = false;
830
831 // quite inefficient to do this here twice, but the api doesn't lend itself to
832 // a quick and small change :(
833 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
834 if (item->flag [FLAG_UNPAID])
835 {
836 has_unpaid = true;
837 break;
838 }
839
840 if (!op->is_player ())
1141 { 841 {
1142 /* Remove all the unpaid objects that may be carried here. 842 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 843 * This could be pets or monsters that are somehow in
1144 * the shop. 844 * the shop.
1145 */ 845 */
1146 for (tmp = op->inv; tmp; tmp = next) 846 for (tmp = op->inv; tmp; tmp = next)
1147 { 847 {
1148 next = tmp->below; 848 next = tmp->below;
1149 849
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 850 if (tmp->flag [FLAG_UNPAID])
1151 { 851 {
1152 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 852 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1153 853
854 if (i >= 0)
1154 tmp->remove (); 855 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 } 856 }
1164 } 857 }
1165 858
1166 /* Don't teleport things like spell effects */ 859 /* Don't teleport things like spell effects */
1167 if (QUERY_FLAG (op, FLAG_NO_PICK)) 860 if (op->flag [FLAG_NO_PICK])
1168 return 0; 861 return 0;
1169 862
1170 /* unpaid objects, or non living objects, can't transfer by 863 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 864 * shop mats. Instead, put it on a nearby space.
1172 */ 865 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 866 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1174 { 867 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 868 /* 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); 869 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178 870
1179 if (i != -1) 871 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 872 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1181 873
1182 return 0; 874 return 0;
1183 } 875 }
876
1184 /* Removed code that checked for multipart objects - it appears that 877 /* Removed code that checked for multipart objects - it appears that
1185 * the teleport function should be able to handle this just fine. 878 * the teleport function should be able to handle this just fine.
1186 */ 879 */
1187 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1188 } 881 }
1189 else if (can_pay (op) && get_payment (op)) 882 else if (can_pay (op) && get_payment (op))
1190 { 883 {
1191 /* this is only used for players */ 884 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 885 rv = teleport (shop_mat, SHOP_MAT, op);
1193 886
887 if (has_unpaid)
888 op->contr->play_sound (sound_find ("shop_buy"));
889 else if (op->is_in_shop ())
890 op->contr->play_sound (sound_find ("shop_enter"));
891 else
892 op->contr->play_sound (sound_find ("shop_leave"));
893
1194 if (shop_mat->msg) 894 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 895 op->statusmsg (shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct, 896 /* This check below is a bit simplistic - generally it should be correct,
1197 * but there is never a guarantee that the bottom space on the map is 897 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor. 898 * actually the shop floor.
1199 */ 899 */
1200 else if (!rv && !is_in_shop (op)) 900 else if (!rv && !op->is_in_shop ())
1201 { 901 {
1202 opinion = shopkeeper_approval (op->map, op); 902 opinion = shopkeeper_approval (op->map, op);
1203 903
1204 if (opinion > 0.9) 904 op->statusmsg (
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 905 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 else if (opinion > 0.75) 906 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 907 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 908 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 909 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 910 }
1213 } 911 }
1214 else 912 else
1215 { 913 {
1216 /* if we get here, a player tried to leave a shop but was not able 914 /* if we get here, a player tried to leave a shop but was not able
1217 * to afford the items he has. We try to move the player so that 915 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore 916 * they are not on the mat anymore
1219 */ 917 */
1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 918 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221 919
1222 if (i == -1) 920 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 921 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 922 else
1227 { 923 {
1228 op->remove (); 924 op->remove ();
1229 op->x += freearr_x[i]; 925 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 926 op->y += freearr_y[i];
1231 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 927 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1232 } 928 }
1233 } 929 }
1234 930
1235 CLEAR_FLAG (op, FLAG_NO_APPLY); 931 op->clr_flag (FLAG_NO_APPLY);
1236 return rv; 932 return rv;
1237} 933}
1238 934
1239/** 935/**
1240 * Handles applying a sign. 936 * Handles applying a sign.
1241 */ 937 */
1242static void 938static void
1243apply_sign (object *op, object *sign, int autoapply) 939apply_sign (object *op, object *sign, int autoapply)
1244{ 940{
1245 readable_message_type *msgType; 941 if (!op->is_player())
1246 char newbuf[HUGE_BUF]; 942 return;
1247 943
1248 if (sign->msg == NULL) 944 if (sign->has_dialogue ())
1249 { 945 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 946 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1251 return; 947 return;
1252 } 948 }
1253 949
950 if (!sign->msg)
951 {
952 op->contr->infobox (MSG_CHANNEL ("examine"),
953 format ("T<%s>\n\n Nothing %sis written on it.",
954 &sign->name,
955 sign->name == sign->arch->name ? "" : "else "));
956 return;
957 }
958
1254 if (sign->stats.food) 959 if (sign->stats.food)
1255 { 960 {
1256 if (sign->last_eat >= sign->stats.food) 961 if (sign->last_eat >= sign->stats.food)
1257 { 962 {
1258 if (!sign->move_on) 963 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 964 op->failmsg ("You cannot read it anymore.");
965
1260 return; 966 return;
1261 } 967 }
1262 968
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 969 if (!op->flag [FLAG_WIZPASS])
1264 sign->last_eat++; 970 sign->last_eat++;
1265 } 971 }
1266 972
1267 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 973 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1268 * No way to know for sure. The presumption is basically that if 974 * No way to know for sure. The presumption is basically that if
1269 * move_on is zero, it needs to be manually applied (doesn't talk 975 * move_on is zero, it needs to be manually applied (doesn't talk
1270 * to us). 976 * to us).
1271 */ 977 */
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 978 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1273 { 979 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 980 op->failmsg ("You are unable to read while blind!");
1275 return; 981 return;
1276 } 982 }
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 983
1282/** 984 if (op->contr)
1283 * 'victim' moves onto 'trap' 985 if (client *ns = op->contr->ns)
1284 * 'victim' leaves 'trap' 986 {
1285 * effect is determined by move_on/move_off of trap and move_type of victime. 987 if (sign->sound)
1286 * 988 ns->play_sound (sign->sound);
1287 * originator: Player, monster or other object that caused 'victim' to move 989 else if (autoapply)
1288 * onto 'trap'. Will receive messages caused by this action. May be NULL. 990 ns->play_sound (sound_find ("msg_voice"));
1289 * However, some types of traps require an originator to function. 991
1290 */ 992 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1291void 993 }
994}
995
996static void
1292move_apply (object *trap, object *victim, object *originator) 997move_apply_hole (object *trap, object *victim)
1293{ 998{
1294 static int recursion_depth = 0; 999 /* Hole not open? */
1295 1000 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; 1001 return;
1299 1002
1300 /* move_apply() is the most likely candidate for causing unwanted and 1003 /* Is this a multipart monster and not the head? If so, return.
1301 * possibly unlimited recursion. 1004 * Processing will happen if the head runs into the pit
1302 */ 1005 */
1303 /* The following was changed because it was causing perfeclty correct 1006 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; 1007 return;
1314 }
1315 recursion_depth++;
1316 if (trap->head)
1317 trap = trap->head;
1318 1008
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1009 // now find all possible locations and randomly pick one
1320 goto leave; 1010 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1011 trap->range >= 3 ? SIZEOFFREE3 + 1
1012 : trap->range >= 2 ? SIZEOFFREE2 + 1
1013 : trap->range >= 1 ? SIZEOFFREE1 + 1
1014 : SIZEOFFREE0 + 1);
1321 1015
1322 switch (trap->type) 1016 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; 1017 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 1018
1547 /* need a literacy skill to read stuff! */ 1019 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1020 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 1021
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1022 transfer_ob (victim,
1573 1023 EXIT_X (trap) + freearr_x[dir],
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1024 EXIT_Y (trap) + freearr_y[dir],
1575 msgType->message_type, msgType->message_subtype, 1025 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} 1026}
2626 1027
2627/** 1028/**
2628 * Unapplies specified item. 1029 * Unapplies specified item.
2629 * No check done on cursed/damned. 1030 * No check done on cursed/damned.
2630 * Break this out of apply_special - this is just done 1031 * Break this out of apply_special - this is just done
2631 * to keep the size of apply_special to a more managable size. 1032 * to keep the size of apply_special to a more managable size.
2632 */ 1033 */
2633static int 1034static bool
2634unapply_special (object *who, object *op, int aflags) 1035unapply_special (object *who, object *op, int aflags)
2635{ 1036{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 1039 return RESULT_INT (0);
2638 1040
2639 object *tmp2; 1041 if (who->current_weapon == op)
1042 who->current_weapon = 0;
2640 1043
2641 CLEAR_FLAG (op, FLAG_APPLIED); 1044 op->flag [FLAG_APPLIED] = false;
2642 1045
2643 switch (op->type) 1046 switch (op->type)
2644 { 1047 {
1048 case SKILL:
1049 if (player *pl = who->contr)
1050 if (op->invisible)
1051 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1052 else
1053 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1054
1055 change_abil (who, op);
1056 who->flag [FLAG_READY_SKILL] = false;
1057 break;
1058
2645 case WEAPON: 1059 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1060 who->statusmsg (format ("You unwield %s.", query_name (op)));
2647
2648 (void) change_abil (who, op); 1061 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1062 who->flag [FLAG_READY_WEAPON] = false;
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1063
2651 clear_skill (who); 1064 // unapplying a weapon or skill tool should also unapply the skill it governs
1065 // but this is hard, as it shouldn't do so when the skill can
1066 // be used for other reasons
1067 //TODO: really?
1068 if (who->chosen_skill)
1069 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1070 unapply_special (who, who->chosen_skill, 0);
1071
2652 break; 1072 break;
2653 1073
2654 case SKILL: /* allows objects to impart skills */ 1074 case RANGED:
2655 case SKILL_TOOL: 1075 case BOW:
2656 if (op != who->chosen_skill) 1076 case WAND:
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1077 case ROD:
2658 1078 case HORN:
2659 if (who->type == PLAYER) 1079 if (player *pl = who->contr)
2660 { 1080 {
2661 if (who->contr->ranged_ob == op) 1081 who->statusmsg (format ("You unready %s.", query_name (op)));
2662 { 1082 change_abil (who, op);
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 } 1083 }
2666 1084 else
2667 if (!op->invisible) 1085 {
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 1086 if (op->type == BOW)
1087 op->flag [FLAG_READY_BOW ] = false;
2669 else 1088 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 1089 op->flag [FLAG_READY_RANGE] = false;
2671 } 1090 }
2672 1091
2673 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 1092 break;
2677 1093
2678 case ARMOUR: 1094 case ARMOUR:
2679 case HELMET: 1095 case HELMET:
2680 case SHIELD: 1096 case SHIELD:
2683 case GLOVES: 1099 case GLOVES:
2684 case AMULET: 1100 case AMULET:
2685 case GIRDLE: 1101 case GIRDLE:
2686 case BRACERS: 1102 case BRACERS:
2687 case CLOAK: 1103 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1104 who->statusmsg (format ("You unwear %s.", query_name (op)));
2689 (void) change_abil (who, op); 1105 change_abil (who, op);
2690 break; 1106 break;
1107
2691 case LAMP: 1108 case SPELL:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1109 case BUILDER:
2693 tmp2 = arch_to_object (op->other_arch); 1110 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; 1111 break;
2723 1112
2724 case BOW: 1113 //case SKILL_TOOL://TODO
2725 case WAND: 1114 default:
2726 case ROD: 1115 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; 1116 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 } 1117 }
1118
1119 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1120 if (object *pl = op->visible_to ())
1121 esrv_send_item (pl, op);
2760 1122
2761 who->update_stats (); 1123 who->update_stats ();
2762 1124
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; 1125 return 1;
2780} 1126}
2781 1127
2782/** 1128/**
2783 * Returns the object that is using location 'loc'. 1129 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 1130 * 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 1131 * then go through the below of this. In this way, you can do
2786 * something like: 1132 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 1133 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1134 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 1135 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 1136 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 1137 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 1138 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 1139 * invisible other objects that use
2794 * up body locations can be used as restrictions. 1140 * up body locations can be used as restrictions.
2795 */ 1141 */
2796object * 1142static object *
2797get_item_from_body_location (object *start, int loc) 1143get_next_item_from_body_location (int loc, object *start)
2798{ 1144{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 1145 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1146 if (tmp->flag [FLAG_APPLIED]
1147 && tmp->slot [loc].info
1148 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2806 return tmp; 1149 return tmp;
2807 1150
2808 return NULL; 1151 return 0;
2809} 1152}
2810
2811
2812 1153
2813/** 1154/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 1155 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 1156 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 1157 * that there are objects to unapply. This makes pretty heavy
2819 * Returns 0 on success, returns 1 if there is some problem. 1160 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 1161 * 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 1162 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 1163 * another function that does just that.
2823 */ 1164 */
2824int 1165
1166#define CANNOT_REMOVE_CURSED \
1167 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1168 "Praying over an altar, scrolls of remove curse/damnation, " \
1169 "priests or even other players might help.>"
1170
1171static bool
2825unapply_for_ob (object *who, object *op, int aflags) 1172unapply_for_ob (object *who, object *op, int aflags)
2826{ 1173{
2827 int i; 1174 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) 1175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 { 1176 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1177 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2838 { 1178 {
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 {
2841 if (aflags & AP_PRINT) 1179 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1180 who->failmsg (query_name (tmp));
2843 else 1181 else
2844 unapply_special (who, tmp, aflags); 1182 unapply_special (who, tmp, aflags);
2845 } 1183 }
2846 else 1184 else
2847 { 1185 {
2848 /* In this case, we want to try and remove a cursed item. 1186 /* 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 1187 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 1188 * at least generate the message.
2851 */ 1189 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1190 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2853 return 1; 1191 return 1;
2854 }
2855
2856 } 1192 }
2857 }
2858 }
2859 1193
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1194 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 1195 {
2862 /* this used up a slot that we need to free */ 1196 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 1197 if (op->slot[i].info)
2864 { 1198 {
2865 last = who->inv; 1199 object *last = who->inv;
2866 1200
2867 /* We do a while loop - may need to remove several items in order 1201 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 1202 * to free up enough slots.
2869 */ 1203 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 1204 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 1205 {
2872 tmp = get_item_from_body_location (last, i); 1206 object *tmp = get_next_item_from_body_location (i, last);
1207
2873 if (!tmp) 1208 if (!tmp)
2874 { 1209 {
2875#if 0 1210#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 1211 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 1212 * equipped.
2878 */ 1213 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1214 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 1215#endif
2881 return 1; 1216 return 1;
2882 } 1217 }
1218
2883 /* If we are just printing, we don't care about cursed status */ 1219 /* 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)))) 1220 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2885 { 1221 {
2886 if (aflags & AP_PRINT) 1222 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1223 who->failmsg (query_name (tmp));
2888 else 1224 else
2889 unapply_special (who, tmp, aflags); 1225 unapply_special (who, tmp, aflags);
2890 } 1226 }
2891 else 1227 else
2892 { 1228 {
2893 /* Cursed item that we can't unequip - tell the player. 1229 /* Cursed item that we can't unequip - tell the player.
2894 * Note this could be annoying if this is just one of a few, 1230 * 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 1231 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 1232 * one cursed ring.)
2897 */ 1233 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1234 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2899 } 1235 }
1236
2900 last = tmp->below; 1237 last = tmp->below;
2901 } 1238 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1239 /* 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. 1240 * return in the !tmp would have kicked in.
2904 */ 1241 */
2905 } /* if op is using this body location */ 1242 } /* if op is using this body location */
2906 } /* for body lcoations */ 1243 } /* for body lcoations */
1244
2907 return 0; 1245 return 0;
2908} 1246}
2909 1247
2910/** 1248/**
2911 * Checks to see if 'who' can apply object 'op'. 1249 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 1250 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 1251 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 1252 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1253 * 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?) 1254 * is set, do we really care what the other flags may be?)
2917 * 1255 *
2918 * See include/define.h for detailed description of the meaning of 1256 * See include/define.h for detailed description of the meaning of
2919 * these return values. 1257 * these return values.
2920 */ 1258 */
2921int 1259int
2922can_apply_object (object *who, object *op) 1260can_apply_object (object *who, object *op)
2923{ 1261{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1262 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 1263 return RESULT_INT (0);
2926 1264
2927 int i, retval = 0; 1265 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 1266 object *tmp = 0, *ws = 0;
2929 1267
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1268 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 { 1269 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1270 if (op->slot[i].info)
2938 { 1271 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1272 /* Item uses more slots than we have */
1273 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 1274 {
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' 1275 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 1276 * really needed.
2956 */ 1277 */
2957 retval |= CAN_APPLY_NEVER; 1278 retval |= CAN_APPLY_NEVER;
2958 } 1279 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 1280 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 1281 {
2961 /* in this case, equipping this would use more free spots than 1282 /* in this case, equipping this would use more free spots than
2962 * we have. 1283 * we have.
2963 */ 1284 */
2964 object *tmp1;
2965
2966 1285
2967 /* if we have an applied weapon/shield, and unapply it would free 1286 /* 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 1287 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 1288 * 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 1289 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 1290 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 1291 * does take into the account cases where what is being applied
2973 * may be two handed for example. 1292 * may be two handed for example.
2974 */ 1293 */
2975 if (ws) 1294 if (ws)
2976 { 1295 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 { 1296 {
2979 retval |= CAN_APPLY_UNAPPLY; 1297 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 1298 continue;
2981 } 1299 }
2982 }
2983 1300
2984 tmp1 = get_item_from_body_location (who->inv, i); 1301 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 1302 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; 1303 retval |= CAN_APPLY_NEVER;
2994 }
2995 else 1304 else
2996 { 1305 {
2997 /* need to unapply something. However, if this something 1306 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 1307 * is different than we had found before, it means they need
2999 * to apply multiple objects 1308 * to apply multiple objects
3000 */ 1309 */
3001 retval |= CAN_APPLY_UNAPPLY; 1310 retval |= CAN_APPLY_UNAPPLY;
1311
3002 if (!tmp) 1312 if (!tmp)
3003 tmp = tmp1; 1313 tmp = tmp1;
3004 else if (tmp != tmp1) 1314 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 1315 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 1316
3008 /* This object isn't using up all the slots, so there must 1317 /* 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 1318 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 1319 * the slots, the player then has a choice.
3011 */ 1320 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1321 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1322 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1323 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 1324
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 1325 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 1326 * equipped? If not, there must be something else to unapply.
3017 */ 1327 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1328 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 1329 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 1330 }
3022 } /* if not enough free slots */ 1331 } /* if not enough free slots */
3023 } /* if this object uses location i */ 1332 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 1333 } /* for i -> num_body_locations loop */
3025 1334
3028 * the weapon/shield checks, and the range checks for monsters, 1337 * the weapon/shield checks, and the range checks for monsters,
3029 * because you can't control those just by body location - bows, shields, 1338 * because you can't control those just by body location - bows, shields,
3030 * and weapons all use the same slot. Similar for horn/rod/wand - they 1339 * and weapons all use the same slot. Similar for horn/rod/wand - they
3031 * all use the same location. 1340 * all use the same location.
3032 */ 1341 */
3033 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1342 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3034 retval |= CAN_APPLY_RESTRICTION; 1343 retval |= CAN_APPLY_RESTRICTION;
3035 1344
3036 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1345 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3037 retval |= CAN_APPLY_RESTRICTION; 1346 retval |= CAN_APPLY_RESTRICTION;
3038 1347
3039 if (who->type != PLAYER) 1348 if (who->type != PLAYER)
3040 { 1349 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1350 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3042 retval |= CAN_APPLY_RESTRICTION; 1351 retval |= CAN_APPLY_RESTRICTION;
1352
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1353 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3044 retval |= CAN_APPLY_RESTRICTION; 1354 retval |= CAN_APPLY_RESTRICTION;
1355
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1356 if (op->type == RING && !who->flag [FLAG_USE_RING])
3046 retval |= CAN_APPLY_RESTRICTION; 1357 retval |= CAN_APPLY_RESTRICTION;
1358
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1359 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3048 retval |= CAN_APPLY_RESTRICTION; 1360 retval |= CAN_APPLY_RESTRICTION;
3049 } 1361 }
3050 1362
3051 return retval; 1363 return retval;
3052} 1364}
3066 * AP_UNAPPLY=always unapply). 1378 * AP_UNAPPLY=always unapply).
3067 * 1379 *
3068 * Optional flags: 1380 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 1381 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 1382 * AP_IGNORE_CURSE: unapply cursed items
1383 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 1384 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1385 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 1386 *
3074 * apply_special() doesn't check for unpaid items. 1387 * apply_special() doesn't check for unpaid items.
3075 */ 1388 */
3076int 1389
1390#define LACK_ITEM_POWER \
1391 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1392
1393static bool
3077apply_special (object *who, object *op, int aflags) 1394apply_special (object *who, object *op, int aflags)
3078{ 1395{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 1396 int basic_flag = aflags & AP_MODE;
3080 object *tmp, *tmp2, *skop = NULL; 1397 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 1398
3083 if (who == NULL) 1399 if (who == NULL)
3084 { 1400 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 1401 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 1402 return 1;
3087 } 1403 }
3088 1404
1405 //TODO: remove these when apply_special is no longer exposed
3089 if (op->env != who) 1406 if (op->env != who)
3090 return 1; /* op is not in inventory */ 1407 return 1; /* op is not in inventory */
3091 1408
3092 /* trying to unequip op */ 1409 /* trying to unequip op */
3093 if (QUERY_FLAG (op, FLAG_APPLIED)) 1410 if (op->flag [FLAG_APPLIED])
3094 { 1411 {
3095 /* always apply, so no reason to unapply */ 1412 /* always apply, so no reason to unapply */
3096 if (basic_flag == AP_APPLY) 1413 if (basic_flag == AP_APPLY)
3097 return 0; 1414 return 0;
3098 1415
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1416 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3100 { 1417 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1418 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3102 return 1; 1419 return 1;
3103 } 1420 }
1421
3104 return unapply_special (who, op, aflags); 1422 return unapply_special (who, op, aflags);
3105 } 1423 }
3106
3107 if (basic_flag == AP_UNAPPLY) 1424 else if (basic_flag == AP_UNAPPLY)
3108 return 0; 1425 return 0;
3109 1426
3110 i = can_apply_object (who, op); 1427 splay (op);
3111 1428
3112 /* Can't just apply this object. Lets see what not and what to do */ 1429 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 1430 if (int i = can_apply_object (who, op))
3114 { 1431 {
3115 if (i & CAN_APPLY_NEVER) 1432 if (i & CAN_APPLY_NEVER)
3116 { 1433 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1434 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3118 return 1; 1435 return 1;
3119 } 1436 }
3120 else if (i & CAN_APPLY_RESTRICTION) 1437 else if (i & CAN_APPLY_RESTRICTION)
3121 { 1438 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1439 who->failmsgf (
1440 "You have a prohibition against using a %s. "
1441 "H<Your belief, profession or class prevents you from applying this item.>",
1442 query_name (op)
1443 );
3123 return 1; 1444 return 1;
3124 } 1445 }
1446
3125 if (who->type != PLAYER) 1447 if (who->type != PLAYER)
3126 { 1448 {
3127 /* Some error, so don't try to equip something more */ 1449 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 1450 if (unapply_for_ob (who, op, aflags))
3129 return 1; 1451 return 1;
3130 } 1452 }
3131 else 1453 else
3132 { 1454 {
3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1455 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3134 { 1456 {
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1457 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 1458 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 1459 return 1;
3138 } 1460 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1461 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 1462 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 1463 return 1;
3144 }
3145 } 1464 }
3146 } 1465 }
3147 1466
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1467 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 1468 {
1469 // try to ready attached skill first
3150 skop = find_skill_by_name (who, op->skill); 1470 skop = find_skill_by_name (who, op->skill);
1471
3151 if (!skop) 1472 if (!skop)
3152 { 1473 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1474 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3154 return 1; 1475 return 1;
3155 } 1476 }
3156 else 1477 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 */ 1478 {
3160 change_skill (who, skop, 0); 1479 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3161 } 1480 return 1;
3162 1481 }
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3164 { 1482 }
3165 new_draw_info (NDI_UNIQUE, 0, who, 1483
1484 if (!check_item_power (who, op->item_power))
1485 {
3166 "Equipping that combined with other items would consume your soul! " 1486 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; 1487 return 1;
3169 } 1488 }
3170
3171 1489
3172 /* Ok. We are now at the state where we can apply the new object. 1490 /* 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_... 1491 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 1492 * below - that is already taken care of by can_apply_object.
3175 */ 1493 */
3176 1494
3177 if (op->nrof > 1) 1495 // split away all the other items from the stack, so only one item is left
3178 tmp = get_split_ob (op, op->nrof - 1); 1496 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3179 else
3180 tmp = NULL;
3181 1497
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1498 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 1499 return RESULT_INT (0);
3184 1500
3185 switch (op->type) 1501 switch (op->type)
3186 { 1502 {
3187 case WEAPON: 1503 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 1504 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 { 1505 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 1506 /* 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) */ 1507 /* (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."); 1508 who->failmsg ("The weapon does not recognize you as its owner. "
3204 1509 "H<Its name indicates that it belongs to somebody else.>");
3205 if (tmp) 1510 if (tmp) who->insert (tmp);
3206 insert_ob_in_ob (tmp, who);
3207
3208 return 1; 1511 return 1;
3209 } 1512 }
3210 1513
3211 SET_FLAG (op, FLAG_APPLIED); 1514 op->flag [FLAG_APPLIED] = true;
3212 1515
3213 if (skop) 1516 if (player *pl = who->contr)
3214 change_skill (who, skop, 1); 1517 {
3215 1518 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); 1519 change_abil (who, op);
1520 }
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:
3229 case GIRDLE: 1530 case GIRDLE:
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 op->set_flag (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 op->set_flag (FLAG_APPLIED);
1545 break;
1546
3239 case LAMP: 1547 case SKILL:
3240 if (op->stats.food < 1) 1548 if (who->contr)
1549 if (op->invisible)
1550 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1551 else
1552 who->statusmsg (format ("You ready %s.", query_name (op)));
1553
1554 who->set_flag (FLAG_READY_SKILL);
1555 op->set_flag (FLAG_APPLIED);
1556 change_abil (who, op);
1557 break;
1558
1559 case BOW:
1560 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3241 { 1561 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 1562 who->failmsg ("The weapon does not recognize you as its owner. "
1563 "H<Its name indicates that it belongs to somebody else.>");
1564 if (tmp) who->insert (tmp);
3243 return 1; 1565 return 1;
3244 } 1566 }
3245 1567
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 1568 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 { 1569 {
3265 insert_ob_in_ob (tmp, who); 1570 op->flag [FLAG_APPLIED] = true;
3266 if (who->type == PLAYER) 1571 who->statusmsg (format ("You wield the %s.", query_name (op)));
3267 esrv_send_item (who, tmp); 1572 change_abil (who, op);
3268 } 1573 }
1574 break;
3269 1575
3270 who->update_stats (); 1576 case RANGED:
3271 1577 if (player *pl = who->contr)
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 { 1578 {
3274 if (who->type == PLAYER) 1579 op->flag [FLAG_APPLIED] = true;
3275 { 1580 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 } 1581 }
1582 break;
3280 1583
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: 1584 case SPELL:
3288 case SKILL_TOOL: 1585 if (player *pl = who->contr)
3289 if (who->chosen_skill)
3290 { 1586 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1587 op->flag [FLAG_APPLIED] = true;
3292 return 1; 1588 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3293 } 1589 }
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; 1590 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 1591
3336 /*FALLTHROUGH*/ 1592 /*FALLTHROUGH*/
3337 case WAND: 1593 case WAND:
3338 case ROD: 1594 case ROD:
3339 case HORN: 1595 case HORN:
3340 /* check for skill, alter player status */ 1596 op->flag [FLAG_APPLIED] = true;
3341 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0);
3344 1597
3345 if (who->type == PLAYER) 1598 if (player *pl = who->contr)
3346 { 1599 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 1600 who->statusmsg (format ("You ready %s.", query_name (op)));
3348 1601
3349 if (op->type == BOW) 1602 if (op->type == BOW)
3350 { 1603 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1604
3351 change_abil (who, op); 1605 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 } 1606 }
3359 else 1607 else
3360 { 1608 {
3361 if (op->type == BOW) 1609 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 1610 op->flag [FLAG_READY_BOW ] = true;
3363 else 1611 else
3364 SET_FLAG (who, FLAG_READY_RANGE); 1612 op->flag [FLAG_READY_RANGE] = true;
3365 } 1613 }
3366 1614
3367 break; 1615 break;
3368 1616
3369 case BUILDER: 1617 case BUILDER:
3370 if (who->type == PLAYER) 1618 if (player *pl = who->contr)
3371 { 1619 {
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 1620 who->statusmsg (format ("You ready your %s.", query_name (op)));
3373 unapply_special (who, who->contr->ranged_ob, 0); 1621 //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 } 1622 }
3380 break; 1623 break;
3381 1624
3382 default: 1625 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1626 who->statusmsg (format ("You apply %s.", query_name (op)));
3384 } /* end of switch op->type */ 1627 }
3385 1628
3386 SET_FLAG (op, FLAG_APPLIED); 1629 op->set_flag (FLAG_APPLIED);
3387 1630
3388 if (tmp != NULL) 1631 if (tmp) who->insert (tmp);
3389 tmp = insert_ob_in_ob (tmp, who);
3390 1632
3391 who->update_stats (); 1633 who->update_stats ();
3392 1634
3393 /* We exclude spell casting objects. The fire code will set the 1635 /* We exclude spell casting objects. The fire code will set the
3394 * been applied flag when they are used - until that point, 1636 * been applied flag when they are used - until that point,
3395 * you don't know anything about them. 1637 * you don't know anything about them.
3396 */ 1638 */
3397 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1639 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3398 SET_FLAG (op, FLAG_BEEN_APPLIED); 1640 op->set_flag (FLAG_BEEN_APPLIED);
3399 1641
3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1642 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3401 {
3402 if (who->type == PLAYER) 1643 if (who->type == PLAYER)
3403 { 1644 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1645 who->failmsg (
3405 SET_FLAG (op, FLAG_KNOWN_CURSED); 1646 "Oops, it feels deadly cold! "
1647 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1648 );
1649 op->set_flag (FLAG_KNOWN_CURSED);
3406 } 1650 }
3407 }
3408 1651
3409 if (who->type == PLAYER) 1652 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); 1653 esrv_send_item (pl, op);
3416 }
3417 1654
3418 return 0; 1655 return 0;
3419} 1656}
3420 1657
1658/**
1659 * Check if op should abort moving victim because of it's race or slaying.
1660 * Returns 1 if it should abort, returns 0 if it should continue.
1661 */
3421int 1662int
3422monster_apply_special (object *who, object *op, int aflags) 1663should_director_abort (object *op, object *victim)
3423{ 1664{
3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1665 int arch_flag, name_flag, race_flag;
1666
1667 /* Get flags to determine what of arch, name, and race should be checked.
1668 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1669 * the next is the name flag, and the last is the race flag. Also note,
1670 * if subtype is set to zero, that also goes to defaults of all affecting
1671 * it. Examples:
1672 * subtype 1: only arch
1673 * subtype 3: arch or name
1674 * subtype 5: arch or race
1675 * subtype 7: all three
1676 */
1677 if (op->subtype)
1678 {
1679 arch_flag = op->subtype & 1;
1680 name_flag = op->subtype & 2;
1681 race_flag = op->subtype & 4;
1682 }
1683 else
1684 {
1685 arch_flag = 1;
1686 name_flag = 1;
1687 race_flag = 1;
1688 }
1689
1690 /* If the director has race set, only affect objects with a arch,
1691 * name or race that matches.
1692 */
1693 if ((op->race) &&
1694 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1695 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1696 ((!(victim->race && race_flag) || op->race != victim->race)))
3425 return 1; 1697 return 1;
1698
1699 /* If the director has slaying set, only affect objects where none
1700 * of arch, name, or race match.
1701 */
1702 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1703 ((victim->name && name_flag && op->slaying == victim->name)) ||
1704 ((victim->race && race_flag && op->slaying == victim->race)))
1705 return 1;
1706
1707 return 0;
1708}
1709
1710/**
1711 * This handles a player dropping money on an altar to identify stuff.
1712 * It'll identify marked item, if none all items up to dropped money.
1713 * Return value: 1 if money was destroyed, 0 if not.
1714 */
1715static int
1716apply_id_altar (object *money, object *altar, object *pl)
1717{
1718 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1719
1720 if (!pl || pl->type != PLAYER)
1721 return 0;
1722
1723 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1724 * identifying' from being printed out more than it needs to be.
1725 */
1726 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1727 return 0;
1728
1729 /* if the player has a marked item, identify that if it needs to be
1730 * identified. If it doesn't, then go through the player inventory.
1731 */
1732 if (object *marked = pl->mark ())
1733 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1734 {
1735 if (operate_altar (altar, &money, pl))
1736 {
1737 identify (marked);
1738
1739 buf.printf ("You have %s.\r", long_desc (marked, pl));
1740 if (marked->msg)
1741 buf << "The item has a story:\r" << marked->msg << "\n\n";
1742
1743 return !money;
1744 }
1745 }
1746
1747 for (object *id = pl->inv; id; id = id->below)
1748 {
1749 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1750 {
1751 if (operate_altar (altar, &money, pl))
1752 {
1753 identify (id);
1754
1755 buf.printf ("You have %s.\r", long_desc (id, pl));
1756 if (id->msg)
1757 buf << "The item has a story:\r" << id->msg << "\n\n";
1758
1759 /* If no more money, might as well quit now */
1760 if (!money || !check_altar_sacrifice (altar, money))
1761 break;
1762 }
1763 else
1764 {
1765 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1766 break;
1767 }
1768 }
1769 }
1770
1771 if (buf.empty ())
1772 pl->failmsg ("You have nothing that needs identifying");
1773 else
1774 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1775
1776 return !money;
1777}
1778
1779/**
1780 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1781 * matching item.
1782 **/
1783void
1784handle_apply_yield (object *tmp)
1785{
1786 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1787 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1788}
1789
1790/**
1791 * Handles applying a potion.
1792 */
1793int
1794apply_potion (object *op, object *tmp)
1795{
1796 int got_one = 0, i;
1797 object *force = 0;
1798
1799 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1800
1801 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1802 {
1803 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1804
1805 tmp->clr_flag (FLAG_APPLIED);
1806 return 0;
1807 }
1808
1809 if (op->type == PLAYER)
1810 if (!tmp->flag [FLAG_IDENTIFIED])
1811 identify (tmp);
1812
1813 handle_apply_yield (tmp);
1814
1815 /* Potion of restoration - only for players */
1816 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1817 {
1818 object *depl;
1819 archetype *at;
1820
1821 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1822 {
1823 op->drain_stat ();
1824 op->update_stats ();
1825 tmp->decrease ();
1826 return 1;
1827 }
1828
1829 if (!(at = archetype::find (shstr_depletion)))
1830 {
1831 LOG (llevError, "Could not find archetype depletion\n");
1832 return 0;
1833 }
1834
1835 depl = present_arch_in_ob (at, op);
1836
1837 if (depl)
1838 {
1839 for (i = 0; i < NUM_STATS; i++)
1840 if (depl->stats.stat (i))
1841 op->statusmsg (restore_msg[i]);
1842
1843 depl->destroy ();
1844 op->update_stats ();
1845 }
1846 else
1847 op->statusmsg ("Your potion had no effect.");
1848
1849 tmp->decrease ();
1850 return 1;
1851 }
1852
1853 /* improvement potion - only for players */
1854 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1855 {
1856 for (i = 1; i < min (11, op->level); i++)
1857 {
1858 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1859 {
1860 if (op->contr->levhp[i] != 1)
1861 {
1862 op->contr->levhp[i] = 1;
1863 break;
1864 }
1865
1866 if (op->contr->levsp[i] != 1)
1867 {
1868 op->contr->levsp[i] = 1;
1869 break;
1870 }
1871
1872 if (op->contr->levgrace[i] != 1)
1873 {
1874 op->contr->levgrace[i] = 1;
1875 break;
1876 }
1877 }
1878 else
1879 {
1880 if (op->contr->levhp[i] < 9)
1881 {
1882 op->contr->levhp[i] = 9;
1883 break;
1884 }
1885
1886 if (op->contr->levsp[i] < 6)
1887 {
1888 op->contr->levsp[i] = 6;
1889 break;
1890 }
1891
1892 if (op->contr->levgrace[i] < 3)
1893 {
1894 op->contr->levgrace[i] = 3;
1895 break;
1896 }
1897 }
1898 }
1899
1900 /* Just makes checking easier */
1901 if (i < min (11, op->level))
1902 got_one = 1;
1903
1904 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1905 {
1906 if (got_one)
1907 {
1908 op->update_stats ();
1909 op->statusmsg ("The Gods smile upon you and remake you "
1910 "a little more in their image. "
1911 "You feel a little more perfect.", NDI_GREEN);
1912 }
1913 else
1914 op->statusmsg ("The potion had no effect - you are already perfect.");
1915 }
1916 else
1917 { /* cursed potion */
1918 if (got_one)
1919 {
1920 op->update_stats ();
1921 op->failmsg ("The Gods are angry and punish you.");
1922 }
1923 else
1924 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1925 }
1926
1927 tmp->decrease ();
1928 return 1;
1929 }
1930
1931
1932 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1933 * and heroism all fit into this category. Given the spell object code,
1934 * there is no limit to the number of spells that potions can be cast,
1935 * but direction is problematic to try and imbue fireball potions for example.
1936 */
1937 if (tmp->inv)
1938 {
1939 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1940 {
1941 op->failmsg ("Yech! Your lungs are on fire!");
1942 create_exploding_ball_at (op, op->level);
1943 }
1944 else
1945 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1946
1947 tmp->decrease ();
1948
1949 /* if youre dead, no point in doing this... */
1950 if (!op->flag [FLAG_REMOVED])
1951 op->update_stats ();
1952
1953 return 1;
1954 }
1955
1956 /* Deal with protection potions */
1957 force = NULL;
1958 for (i = 0; i < NROFATTACKS; i++)
1959 {
1960 if (tmp->resist[i])
1961 {
1962 if (!force)
1963 force = get_archetype (FORCE_NAME);
1964
1965 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1966 force->type = POTION_EFFECT;
1967 break; /* Only need to find one protection since we copy entire batch */
1968 }
1969 }
1970
1971 /* This is a protection potion */
1972 if (force)
1973 {
1974 /* cursed items last longer */
1975 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1976 {
1977 force->stats.food *= 10;
1978 for (i = 0; i < NROFATTACKS; i++)
1979 if (force->resist[i] > 0)
1980 force->resist[i] = -force->resist[i]; /* prot => vuln */
1981 }
1982
1983 force->speed_left = -1;
1984 force = insert_ob_in_ob (force, op);
1985 tmp->clr_flag (FLAG_APPLIED);
1986 force->set_flag (FLAG_APPLIED);
1987 change_abil (op, force);
1988 tmp->decrease ();
1989 return 1;
1990 }
1991
1992 /* Only thing left are the stat potions */
1993 if (op->type == PLAYER)
1994 { /* only for players */
1995 if ((tmp->flag [FLAG_CURSED]
1996 || tmp->flag [FLAG_DAMNED])
1997 && tmp->value != 0)
1998 tmp->clr_flag (FLAG_APPLIED);
1999 else
2000 tmp->set_flag (FLAG_APPLIED);
2001
2002 if (!change_abil (op, tmp))
2003 op->statusmsg ("Nothing happened.");
2004 }
2005
2006 /* CLEAR_FLAG is so that if the character has other potions
2007 * that were grouped with the one consumed, his
2008 * stat will not be raised by them. fix_player just clears
2009 * up all the stats.
2010 */
2011 tmp->clr_flag (FLAG_APPLIED);
2012 op->update_stats ();
2013 tmp->decrease ();
2014 return 1;
2015}
2016
2017/**
2018 * 'victim' moves onto 'trap'
2019 * 'victim' leaves 'trap'
2020 * effect is determined by move_on/move_off of trap and move_type of victime.
2021 *
2022 * originator: Player, monster or other object that caused 'victim' to move
2023 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2024 * However, some types of traps require an originator to function.
2025 */
2026void
2027move_apply (object *trap, object *victim, object *originator)
2028{
2029 static int recursion_depth = 0;
2030
2031 trap = trap->head_ ();
2032
2033 /* Only exits affect DMs. */
2034 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2035 return;
2036
2037 /* move_apply() is the most likely candidate for causing unwanted and
2038 * possibly unlimited recursion.
2039 */
2040
2041 /* The following was changed because it was causing perfectly correct
2042 * maps to fail. 1) it's not an error to recurse:
2043 * rune detonates, summoning monster. monster lands on nearby rune.
2044 * nearby rune detonates. This sort of recursion is expected and
2045 * proper. This code was causing needless crashes.
2046 */
2047 if (recursion_depth >= 500)
2048 {
2049 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2050 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2051 return;
2052 }
2053
2054 recursion_depth++;
2055
2056 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2057 switch (trap->type)
2058 {
2059 case PLAYERMOVER:
2060 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2061 {
2062 if (!trap->stats.maxsp)
2063 trap->stats.maxsp = 2;
2064
2065 /* Is this correct? From the docs, it doesn't look like it
2066 * should be divided by trap->speed
2067 */
2068 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2069
2070 /* Just put in some sanity check. I think there is a bug in the
2071 * above with some objects have zero speed, and thus the player
2072 * getting permanently paralyzed.
2073 */
2074 victim->speed_left = max (-50.f, victim->speed_left);
2075 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2076 }
2077 break;
2078
2079 case SPINNER:
2080 if (victim->direction)
2081 {
2082 victim->direction = absdir (victim->direction - trap->stats.sp);
2083 update_turn_face (victim);
2084 }
2085 break;
2086
2087 case DIRECTOR:
2088 if (victim->direction && !should_director_abort (trap, victim))
2089 {
2090 victim->direction = trap->stats.sp;
2091 update_turn_face (victim);
2092 }
2093 break;
2094
2095 case BUTTON:
2096 case PEDESTAL:
2097 case T_MATCH:
2098 update_button (trap, originator);
2099 break;
2100
2101 case ALTAR:
2102 /* sacrifice victim on trap */
2103 apply_altar (trap, victim, originator);
2104 break;
2105
2106 case THROWN_OBJ:
2107 if (trap->inv == NULL)
2108 break;
2109 /* fallthrough */
2110
2111 case ARROW:
2112 /* bad bug: monster throw a object, make a step forwards, step on object ,
2113 * trigger this here and get hit by own missile - and will be own enemy.
2114 * Victim then is his own enemy and will start to kill herself (this is
2115 * removed) but we have not synced victim and his missile. To avoid senseless
2116 * action, we avoid hits here
2117 */
2118 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2119 && trap->owner != victim)
2120 hit_with_arrow (trap, victim);
2121 break;
2122
2123 case SPELL_EFFECT:
2124 apply_spell_effect (trap, victim);
2125 break;
2126
2127 case TRAPDOOR:
2128 {
2129 int max, sound_was_played;
2130 object *ab, *ab_next;
2131
2132 if (!trap->value)
2133 {
2134 int tot;
2135
2136 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 tot += ab->head_ ()->total_weight ();
2139
2140 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2141 break;
2142
2143 SET_ANIMATION (trap, trap->value);
2144 update_object (trap, UP_OBJ_FACE);
2145 }
2146
2147 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2148 {
2149 /* need to set this up, since if we do transfer the object,
2150 * ab->above would be bogus
2151 */
2152 ab_next = ab->above;
2153
2154 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2155 {
2156 if (!sound_was_played)
2157 {
2158 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2159 sound_was_played = 1;
2160 }
2161
2162 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2163 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2164 }
2165 }
2166 break;
2167 }
2168
2169 case CONVERTER:
2170 if (convert_item (victim, trap) < 0)
2171 {
2172 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2173 archetype::get (shstr_burnout)->insert_at (trap, trap);
2174 }
2175
2176 break;
2177
2178 case TRIGGER_BUTTON:
2179 case TRIGGER_PEDESTAL:
2180 case TRIGGER_ALTAR:
2181 check_trigger (trap, victim, originator);
2182 break;
2183
2184 case DEEP_SWAMP:
2185 walk_on_deep_swamp (trap, victim);
2186 break;
2187
2188 case CHECK_INV:
2189 check_inv (victim, trap);
2190 break;
2191
2192 case HOLE:
2193 move_apply_hole (trap, victim);
2194 break;
2195
2196 case EXIT:
2197 if (victim->type == PLAYER && EXIT_PATH (trap))
2198 {
2199 /* Basically, don't show exits leading to random maps the
2200 * players output.
2201 */
2202 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2203 victim->statusmsg (trap->msg, NDI_NAVY);
2204
2205 trap->play_sound (trap->sound);
2206 victim->enter_exit (trap);
2207 }
2208 break;
2209
2210 case ENCOUNTER:
2211 /* may be some leftovers on this */
2212 break;
2213
2214 case SHOP_MAT:
2215 apply_shop_mat (trap, victim);
2216 break;
2217
2218 /* Drop a certain amount of gold, and have one item identified */
2219 case IDENTIFY_ALTAR:
2220 apply_id_altar (victim, trap, originator);
2221 break;
2222
2223 case SIGN:
2224 if (victim->type != PLAYER && trap->stats.food > 0)
2225 break; /* monsters musn't apply magic_mouths with counters */
2226
2227 apply_sign (victim, trap, 1);
2228 break;
2229
2230 case CONTAINER:
2231 apply_container (victim, trap);
2232 break;
2233
2234 case RUNE:
2235 case TRAP:
2236 if (trap->level && victim->flag [FLAG_ALIVE])
2237 spring_trap (trap, victim);
2238 break;
2239
2240 default:
2241 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2242 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2243 break;
2244 }
2245
2246 recursion_depth--;
2247}
2248
2249/**
2250 * Handles reading a regular (ie not containing a spell) book.
2251 */
2252static void
2253apply_book (object *op, object *tmp)
2254{
2255 int lev_diff;
2256 object *skill_ob;
2257
2258 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2259 {
2260 op->failmsg ("You are unable to read while blind!");
2261 return;
2262 }
2263
2264 if (!tmp->msg)
2265 {
2266 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2267 return;
2268 }
2269
2270 /* need a literacy skill to read stuff! */
2271 skill_ob = find_skill_by_name (op, tmp->skill);
2272 if (!skill_ob)
2273 {
2274 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2275 return;
2276 }
2277
2278 lev_diff = tmp->level - (skill_ob->level + 5);
2279 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2280 {
2281 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2282 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2283 : lev_diff < 5 ? "This book is beyond your comprehension."
2284 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2285 : lev_diff < 15 ? "This book is way beyond your comprehension."
2286 : "This book is totally beyond your comprehension.");
2287 return;
2288 }
2289
2290 // we currently don't use the message types for anything.
2291 // readable_message_type *msgType = get_readable_message_type (tmp);
2292
2293 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2294
2295 if (player *pl = op->contr)
2296 if (client *ns = pl->ns)
2297 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2298
2299 /* gain xp from reading */
2300 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2301 { /* only if not read before */
2302 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2303
2304 if (!tmp->flag [FLAG_IDENTIFIED])
2305 {
2306 /*exp_gain *= 2; because they just identified it too */
2307 tmp->set_flag (FLAG_IDENTIFIED);
2308
2309 if (object *pl = tmp->visible_to ())
2310 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2311 }
2312
2313 change_exp (op, exp_gain, skill_ob->skill, 0);
2314 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2315 }
2316}
2317
2318/**
2319 * op made some mistake with a scroll, this takes care of punishment.
2320 * scroll_failure()- hacked directly from spell_failure
2321 */
2322static void
2323scroll_failure (object *op, int failure, int power)
2324{
2325 if (abs (failure / 4) > power)
2326 power = abs (failure / 4); /* set minimum effect */
2327
2328 if (failure <= -1 && failure > -15)
2329 { /* wonder */
2330 object *tmp;
2331
2332 op->failmsg ("Your spell warps!");
2333 tmp = get_archetype (SPELL_WONDER);
2334 cast_wonder (op, op, 0, tmp);
2335 tmp->destroy ();
2336 }
2337 else if (failure <= -15 && failure > -35)
2338 { /* drain mana */
2339 op->failmsg ("Your mana is drained!");
2340 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2341 if (op->stats.sp < 0)
2342 op->stats.sp = 0;
2343 }
2344 else if (settings.spell_failure_effects == TRUE)
2345 {
2346 if (failure <= -35 && failure > -60)
2347 { /* confusion */
2348 op->failmsg ("The magic recoils on you!");
2349 confuse_player (op, op, power);
2350 }
2351 else if (failure <= -60 && failure > -70)
2352 { /* paralysis */
2353 op->failmsg ("The magic recoils and paralyzes you!");
2354 paralyze_player (op, op, power);
2355 }
2356 else if (failure <= -70 && failure > -80)
2357 { /* blind */
2358 op->failmsg ("The magic recoils on you!");
2359 blind_player (op, op, power);
2360 }
2361 else if (failure <= -80)
2362 { /* blast the immediate area */
2363 object *tmp = get_archetype (LOOSE_MANA);
2364 cast_magic_storm (op, tmp, power);
2365 op->failmsg ("You unleash uncontrolled mana!");
2366 tmp->destroy ();
2367 }
2368 }
2369}
2370
2371/**
2372 * Handles the applying of a skill scroll, calling learn_skill straight.
2373 * op is the person learning the skill, tmp is the skill scroll object
2374 */
2375static void
2376apply_skillscroll (object *op, object *tmp)
2377{
2378 switch (learn_skill (op, tmp))
2379 {
2380 case 0:
2381 op->play_sound (sound_find ("generic_fail"));
2382 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2383 break;
2384
2385 case 1:
2386 tmp->decrease ();
2387 op->play_sound (sound_find ("skill_learn"));
2388 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2389 break;
2390
2391 default:
2392 tmp->decrease ();
2393 op->play_sound (sound_find ("generic_fail"));
2394 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2395 break;
2396 }
2397}
2398
2399/**
2400 * Actually makes op learn spell.
2401 * Informs player of what happens.
2402 */
2403void
2404do_learn_spell (object *op, object *spell, int special_prayer)
2405{
2406 object *tmp;
2407
2408 if (op->type != PLAYER)
2409 {
2410 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2411 return;
2412 }
2413
2414 /* Upgrade special prayers to normal prayers */
2415 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2416 {
2417 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2418 {
2419 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2420 return;
2421 }
2422 return;
2423 }
2424
2425 op->contr->play_sound (sound_find ("learn_spell"));
2426
2427 tmp = spell->clone ();
2428 insert_ob_in_ob (tmp, op);
2429
2430 if (special_prayer)
2431 tmp->set_flag (FLAG_STARTEQUIP);
2432
2433 esrv_add_spells (op->contr, tmp);
2434}
2435
2436/**
2437 * Erases spell from player's inventory.
2438 */
2439void
2440do_forget_spell (object *op, const char *spell)
2441{
2442 object *spob;
2443
2444 if (op->type != PLAYER)
2445 {
2446 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2447 return;
2448 }
2449 if ((spob = check_spell_known (op, spell)) == NULL)
2450 {
2451 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2452 return;
2453 }
2454
2455 op->failmsgf ("You lose knowledge of %s.", spell);
2456 esrv_remove_spell (op->contr, spob);
2457 spob->destroy ();
2458}
2459
2460/**
2461 * Handles player applying a spellbook.
2462 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2463 * stuff like that. Random learning failure too.
2464 */
2465static void
2466apply_spellbook (object *op, object *tmp)
2467{
2468 object *skop, *spell, *spell_skill;
2469
2470 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2471 {
2472 op->failmsg ("You are unable to read while blind.");
2473 return;
2474 }
2475
2476 /* artifact_spellbooks have 'slaying' field point to a spell name,
2477 * instead of having their spell stored in stats.sp. These are
2478 * legacy spellbooks
2479 */
2480 if (tmp->slaying)
2481 {
2482 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2483
2484 if (!spell)
2485 {
2486 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2487 return;
2488 }
2489 else
2490 insert_ob_in_ob (spell, tmp);
2491
2492 tmp->slaying = 0;
2493 }
2494
2495 skop = find_skill_by_name (op, tmp->skill);
2496
2497 /* need a literacy skill to learn spells. Also, having a literacy level
2498 * lower than the spell will make learning the spell more difficult */
2499 if (!skop)
2500 {
2501 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2502 return;
2503 }
2504
2505 spell = tmp->inv;
2506
2507 if (!spell)
2508 {
2509 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2510 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2511 return;
2512 }
2513
2514 int learn_level = sqrtf (spell->level) * 1.5f;
2515 if (skop->level < learn_level)
2516 {
2517 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2518 &tmp->skill, learn_level);
2519 return;
2520 }
2521
2522 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2523
2524 if (!tmp->flag [FLAG_IDENTIFIED])
2525 identify (tmp);
2526
2527 /* I removed the check for special_prayer_mark here - it didn't make
2528 * a lot of sense - special prayers are not found in spellbooks, and
2529 * if the player doesn't know the spell, doesn't make a lot of sense that
2530 * they would have a special prayer mark.
2531 */
2532 if (check_spell_known (op, spell->name))
2533 {
2534 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2535 return;
2536 }
2537
2538 if (spell->skill)
2539 {
2540 spell_skill = find_skill_by_name (op, spell->skill);
2541
2542 if (!spell_skill)
2543 {
2544 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2545 return;
2546 }
2547
2548 if (spell_skill->level < spell->level)
2549 {
2550 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2551 return;
2552 }
2553 }
2554
2555 /* Logic as follows
2556 *
2557 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2558 *
2559 * 2- The learner's skill level in literacy adjusts the chance to learn
2560 * a spell.
2561 *
2562 * 3 -Automatically fail to learn if you read while confused
2563 *
2564 * Overall, chances are the same but a player will find having a high
2565 * literacy rate very useful! -b.t.
2566 */
2567 if (op->flag [FLAG_CONFUSED])
2568 {
2569 op->failmsg ("In your confused state you flub the wording of the text!");
2570 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2571 }
2572 else if (tmp->flag [FLAG_STARTEQUIP] ||
2573 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2574 {
2575 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2576 do_learn_spell (op, spell, 0);
2577
2578 /* xp gain to literacy for spell learning */
2579 if (!tmp->flag [FLAG_STARTEQUIP])
2580 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2581 }
2582 else
2583 {
2584 op->contr->play_sound (sound_find ("fumble_spell"));
2585 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2586 }
2587
2588 tmp->decrease ();
2589}
2590
2591/**
2592 * Handles applying a spell scroll.
2593 */
2594void
2595apply_scroll (object *op, object *tmp, int dir)
2596{
2597 object *skop;
2598
2599 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2600 {
2601 op->failmsg ("You are unable to read while blind.");
2602 return;
2603 }
2604
2605 if (!tmp->inv || tmp->inv->type != SPELL)
2606 {
2607 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2608 return;
2609 }
2610
2611 if (op->type == PLAYER)
2612 {
2613 /* players need a literacy skill to read stuff! */
2614 int exp_gain = 0;
2615
2616 /* hard code literacy - tmp->skill points to where the exp
2617 * should go for anything killed by the spell.
2618 */
2619 skop = find_skill_by_name (op, shstr_literacy);
2620
2621 if (!skop)
2622 {
2623 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2624 return;
2625 }
2626
2627 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2628 change_exp (op, exp_gain, skop->skill, 0);
2629 }
2630
2631 if (!tmp->flag [FLAG_IDENTIFIED])
2632 identify (tmp);
2633
2634 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2635
2636 cast_spell (op, tmp, dir, tmp->inv, NULL);
2637 tmp->decrease ();
2638}
2639
2640/**
2641 * Applies a treasure object - by default, chest. op
2642 * is the person doing the applying, tmp is the treasure
2643 * chest.
2644 */
2645static void
2646apply_treasure (object *op, object *tmp)
2647{
2648 /* Nice side effect of this treasure creation method is that the treasure
2649 * for the chest is done when the chest is created, and put into the chest
2650 * inventory. So that when the chest burns up, the items still exist. Also
2651 * prevents people from moving chests to more difficult maps to get better
2652 * treasure
2653 */
2654 object *treas = tmp->inv;
2655
2656 if (!treas)
2657 {
2658 op->statusmsg ("The chest was empty.");
2659 tmp->decrease ();
2660 return;
2661 }
2662
2663 while (tmp->inv)
2664 {
2665 treas = tmp->inv;
2666 treas->remove ();
2667
2668 treas->x = op->x;
2669 treas->y = op->y;
2670 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2671
2672 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2673 spring_trap (treas, op);
2674
2675 /* If either player or container was destroyed, no need to do
2676 * further processing. I think this should be enclused with
2677 * spring trap above, as I don't think there is otherwise
2678 * any way for the treasure chest or player to get killed.
2679 */
2680 if (op->destroyed () || tmp->destroyed ())
2681 break;
2682 }
2683
2684 if (!tmp->destroyed () && !tmp->inv)
2685 tmp->decrease (true);
2686}
2687
2688/**
2689 * A dragon is eating some flesh. If the flesh contains resistances,
2690 * there is a chance for the dragon's skin to get improved.
2691 *
2692 * attributes:
2693 * object *op the object (dragon player) eating the flesh
2694 * object *meal the flesh item, getting chewed in dragon's mouth
2695 * return:
2696 * int 1 if eating successful, 0 if it doesn't work
2697 */
2698static int
2699dragon_eat_flesh (object *op, object *meal)
2700{
2701 object *skin = NULL; /* pointer to dragon skin force */
2702 object *abil = NULL; /* pointer to dragon ability force */
2703 object *tmp = NULL; /* tmp. object */
2704
2705 double chance; /* improvement-chance of one resistance type */
2706 double totalchance = 1; /* total chance of gaining one resistance */
2707 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2708 double mbonus = 0; /* monster bonus */
2709 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2710 int winners = 0; /* number of winners */
2711 int i; /* index */
2712
2713 /* let's make sure and doublecheck the parameters */
2714 if (meal->type != FLESH || !op->is_dragon ())
2715 return 0;
2716
2717 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2718 from the player's inventory */
2719 for (tmp = op->inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE)
2721 if (tmp->arch->archname == shstr_dragon_skin_force)
2722 skin = tmp;
2723 else if (tmp->arch->archname == shstr_dragon_ability_force)
2724 abil = tmp;
2725
2726 /* if either skin or ability are missing, this is an old player
2727 which is not to be considered a dragon -> bail out */
2728 if (skin == NULL || abil == NULL)
2729 return 0;
2730
2731 /* now start by filling stomache and health, according to food-value */
2732 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2733 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2734 else
2735 op->stats.hp += meal->stats.food / 50;
2736
2737 min_it (op->stats.hp, op->stats.maxhp);
2738 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2739
2740 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2741
2742 /* on to the interesting part: chances for adding resistance */
2743 for (i = 0; i < NROFATTACKS; i++)
2744 {
2745 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2746 {
2747 /* got positive resistance, now calculate improvement chance (0-100) */
2748
2749 /* this bonus makes resistance increase easier at lower levels */
2750 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2751 if (i == abil->stats.exp)
2752 bonus += 5; /* additional bonus for resistance of ability-focus */
2753
2754 /* monster bonus increases with level, because high-level
2755 flesh is too rare */
2756 mbonus = op->level * 20. / ((double) settings.max_level);
2757
2758 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2759 ((double)settings.max_level)) - skin->resist[i];
2760
2761 if (chance >= 0.)
2762 chance += 1.;
2763 else
2764 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2765
2766 /* chance is proportional to amount of resistance (max. 50) */
2767 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2768
2769 /* doubled chance for resistance of ability-focus */
2770 if (i == abil->stats.exp)
2771 chance = min (100., chance * 2.);
2772
2773 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2774 if (rndm (10000) < (unsigned int)(chance * 100))
2775 {
2776 atnr_winner[winners] = i;
2777 winners++;
2778 }
2779
2780 if (chance >= 0.01)
2781 totalchance *= 1 - chance / 100;
2782
2783 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2784 }
2785 }
2786
2787 /* inverse totalchance as until now we have the failure-chance */
2788 totalchance = 100 - totalchance * 100;
2789
2790 /* print message according to totalchance */
2791 const char *buf;
2792 if (totalchance > 50.)
2793 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2794 else if (totalchance > 10.)
2795 buf = format ("The %s tasted very good.", &meal->name);
2796 else if (totalchance > 1.)
2797 buf = format ("The %s tasted good.", &meal->name);
2798 else if (totalchance > 0.1)
2799 buf = format ("The %s tasted bland.", &meal->name);
2800 else if (totalchance >= 0.01)
2801 buf = format ("The %s had a boring taste.", &meal->name);
2802 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2803 buf = format ("The %s tasted strange.", &meal->name);
2804 else
2805 buf = format ("The %s had no taste.", &meal->name);
2806
2807 op->statusmsg (buf);
2808
2809 /* now choose a winner if we have any */
2810 i = -1;
2811 if (winners > 0)
2812 i = atnr_winner [rndm (winners)];
2813
2814 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2815 {
2816 /* resistance increased! */
2817 skin->resist[i]++;
2818 op->update_stats ();
2819
2820 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2821 }
2822
2823 /* if this flesh contains a new ability focus, we mark it
2824 into the ability_force and it will take effect on next level */
2825 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2826 {
2827 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2828
2829 if (meal->last_eat != abil->stats.exp)
2830 op->statusmsg (format (
2831 "Your metabolism prepares to focus on %s!\n"
2832 "The change will happen at level %d.",
2833 change_resist_msg[meal->last_eat],
2834 abil->level + 1
2835 ));
2836 else
2837 {
2838 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2839 abil->last_eat = 0;
2840 }
2841 }
2842
2843 return 1;
2844}
2845
2846/**
2847 * op eats food.
2848 * If player, takes care of messages and dragon special food.
2849 */
2850static void
2851apply_food (object *op, object *tmp)
2852{
2853 int capacity_remaining;
2854
2855 if (op->type != PLAYER)
2856 op->stats.hp = op->stats.maxhp;
2857 else
2858 {
2859 /* check if this is a dragon (player), eating some flesh */
2860 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2861 ;
2862 else
2863 {
2864 /* usual case - no dragon meal: */
2865 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2866 {
2867 if (tmp->type == FOOD || tmp->type == FLESH)
2868 op->failmsg ("You feel full, but what a waste of food!");
2869 else
2870 op->statusmsg ("Most of the drink goes down your face not your throat!");
2871 }
2872
2873 tmp->play_sound (
2874 tmp->sound
2875 ? tmp->sound
2876 : tmp->type == DRINK
2877 ? sound_find ("eat_drink")
2878 : sound_find ("eat_food")
2879 );
2880
2881 if (!tmp->flag [FLAG_CURSED])
2882 {
2883 const char *buf;
2884
2885 if (!op->is_dragon ())
2886 {
2887 /* eating message for normal players */
2888 if (tmp->type == DRINK)
2889 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2890 else
2891 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2892 }
2893 else
2894 /* eating message for dragon players */
2895 buf = format ("The %s tasted terrible!", &tmp->name);
2896
2897 op->statusmsg (buf);
2898
2899 capacity_remaining = MAX_FOOD - op->stats.food;
2900 op->stats.food += tmp->stats.food;
2901 if (capacity_remaining < tmp->stats.food)
2902 op->stats.hp += capacity_remaining / 50;
2903 else
2904 op->stats.hp += tmp->stats.food / 50;
2905
2906 min_it (op->stats.hp, op->stats.maxhp);
2907 min_it (op->stats.food, MAX_FOOD);
2908 }
2909
2910 /* special food hack -b.t. */
2911 if (tmp->title || tmp->flag [FLAG_CURSED])
2912 eat_special_food (op, tmp);
2913 }
2914 }
2915
2916 handle_apply_yield (tmp);
2917 tmp->decrease ();
2918}
2919
2920/**
2921 * Handles applying an improve armor scroll.
2922 * Does some sanity checks, then calls improve_armour.
2923 */
2924static void
2925apply_armour_improver (object *op, object *tmp)
2926{
2927 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2928 {
2929 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2930 return;
2931 }
2932
2933 object *armor = op->mark ();
2934
2935 if (!armor)
2936 {
2937 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2938 return;
2939 }
2940
2941 if (armor->type != ARMOUR
2942 && armor->type != CLOAK
2943 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2944 {
2945 op->failmsg ("Your marked item is not armour!\n");
2946 return;
2947 }
2948
2949 if (!op->apply (armor, AP_UNAPPLY))
2950 {
2951 op->failmsg ("You are unable to take off your armour to improve it!");
2952 return;
2953 }
2954
2955 op->statusmsg ("Applying armour enchantment.");
2956 improve_armour (op, tmp, armor);
2957}
2958
2959void
2960apply_poison (object *op, object *tmp)
2961{
2962 // need to do it now when it is still on the map
2963 handle_apply_yield (tmp);
2964
2965 object *poison = tmp->split (1);
2966
2967 if (op->type == PLAYER)
2968 {
2969 op->contr->play_sound (sound_find ("drink_poison"));
2970 op->failmsg ("Yech! That tasted poisonous!");
2971 op->contr->killer = poison;
2972 }
2973
2974 if (poison->stats.hp > 0)
2975 {
2976 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2977 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2978 }
2979
2980 op->stats.food -= op->stats.food / 4;
2981 poison->destroy ();
2982}
2983
2984/**
2985 * This function will try to apply a lighter and in case no lighter
2986 * is specified it will try to find a lighter in the players inventory,
2987 * and inform him about this requirement.
2988 *
2989 * who - the player
2990 * op - the item we want to light
2991 * lighter - the lighter or 0 if a lighter has yet to be found
2992 */
2993static object *
2994auto_apply_lighter (object *who, object *op, object *lighter)
2995{
2996 if (lighter == 0)
2997 {
2998 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2999 {
3000 if (tmp->type == LIGHTER)
3001 {
3002 lighter = tmp;
3003 break;
3004 }
3005 }
3006
3007 if (!lighter)
3008 {
3009 who->failmsgf (
3010 "You can't light up the %s with your bare hands! "
3011 "H<You need a lighter in your inventory, for example a flint and steel.>",
3012 &op->name
3013 );
3014 return 0;
3015 }
3016 }
3017
3018 // last_eat == 0 means the lighter is not being used up!
3019 if (lighter->last_eat && lighter->stats.food)
3020 {
3021 /* lighter gets used up */
3022 lighter = lighter->split ();
3023 lighter->stats.food--;
3024 who->insert (lighter);
3025 }
3026 else if (lighter->last_eat)
3027 {
3028 /* no charges left in lighter */
3029 who->failmsgf (
3030 "You attempt to light the %s with a used up %s.",
3031 &op->name, &lighter->name
3032 );
3033 return 0;
3034 }
3035
3036 return lighter;
3037}
3038
3039/**
3040 * Designed primarily to light torches/lanterns/etc.
3041 * Also burns up burnable material too. First object in the inventory is
3042 * the selected object to "burn". -b.t.
3043 */
3044static void
3045apply_lighter (object *who, object *lighter)
3046{
3047 int is_player_env = 0;
3048
3049 if (object *item = who->mark ())
3050 {
3051 if (!auto_apply_lighter (who, item, lighter))
3052 return;
3053
3054 /* Perhaps we should split what we are trying to light on fire?
3055 * I can't see many times when you would want to light multiple
3056 * objects at once.
3057 */
3058
3059 save_throw_object (item, AT_FIRE, who);
3060
3061 if (item->destroyed ()
3062 || ((item->type == LAMP || item->type == TORCH)
3063 && item->glow_radius > 0))
3064 who->statusmsg (format (
3065 "You light the %s with the %s.",
3066 &item->name, &lighter->name
3067 ));
3068 else
3069 who->failmsgf (
3070 "You attempt to light the %s with the %s and fail.",
3071 &item->name, &lighter->name
3072 );
3073 }
3074 else
3075 who->failmsg ("You need to mark a lightable object.");
3076}
3077
3078/**
3079 * This function generates a cursed effect for cursed lamps and torches.
3080 */
3081static void
3082player_apply_lamp_cursed_effect (object *who, object *op)
3083{
3084 if (op->level)
3085 {
3086 who->failmsgf (
3087 "The %s was cursed, it explodes in a big fireball!",
3088 &op->name
3089 );
3090 create_exploding_ball_at (who, op->level);
3091 }
3092 else
3093 {
3094 who->failmsgf (
3095 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3096 &op->name
3097 );
3098 }
3099
3100 op->destroy ();
3101}
3102
3103/**
3104 * Apply for players and lamps
3105 *
3106 * who - the player
3107 * op - the lamp
3108 */
3109static void
3110player_apply_lamp (object *who, object *op)
3111{
3112 bool switch_on = op->glow_radius ? false : true;
3113
3114 if (switch_on)
3115 {
3116 object *lighter = 0;
3117
3118 if (op->flag [FLAG_IS_LIGHTABLE]
3119 && !(lighter = auto_apply_lighter (who, op, 0)))
3120 return;
3121
3122 if (op->stats.food < 1)
3123 {
3124 if (op->type == LAMP)
3125 who->failmsgf (
3126 "The %s is out of fuel! "
3127 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3128 &op->name
3129 );
3130 else
3131 who->failmsgf (
3132 "The %s is burnt out! "
3133 "H<Torches and similar items burn out and become worthless.>",
3134 &op->name
3135 );
3136 return;
3137 }
3138
3139 if (op->flag [FLAG_CURSED])
3140 {
3141 player_apply_lamp_cursed_effect (who, op);
3142 return;
3143 }
3144
3145 if (lighter)
3146 who->statusmsg (format (
3147 "You light up the %s with the %s.", &op->name, &lighter->name));
3148 else
3149 who->statusmsg (format ("You light up the %s.", &op->name));
3150 }
3151 else
3152 {
3153 if (op->flag [FLAG_CURSED])
3154 {
3155 player_apply_lamp_cursed_effect (who, op);
3156 return;
3157 }
3158
3159 if (op->type == TORCH)
3160 {
3161 if (!op->flag [FLAG_IS_LIGHTABLE])
3162 {
3163 who->statusmsg (format (
3164 "You put out the %s. "
3165 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3166 &op->name, &op->name));
3167 }
3168 else
3169 who->statusmsg (format (
3170 "You put out the %s."
3171 "H<Torches wear out if you put them out.>",
3172 &op->name));
3173 }
3174 else
3175 who->statusmsg (format ("You turn off the %s.", &op->name));
3176 }
3177
3178 apply_lamp (op, switch_on);
3179}
3180
3181void get_animation_from_arch (object *op, arch_ptr a)
3182{
3183 op->animation_id = a->animation_id;
3184 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3185 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3186 op->anim_speed = a->anim_speed;
3187 op->last_anim = 0;
3188 op->state = 0;
3189 op->face = a->face;
3190
3191 if (NUM_ANIMATIONS(op) > 1)
3192 {
3193 SET_ANIMATION(op, 0);
3194 animate_object (op, op->direction);
3195 }
3196 else
3197 update_object (op, UP_OBJ_FACE);
3198}
3199
3200/**
3201 * Apply for LAMPs and TORCHes.
3202 *
3203 * op - the lamp
3204 * switch_on - a flag which says whether the lamp should be switched on or off
3205 */
3206void apply_lamp (object *op, bool switch_on)
3207{
3208 op->set_glow_radius (switch_on ? op->range : 0);
3209 op->set_speed (switch_on ? op->arch->speed : 0);
3210
3211 // torches wear out if you put them out
3212 if (op->type == TORCH && !switch_on)
3213 {
3214 if (op->flag [FLAG_IS_LIGHTABLE])
3215 {
3216 op->stats.food -= (double) op->arch->stats.food / 15;
3217 if (op->stats.food < 0)
3218 op->stats.food = 0;
3219 }
3220 else
3221 op->stats.food = 0;
3222 }
3223
3224 // lamps and torched get worthless when used up
3225 if (op->stats.food <= 0)
3226 op->value = 0;
3227
3228 // FIXME: This is a hack to make the more sane torches and lamps
3229 // still animated ;-/
3230 if (op->other_arch)
3231 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3232
3233 if (object *pl = op->visible_to ())
3234 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3235}
3236
3237/**
3238 * This handles items of type 'transformer'.
3239 * Basically those items, used with a marked item, transform both items into something
3240 * else.
3241 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3242 * Change information is contained in the 'slaying' field of the marked item.
3243 * The format is as follow: transformer:[number ]yield[;transformer:...].
3244 * This way an item can be transformed in many things, and/or many objects.
3245 * The 'slaying' field for transformer is used as verb for the action.
3246 */
3247static void
3248apply_item_transformer (object *pl, object *transformer)
3249{
3250 object *new_item;
3251 const char *find;
3252 char *separator;
3253 int yield;
3254 char got[MAX_BUF];
3255 int len;
3256
3257 if (!pl || !transformer)
3258 return;
3259
3260 object *marked = pl->mark ();
3261
3262 if (!marked)
3263 {
3264 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3265 return;
3266 }
3267
3268 if (!marked->slaying)
3269 {
3270 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3271 return;
3272 }
3273
3274 /* check whether they are compatible or not */
3275 find = strstr (&marked->slaying, transformer->arch->archname);
3276 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3277 {
3278 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3279 return;
3280 }
3281
3282 find += strlen (transformer->arch->archname) + 1;
3283 /* Item can be used, now find how many and what it yields */
3284 if (isdigit (*(find)))
3285 {
3286 yield = atoi (find);
3287 if (yield < 1)
3288 {
3289 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3290 yield = 1;
3291 }
3292 }
3293 else
3294 yield = 1;
3295
3296 while (isdigit (*find))
3297 find++;
3298
3299 while (*find == ' ')
3300 find++;
3301
3302 memset (got, 0, MAX_BUF);
3303
3304 if ((separator = (char *) strchr (find, ';')))
3305 len = separator - find;
3306 else
3307 len = strlen (find);
3308
3309 min_it (len, MAX_BUF - 1);
3310
3311 strcpy (got, find);
3312 got[len] = '\0';
3313
3314 /* Now create new item, remove used ones when required. */
3315 new_item = get_archetype (got);
3316 if (!new_item)
3317 {
3318 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3319 return;
3320 }
3321
3322 new_item->nrof = yield;
3323
3324 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3325
3326 pl->insert (new_item);
3327 /* Eat up one item */
3328 marked->decrease ();
3329
3330 /* Eat one transformer if needed */
3331 if (transformer->stats.food)
3332 if (--transformer->stats.food == 0)
3333 transformer->decrease ();
3334}
3335
3336/**
3337 * Main apply handler.
3338 *
3339 * Checks for unpaid items before applying.
3340 *
3341 * Return value is currently not used
3342 *
3343 * who is the object that is causing object to be applied, op is the object
3344 * being applied.
3345 *
3346 * aflag is special (always apply/unapply) flags. Nothing is done with
3347 * them in this function - they are passed to apply_special
3348 */
3349static bool
3350manual_apply (object *who, object *op, int aflag)
3351{
3352 op = op->head_ ();
3353
3354 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3355 {
3356 if (who->contr)
3357 {
3358 examine (who, op);
3359 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3360 return 1;
3361 }
3362 else
3363 return 0; /* monsters just skip unpaid items */
3364 }
3365
3366 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3367 return RESULT_INT (0);
3368 else if (apply_types_inv_only [op->type])
3369 {
3370 // special item, using slot system, needs to be in inv
3371 if (op->env == who)
3426 return apply_special (who, op, aflags); 3372 return apply_special (who, op, aflag);
3373
3374 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3375 }
3376 else if (!who->contr && apply_types_player_only [op->type])
3377 return 0; // monsters shouldn't try to apply player-only stuff
3378 else if (apply_types [op->type])
3379 {
3380 // ordinary stuff, may be on the floor
3381 switch (op->type)
3382 {
3383 case T_HANDLE:
3384 who->play_sound (sound_find ("turn_handle"));
3385 who->statusmsg ("You turn the handle.");
3386 op->value = op->value ? 0 : 1;
3387 SET_ANIMATION (op, op->value);
3388 update_object (op, UP_OBJ_FACE);
3389 push_button (op, who);
3390 break;
3391
3392 case TRIGGER:
3393 if (check_trigger (op, who, who))
3394 {
3395 who->statusmsg ("You turn the handle.");
3396 who->play_sound (sound_find ("turn_handle"));
3397 }
3398 else
3399 who->failmsg ("The handle doesn't move.");
3400
3401 break;
3402
3403 case EXIT:
3404 if (!EXIT_PATH (op))
3405 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3406 else
3407 {
3408 /* Don't display messages for random maps. */
3409 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3410 who->statusmsg (op->msg, NDI_NAVY);
3411
3412 who->enter_exit (op);
3413 }
3414
3415 break;
3416
3417 case INSCRIBABLE:
3418 who->statusmsg (op->msg);
3419 // maybe show a spell menu to chose from or something like that
3420 break;
3421
3422 case SIGN:
3423 apply_sign (who, op, 0);
3424 break;
3425
3426 case BOOK:
3427 apply_book (who, op);
3428 break;
3429
3430 case SKILLSCROLL:
3431 apply_skillscroll (who, op);
3432 break;
3433
3434 case SPELLBOOK:
3435 apply_spellbook (who, op);
3436 break;
3437
3438 case SCROLL:
3439 apply_scroll (who, op, 0);
3440 break;
3441
3442 case POTION:
3443 apply_potion (who, op);
3444 break;
3445
3446 /* Eneq(@csd.uu.se): Handle apply on containers. */
3447 //TODO: remove, as it is unsed?
3448 case CLOSE_CON:
3449 apply_container (who, op->env);
3450 break;
3451
3452 case CONTAINER:
3453 apply_container (who, op);
3454 break;
3455
3456 case TREASURE:
3457 apply_treasure (who, op);
3458 break;
3459
3460 case LAMP:
3461 case TORCH:
3462 player_apply_lamp (who, op);
3463 break;
3464
3465 case DRINK:
3466 case FOOD:
3467 case FLESH:
3468 apply_food (who, op);
3469 break;
3470
3471 case POISON:
3472 apply_poison (who, op);
3473 break;
3474
3475 case SAVEBED:
3476 break;
3477
3478 case ARMOUR_IMPROVER:
3479 apply_armour_improver (who, op);
3480 break;
3481
3482 case WEAPON_IMPROVER:
3483 check_improve_weapon (who, op);
3484 break;
3485
3486 case CLOCK:
3487 {
3488 timeofday_t tod;
3489
3490 get_tod (&tod);
3491 who->play_sound (sound_find ("sound_clock"));
3492 who->statusmsg (format (
3493 "It is %d minute%s past %d o'clock %s",
3494 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3495 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3496 ));
3497 }
3498 break;
3499
3500 case MENU:
3501 shop_listing (op, who);
3502 break;
3503
3504 case POWER_CRYSTAL:
3505 apply_power_crystal (who, op); /* see egoitem.c */
3506 break;
3507
3508 case LIGHTER: /* for lighting torches/lanterns/etc */
3509 apply_lighter (who, op);
3510 break;
3511
3512 case ITEM_TRANSFORMER:
3513 apply_item_transformer (who, op);
3514 break;
3515 }
3516
3517 return 1;
3518 }
3519 else
3520 {
3521 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3522 return 0;
3523 }
3524}
3525
3526/**
3527 * player_apply_below attempts to apply the object 'below' the player.
3528 * If the player has an open container, we use that for below, otherwise
3529 * we use the ground.
3530 */
3531void
3532player_apply_below (object *pl)
3533{
3534 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3535
3536 /* If using a container, set the starting item to be the top
3537 * item in the container. Otherwise, use the map.
3538 */
3539
3540 // first try to apply "applyables"
3541 for (object *tmp = top; tmp; tmp = tmp->below)
3542 if (!tmp->invisible && apply_types [tmp->type])
3543 {
3544 // If it is visible, player can apply it.
3545 pl->apply (tmp);
3546 return;
3547 }
3548
3549 while (top && top->invisible)
3550 top = top->below;
3551
3552 if (!top || top->flag [FLAG_IS_FLOOR])
3553 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3554 "H<There is nothing here that you can apply.>");
3555 else
3556 // next, try to explain the topmost object
3557 switch (top->type)
3558 {
3559 // TODO: all this should move to examine
3560 case ALTAR:
3561 case IDENTIFY_ALTAR:
3562 case TRIGGER_ALTAR:
3563 case CONVERTER:
3564 //case TRIGGER_PEDESTAL:
3565 pl->failmsgf (
3566 "You see no obvious mechanism on the %s."
3567 "H<You have to drop one or more specific items here.>",
3568 query_short_name (top)
3569 );
3570 break;
3571
3572 case BUTTON:
3573 case TRIGGER_BUTTON:
3574 pl->failmsgf (
3575 "The %s looks as if you could activate it with somehting heavy. "
3576 "H<You must put enough items here to activate it.>",
3577 query_short_name (top)
3578 );
3579 break;
3580
3581 default:
3582 examine (pl, top);
3583 break;
3584 }
3585}
3586
3587// saner interface, returns successful status
3588bool
3589object::apply (object *ob, int aflags)
3590{
3591 if (!ob) // simplifies a lot of callers
3592 return true;
3593
3594 if (contr)
3595 {
3596 if (!ob->env && (move_type & MOVE_FLYING))
3597 {
3598 /* player is flying and applying object not in inventory */
3599 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3600 {
3601 failmsg ("But you are floating high above the ground! "
3602 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3603 "or waiting till the levitation effect wears off.>");
3604 return 0;
3605 }
3606 }
3607
3608 contr->last_used = ob;
3609 }
3610
3611 bool want_apply =
3612 aflags & AP_APPLY ? true
3613 : aflags & AP_UNAPPLY ? false
3614 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3615
3616 object_ptr *slot = 0;
3617
3618 // detect the slot, if this is a player
3619 if (contr && !(aflags & AP_NO_SLOT))
3620 {
3621 object *oslot;
3622
3623 switch (ob->type)
3624 {
3625 case WEAPON:
3626 slot = &contr->combat_ob;
3627 oslot = contr->ranged_ob;
3628 break;
3629
3630 case RANGED:
3631 case BOW:
3632 case SPELL:
3633 case WAND:
3634 case ROD:
3635 case HORN:
3636 case BUILDER:
3637 slot = &contr->ranged_ob;
3638 oslot = contr->combat_ob;
3639 break;
3640
3641 // oh, the humanity
3642 case SKILL:
3643 // skill is used on it's own, as opposed to being a chosen_skill
3644
3645 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3646 {
3647 failmsgf (
3648 "You feel as if you wanted to do something funny, but you can't remember what. "
3649 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3650 "It cannot be used on its own.>",
3651 &ob->skill
3652 );
3653 return 1;
3654 }
3655
3656 if (skill_flags [ob->subtype] & SF_AUTARK
3657 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3658 {
3659 if (skill_flags [ob->subtype] & SF_USE)
3660 failmsgf (
3661 "You feel as if you wanted to do something funny, but you can't remember what. "
3662 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3663 &ob->skill, &ob->skill
3664 );
3665 else
3666 failmsgf (
3667 "You feel as if you wanted to do something funny, but you can't remember what. "
3668 "H<The %s skill cannot be readied or used, it is always active.>",
3669 &ob->skill
3670 );
3671
3672 return 1;
3673 }
3674
3675 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3676 break;
3677
3678 if (skill_flags [ob->subtype] & SF_COMBAT)
3679 {
3680 slot = &contr->combat_ob;
3681 oslot = contr->ranged_ob;
3682 }
3683 else if (skill_flags [ob->subtype] & SF_RANGED)
3684 {
3685 slot = &contr->ranged_ob;
3686 oslot = contr->combat_ob;
3687 }
3688
3689 break;
3690 }
3691
3692 // now handle slot exclusions
3693 if (slot)
3694 {
3695 // only one slot can be active
3696 if (want_apply)
3697 {
3698 // clear slot unless we are in it already
3699 if (*slot != ob)
3700 apply (*slot, AP_UNAPPLY);
3701
3702 // unapply other slot, because we want to become active
3703 apply (oslot, AP_UNAPPLY);
3704 }
3705
3706 // clear item from slot if applied
3707 if (!want_apply && current_weapon == ob)
3708 current_weapon = 0;
3709 }
3710 }
3711
3712 if (ob->flag [FLAG_APPLIED] != want_apply)
3713 manual_apply (this, ob, aflags);
3714
3715 if (ob->flag [FLAG_APPLIED] != want_apply)
3716 return false;
3717
3718 if (slot && want_apply)
3719 current_weapon = *slot = ob;
3720
3721 return true;
3427} 3722}
3428 3723
3429/** 3724/**
3430 * Map was just loaded, handle op's initialisation. 3725 * Map was just loaded, handle op's initialisation.
3431 * 3726 *
3434int 3729int
3435auto_apply (object *op) 3730auto_apply (object *op)
3436{ 3731{
3437 object *tmp = NULL, *tmp2; 3732 object *tmp = NULL, *tmp2;
3438 int i; 3733 int i;
3734
3735 op->clr_flag (FLAG_AUTO_APPLY);
3439 3736
3440 switch (op->type) 3737 switch (op->type)
3441 { 3738 {
3442 case SHOP_FLOOR: 3739 case SHOP_FLOOR:
3443 if (!op->has_random_items ()) 3740 if (!op->has_random_items ())
3445 3742
3446 do 3743 do
3447 { 3744 {
3448 i = 10; /* let's give it 10 tries */ 3745 i = 10; /* let's give it 10 tries */
3449 while ((tmp = generate_treasure (op->randomitems, 3746 while ((tmp = generate_treasure (op->randomitems,
3450 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3747 op->stats.exp
3748 ? (int) op->stats.exp
3749 : max (op->map->difficulty, 5)))
3750 == NULL && --i);
3751
3451 if (tmp == NULL) 3752 if (tmp == NULL)
3452 return 0; 3753 return 0;
3453 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3754
3755 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3454 { 3756 {
3455 tmp->destroy (); 3757 tmp->destroy ();
3456 tmp = NULL; 3758 tmp = NULL;
3457 } 3759 }
3458 } 3760 }
3459 while (!tmp); 3761 while (!tmp);
3460 3762
3461 tmp->x = op->x; 3763 tmp->x = op->x;
3462 tmp->y = op->y; 3764 tmp->y = op->y;
3463 SET_FLAG (tmp, FLAG_UNPAID); 3765 tmp->set_flag (FLAG_UNPAID);
3464 insert_ob_in_map (tmp, op->map, NULL, 0); 3766 insert_ob_in_map (tmp, op->map, NULL, 0);
3465 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3466 identify (tmp); 3767 identify (tmp);
3467 break; 3768 break;
3468 3769
3469 case TREASURE: 3770 case TREASURE:
3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3771 if (op->flag [FLAG_IS_A_TEMPLATE])
3471 return 0; 3772 return 0;
3472 3773
3473 while (op->stats.hp-- > 0) 3774 while (op->stats.hp-- > 0)
3474 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3775 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3475 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3776 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3477 /* If we generated an object and put it in this object inventory, 3778 /* 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 3779 * move it to the parent object as the current object is about
3479 * to disappear. An example of this item is the random_* stuff 3780 * to disappear. An example of this item is the random_* stuff
3480 * that is put inside other objects. 3781 * that is put inside other objects.
3481 */ 3782 */
3482 for (tmp = op->inv; tmp; tmp = tmp2)
3483 {
3484 tmp2 = tmp->below;
3485 tmp->remove ();
3486
3487 if (op->env) 3783 if (op->env)
3488 insert_ob_in_ob (tmp, op->env); 3784 while (op->inv)
3489 else 3785 op->env->insert (op->inv);
3490 tmp->destroy ();
3491 }
3492 3786
3493 op->destroy (); 3787 op->destroy ();
3494 break; 3788 break;
3495 } 3789 }
3496 return tmp ? 1 : 0; 3790
3791 return !!tmp;
3497} 3792}
3498 3793
3499/** 3794/**
3500 * fix_auto_apply goes through the entire map every time a map 3795 * fix_auto_apply goes through the entire map every time a map
3501 * is loaded or swapped in and performs special actions for 3796 * is loaded or swapped in and performs special actions for
3515 3810
3516 if (tmp->inv) 3811 if (tmp->inv)
3517 { 3812 {
3518 object *invtmp, *invnext; 3813 object *invtmp, *invnext;
3519 3814
3520 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3815 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3521 { 3816 {
3522 invnext = invtmp->below; 3817 invnext = invtmp->below;
3523 3818
3524 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3819 if (invtmp->flag [FLAG_AUTO_APPLY])
3525 auto_apply (invtmp); 3820 auto_apply (invtmp);
3526 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3821 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3527 { 3822 {
3528 while ((invtmp->stats.hp--) > 0) 3823 while (invtmp->stats.hp-- > 0)
3529 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3824 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3530 3825
3531 invtmp->randomitems = NULL; 3826 invtmp->randomitems = NULL;
3532 } 3827 }
3533 else if (invtmp && invtmp->arch 3828 else if (invtmp && invtmp->arch
3538 * treasure again for this object 3833 * treasure again for this object
3539 */ 3834 */
3540 invtmp->randomitems = NULL; 3835 invtmp->randomitems = NULL;
3541 } 3836 }
3542 } 3837 }
3838
3543 /* This is really temporary - the code at the bottom will 3839 /* This is really temporary - the code at the bottom will
3544 * also set randomitems to null. The problem is there are bunches 3840 * also set randomitems to null. The problem is there are bunches
3545 * of maps/players already out there with items that have spells 3841 * of maps/players already out there with items that have spells
3546 * which haven't had the randomitems set to null yet. 3842 * which haven't had the randomitems set to null yet.
3547 * MSW 2004-05-13 3843 * MSW 2004-05-13
3551 * Ryo 2004-08-16 3847 * Ryo 2004-08-16
3552 */ 3848 */
3553 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3849 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) 3850 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3555 tmp->randomitems = NULL; 3851 tmp->randomitems = NULL;
3556
3557 } 3852 }
3558 3853
3559 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3854 if (tmp->flag [FLAG_AUTO_APPLY])
3560 auto_apply (tmp); 3855 auto_apply (tmp);
3561 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3856 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3562 { 3857 {
3563 while ((tmp->stats.hp--) > 0) 3858 while ((tmp->stats.hp--) > 0)
3564 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3859 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3566 } 3861 }
3567 else if (tmp->type == TIMED_GATE) 3862 else if (tmp->type == TIMED_GATE)
3568 { 3863 {
3569 object *head = tmp->head != NULL ? tmp->head : tmp; 3864 object *head = tmp->head != NULL ? tmp->head : tmp;
3570 3865
3571 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3866 if (head->flag [FLAG_IS_LINKED])
3572 tmp->set_speed (0); 3867 tmp->set_speed (0);
3573 } 3868 }
3574 /* This function can be called everytime a map is loaded, even when 3869 /* This function can be called everytime a map is loaded, even when
3575 * swapping back in. As such, we don't want to create the treasure 3870 * swapping back in. As such, we don't want to create the treasure
3576 * over and ove again, so after we generate the treasure, blank out 3871 * over and ove again, so after we generate the treasure, blank out
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3878 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3879 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3880 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3881 tmp->randomitems = NULL;
3587 } 3882 }
3883
3588 // close all containers 3884 // close all containers
3589 else if (tmp->type == CONTAINER) 3885 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3886 tmp->flag [FLAG_APPLIED] = 0;
3591 3887
3592 tmp = above; 3888 tmp = above;
3593 } 3889 }
3594 3890
3595 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3891 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3596 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3892 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3597 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3893 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3598 check_trigger (tmp, tmp->above); 3894 check_trigger (tmp, tmp->above, tmp->above);
3599} 3895}
3600 3896
3601/** 3897/**
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3898 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3899 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3900 * 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. 3901 * the food changes, just grab a force and use that instead.
3606 */ 3902 */
3607
3608void 3903void
3609eat_special_food (object *who, object *food) 3904eat_special_food (object *who, object *food)
3610{ 3905{
3611 object *force; 3906 object *force;
3612 int i, did_one = 0; 3907 int i, did_one = 0;
3613 sint8 k;
3614 3908
3615 force = get_archetype (FORCE_NAME); 3909 char buf[64];
3910 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3911 shstr key (buf);
3616 3912
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 */ 3913 /* bigger morsel of food = longer effect time */
3641 force->duration = food->stats.food / 5; 3914 int duration = TIME2TICK (food->stats.food);
3642 SET_FLAG (force, FLAG_APPLIED); 3915
3643 change_abil (who, force); 3916 if (force = who->force_find (key))
3644 insert_ob_in_ob (force, who); 3917 {
3918 if (duration > fabs (force->speed_left / force->speed))
3919 {
3920 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));
3921 force->force_set_timer (duration);
3922 }
3923 else
3924 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3925
3926 return;
3645 } 3927 }
3646 else 3928 else
3929 {
3930 force = who->force_add (key, duration);
3931 force->name = key;
3932
3933 /* check if the food affects a stat */
3934 for (i = 0; i < NUM_STATS; i++)
3935 if (sint8 k = food->stats.stat (i))
3936 {
3937 force->stats.stat (i) = k;
3938 did_one = 1;
3939 }
3940
3941 /* check if we can protect the eater */
3942 for (i = 0; i < NROFATTACKS; i++)
3943 {
3944 if (food->resist[i] > 0)
3945 {
3946 force->resist[i] = food->resist[i];
3947 did_one = 1;
3948 }
3949 }
3950
3951 if (did_one)
3952 {
3953 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));
3954
3955 /* make the force take effect and report effects to user */
3956 change_abil (who, force);
3957 }
3958 else
3647 force->destroy (); 3959 force->destroy ();
3960 }
3648 3961
3649 /* check for hp, sp change */ 3962 /* check for hp, sp change */
3650 if (food->stats.hp != 0) 3963 if (food->stats.hp != 0)
3651 { 3964 {
3652 if (QUERY_FLAG (food, FLAG_CURSED)) 3965 if (food->flag [FLAG_CURSED])
3653 { 3966 {
3654 assign (who->contr->killer, food->name); 3967 who->contr->killer = food;
3655 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3968 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3969 who->failmsg ("Eck!...that was poisonous!");
3657 } 3970 }
3658 else 3971 else
3659 { 3972 {
3660 if (food->stats.hp > 0) 3973 if (food->stats.hp > 0)
3661 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3974 who->statusmsg ("You begin to feel better.");
3662 else 3975 else
3663 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3976 who->failmsg ("Eck!...that was poisonous!");
3977
3664 who->stats.hp += food->stats.hp; 3978 who->stats.hp += food->stats.hp;
3665 } 3979 }
3666 } 3980 }
3981
3667 if (food->stats.sp != 0) 3982 if (food->stats.sp != 0)
3668 { 3983 {
3669 if (QUERY_FLAG (food, FLAG_CURSED)) 3984 if (food->flag [FLAG_CURSED])
3670 { 3985 {
3671 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3986 who->failmsg ("You are drained of mana!");
3672 who->stats.sp -= food->stats.sp; 3987 who->stats.sp -= food->stats.sp;
3673 if (who->stats.sp < 0) 3988 if (who->stats.sp < 0)
3674 who->stats.sp = 0; 3989 who->stats.sp = 0;
3675 } 3990 }
3676 else 3991 else
3677 { 3992 {
3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3993 who->statusmsg ("You feel a rush of magical energy!");
3679 who->stats.sp += food->stats.sp; 3994 who->stats.sp += food->stats.sp;
3680 /* place limit on max sp from food? */ 3995 /* place limit on max sp from food? */
3681 } 3996 }
3682 } 3997 }
3998
3683 who->update_stats (); 3999 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} 4000}
3805 4001
3806void 4002void
3807apply_changes_to_player (object *pl, object *change) 4003apply_changes_to_player (object *pl, object *change)
3808{ 4004{
3825 */ 4021 */
3826 int i, j; 4022 int i, j;
3827 4023
3828 for (i = 0; i < NUM_STATS; i++) 4024 for (i = 0; i < NUM_STATS; i++)
3829 { 4025 {
3830 sint8 stat = get_attr_value (stats, i); 4026 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4027 sint8 stat = stats->stat (i) + ns->stat (i);
3832 4028
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 4029 if (stat > 20 + race_bonus)
3835 { 4030 {
3836 excess_stat++; 4031 excess_stat++;
3837 stat = 20 + race_bonus; 4032 stat = 20 + race_bonus;
3838 } 4033 }
3839 set_attr_value (stats, i, stat); 4034
4035 stats->stat (i) = stat;
3840 } 4036 }
3841 4037
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 4038 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 4039 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 4040 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 4041
3848 if (i == CHA) 4042 if (i == CHA)
3849 continue; /* exclude cha from this */ 4043 continue; /* exclude cha from this */
4044
4045 int stat = stats->stat (i);
4046 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 4047 if (stat < 20 + race_bonus)
3851 { 4048 {
3852 change_attr_value (stats, i, 1); 4049 change_attr_value (stats, i, 1);
3853 excess_stat--; 4050 excess_stat--;
3854 } 4051 }
3855 } 4052 }
3856 4053
3857 /* insert the randomitems from the change's treasurelist into 4054 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 4055 * the player ref: player.c
3859 */ 4056 */
3860 if (change->randomitems != NULL) 4057 if (change->randomitems)
3861 give_initial_items (pl, change->randomitems); 4058 give_initial_items (pl, change->randomitems);
3862
3863 4059
3864 /* set up the face, for some races. */ 4060 /* set up the face, for some races. */
3865 4061
3866 /* first, look for the force object banning 4062 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 4063 * changing the face. Certain races never change face with class.
3868 */ 4064 */
3869 for (walk = pl->inv; walk != NULL; walk = walk->below) 4065 for (walk = pl->inv; walk; walk = walk->below)
3870 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4066 if (walk->name == shstr_NOCLASSFACECHANGE)
3871 flag_change_face = 0; 4067 flag_change_face = 0;
3872 4068
3873 if (flag_change_face) 4069 if (flag_change_face)
3874 { 4070 {
3875 pl->animation_id = GET_ANIM_ID (change);
3876 pl->face = change->face; 4071 pl->face = change->face;
3877 4072 pl->animation_id = change->animation_id;
3878 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4073 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3879 SET_FLAG (pl, FLAG_ANIMATE);
3880 else
3881 CLEAR_FLAG (pl, FLAG_ANIMATE);
3882 } 4074 }
3883 4075
3884 /* check the special case of can't use weapons */ 4076 /* check the special case of can't use weapons */
3885 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4077 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3886 if (!strcmp (change->name, "monk")) 4078 if (change->name == shstr_monk)
3887 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4079 pl->clr_flag (FLAG_USE_WEAPON);
3888 4080
3889 break; 4081 break;
3890 } 4082 }
3891 } 4083 }
3892} 4084}
3893 4085
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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