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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 1.285 by root, Wed Dec 5 19:03:27 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
23 */ 22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26#include <cmath>
24 27
25#include <global.h> 28#include <global.h>
26#include <living.h> 29#include <living.h>
27#include <spells.h> 30#include <spells.h>
28#include <skills.h> 31#include <skills.h>
29#include <tod.h> 32#include <tod.h>
30 33
31#include <sproto.h> 34#include <sproto.h>
32 35
33/* Want this regardless of rplay. */ 36// these must be in the inventory before they can be applied
34#include <sounds.h>
35 37
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 38static 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{ 39{
46 int arch_flag, name_flag, race_flag; 40 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 { 41 {
60 arch_flag = (op->subtype & 1); 42 set (WEAPON);
61 name_flag = (op->subtype & 2); 43 set (ARMOUR);
62 race_flag = (op->subtype & 4); 44 set (BOOTS);
45 set (GLOVES);
46 set (AMULET);
47 set (GIRDLE);
48 set (BRACERS);
49 set (SHIELD);
50 set (HELMET);
51 set (RING);
52 set (CLOAK);
53 set (WAND);
54 set (ROD);
55 set (HORN);
56 set (SKILL);
57 set (SPELL);
58 set (BOW);
59 set (RANGED);
60 set (BUILDER);
61 set (SKILL_TOOL);
63 } 62 }
64 else 63} apply_types_inv_only;
64
65// these only make sense for the player
66
67static const struct apply_types_player_only : typeset
68{
69 apply_types_player_only ()
65 { 70 {
66 arch_flag = 1; 71 set (TRANSPORT);
67 name_flag = 1; 72 set (EXIT);
68 race_flag = 1; 73 set (BOOK);
74 set (SIGN);
75 set (BOOK);
76 set (SKILLSCROLL);
77 set (SPELLBOOK);
78 set (INSCRIBABLE);
79 set (TREASURE);
80 set (SAVEBED);
81 set (ARMOUR_IMPROVER);
82 set (WEAPON_IMPROVER);
83 set (CLOCK);
84 set (MENU);
85 set (LIGHTER); /* for lighting torches/lanterns/etc */
69 } 86 }
87} apply_types_player_only;
70 88
71 /* If the director has race set, only affect objects with a arch, 89// applying these _can_ be attempted, others cannot
72 * name or race that matches. 90// be applied at all. used by e.g. apply below.
73 */
74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1;
79 91
80 /* If the director has slaying set, only affect objects where none 92static const struct 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{ 93{
99 object *id, *marked; 94 apply_types ()
100 int success = 0; 95 : 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 { 96 {
117 if (operate_altar (altar, &money)) 97 set (T_HANDLE);
118 { 98 set (TRIGGER);
119 identify (marked); 99 set (SCROLL);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 100 set (POTION);
121 if (marked->msg) 101 set (CLOSE_CON);
122 { 102 set (CONTAINER);
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 103 set (LAMP);
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 104 set (TORCH);
125 } 105 set (DRINK);
126 return money == NULL; 106 set (FOOD);
127 } 107 set (FLESH);
108 set (POISON);
109 set (POWER_CRYSTAL);
110 set (ITEM_TRANSFORMER);
128 } 111 }
129 112} 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}
410 113
411/**************************************************************************** 114/****************************************************************************
412 * Weapon improvement code follows 115 * Weapon improvement code follows
413 ****************************************************************************/ 116 ****************************************************************************/
414 117
415/** 118/**
119 * This function just checks whether who can handle equipping an item
120 * with item_power.
121 */
122static bool
123check_item_power (object *who, int item_power)
124{
125 if (who->type == PLAYER
126 && item_power
127 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
128 return false;
129 else
130 return true;
131}
132
133/**
416 * This returns the sum of nrof of item (arch name). 134 * This returns the sum of nrof of item (arch name).
417 */ 135 */
418static int 136static int
419check_item (object *op, const char *item) 137check_item (object *op, shstr_cmp item)
420{ 138{
421 int count = 0; 139 int count = 0;
422 140
423 141 if (!item)
424 if (item == NULL)
425 return 0; 142 return 0;
426 143
427 op = op->below; 144 for (op = op->below; op; op = op->below)
428 while (op != NULL) 145 if (op->arch->archname == item)
429 { 146 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)) 147 && /* 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; 148 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 149
445 return count; 150 return count;
446} 151}
447 152
448/** 153/**
450 * op is typically the player, which is only 155 * op is typically the player, which is only
451 * really used to determine what space to look at. 156 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 157 * Modified to only eat 'nrof' of objects.
453 */ 158 */
454static void 159static void
455eat_item (object *op, const char *item, uint32 nrof) 160eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 161{
457 object *prev; 162 object *prev;
458 163
459 prev = op; 164 prev = op;
460 op = op->below; 165 op = op->below;
461 166
462 while (op != NULL) 167 while (op)
463 { 168 {
464 if (strcmp (op->arch->name, item) == 0) 169 if (op->arch->archname == item)
465 { 170 {
466 if (op->nrof >= nrof) 171 if (op->nrof >= nrof)
467 { 172 {
468 decrease_ob_nr (op, nrof); 173 op->decrease (nrof);
469 return; 174 return;
470 } 175 }
471 else 176 else
472 { 177 {
473 decrease_ob_nr (op, op->nrof); 178 op->decrease (nrof);
474 nrof -= op->nrof; 179 nrof -= op->nrof;
475 } 180 }
181
476 op = prev; 182 op = prev;
477 } 183 }
184
478 prev = op; 185 prev = op;
479 op = op->below; 186 op = op->below;
480 } 187 }
481} 188}
482 189
483/** 190/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * Returns how many items of type improver->slaying there are under op. 191 * Returns how many items of type improver->slaying there are under op.
537 * Will display a message if none found, and 1 if improver->slaying is NULL. 192 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 193 */
539static int 194static int
540check_sacrifice (object *op, const object *improver) 195check_sacrifice (object *op, const object *improver)
541{ 196{
542 int count = 0; 197 int count = 0;
543 198
544 if (improver->slaying != NULL) 199 if (improver->slaying)
545 { 200 {
546 count = check_item (op, improver->slaying); 201 count = check_item (op, improver->slaying);
547 if (count < 1) 202 if (count < 1)
548 { 203 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 204 op->failmsgf ("The gods want more %ss", &improver->slaying);
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 205 return 0;
554 } 206 }
555 } 207 }
556 else 208 else
557 count = 1; 209 count = 1;
560} 212}
561 213
562/** 214/**
563 * Actually improves the weapon, and tells user. 215 * Actually improves the weapon, and tells user.
564 */ 216 */
565int 217static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 218improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 219{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 220 stat += sacrifice_count;
571 weapon->last_eat++; 221 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 222 improver->decrease ();
573 decrease_ob (improver);
574 223
575 /* So it updates the players stats and the window */ 224 /* So it updates the players stats and the window */
576 op->update_stats (); 225 op->update_stats ();
226
227 op->statusmsg (format (
228 "Your sacrifice was accepted.\n"
229 "Weapon's bonus to %s improved by %d.",
230 statname, sacrifice_count
231 ));
232
577 return 1; 233 return 1;
578} 234}
579 235
580/* Types of improvements, hidden in the sp field. */ 236/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 237#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 238#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 239#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 240#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 241#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 242#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 243#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 244#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 245#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 246#define IMPROVE_INT 10
591#define IMPROVE_POW 11 247#define IMPROVE_POW 11
592
593 248
594/** 249/**
595 * This does the prepare weapon scroll. 250 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 251 * Checks for sacrifice, and so on.
597 */ 252 */
598 253static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
601{ 255{
602 int sacrifice_count, i; 256 int sacrifice_count, i;
603 char buf[MAX_BUF];
604 257
605 if (weapon->level != 0) 258 if (weapon->level != 0)
606 { 259 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 260 op->failmsg ("Weapon is already prepared!");
608 return 0; 261 return 0;
609 } 262 }
263
610 for (i = 0; i < NROFATTACKS; i++) 264 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 265 if (weapon->resist[i])
612 break; 266 break;
613 267
614 /* If we break out, i will be less than nrofattacks, preventing 268 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 271 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 272 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 273 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 274 weapon->stats.ac) /* AC - only taifu's I think */
621 { 275 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 276 op->failmsg ("You cannot prepare magic weapons. "
277 "H<A weapon is considered magical if it changes regeneration, "
278 "speed or ac, or has other protections.>");
623 return 0; 279 return 0;
624 } 280 }
281
625 sacrifice_count = check_sacrifice (op, improver); 282 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 283 if (sacrifice_count <= 0)
627 return 0; 284 return 0;
285
628 weapon->level = isqrt (sacrifice_count); 286 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); 287 eat_item (op, improver->slaying, sacrifice_count);
631 288
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 289 op->statusmsg (format (
290 "Your sacrifice was accepted."
291 "Your *%s may be improved %d times.",
292 &weapon->name, weapon->level
293 ));
633 294
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 295 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 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 297 slot at once! */
638 decrease_ob (improver); 298 improver->decrease ();
639 weapon->last_eat = 0; 299 weapon->last_eat = 0;
640 return 1; 300 return 1;
641} 301}
642
643 302
644/** 303/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 304 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 305 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 306 * Returns 0 if it was not able to work for some reason.
648 * 307 *
649 * Checks if weapon was prepared, if enough potions on the floor, ... 308 * Checks if weapon was prepared, if enough potions on the floor, ...
650 * 309 *
651 * We are hiding extra information about the weapon in the level and 310 * 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 ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
654 */ 313 */
655int 314static int
656improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
657{ 316{
658 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
659 318
660 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
663 } 321
664 if (weapon->level == 0) 322 if (weapon->level == 0)
665 { 323 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 327 return 0;
668 } 328 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 329
330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 332 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 334 return 0;
673 } 335 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 336
337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
675 { 339 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 340 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"); 341 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 342 "really want to improve it.");
679 return 0; 343 return 0;
680 } 344 }
345
681 /* This just increases damage by 5 points, no matter what. No sacrifice 346 /* 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, 347 * 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 348 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 349 * weapon can be improved.
685 */ 350 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 352 {
688 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 354 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); 355 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 356 weapon->last_eat++;
692 357
693 weapon->item_power++; 358 weapon->item_power++;
694 decrease_ob (improver); 359 improver->decrease ();
695 return 1; 360 return 1;
696 } 361 }
362
697 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 364 {
699 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 366 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 367 if (weapon->weight < 1)
702 weapon->weight = 1; 368 weapon->weight = 1;
369
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 371 weapon->last_eat++;
705 weapon->item_power++; 372 weapon->item_power++;
706 decrease_ob (improver); 373 improver->decrease ();
707 return 1; 374 return 1;
708 } 375 }
376
709 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 378 {
711 weapon->magic++; 379 weapon->magic++;
712 weapon->last_eat++; 380 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 382 improver->decrease ();
715 weapon->item_power++; 383 weapon->item_power++;
716 return 1; 384 return 1;
717 } 385 }
718 386
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
725 393
726 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
728 { 396 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
730 return 0; 398 return 0;
731 } 399 }
400
732 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 402 weapon->item_power++;
734 403
735 switch (improver->stats.sp) 404 switch (improver->stats.sp)
736 { 405 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 406 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"); 407 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"); 408 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"); 409 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"); 410 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"); 411 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"); 412 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 413 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
753 } 415 }
416
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 418 return 0;
756} 419}
757 420
758/** 421/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
762 */ 425 */
763int 426static int
764check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
765{ 428{
766 object *otmp;
767
768 if (op->type != PLAYER) 429 if (op->type != PLAYER)
769 return 0; 430 return 0;
431
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 433 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 434 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 435 return 0;
774 } 436 }
775 otmp = find_marked_object (op); 437
438 object *otmp = op->mark ();
439
776 if (!otmp) 440 if (!otmp)
777 { 441 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 442 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; 443 return 0;
780 } 444 }
445
781 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 447 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 448 op->failmsg ("Marked item is not a weapon or bow!");
784 return 0; 449 return 0;
785 } 450 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 451
452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
455 return 0;
456 }
457
458 op->statusmsg ("Applied weapon builder.");
459
787 improve_weapon (op, tmp, otmp); 460 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 461 esrv_send_item (op, otmp);
789 return 1; 462 return 1;
790} 463}
791 464
804 * the stats of a player w/ armour as well as a weapon 477 * the stats of a player w/ armour as well as a weapon
805 * will probably horribly unbalance the game. Magic enchanting 478 * will probably horribly unbalance the game. Magic enchanting
806 * depends on the level of the character - ie the plus 479 * depends on the level of the character - ie the plus
807 * value (magic) of the armour can never be increased beyond 480 * value (magic) of the armour can never be increased beyond
808 * the level of the character / 10 -- rounding upish, nor may 481 * the level of the character / 10 -- rounding upish, nor may
809 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
810 * the users level or 90) 483 * the users level or 90)
811 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
812 * changing of physical area right now. 485 * changing of physical area right now.
813 */ 486 */
814int 487static int
815improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
816{ 489{
817 object *tmp;
818
819 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
820 { 491 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 492 op->failmsg ("This armour can not be enchanted any further!");
822 return 0; 493 return 0;
823 } 494 }
495
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 496 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825 * etc), so take the easy way out and don't worry about it. 497 * etc), so take the easy way out and don't worry about it.
826 * Note - maybe add scrolls which make the random artifact versions (eg, armour 498 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?) 499 * of gnarg and what not?)
828 */ 500 */
829 if (armour->title) 501 if (armour->title)
830 { 502 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 504 return 0;
833 } 505 }
834 506
835 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
837 */ 509 */
838 if (armour->nrof > 1) 510 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;
842 511
843 armour->magic++; 512 armour->magic++;
844 513
845 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
846 { 515 {
851 { 520 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 522 pow++;
854 } 523 }
855 524
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 526 }
858 else 527 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 528 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 529
861 if (!settings.armor_weight_linear) 530 if (!settings.armor_weight_linear)
862 { 531 {
863 int base = 100; 532 int base = 100;
864 int pow = 0; 533 int pow = 0;
867 { 536 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 538 pow++;
870 } 539 }
871 540
872 armour->weight = (armour->arch->clone.weight * base) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
873 } 542 }
874 else 543 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 544 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 545
877 if (armour->weight <= 0) 546 if (armour->weight <= 0)
878 { 547 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 549 armour->weight = 1;
881 } 550 }
882 551
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 552 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 553
885 if (op->type == PLAYER) 554 if (op->type == PLAYER)
886 { 555 {
887 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557
558 if (armour->flag [FLAG_APPLIED])
889 op->update_stats (); 559 op->update_stats ();
890 } 560 }
891 decrease_ob (improver); 561
562 improver->decrease ();
563
892 if (tmp) 564 if (tmp)
893 { 565 op->insert (tmp);
894 insert_ob_in_ob (tmp, op); 566
895 esrv_send_item (op, tmp);
896 }
897 return 1; 567 return 1;
898} 568}
899
900 569
901/* 570/*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not 571 * convert_item() returns 1 if anything was converted, 0 if the item was not
903 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
904 */ 573 *
905#define CONV_FROM(xyz) xyz->slaying
906#define CONV_TO(xyz) xyz->other_arch
907#define CONV_NR(xyz) xyz->stats.sp
908#define CONV_NEED(xyz) xyz->stats.food
909
910/* Takes one items and makes another. 574 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
912 * item is the object that triggered the converter - if it is not 576 * item is the object that triggered the converter - if it is not
913 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
914 */ 578 */
915int 579int
916convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
917{ 581{
918 int nr = 0; 582 sint64 nr = 0, price_in;
919 uint32 price_in; 583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
920 591
921 /* We make some assumptions - we assume if it takes money as it type, 592 /* We make some assumptions - we assume if it takes money as it type,
922 * it wants some amount. We don't make change (ie, if something costs 593 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
924 */ 595 */
925 if (!strcmp (CONV_FROM (converter), "money")) 596 if (conv_from == shstr_money)
926 { 597 {
927 int cost;
928
929 if (item->type != MONEY) 598 if (item->type != MONEY)
930 return 0; 599 return 0;
931 600
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 602 if (!nr)
934 return 0; 603 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 604
936 /* take into account rounding errors */ 605 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 606
938 cost++; 607 sint64 cost = (nr * need + item->value - 1) / item->value;
939 decrease_ob_nr (item, cost); 608
609 item->decrease (cost);
940 610
941 price_in = cost * item->value; 611 price_in = cost * item->value;
942 } 612 }
943 else 613 else
944 { 614 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 615 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
947 return 0; 618 return 0;
948 619
949 if (CONV_NEED (converter)) 620 converter->play_sound (sound_find ("convert_item"));
621
622 if (need)
950 { 623 {
951 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
954 } 627 }
955 else 628 else
956 { 629 {
957 price_in = item->value; 630 price_in = item->value;
958 item->destroy (); 631 item->destroy ();
959 } 632 }
960 } 633 }
961 634
962 if (converter->inv != NULL) 635 if (converter->inv)
963 { 636 {
964 object *ob; 637 object *ob;
965 int i; 638 int i;
966 object *ob_to_copy; 639 object *ob_to_copy;
967 640
968 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 645 ob_to_copy = ob;
975 } 646
976 } 647 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 650 }
981 else 651 else
982 { 652 {
983 if (converter->other_arch == NULL) 653 if (!conv_to)
984 { 654 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y); 656 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 657 return -1;
988 } 658 }
989 659
990 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 662 }
993 663
994 if (CONV_NR (converter)) 664 if (give)
995 item->nrof = CONV_NR (converter); 665 item->nrof = give;
666
996 if (nr) 667 if (nr)
997 item->nrof *= nr; 668 item->nrof *= nr;
998 if (is_in_shop (converter)) 669
999 SET_FLAG (item, FLAG_UNPAID); 670 if (converter->flag [FLAG_PRECIOUS])
671 item->set_flag (FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 item->set_flag (FLAG_UNPAID);
680 }
1000 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 682 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 685 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1008 */ 688 */
1009 } 689 }
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 690
691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (item->need_identify ())
694 identify (item);
695
696 item->insert_at (converter, 0, INS_NO_WALK_ON);
697
1011 return 1; 698 return 1;
1012} 699}
1013 700
1014/** 701/**
1015 * Handle apply on containers. 702 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 703 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 704 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 705 * added the alchemical cauldron to the code -b.t.
1019 */ 706 */
1020int 707static int
1021apply_container (object *op, object *sack) 708apply_container (object *op, object *sack)
1022{ 709{
1023 if (op->type != PLAYER || !op->contr->ns) 710 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */ 711 return 0; /* This might change */
1025 712
1031 718
1032 op->contr->last_used = 0; 719 op->contr->last_used = 0;
1033 720
1034 if (sack->env && sack->env != op) 721 if (sack->env && sack->env != op)
1035 { 722 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 723 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 724 return 1;
1038 } 725 }
1039 726
1040 // already applied == open on ground, or open in inv, or active in inv 727 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 728 if (sack->flag [FLAG_APPLIED])
1042 { 729 {
1043 if (op->container == sack) 730 if (op->container_ () == sack)
1044 { 731 {
1045 // open on ground or inv, so close 732 // open on ground or inv, so close
1046 op->close_container (); 733 op->close_container ();
1047 return 1; 734 return 1;
1048 } 735 }
1049 else if (!sack->env) 736 else if (!sack->env)
1050 { 737 {
1051 // active, but not ours: some other player has opened it 738 // 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)); 739 // normally this only happens to dms standing on the same space.
740 // but it doesn't hurt to handle it.
741 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1053 return 1; 742 return 1;
1054 } 743 }
744 }
1055 745
1056 // fall through to opening it (active in inv) 746 // it's locked?
747 if (sack->slaying)
1057 } 748 {
1058 else if (sack->env) 749 if (object *tmp = find_key (op, op, sack))
750 {
751 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
752 }
753 else
754 {
755 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
756 esrv_update_item (UPD_FLAGS, op, sack);
757 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
758 return 1;
759 }
760 }
761
762 if (sack->env && !sack->flag [FLAG_APPLIED])
1059 { 763 {
1060 // it is in our env, so activate it, do not open yet 764 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 765 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 766 sack->flag [FLAG_APPLIED] = true;
1063 esrv_update_item (UPD_FLAGS, op, sack); 767 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 768 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1;
1066 }
1067
1068 // it's locked?
1069 if (sack->slaying)
1070 { 769 }
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 770 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); 771 op->open_container (sack);
1081 772
1082 return 1; 773 return 1;
1083} 774}
1084 775
1085/** 776/**
1091{ 782{
1092 /* Only players can make sacrifices on spell casting altars. */ 783 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER)) 784 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0; 785 return 0;
1095 786
1096 if (operate_altar (altar, &sacrifice)) 787 if (operate_altar (altar, &sacrifice, originator))
1097 { 788 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet 789 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * with an altar. We call it a Potion - altars are stationary - it 790 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 791 * is up to map designers to use them properly.
1101 */ 792 */
1102 if (altar->inv && altar->inv->type == SPELL) 793 if (altar->inv && altar->inv->type == SPELL)
1103 { 794 {
1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 795 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 796 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 797 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 798 * old maps.
1108 */ 799 */
1109 800
1110/* push_button (altar);*/ 801/* push_button (altar);*/
1111 } 802 }
1112 else 803 else
1113 { 804 {
1114 altar->value = 1; /* works only once */ 805 altar->value = 1; /* works only once */
1115 push_button (altar); 806 push_button (altar, originator);
1116 } 807 }
1117 808
1118 return !sacrifice; 809 return !sacrifice;
1119 } 810 }
1120 else 811 else
1133{ 824{
1134 int rv = 0; 825 int rv = 0;
1135 double opinion; 826 double opinion;
1136 object *tmp, *next; 827 object *tmp, *next;
1137 828
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 829 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1139 830
1140 if (op->type != PLAYER) 831 bool has_unpaid = false;
832
833 // quite inefficient to do this here twice, but the api doesn't lend itself to
834 // a quick and small change :(
835 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
836 if (item->flag [FLAG_UNPAID])
837 {
838 has_unpaid = true;
839 break;
840 }
841
842 if (!op->is_player ())
1141 { 843 {
1142 /* Remove all the unpaid objects that may be carried here. 844 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 845 * This could be pets or monsters that are somehow in
1144 * the shop. 846 * the shop.
1145 */ 847 */
1146 for (tmp = op->inv; tmp; tmp = next) 848 for (tmp = op->inv; tmp; tmp = next)
1147 { 849 {
1148 next = tmp->below; 850 next = tmp->below;
1149 851
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 852 if (tmp->flag [FLAG_UNPAID])
1151 { 853 {
1152 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 854 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1153 855
856 if (i >= 0)
1154 tmp->remove (); 857 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 } 858 }
1164 } 859 }
1165 860
1166 /* Don't teleport things like spell effects */ 861 /* Don't teleport things like spell effects */
1167 if (QUERY_FLAG (op, FLAG_NO_PICK)) 862 if (op->flag [FLAG_NO_PICK])
1168 return 0; 863 return 0;
1169 864
1170 /* unpaid objects, or non living objects, can't transfer by 865 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 866 * shop mats. Instead, put it on a nearby space.
1172 */ 867 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 868 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1174 { 869 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 870 /* 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); 871 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178 872
1179 if (i != -1) 873 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 874 rv = transfer_ob (op, op->x + DIRX (i), op->y + DIRY (i), 0, shop_mat);
1181 875
1182 return 0; 876 return 0;
1183 } 877 }
878
1184 /* Removed code that checked for multipart objects - it appears that 879 /* Removed code that checked for multipart objects - it appears that
1185 * the teleport function should be able to handle this just fine. 880 * the teleport function should be able to handle this just fine.
1186 */ 881 */
1187 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1188 } 883 }
1189 else if (can_pay (op) && get_payment (op)) 884 else if (can_pay (op) && get_payment (op))
1190 { 885 {
1191 /* this is only used for players */ 886 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 887 rv = teleport (shop_mat, SHOP_MAT, op);
1193 888
889 if (has_unpaid)
890 op->contr->play_sound (sound_find ("shop_buy"));
891 else if (op->is_in_shop ())
892 op->contr->play_sound (sound_find ("shop_enter"));
893 else
894 op->contr->play_sound (sound_find ("shop_leave"));
895
1194 if (shop_mat->msg) 896 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 897 op->statusmsg (shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct, 898 /* 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 899 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor. 900 * actually the shop floor.
1199 */ 901 */
1200 else if (!rv && !is_in_shop (op)) 902 else if (!rv && !op->is_in_shop ())
1201 { 903 {
1202 opinion = shopkeeper_approval (op->map, op); 904 opinion = shopkeeper_approval (op->map, op);
1203 905
1204 if (opinion > 0.9) 906 op->statusmsg (
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 907 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 else if (opinion > 0.75) 908 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 909 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 910 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 911 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 912 }
1213 } 913 }
1214 else 914 else
1215 { 915 {
1216 /* if we get here, a player tried to leave a shop but was not able 916 /* 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 917 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore 918 * they are not on the mat anymore
1219 */ 919 */
1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 920 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221 921
1222 if (i == -1) 922 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 923 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 924 else
1227 { 925 {
1228 op->remove (); 926 op->remove ();
1229 op->x += freearr_x[i]; 927 op->x += DIRX (i);
1230 op->y += freearr_y[i]; 928 op->y += DIRY (i);
1231 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 929 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1232 } 930 }
1233 } 931 }
1234 932
1235 CLEAR_FLAG (op, FLAG_NO_APPLY); 933 op->clr_flag (FLAG_NO_APPLY);
1236 return rv; 934 return rv;
1237} 935}
1238 936
1239/** 937/**
1240 * Handles applying a sign. 938 * Handles applying a sign.
1241 */ 939 */
1242static void 940static void
1243apply_sign (object *op, object *sign, int autoapply) 941apply_sign (object *op, object *sign, int autoapply)
1244{ 942{
1245 readable_message_type *msgType; 943 if (!op->is_player())
1246 char newbuf[HUGE_BUF]; 944 return;
1247 945
1248 if (sign->msg == NULL) 946 if (sign->has_dialogue ())
1249 { 947 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 948 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1251 return; 949 return;
1252 } 950 }
1253 951
952 if (!sign->msg)
953 {
954 op->contr->infobox (MSG_CHANNEL ("examine"),
955 format ("T<%s>\n\n Nothing %sis written on it.",
956 &sign->name,
957 sign->name == sign->arch->name ? "" : "else "));
958 return;
959 }
960
1254 if (sign->stats.food) 961 if (sign->stats.food)
1255 { 962 {
1256 if (sign->last_eat >= sign->stats.food) 963 if (sign->last_eat >= sign->stats.food)
1257 { 964 {
1258 if (!sign->move_on) 965 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 966 op->failmsg ("You cannot read it anymore.");
967
1260 return; 968 return;
1261 } 969 }
1262 970
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 971 if (!op->flag [FLAG_WIZPASS])
1264 sign->last_eat++; 972 sign->last_eat++;
1265 } 973 }
1266 974
1267 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 975 /* 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 976 * 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 977 * move_on is zero, it needs to be manually applied (doesn't talk
1270 * to us). 978 * to us).
1271 */ 979 */
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 980 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1273 { 981 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 982 op->failmsg ("You are unable to read while blind!");
1275 return; 983 return;
1276 } 984 }
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 985
1282/** 986 if (op->contr)
1283 * 'victim' moves onto 'trap' 987 if (client *ns = op->contr->ns)
1284 * 'victim' leaves 'trap' 988 {
1285 * effect is determined by move_on/move_off of trap and move_type of victime. 989 if (sign->sound)
1286 * 990 ns->play_sound (sign->sound);
1287 * originator: Player, monster or other object that caused 'victim' to move 991 else if (autoapply)
1288 * onto 'trap'. Will receive messages caused by this action. May be NULL. 992 ns->play_sound (sound_find ("msg_voice"));
1289 * However, some types of traps require an originator to function. 993
1290 */ 994 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1291void 995 }
996}
997
998static void
1292move_apply (object *trap, object *victim, object *originator) 999move_apply_hole (object *trap, object *victim)
1293{ 1000{
1294 static int recursion_depth = 0; 1001 /* Hole not open? */
1295 1002 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; 1003 return;
1299 1004
1300 /* move_apply() is the most likely candidate for causing unwanted and 1005 /* Is this a multipart monster and not the head? If so, return.
1301 * possibly unlimited recursion. 1006 * Processing will happen if the head runs into the pit
1302 */ 1007 */
1303 /* The following was changed because it was causing perfeclty correct 1008 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; 1009 return;
1314 }
1315 recursion_depth++;
1316 if (trap->head)
1317 trap = trap->head;
1318 1010
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1011 // now find all possible locations and randomly pick one
1320 goto leave; 1012 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1013 trap->range >= 3 ? SIZEOFFREE3 + 1
1014 : trap->range >= 2 ? SIZEOFFREE2 + 1
1015 : trap->range >= 1 ? SIZEOFFREE1 + 1
1016 : SIZEOFFREE0 + 1);
1321 1017
1322 switch (trap->type) 1018 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; 1019 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 1020
1547 /* need a literacy skill to read stuff! */ 1021 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1022 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 1023
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1024 transfer_ob (victim,
1573 1025 EXIT_X (trap) + DIRX (dir),
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1026 EXIT_Y (trap) + DIRY (dir),
1575 msgType->message_type, msgType->message_subtype, 1027 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} 1028}
2626 1029
2627/** 1030/**
2628 * Unapplies specified item. 1031 * Unapplies specified item.
2629 * No check done on cursed/damned. 1032 * No check done on cursed/damned.
2630 * Break this out of apply_special - this is just done 1033 * Break this out of apply_special - this is just done
2631 * to keep the size of apply_special to a more managable size. 1034 * to keep the size of apply_special to a more managable size.
2632 */ 1035 */
2633static int 1036static bool
2634unapply_special (object *who, object *op, int aflags) 1037unapply_special (object *who, object *op, int aflags)
2635{ 1038{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1040 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 1041 return RESULT_INT (0);
2638 1042
2639 object *tmp2; 1043 if (who->current_weapon == op)
1044 who->current_weapon = 0;
2640 1045
2641 CLEAR_FLAG (op, FLAG_APPLIED); 1046 op->flag [FLAG_APPLIED] = false;
2642 1047
2643 switch (op->type) 1048 switch (op->type)
2644 { 1049 {
1050 case SKILL:
1051 if (player *pl = who->contr)
1052 if (op->invisible)
1053 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1054 else
1055 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1056
1057 change_abil (who, op);
1058 who->flag [FLAG_READY_SKILL] = false;
1059 break;
1060
2645 case WEAPON: 1061 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1062 who->statusmsg (format ("You unwield %s.", query_name (op)));
2647
2648 (void) change_abil (who, op); 1063 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1064 who->flag [FLAG_READY_WEAPON] = false;
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break;
2653 1065
2654 case SKILL: /* allows objects to impart skills */ 1066 // unapplying a weapon or skill tool should also unapply the skill it governs
2655 case SKILL_TOOL: 1067 // but this is hard, as it shouldn't do so when the skill can
1068 // be used for other reasons
1069 //TODO: really?
2656 if (op != who->chosen_skill) 1070 if (who->chosen_skill)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1071 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1072 unapply_special (who, who->chosen_skill, 0);
2658 1073
2659 if (who->type == PLAYER) 1074 break;
1075
1076 case RANGED:
1077 case BOW:
1078 case WAND:
1079 case ROD:
1080 case HORN:
1081 if (player *pl = who->contr)
2660 { 1082 {
2661 if (who->contr->ranged_ob == op) 1083 who->statusmsg (format ("You unready %s.", query_name (op)));
2662 { 1084 change_abil (who, op);
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 } 1085 }
2666 1086 else
2667 if (!op->invisible) 1087 {
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 1088 if (op->type == BOW)
1089 op->flag [FLAG_READY_BOW ] = false;
2669 else 1090 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 1091 op->flag [FLAG_READY_RANGE] = false;
2671 } 1092 }
2672 1093
2673 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 1094 break;
2677 1095
2678 case ARMOUR: 1096 case ARMOUR:
2679 case HELMET: 1097 case HELMET:
2680 case SHIELD: 1098 case SHIELD:
2683 case GLOVES: 1101 case GLOVES:
2684 case AMULET: 1102 case AMULET:
2685 case GIRDLE: 1103 case GIRDLE:
2686 case BRACERS: 1104 case BRACERS:
2687 case CLOAK: 1105 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1106 who->statusmsg (format ("You unwear %s.", query_name (op)));
2689 (void) change_abil (who, op); 1107 change_abil (who, op);
2690 break; 1108 break;
1109
2691 case LAMP: 1110 case SPELL:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch);
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;
2723
2724 case BOW:
2725 case WAND:
2726 case ROD:
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;
2745
2746 case BUILDER: 1111 case BUILDER:
2747 if (who->type == PLAYER) 1112 who->statusmsg (format ("You unready %s.", query_name (op)));
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; 1113 break;
2755 1114
1115 //case SKILL_TOOL://TODO
2756 default: 1116 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 1117 who->statusmsg (format ("You unapply %s.", query_name (op)));
2758 break; 1118 break;
2759 } 1119 }
1120
1121 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1122 if (object *pl = op->visible_to ())
1123 esrv_send_item (pl, op);
2760 1124
2761 who->update_stats (); 1125 who->update_stats ();
2762 1126
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; 1127 return 1;
2780} 1128}
2781 1129
2782/** 1130/**
2783 * Returns the object that is using location 'loc'. 1131 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 1132 * 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 1133 * then go through the below of this. In this way, you can do
2786 * something like: 1134 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 1135 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1136 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 1137 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 1138 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 1139 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 1140 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 1141 * invisible other objects that use
2794 * up body locations can be used as restrictions. 1142 * up body locations can be used as restrictions.
2795 */ 1143 */
2796object * 1144static object *
2797get_item_from_body_location (object *start, int loc) 1145get_next_item_from_body_location (int loc, object *start)
2798{ 1146{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 1147 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1148 if (tmp->flag [FLAG_APPLIED]
1149 && tmp->slot [loc].info
1150 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2806 return tmp; 1151 return tmp;
2807 1152
2808 return NULL; 1153 return 0;
2809} 1154}
2810
2811
2812 1155
2813/** 1156/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 1157 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 1158 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 1159 * that there are objects to unapply. This makes pretty heavy
2819 * Returns 0 on success, returns 1 if there is some problem. 1162 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 1163 * 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 1164 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 1165 * another function that does just that.
2823 */ 1166 */
2824int 1167
1168#define CANNOT_REMOVE_CURSED \
1169 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1170 "Praying over an altar, scrolls of remove curse/damnation, " \
1171 "priests or even other players might help.>"
1172
1173static bool
2825unapply_for_ob (object *who, object *op, int aflags) 1174unapply_for_ob (object *who, object *op, int aflags)
2826{ 1175{
2827 int i; 1176 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) 1177 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 { 1178 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1179 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2838 { 1180 {
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) 1181 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1182 who->failmsg (query_name (tmp));
2843 else 1183 else
2844 unapply_special (who, tmp, aflags); 1184 unapply_special (who, tmp, aflags);
2845 } 1185 }
2846 else 1186 else
2847 { 1187 {
2848 /* In this case, we want to try and remove a cursed item. 1188 /* 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 1189 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 1190 * at least generate the message.
2851 */ 1191 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1192 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2853 return 1; 1193 return 1;
2854 }
2855
2856 } 1194 }
2857 }
2858 }
2859 1195
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1196 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 1197 {
2862 /* this used up a slot that we need to free */ 1198 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 1199 if (op->slot[i].info)
2864 { 1200 {
2865 last = who->inv; 1201 object *last = who->inv;
2866 1202
2867 /* We do a while loop - may need to remove several items in order 1203 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 1204 * to free up enough slots.
2869 */ 1205 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 1206 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 1207 {
2872 tmp = get_item_from_body_location (last, i); 1208 object *tmp = get_next_item_from_body_location (i, last);
1209
2873 if (!tmp) 1210 if (!tmp)
2874 { 1211 {
2875#if 0 1212#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 1213 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 1214 * equipped.
2878 */ 1215 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1216 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 1217#endif
2881 return 1; 1218 return 1;
2882 } 1219 }
1220
2883 /* If we are just printing, we don't care about cursed status */ 1221 /* 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)))) 1222 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2885 { 1223 {
2886 if (aflags & AP_PRINT) 1224 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1225 who->failmsg (query_name (tmp));
2888 else 1226 else
2889 unapply_special (who, tmp, aflags); 1227 unapply_special (who, tmp, aflags);
2890 } 1228 }
2891 else 1229 else
2892 { 1230 {
2893 /* Cursed item that we can't unequip - tell the player. 1231 /* Cursed item that we can't unequip - tell the player.
2894 * Note this could be annoying if this is just one of a few, 1232 * 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 1233 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 1234 * one cursed ring.)
2897 */ 1235 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1236 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2899 } 1237 }
1238
2900 last = tmp->below; 1239 last = tmp->below;
2901 } 1240 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1241 /* 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. 1242 * return in the !tmp would have kicked in.
2904 */ 1243 */
2905 } /* if op is using this body location */ 1244 } /* if op is using this body location */
2906 } /* for body lcoations */ 1245 } /* for body lcoations */
1246
2907 return 0; 1247 return 0;
2908} 1248}
2909 1249
2910/** 1250/**
2911 * Checks to see if 'who' can apply object 'op'. 1251 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 1252 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 1253 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 1254 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1255 * 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?) 1256 * is set, do we really care what the other flags may be?)
2917 * 1257 *
2918 * See include/define.h for detailed description of the meaning of 1258 * See include/define.h for detailed description of the meaning of
2919 * these return values. 1259 * these return values.
2920 */ 1260 */
2921int 1261int
2922can_apply_object (object *who, object *op) 1262can_apply_object (object *who, object *op)
2923{ 1263{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1264 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 1265 return RESULT_INT (0);
2926 1266
2927 int i, retval = 0; 1267 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 1268 object *tmp = 0, *ws = 0;
2929 1269
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1270 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 { 1271 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1272 if (op->slot[i].info)
2938 { 1273 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1274 /* Item uses more slots than we have */
1275 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 1276 {
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' 1277 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 1278 * really needed.
2956 */ 1279 */
2957 retval |= CAN_APPLY_NEVER; 1280 retval |= CAN_APPLY_NEVER;
2958 } 1281 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 1282 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 1283 {
2961 /* in this case, equipping this would use more free spots than 1284 /* in this case, equipping this would use more free spots than
2962 * we have. 1285 * we have.
2963 */ 1286 */
2964 object *tmp1;
2965
2966 1287
2967 /* if we have an applied weapon/shield, and unapply it would free 1288 /* 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 1289 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 1290 * 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 1291 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 1292 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 1293 * does take into the account cases where what is being applied
2973 * may be two handed for example. 1294 * may be two handed for example.
2974 */ 1295 */
2975 if (ws) 1296 if (ws)
2976 { 1297 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 { 1298 {
2979 retval |= CAN_APPLY_UNAPPLY; 1299 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 1300 continue;
2981 } 1301 }
2982 }
2983 1302
2984 tmp1 = get_item_from_body_location (who->inv, i); 1303 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 1304 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; 1305 retval |= CAN_APPLY_NEVER;
2994 }
2995 else 1306 else
2996 { 1307 {
2997 /* need to unapply something. However, if this something 1308 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 1309 * is different than we had found before, it means they need
2999 * to apply multiple objects 1310 * to apply multiple objects
3000 */ 1311 */
3001 retval |= CAN_APPLY_UNAPPLY; 1312 retval |= CAN_APPLY_UNAPPLY;
1313
3002 if (!tmp) 1314 if (!tmp)
3003 tmp = tmp1; 1315 tmp = tmp1;
3004 else if (tmp != tmp1) 1316 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 1317 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 1318
3008 /* This object isn't using up all the slots, so there must 1319 /* 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 1320 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 1321 * the slots, the player then has a choice.
3011 */ 1322 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1323 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1324 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1325 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 1326
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 1327 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 1328 * equipped? If not, there must be something else to unapply.
3017 */ 1329 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1330 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 1331 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 1332 }
3022 } /* if not enough free slots */ 1333 } /* if not enough free slots */
3023 } /* if this object uses location i */ 1334 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 1335 } /* for i -> num_body_locations loop */
3025 1336
3028 * the weapon/shield checks, and the range checks for monsters, 1339 * the weapon/shield checks, and the range checks for monsters,
3029 * because you can't control those just by body location - bows, shields, 1340 * 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 1341 * and weapons all use the same slot. Similar for horn/rod/wand - they
3031 * all use the same location. 1342 * all use the same location.
3032 */ 1343 */
3033 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1344 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3034 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3035 1346
3036 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1347 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3037 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3038 1349
3039 if (who->type != PLAYER) 1350 if (who->type != PLAYER)
3040 { 1351 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1352 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3042 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
1354
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3044 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
1357
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1358 if (op->type == RING && !who->flag [FLAG_USE_RING])
3046 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
1360
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1361 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3048 retval |= CAN_APPLY_RESTRICTION; 1362 retval |= CAN_APPLY_RESTRICTION;
3049 } 1363 }
3050 1364
3051 return retval; 1365 return retval;
3052} 1366}
3066 * AP_UNAPPLY=always unapply). 1380 * AP_UNAPPLY=always unapply).
3067 * 1381 *
3068 * Optional flags: 1382 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 1383 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 1384 * AP_IGNORE_CURSE: unapply cursed items
1385 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 1386 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1387 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 1388 *
3074 * apply_special() doesn't check for unpaid items. 1389 * apply_special() doesn't check for unpaid items.
3075 */ 1390 */
3076int 1391
1392#define LACK_ITEM_POWER \
1393 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1394
1395static bool
3077apply_special (object *who, object *op, int aflags) 1396apply_special (object *who, object *op, int aflags)
3078{ 1397{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 1398 int basic_flag = aflags & AP_MODE;
3080 object *tmp, *tmp2, *skop = NULL; 1399 object *tmp, *skop = NULL;
3081 int i;
3082
3083 if (who == NULL)
3084 {
3085 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1;
3087 }
3088
3089 if (op->env != who)
3090 return 1; /* op is not in inventory */
3091 1400
3092 /* trying to unequip op */ 1401 /* trying to unequip op */
3093 if (QUERY_FLAG (op, FLAG_APPLIED)) 1402 if (op->flag [FLAG_APPLIED])
3094 { 1403 {
3095 /* always apply, so no reason to unapply */ 1404 /* always apply, so no reason to unapply */
3096 if (basic_flag == AP_APPLY) 1405 if (basic_flag == AP_APPLY)
3097 return 0; 1406 return 0;
3098 1407
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1408 return unapply_special (who, op, aflags);
1409 }
1410 else if (basic_flag == AP_UNAPPLY)
1411 return 0;
1412
1413 splay (op);
1414
1415 /* Can't just apply this object. Lets see what not and what to do */
1416 if (int i = can_apply_object (who, op))
1417 {
1418 if (i & CAN_APPLY_NEVER)
3100 { 1419 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1420 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3102 return 1; 1421 return 1;
3103 } 1422 }
3104 return unapply_special (who, op, aflags); 1423 else if (i & CAN_APPLY_RESTRICTION)
3105 } 1424 {
3106 1425 who->failmsgf (
3107 if (basic_flag == AP_UNAPPLY) 1426 "You have a prohibition against using a %s. "
3108 return 0; 1427 "H<Your belief, profession or class prevents you from applying this item.>",
3109 1428 query_name (op)
3110 i = can_apply_object (who, op);
3111
3112 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i)
3114 {
3115 if (i & CAN_APPLY_NEVER)
3116 { 1429 );
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3118 return 1; 1430 return 1;
3119 } 1431 }
3120 else if (i & CAN_APPLY_RESTRICTION) 1432
3121 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3123 return 1;
3124 }
3125 if (who->type != PLAYER) 1433 if (who->type != PLAYER)
3126 { 1434 {
3127 /* Some error, so don't try to equip something more */ 1435 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 1436 if (unapply_for_ob (who, op, aflags))
3129 return 1; 1437 return 1;
3130 } 1438 }
3131 else 1439 else
3132 { 1440 {
3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1441 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3134 { 1442 {
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1443 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 1444 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 1445 return 1;
3138 } 1446 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1447 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 1448 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 1449 return 1;
3144 }
3145 } 1450 }
3146 } 1451 }
3147 1452
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1453 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 1454 {
1455 // try to ready attached skill first
3150 skop = find_skill_by_name (who, op->skill); 1456 skop = find_skill_by_name (who, op->skill);
1457
3151 if (!skop) 1458 if (!skop)
3152 { 1459 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1460 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3154 return 1; 1461 return 1;
3155 } 1462 }
3156 else 1463 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 */ 1464 {
3160 change_skill (who, skop, 0); 1465 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3161 } 1466 return 1;
3162 1467 }
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3164 { 1468 }
3165 new_draw_info (NDI_UNIQUE, 0, who, 1469
1470 if (!check_item_power (who, op->item_power))
1471 {
3166 "Equipping that combined with other items would consume your soul! " 1472 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; 1473 return 1;
3169 } 1474 }
3170
3171 1475
3172 /* Ok. We are now at the state where we can apply the new object. 1476 /* 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_... 1477 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 1478 * below - that is already taken care of by can_apply_object.
3175 */ 1479 */
3176 1480
3177 if (op->nrof > 1) 1481 // split away all the other items from the stack, so only one item is left
3178 tmp = get_split_ob (op, op->nrof - 1); 1482 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3179 else
3180 tmp = NULL;
3181 1483
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1484 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 1485 return RESULT_INT (0);
3184 1486
3185 switch (op->type) 1487 switch (op->type)
3186 { 1488 {
3187 case WEAPON: 1489 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 1490 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 { 1491 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 1492 /* 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) */ 1493 /* (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."); 1494 who->failmsg ("The weapon does not recognize you as its owner. "
3204 1495 "H<Its name indicates that it belongs to somebody else.>");
3205 if (tmp) 1496 if (tmp) who->insert (tmp);
3206 insert_ob_in_ob (tmp, who);
3207
3208 return 1; 1497 return 1;
3209 } 1498 }
3210 1499
3211 SET_FLAG (op, FLAG_APPLIED); 1500 op->flag [FLAG_APPLIED] = true;
3212 1501
3213 if (skop) 1502 if (player *pl = who->contr)
3214 change_skill (who, skop, 1); 1503 {
3215 1504 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); 1505 change_abil (who, op);
1506 }
1507
1508 op->flag [FLAG_READY_WEAPON] = true;
3222 break; 1509 break;
3223 1510
3224 case ARMOUR: 1511 case ARMOUR:
3225 case HELMET: 1512 case HELMET:
3226 case SHIELD: 1513 case SHIELD:
3229 case GIRDLE: 1516 case GIRDLE:
3230 case BRACERS: 1517 case BRACERS:
3231 case CLOAK: 1518 case CLOAK:
3232 case RING: 1519 case RING:
3233 case AMULET: 1520 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 1521 op->set_flag (FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1522 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 1523 change_abil (who, op);
3237 break; 1524 break;
3238 1525
1526 case SKILL_TOOL:
1527 // applying a skill tool does not ready the skill
1528 // if something needs the skill, it has to ready it itself
1529 //TODO: unapplying should unapply the skill, though
1530 op->set_flag (FLAG_APPLIED);
1531 break;
1532
3239 case LAMP: 1533 case SKILL:
3240 if (op->stats.food < 1) 1534 if (who->contr)
1535 if (op->invisible)
1536 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1537 else
1538 who->statusmsg (format ("You ready %s.", query_name (op)));
1539
1540 who->set_flag (FLAG_READY_SKILL);
1541 op->set_flag (FLAG_APPLIED);
1542 change_abil (who, op);
1543 break;
1544
1545 case BOW:
1546 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3241 { 1547 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 1548 who->failmsg ("The weapon does not recognize you as its owner. "
1549 "H<Its name indicates that it belongs to somebody else.>");
1550 if (tmp) who->insert (tmp);
3243 return 1; 1551 return 1;
3244 } 1552 }
3245 1553
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 1554 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 { 1555 {
3265 insert_ob_in_ob (tmp, who); 1556 op->flag [FLAG_APPLIED] = true;
3266 if (who->type == PLAYER) 1557 who->statusmsg (format ("You wield the %s.", query_name (op)));
3267 esrv_send_item (who, tmp); 1558 change_abil (who, op);
3268 } 1559 }
1560 break;
3269 1561
3270 who->update_stats (); 1562 case RANGED:
3271 1563 if (player *pl = who->contr)
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 { 1564 {
3274 if (who->type == PLAYER) 1565 op->flag [FLAG_APPLIED] = true;
3275 { 1566 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 } 1567 }
1568 break;
3280 1569
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: 1570 case SPELL:
3288 case SKILL_TOOL: 1571 if (player *pl = who->contr)
3289 if (who->chosen_skill)
3290 { 1572 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1573 op->flag [FLAG_APPLIED] = true;
3292 return 1; 1574 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3293 } 1575 }
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; 1576 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 1577
3336 /*FALLTHROUGH*/ 1578 /*FALLTHROUGH*/
3337 case WAND: 1579 case WAND:
3338 case ROD: 1580 case ROD:
3339 case HORN: 1581 case HORN:
3340 /* check for skill, alter player status */ 1582 op->flag [FLAG_APPLIED] = true;
3341 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0);
3344 1583
3345 if (who->type == PLAYER) 1584 if (player *pl = who->contr)
3346 { 1585 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 1586 who->statusmsg (format ("You ready %s.", query_name (op)));
3348 1587
3349 if (op->type == BOW) 1588 if (op->type == BOW)
3350 { 1589 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1590
3351 change_abil (who, op); 1591 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 } 1592 }
3359 else 1593 else
3360 { 1594 {
3361 if (op->type == BOW) 1595 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 1596 op->flag [FLAG_READY_BOW ] = true;
3363 else 1597 else
3364 SET_FLAG (who, FLAG_READY_RANGE); 1598 op->flag [FLAG_READY_RANGE] = true;
3365 } 1599 }
3366 1600
3367 break; 1601 break;
3368 1602
3369 case BUILDER: 1603 case BUILDER:
3370 if (who->type == PLAYER) 1604 if (player *pl = who->contr)
3371 { 1605 {
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 1606 who->statusmsg (format ("You ready your %s.", query_name (op)));
3373 unapply_special (who, who->contr->ranged_ob, 0); 1607 //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 } 1608 }
3380 break; 1609 break;
3381 1610
3382 default: 1611 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1612 who->statusmsg (format ("You apply %s.", query_name (op)));
3384 } /* end of switch op->type */ 1613 }
3385 1614
3386 SET_FLAG (op, FLAG_APPLIED); 1615 op->set_flag (FLAG_APPLIED);
3387 1616
3388 if (tmp != NULL) 1617 if (tmp) who->insert (tmp);
3389 tmp = insert_ob_in_ob (tmp, who);
3390 1618
3391 who->update_stats (); 1619 who->update_stats ();
3392 1620
3393 /* We exclude spell casting objects. The fire code will set the 1621 /* We exclude spell casting objects. The fire code will set the
3394 * been applied flag when they are used - until that point, 1622 * been applied flag when they are used - until that point,
3395 * you don't know anything about them. 1623 * you don't know anything about them.
3396 */ 1624 */
3397 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1625 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3398 SET_FLAG (op, FLAG_BEEN_APPLIED); 1626 op->set_flag (FLAG_BEEN_APPLIED);
3399 1627
3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1628 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3401 {
3402 if (who->type == PLAYER) 1629 if (who->type == PLAYER)
3403 { 1630 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1631 who->failmsg (
3405 SET_FLAG (op, FLAG_KNOWN_CURSED); 1632 "Oops, it feels deadly cold! "
1633 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1634 );
1635 op->set_flag (FLAG_KNOWN_CURSED);
3406 } 1636 }
3407 }
3408 1637
3409 if (who->type == PLAYER) 1638 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); 1639 esrv_send_item (pl, op);
3416 }
3417 1640
3418 return 0; 1641 return 0;
3419} 1642}
3420 1643
1644/**
1645 * Check if op should abort moving victim because of it's race or slaying.
1646 * Returns 1 if it should abort, returns 0 if it should continue.
1647 */
3421int 1648int
3422monster_apply_special (object *who, object *op, int aflags) 1649should_director_abort (object *op, object *victim)
3423{ 1650{
3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1651 int arch_flag, name_flag, race_flag;
1652
1653 /* Get flags to determine what of arch, name, and race should be checked.
1654 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1655 * the next is the name flag, and the last is the race flag. Also note,
1656 * if subtype is set to zero, that also goes to defaults of all affecting
1657 * it. Examples:
1658 * subtype 1: only arch
1659 * subtype 3: arch or name
1660 * subtype 5: arch or race
1661 * subtype 7: all three
1662 */
1663 if (op->subtype)
1664 {
1665 arch_flag = op->subtype & 1;
1666 name_flag = op->subtype & 2;
1667 race_flag = op->subtype & 4;
1668 }
1669 else
1670 {
1671 arch_flag = 1;
1672 name_flag = 1;
1673 race_flag = 1;
1674 }
1675
1676 /* If the director has race set, only affect objects with a arch,
1677 * name or race that matches.
1678 */
1679 if ((op->race) &&
1680 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1681 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1682 ((!(victim->race && race_flag) || op->race != victim->race)))
3425 return 1; 1683 return 1;
1684
1685 /* If the director has slaying set, only affect objects where none
1686 * of arch, name, or race match.
1687 */
1688 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1689 ((victim->name && name_flag && op->slaying == victim->name)) ||
1690 ((victim->race && race_flag && op->slaying == victim->race)))
1691 return 1;
1692
1693 return 0;
1694}
1695
1696/**
1697 * This handles a player dropping money on an altar to identify stuff.
1698 * It'll identify marked item, if none all items up to dropped money.
1699 * Return value: 1 if money was destroyed, 0 if not.
1700 */
1701static int
1702apply_id_altar (object *money, object *altar, object *pl)
1703{
1704 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1705
1706 if (!pl || pl->type != PLAYER)
1707 return 0;
1708
1709 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1710 * identifying' from being printed out more than it needs to be.
1711 */
1712 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1713 return 0;
1714
1715 /* if the player has a marked item, identify that if it needs to be
1716 * identified. If it doesn't, then go through the player inventory.
1717 */
1718 if (object *marked = pl->mark ())
1719 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1720 {
1721 if (operate_altar (altar, &money, pl))
1722 {
1723 identify (marked);
1724
1725 buf.printf ("You have %s.\r", long_desc (marked, pl));
1726 if (marked->msg)
1727 buf << "The item has a story:\r" << marked->msg << "\n\n";
1728
1729 return !money;
1730 }
1731 }
1732
1733 for (object *id = pl->inv; id; id = id->below)
1734 {
1735 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1736 {
1737 if (operate_altar (altar, &money, pl))
1738 {
1739 identify (id);
1740
1741 buf.printf ("You have %s.\r", long_desc (id, pl));
1742 if (id->msg)
1743 buf << "The item has a story:\r" << id->msg << "\n\n";
1744
1745 /* If no more money, might as well quit now */
1746 if (!money || !check_altar_sacrifice (altar, money))
1747 break;
1748 }
1749 else
1750 {
1751 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1752 break;
1753 }
1754 }
1755 }
1756
1757 if (buf.empty ())
1758 pl->failmsg ("You have nothing that needs identifying");
1759 else
1760 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1761
1762 return !money;
1763}
1764
1765/**
1766 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1767 * matching item.
1768 **/
1769void
1770handle_apply_yield (object *tmp)
1771{
1772 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1773 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1774}
1775
1776/**
1777 * Handles applying a potion.
1778 */
1779int
1780apply_potion (object *op, object *tmp)
1781{
1782 int got_one = 0, i;
1783 object *force = 0;
1784
1785 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1786 {
1787 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1788
1789 tmp->clr_flag (FLAG_APPLIED);
1790 return 0;
1791 }
1792
1793 if (op->type == PLAYER)
1794 if (!tmp->flag [FLAG_IDENTIFIED])
1795 identify (tmp);
1796
1797 handle_apply_yield (tmp);
1798
1799 /* Potion of restoration - only for players */
1800 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1801 {
1802 object *depl;
1803 archetype *at;
1804
1805 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1806 {
1807 op->drain_stat ();
1808 op->update_stats ();
1809 tmp->decrease ();
1810 return 1;
1811 }
1812
1813 if (!(at = archetype::find (shstr_depletion)))
1814 {
1815 LOG (llevError, "Could not find archetype depletion\n");
1816 return 0;
1817 }
1818
1819 depl = present_arch_in_ob (at, op);
1820
1821 if (depl)
1822 {
1823 for (i = 0; i < NUM_STATS; i++)
1824 if (depl->stats.stat (i))
1825 op->statusmsg (restore_msg[i]);
1826
1827 depl->destroy ();
1828 op->update_stats ();
1829 }
1830 else
1831 op->statusmsg ("Your potion had no effect.");
1832
1833 tmp->decrease ();
1834 return 1;
1835 }
1836
1837 /* improvement potion - only for players */
1838 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1839 {
1840 for (i = 1; i < min (11, op->level); i++)
1841 {
1842 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1843 {
1844 if (op->contr->levhp[i] != 1)
1845 {
1846 op->contr->levhp[i] = 1;
1847 break;
1848 }
1849
1850 if (op->contr->levsp[i] != 1)
1851 {
1852 op->contr->levsp[i] = 1;
1853 break;
1854 }
1855
1856 if (op->contr->levgrace[i] != 1)
1857 {
1858 op->contr->levgrace[i] = 1;
1859 break;
1860 }
1861 }
1862 else
1863 {
1864 if (op->contr->levhp[i] < 9)
1865 {
1866 op->contr->levhp[i] = 9;
1867 break;
1868 }
1869
1870 if (op->contr->levsp[i] < 6)
1871 {
1872 op->contr->levsp[i] = 6;
1873 break;
1874 }
1875
1876 if (op->contr->levgrace[i] < 3)
1877 {
1878 op->contr->levgrace[i] = 3;
1879 break;
1880 }
1881 }
1882 }
1883
1884 /* Just makes checking easier */
1885 if (i < min (11, op->level))
1886 got_one = 1;
1887
1888 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1889 {
1890 if (got_one)
1891 {
1892 op->update_stats ();
1893 op->statusmsg ("The Gods smile upon you and remake you "
1894 "a little more in their image. "
1895 "You feel a little more perfect.", NDI_GREEN);
1896 }
1897 else
1898 op->statusmsg ("The potion had no effect - you are already perfect.");
1899 }
1900 else
1901 { /* cursed potion */
1902 if (got_one)
1903 {
1904 op->update_stats ();
1905 op->failmsg ("The Gods are angry and punish you.");
1906 }
1907 else
1908 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1909 }
1910
1911 tmp->decrease ();
1912 return 1;
1913 }
1914
1915
1916 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1917 * and heroism all fit into this category. Given the spell object code,
1918 * there is no limit to the number of spells that potions can be cast,
1919 * but direction is problematic to try and imbue fireball potions for example.
1920 */
1921 if (tmp->inv)
1922 {
1923 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1924 {
1925 op->failmsg ("Yech! Your lungs are on fire!");
1926 create_exploding_ball_at (op, op->level);
1927 }
1928 else
1929 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1930
1931 tmp->decrease ();
1932
1933 /* if youre dead, no point in doing this... */
1934 if (!op->flag [FLAG_REMOVED])
1935 op->update_stats ();
1936
1937 return 1;
1938 }
1939
1940 /* Deal with protection potions */
1941 force = NULL;
1942 for (i = 0; i < NROFATTACKS; i++)
1943 {
1944 if (tmp->resist[i])
1945 {
1946 if (!force)
1947 force = archetype::get (FORCE_NAME);
1948
1949 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1950 force->type = POTION_EFFECT;
1951 break; /* Only need to find one protection since we copy entire batch */
1952 }
1953 }
1954
1955 /* This is a protection potion */
1956 if (force)
1957 {
1958 /* cursed items last longer */
1959 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1960 {
1961 force->stats.food *= 10;
1962 for (i = 0; i < NROFATTACKS; i++)
1963 if (force->resist[i] > 0)
1964 force->resist[i] = -force->resist[i]; /* prot => vuln */
1965 }
1966
1967 force->speed_left = -1;
1968 force = insert_ob_in_ob (force, op);
1969 tmp->clr_flag (FLAG_APPLIED);
1970 force->set_flag (FLAG_APPLIED);
1971 change_abil (op, force);
1972 tmp->decrease ();
1973 return 1;
1974 }
1975
1976 /* Only thing left are the stat potions */
1977 if (op->type == PLAYER)
1978 { /* only for players */
1979 if ((tmp->flag [FLAG_CURSED]
1980 || tmp->flag [FLAG_DAMNED])
1981 && tmp->value != 0)
1982 tmp->clr_flag (FLAG_APPLIED);
1983 else
1984 tmp->set_flag (FLAG_APPLIED);
1985
1986 if (!change_abil (op, tmp))
1987 op->statusmsg ("Nothing happened.");
1988 }
1989
1990 /* CLEAR_FLAG is so that if the character has other potions
1991 * that were grouped with the one consumed, his
1992 * stat will not be raised by them. fix_player just clears
1993 * up all the stats.
1994 */
1995 tmp->clr_flag (FLAG_APPLIED);
1996 op->update_stats ();
1997 tmp->decrease ();
1998 return 1;
1999}
2000
2001/**
2002 * 'victim' moves onto 'trap'
2003 * 'victim' leaves 'trap'
2004 * effect is determined by move_on/move_off of trap and move_type of victime.
2005 *
2006 * originator: Player, monster or other object that caused 'victim' to move
2007 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2008 * However, some types of traps require an originator to function.
2009 */
2010void
2011move_apply (object *trap, object *victim, object *originator)
2012{
2013 static int recursion_depth = 0;
2014
2015 trap = trap->head_ ();
2016
2017 /* Only exits affect DMs. */
2018 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2019 return;
2020
2021 /* move_apply() is the most likely candidate for causing unwanted and
2022 * possibly unlimited recursion.
2023 */
2024
2025 /* The following was changed because it was causing perfectly correct
2026 * maps to fail. 1) it's not an error to recurse:
2027 * rune detonates, summoning monster. monster lands on nearby rune.
2028 * nearby rune detonates. This sort of recursion is expected and
2029 * proper. This code was causing needless crashes.
2030 */
2031 if (recursion_depth >= 500)
2032 {
2033 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2034 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2035 return;
2036 }
2037
2038 recursion_depth++;
2039
2040 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2041 switch (trap->type)
2042 {
2043 case PLAYERMOVER:
2044 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2045 {
2046 if (!trap->stats.maxsp)
2047 trap->stats.maxsp = 2;
2048
2049 /* Is this correct? From the docs, it doesn't look like it
2050 * should be divided by trap->speed
2051 */
2052 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2053
2054 /* Just put in some sanity check. I think there is a bug in the
2055 * above with some objects have zero speed, and thus the player
2056 * getting permanently paralyzed.
2057 */
2058 victim->speed_left = max (-50.f, victim->speed_left);
2059 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2060 }
2061 break;
2062
2063 case SPINNER:
2064 if (victim->direction)
2065 {
2066 victim->direction = absdir (victim->direction - trap->stats.sp);
2067 update_turn_face (victim);
2068 }
2069 break;
2070
2071 case DIRECTOR:
2072 if (victim->direction && !should_director_abort (trap, victim))
2073 {
2074 victim->direction = trap->stats.sp;
2075 update_turn_face (victim);
2076 }
2077 break;
2078
2079 case BUTTON:
2080 case PEDESTAL:
2081 case T_MATCH:
2082 update_button (trap, originator);
2083 break;
2084
2085 case ALTAR:
2086 /* sacrifice victim on trap */
2087 apply_altar (trap, victim, originator);
2088 break;
2089
2090 case THROWN_OBJ:
2091 if (trap->inv == NULL)
2092 break;
2093 /* fallthrough */
2094
2095 case ARROW:
2096 /* bad bug: monster throw a object, make a step forwards, step on object ,
2097 * trigger this here and get hit by own missile - and will be own enemy.
2098 * Victim then is his own enemy and will start to kill herself (this is
2099 * removed) but we have not synced victim and his missile. To avoid senseless
2100 * action, we avoid hits here
2101 */
2102 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2103 && trap->owner != victim)
2104 hit_with_arrow (trap, victim);
2105 break;
2106
2107 case SPELL_EFFECT:
2108 apply_spell_effect (trap, victim);
2109 break;
2110
2111 case TRAPDOOR:
2112 {
2113 int max, sound_was_played;
2114 object *ab, *ab_next;
2115
2116 if (!trap->value)
2117 {
2118 int tot;
2119
2120 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2121 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2122 tot += ab->head_ ()->total_weight ();
2123
2124 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2125 break;
2126
2127 trap->update_anim_frame (trap->value);
2128 }
2129
2130 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2131 {
2132 /* need to set this up, since if we do transfer the object,
2133 * ab->above would be bogus
2134 */
2135 ab_next = ab->above;
2136
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 {
2139 if (!sound_was_played)
2140 {
2141 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2142 sound_was_played = 1;
2143 }
2144
2145 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2146 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2147 }
2148 }
2149 break;
2150 }
2151
2152 case CONVERTER:
2153 if (convert_item (victim, trap) < 0)
2154 {
2155 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2156 archetype::get (shstr_burnout)->insert_at (trap, trap);
2157 }
2158
2159 break;
2160
2161 case TRIGGER_BUTTON:
2162 case TRIGGER_PEDESTAL:
2163 case TRIGGER_ALTAR:
2164 check_trigger (trap, victim, originator);
2165 break;
2166
2167 case DEEP_SWAMP:
2168 walk_on_deep_swamp (trap, victim);
2169 break;
2170
2171 case CHECK_INV:
2172 check_inv (victim, trap);
2173 break;
2174
2175 case HOLE:
2176 move_apply_hole (trap, victim);
2177 break;
2178
2179 case EXIT:
2180 if (victim->type == PLAYER && EXIT_PATH (trap))
2181 {
2182 /* Basically, don't show exits leading to random maps the
2183 * players output.
2184 */
2185 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2186 victim->statusmsg (trap->msg, NDI_NAVY);
2187
2188 trap->play_sound (trap->sound);
2189 victim->enter_exit (trap);
2190 }
2191 break;
2192
2193 case ENCOUNTER:
2194 /* may be some leftovers on this */
2195 break;
2196
2197 case SHOP_MAT:
2198 apply_shop_mat (trap, victim);
2199 break;
2200
2201 /* Drop a certain amount of gold, and have one item identified */
2202 case IDENTIFY_ALTAR:
2203 apply_id_altar (victim, trap, originator);
2204 break;
2205
2206 case SIGN:
2207 if (victim->type != PLAYER && trap->stats.food > 0)
2208 break; /* monsters musn't apply magic_mouths with counters */
2209
2210 apply_sign (victim, trap, 1);
2211 break;
2212
2213 case CONTAINER:
2214 apply_container (victim, trap);
2215 break;
2216
2217 case RUNE:
2218 case TRAP:
2219 if (trap->level && victim->flag [FLAG_ALIVE])
2220 spring_trap (trap, victim);
2221 break;
2222
2223 default:
2224 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2225 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2226 break;
2227 }
2228
2229 recursion_depth--;
2230}
2231
2232/**
2233 * Handles reading a regular (ie not containing a spell) book.
2234 */
2235static void
2236apply_book (object *op, object *tmp)
2237{
2238 int lev_diff;
2239 object *skill_ob;
2240
2241 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2242 {
2243 op->failmsg ("You are unable to read while blind!");
2244 return;
2245 }
2246
2247 if (!tmp->msg)
2248 {
2249 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2250 return;
2251 }
2252
2253 /* need a literacy skill to read stuff! */
2254 skill_ob = find_skill_by_name (op, tmp->skill);
2255 if (!skill_ob)
2256 {
2257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2258 return;
2259 }
2260
2261 lev_diff = tmp->level - (skill_ob->level + 5);
2262 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2263 {
2264 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2265 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2266 : lev_diff < 5 ? "This book is beyond your comprehension."
2267 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2268 : lev_diff < 15 ? "This book is way beyond your comprehension."
2269 : "This book is totally beyond your comprehension.");
2270 return;
2271 }
2272
2273 // we currently don't use the message types for anything.
2274 // readable_message_type *msgType = get_readable_message_type (tmp);
2275
2276 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2277
2278 if (player *pl = op->contr)
2279 if (client *ns = pl->ns)
2280 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2281
2282 /* gain xp from reading */
2283 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2284 { /* only if not read before */
2285 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2286
2287 if (!tmp->flag [FLAG_IDENTIFIED])
2288 {
2289 /*exp_gain *= 2; because they just identified it too */
2290 tmp->set_flag (FLAG_IDENTIFIED);
2291
2292 if (object *pl = tmp->visible_to ())
2293 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2294 }
2295
2296 change_exp (op, exp_gain, skill_ob->skill, 0);
2297 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2298 }
2299}
2300
2301/**
2302 * op made some mistake with a scroll, this takes care of punishment.
2303 * scroll_failure()- hacked directly from spell_failure
2304 */
2305static void
2306scroll_failure (object *op, int failure, int power)
2307{
2308 if (abs (failure / 4) > power)
2309 power = abs (failure / 4); /* set minimum effect */
2310
2311 if (failure <= -1 && failure > -15)
2312 { /* wonder */
2313 object *tmp;
2314
2315 op->failmsg ("Your spell warps!");
2316 tmp = archetype::get (SPELL_WONDER);
2317 cast_wonder (op, op, 0, tmp);
2318 tmp->destroy ();
2319 }
2320 else if (failure <= -15 && failure > -35)
2321 { /* drain mana */
2322 op->failmsg ("Your mana is drained!");
2323 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2324 if (op->stats.sp < 0)
2325 op->stats.sp = 0;
2326 }
2327 else if (settings.spell_failure_effects == TRUE)
2328 {
2329 if (failure <= -35 && failure > -60)
2330 { /* confusion */
2331 op->failmsg ("The magic recoils on you!");
2332 confuse_player (op, op, power);
2333 }
2334 else if (failure <= -60 && failure > -70)
2335 { /* paralysis */
2336 op->failmsg ("The magic recoils and paralyzes you!");
2337 paralyze_player (op, op, power);
2338 }
2339 else if (failure <= -70 && failure > -80)
2340 { /* blind */
2341 op->failmsg ("The magic recoils on you!");
2342 blind_player (op, op, power);
2343 }
2344 else if (failure <= -80)
2345 { /* blast the immediate area */
2346 object *tmp = archetype::get (LOOSE_MANA);
2347 cast_magic_storm (op, tmp, power);
2348 op->failmsg ("You unleash uncontrolled mana!");
2349 tmp->destroy ();
2350 }
2351 }
2352}
2353
2354/**
2355 * Handles the applying of a skill scroll, calling learn_skill straight.
2356 * op is the person learning the skill, tmp is the skill scroll object
2357 */
2358static void
2359apply_skillscroll (object *op, object *tmp)
2360{
2361 switch (learn_skill (op, tmp))
2362 {
2363 case 0:
2364 op->play_sound (sound_find ("generic_fail"));
2365 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2366 break;
2367
2368 case 1:
2369 tmp->decrease ();
2370 op->play_sound (sound_find ("skill_learn"));
2371 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2372 break;
2373
2374 default:
2375 tmp->decrease ();
2376 op->play_sound (sound_find ("generic_fail"));
2377 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2378 break;
2379 }
2380}
2381
2382/**
2383 * Actually makes op learn spell.
2384 * Informs player of what happens.
2385 */
2386void
2387do_learn_spell (object *op, object *spell, int special_prayer)
2388{
2389 object *tmp;
2390
2391 if (op->type != PLAYER)
2392 {
2393 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2394 return;
2395 }
2396
2397 /* Upgrade special prayers to normal prayers */
2398 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2399 {
2400 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2401 {
2402 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2403 return;
2404 }
2405 return;
2406 }
2407
2408 op->contr->play_sound (sound_find ("learn_spell"));
2409
2410 tmp = spell->clone ();
2411 insert_ob_in_ob (tmp, op);
2412
2413 if (special_prayer)
2414 tmp->set_flag (FLAG_STARTEQUIP);
2415
2416 esrv_add_spells (op->contr, tmp);
2417}
2418
2419/**
2420 * Erases spell from player's inventory.
2421 */
2422void
2423do_forget_spell (object *op, const char *spell)
2424{
2425 object *spob;
2426
2427 if (op->type != PLAYER)
2428 {
2429 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2430 return;
2431 }
2432 if ((spob = check_spell_known (op, spell)) == NULL)
2433 {
2434 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2435 return;
2436 }
2437
2438 op->failmsgf ("You lose knowledge of %s.", spell);
2439 esrv_remove_spell (op->contr, spob);
2440 spob->destroy ();
2441}
2442
2443/**
2444 * Handles player applying a spellbook.
2445 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2446 * stuff like that. Random learning failure too.
2447 */
2448static void
2449apply_spellbook (object *op, object *tmp)
2450{
2451 object *skop, *spell, *spell_skill;
2452
2453 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2454 {
2455 op->failmsg ("You are unable to read while blind.");
2456 return;
2457 }
2458
2459 /* artifact_spellbooks have 'slaying' field point to a spell name,
2460 * instead of having their spell stored in stats.sp. These are
2461 * legacy spellbooks
2462 */
2463 if (tmp->slaying)
2464 {
2465 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2466
2467 if (!spell)
2468 {
2469 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2470 return;
2471 }
2472 else
2473 insert_ob_in_ob (spell, tmp);
2474
2475 tmp->slaying = 0;
2476 }
2477
2478 skop = find_skill_by_name (op, tmp->skill);
2479
2480 /* need a literacy skill to learn spells. Also, having a literacy level
2481 * lower than the spell will make learning the spell more difficult */
2482 if (!skop)
2483 {
2484 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2485 return;
2486 }
2487
2488 spell = tmp->inv;
2489
2490 if (!spell)
2491 {
2492 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2493 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2494 return;
2495 }
2496
2497 int learn_level = sqrtf (spell->level) * 1.5f;
2498 if (skop->level < learn_level)
2499 {
2500 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2501 &tmp->skill, learn_level);
2502 return;
2503 }
2504
2505 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2506
2507 if (!tmp->flag [FLAG_IDENTIFIED])
2508 identify (tmp);
2509
2510 /* I removed the check for special_prayer_mark here - it didn't make
2511 * a lot of sense - special prayers are not found in spellbooks, and
2512 * if the player doesn't know the spell, doesn't make a lot of sense that
2513 * they would have a special prayer mark.
2514 */
2515 if (check_spell_known (op, spell->name))
2516 {
2517 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2518 return;
2519 }
2520
2521 if (spell->skill)
2522 {
2523 spell_skill = find_skill_by_name (op, spell->skill);
2524
2525 if (!spell_skill)
2526 {
2527 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2528 return;
2529 }
2530
2531 if (spell_skill->level < spell->level)
2532 {
2533 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2534 return;
2535 }
2536 }
2537
2538 /* Logic as follows
2539 *
2540 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2541 *
2542 * 2- The learner's skill level in literacy adjusts the chance to learn
2543 * a spell.
2544 *
2545 * 3 -Automatically fail to learn if you read while confused
2546 *
2547 * Overall, chances are the same but a player will find having a high
2548 * literacy rate very useful! -b.t.
2549 */
2550 if (op->flag [FLAG_CONFUSED])
2551 {
2552 op->failmsg ("In your confused state you flub the wording of the text!");
2553 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2554 }
2555 else if (tmp->flag [FLAG_STARTEQUIP] ||
2556 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2557 {
2558 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2559 do_learn_spell (op, spell, 0);
2560
2561 /* xp gain to literacy for spell learning */
2562 if (!tmp->flag [FLAG_STARTEQUIP])
2563 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2564 }
2565 else
2566 {
2567 op->contr->play_sound (sound_find ("fumble_spell"));
2568 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2569 }
2570
2571 tmp->decrease ();
2572}
2573
2574/**
2575 * Handles applying a spell scroll.
2576 */
2577void
2578apply_scroll (object *op, object *tmp, int dir)
2579{
2580 object *skop;
2581
2582 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2583 {
2584 op->failmsg ("You are unable to read while blind.");
2585 return;
2586 }
2587
2588 if (!tmp->inv || tmp->inv->type != SPELL)
2589 {
2590 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2591 return;
2592 }
2593
2594 if (op->type == PLAYER)
2595 {
2596 /* players need a literacy skill to read stuff! */
2597 int exp_gain = 0;
2598
2599 /* hard code literacy - tmp->skill points to where the exp
2600 * should go for anything killed by the spell.
2601 */
2602 skop = find_skill_by_name (op, shstr_literacy);
2603
2604 if (!skop)
2605 {
2606 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2607 return;
2608 }
2609
2610 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2611 change_exp (op, exp_gain, skop->skill, 0);
2612 }
2613
2614 if (!tmp->flag [FLAG_IDENTIFIED])
2615 identify (tmp);
2616
2617 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2618
2619 cast_spell (op, tmp, dir, tmp->inv, NULL);
2620 tmp->decrease ();
2621}
2622
2623/**
2624 * Applies a treasure object - by default, chest. op
2625 * is the person doing the applying, tmp is the treasure
2626 * chest.
2627 */
2628static void
2629apply_treasure (object *op, object *tmp)
2630{
2631 /* Nice side effect of this treasure creation method is that the treasure
2632 * for the chest is done when the chest is created, and put into the chest
2633 * inventory. So that when the chest burns up, the items still exist. Also
2634 * prevents people from moving chests to more difficult maps to get better
2635 * treasure
2636 */
2637 object *treas = tmp->inv;
2638
2639 if (!treas)
2640 {
2641 op->statusmsg ("The chest was empty.");
2642 tmp->decrease ();
2643 return;
2644 }
2645
2646 while (tmp->inv)
2647 {
2648 treas = tmp->inv;
2649 treas->remove ();
2650
2651 treas->x = op->x;
2652 treas->y = op->y;
2653 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2654
2655 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2656 spring_trap (treas, op);
2657
2658 /* If either player or container was destroyed, no need to do
2659 * further processing. I think this should be enclused with
2660 * spring trap above, as I don't think there is otherwise
2661 * any way for the treasure chest or player to get killed.
2662 */
2663 if (op->destroyed () || tmp->destroyed ())
2664 break;
2665 }
2666
2667 if (!tmp->destroyed () && !tmp->inv)
2668 tmp->decrease (true);
2669}
2670
2671/**
2672 * A dragon is eating some flesh. If the flesh contains resistances,
2673 * there is a chance for the dragon's skin to get improved.
2674 *
2675 * attributes:
2676 * object *op the object (dragon player) eating the flesh
2677 * object *meal the flesh item, getting chewed in dragon's mouth
2678 * return:
2679 * int 1 if eating successful, 0 if it doesn't work
2680 */
2681static int
2682dragon_eat_flesh (object *op, object *meal)
2683{
2684 object *skin = NULL; /* pointer to dragon skin force */
2685 object *abil = NULL; /* pointer to dragon ability force */
2686 object *tmp = NULL; /* tmp. object */
2687
2688 double chance; /* improvement-chance of one resistance type */
2689 double totalchance = 1; /* total chance of gaining one resistance */
2690 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2691 double mbonus = 0; /* monster bonus */
2692 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2693 int winners = 0; /* number of winners */
2694 int i; /* index */
2695
2696 /* let's make sure and doublecheck the parameters */
2697 if (meal->type != FLESH || !op->is_dragon ())
2698 return 0;
2699
2700 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2701 from the player's inventory */
2702 for (tmp = op->inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE)
2704 if (tmp->arch->archname == shstr_dragon_skin_force)
2705 skin = tmp;
2706 else if (tmp->arch->archname == shstr_dragon_ability_force)
2707 abil = tmp;
2708
2709 /* if either skin or ability are missing, this is an old player
2710 which is not to be considered a dragon -> bail out */
2711 if (skin == NULL || abil == NULL)
2712 return 0;
2713
2714 /* now start by filling stomache and health, according to food-value */
2715 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2716 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2717 else
2718 op->stats.hp += meal->stats.food / 50;
2719
2720 min_it (op->stats.hp, op->stats.maxhp);
2721 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2722
2723 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2724
2725 /* on to the interesting part: chances for adding resistance */
2726 for (i = 0; i < NROFATTACKS; i++)
2727 {
2728 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2729 {
2730 /* got positive resistance, now calculate improvement chance (0-100) */
2731
2732 /* this bonus makes resistance increase easier at lower levels */
2733 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2734 if (i == abil->stats.exp)
2735 bonus += 5; /* additional bonus for resistance of ability-focus */
2736
2737 /* monster bonus increases with level, because high-level
2738 flesh is too rare */
2739 mbonus = op->level * 20. / ((double) settings.max_level);
2740
2741 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2742 ((double)settings.max_level)) - skin->resist[i];
2743
2744 if (chance >= 0.)
2745 chance += 1.;
2746 else
2747 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2748
2749 /* chance is proportional to amount of resistance (max. 50) */
2750 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2751
2752 /* doubled chance for resistance of ability-focus */
2753 if (i == abil->stats.exp)
2754 chance = min (100., chance * 2.);
2755
2756 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2757 if (rndm (10000) < (unsigned int)(chance * 100))
2758 {
2759 atnr_winner[winners] = i;
2760 winners++;
2761 }
2762
2763 if (chance >= 0.01)
2764 totalchance *= 1 - chance / 100;
2765
2766 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2767 }
2768 }
2769
2770 /* inverse totalchance as until now we have the failure-chance */
2771 totalchance = 100 - totalchance * 100;
2772
2773 /* print message according to totalchance */
2774 const char *buf;
2775 if (totalchance > 50.)
2776 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2777 else if (totalchance > 10.)
2778 buf = format ("The %s tasted very good.", &meal->name);
2779 else if (totalchance > 1.)
2780 buf = format ("The %s tasted good.", &meal->name);
2781 else if (totalchance > 0.1)
2782 buf = format ("The %s tasted bland.", &meal->name);
2783 else if (totalchance >= 0.01)
2784 buf = format ("The %s had a boring taste.", &meal->name);
2785 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2786 buf = format ("The %s tasted strange.", &meal->name);
2787 else
2788 buf = format ("The %s had no taste.", &meal->name);
2789
2790 op->statusmsg (buf);
2791
2792 /* now choose a winner if we have any */
2793 i = -1;
2794 if (winners > 0)
2795 i = atnr_winner [rndm (winners)];
2796
2797 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2798 {
2799 /* resistance increased! */
2800 skin->resist[i]++;
2801 op->update_stats ();
2802
2803 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2804 }
2805
2806 /* if this flesh contains a new ability focus, we mark it
2807 into the ability_force and it will take effect on next level */
2808 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2809 {
2810 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2811
2812 if (meal->last_eat != abil->stats.exp)
2813 op->statusmsg (format (
2814 "Your metabolism prepares to focus on %s!\n"
2815 "The change will happen at level %d.",
2816 change_resist_msg[meal->last_eat],
2817 abil->level + 1
2818 ));
2819 else
2820 {
2821 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2822 abil->last_eat = 0;
2823 }
2824 }
2825
2826 return 1;
2827}
2828
2829/**
2830 * op eats food.
2831 * If player, takes care of messages and dragon special food.
2832 */
2833static void
2834apply_food (object *op, object *tmp)
2835{
2836 int capacity_remaining;
2837
2838 if (op->type != PLAYER)
2839 op->stats.hp = op->stats.maxhp;
2840 else
2841 {
2842 /* check if this is a dragon (player), eating some flesh */
2843 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2844 ;
2845 else
2846 {
2847 /* usual case - no dragon meal: */
2848 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2849 {
2850 if (tmp->type == FOOD || tmp->type == FLESH)
2851 op->failmsg ("You feel full, but what a waste of food!");
2852 else
2853 op->statusmsg ("Most of the drink goes down your face not your throat!");
2854 }
2855
2856 tmp->play_sound (
2857 tmp->sound
2858 ? tmp->sound
2859 : tmp->type == DRINK
2860 ? sound_find ("eat_drink")
2861 : sound_find ("eat_food")
2862 );
2863
2864 if (!tmp->flag [FLAG_CURSED])
2865 {
2866 const char *buf;
2867
2868 if (!op->is_dragon ())
2869 {
2870 /* eating message for normal players */
2871 if (tmp->type == DRINK)
2872 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2873 else
2874 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2875 }
2876 else
2877 /* eating message for dragon players */
2878 buf = format ("The %s tasted terrible!", &tmp->name);
2879
2880 op->statusmsg (buf);
2881
2882 capacity_remaining = MAX_FOOD - op->stats.food;
2883 op->stats.food += tmp->stats.food;
2884 if (capacity_remaining < tmp->stats.food)
2885 op->stats.hp += capacity_remaining / 50;
2886 else
2887 op->stats.hp += tmp->stats.food / 50;
2888
2889 min_it (op->stats.hp, op->stats.maxhp);
2890 min_it (op->stats.food, MAX_FOOD);
2891 }
2892
2893 /* special food hack -b.t. */
2894 if (tmp->title || tmp->flag [FLAG_CURSED])
2895 eat_special_food (op, tmp);
2896 }
2897 }
2898
2899 handle_apply_yield (tmp);
2900 tmp->decrease ();
2901}
2902
2903/**
2904 * Handles applying an improve armor scroll.
2905 * Does some sanity checks, then calls improve_armour.
2906 */
2907static void
2908apply_armour_improver (object *op, object *tmp)
2909{
2910 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2911 {
2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2913 return;
2914 }
2915
2916 object *armor = op->mark ();
2917
2918 if (!armor)
2919 {
2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2921 return;
2922 }
2923
2924 if (armor->type != ARMOUR
2925 && armor->type != CLOAK
2926 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2927 {
2928 op->failmsg ("Your marked item is not armour!\n");
2929 return;
2930 }
2931
2932 if (!op->apply (armor, AP_UNAPPLY))
2933 {
2934 op->failmsg ("You are unable to take off your armour to improve it!");
2935 return;
2936 }
2937
2938 op->statusmsg ("Applying armour enchantment.");
2939 improve_armour (op, tmp, armor);
2940}
2941
2942void
2943apply_poison (object *op, object *tmp)
2944{
2945 // need to do it now when it is still on the map
2946 handle_apply_yield (tmp);
2947
2948 object *poison = tmp->split (1);
2949
2950 if (op->type == PLAYER)
2951 {
2952 op->contr->play_sound (sound_find ("drink_poison"));
2953 op->failmsg ("Yech! That tasted poisonous!");
2954 op->contr->killer = poison;
2955 }
2956
2957 if (poison->stats.hp > 0)
2958 {
2959 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2960 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2961 }
2962
2963 op->stats.food -= op->stats.food / 4;
2964 poison->destroy ();
2965}
2966
2967/**
2968 * This function will try to apply a lighter and in case no lighter
2969 * is specified it will try to find a lighter in the players inventory,
2970 * and inform him about this requirement.
2971 *
2972 * who - the player
2973 * op - the item we want to light
2974 * lighter - the lighter or 0 if a lighter has yet to be found
2975 */
2976static object *
2977auto_apply_lighter (object *who, object *op, object *lighter)
2978{
2979 if (lighter == 0)
2980 {
2981 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2982 {
2983 if (tmp->type == LIGHTER)
2984 {
2985 lighter = tmp;
2986 break;
2987 }
2988 }
2989
2990 if (!lighter)
2991 {
2992 who->failmsgf (
2993 "You can't light up the %s with your bare hands! "
2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
2995 &op->name
2996 );
2997 return 0;
2998 }
2999 }
3000
3001 // last_eat == 0 means the lighter is not being used up!
3002 if (lighter->last_eat && lighter->stats.food)
3003 {
3004 /* lighter gets used up */
3005 lighter = lighter->split ();
3006 lighter->stats.food--;
3007 who->insert (lighter);
3008 }
3009 else if (lighter->last_eat)
3010 {
3011 /* no charges left in lighter */
3012 who->failmsgf (
3013 "You attempt to light the %s with a used up %s.",
3014 &op->name, &lighter->name
3015 );
3016 return 0;
3017 }
3018
3019 return lighter;
3020}
3021
3022/**
3023 * Designed primarily to light torches/lanterns/etc.
3024 * Also burns up burnable material too. First object in the inventory is
3025 * the selected object to "burn". -b.t.
3026 */
3027static void
3028apply_lighter (object *who, object *lighter)
3029{
3030 if (object *item = who->mark ())
3031 {
3032 if (!auto_apply_lighter (who, item, lighter))
3033 return;
3034
3035 /* Perhaps we should split what we are trying to light on fire?
3036 * I can't see many times when you would want to light multiple
3037 * objects at once.
3038 */
3039
3040 save_throw_object (item, AT_FIRE, who);
3041
3042 if (item->destroyed ()
3043 || ((item->type == LAMP || item->type == TORCH)
3044 && item->glow_radius > 0))
3045 who->statusmsg (format (
3046 "You light the %s with the %s.",
3047 &item->name, &lighter->name
3048 ));
3049 else
3050 who->failmsgf (
3051 "You attempt to light the %s with the %s and fail.",
3052 &item->name, &lighter->name
3053 );
3054 }
3055 else
3056 who->failmsg ("You need to mark a lightable object.");
3057}
3058
3059/**
3060 * This function generates a cursed effect for cursed lamps and torches.
3061 */
3062static void
3063player_apply_lamp_cursed_effect (object *who, object *op)
3064{
3065 if (op->level)
3066 {
3067 who->failmsgf (
3068 "The %s was cursed, it explodes in a big fireball!",
3069 &op->name
3070 );
3071 create_exploding_ball_at (who, op->level);
3072 }
3073 else
3074 {
3075 who->failmsgf (
3076 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3077 &op->name
3078 );
3079 }
3080
3081 op->destroy ();
3082}
3083
3084/**
3085 * Apply for players and lamps
3086 *
3087 * who - the player
3088 * op - the lamp
3089 */
3090static void
3091player_apply_lamp (object *who, object *op)
3092{
3093 bool switch_on = op->glow_radius ? false : true;
3094
3095 if (switch_on)
3096 {
3097 object *lighter = 0;
3098
3099 if (op->flag [FLAG_IS_LIGHTABLE]
3100 && !(lighter = auto_apply_lighter (who, op, 0)))
3101 return;
3102
3103 if (op->stats.food < 1)
3104 {
3105 if (op->type == LAMP)
3106 who->failmsgf (
3107 "The %s is out of fuel! "
3108 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3109 &op->name
3110 );
3111 else
3112 who->failmsgf (
3113 "The %s is burnt out! "
3114 "H<Torches and similar items burn out and become worthless.>",
3115 &op->name
3116 );
3117 return;
3118 }
3119
3120 if (op->flag [FLAG_CURSED])
3121 {
3122 player_apply_lamp_cursed_effect (who, op);
3123 return;
3124 }
3125
3126 if (lighter)
3127 who->statusmsg (format (
3128 "You light up the %s with the %s.", &op->name, &lighter->name));
3129 else
3130 who->statusmsg (format ("You light up the %s.", &op->name));
3131 }
3132 else
3133 {
3134 if (op->flag [FLAG_CURSED])
3135 {
3136 player_apply_lamp_cursed_effect (who, op);
3137 return;
3138 }
3139
3140 if (op->type == TORCH)
3141 {
3142 if (!op->flag [FLAG_IS_LIGHTABLE])
3143 {
3144 who->statusmsg (format (
3145 "You put out the %s. "
3146 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3147 &op->name, &op->name));
3148 }
3149 else
3150 who->statusmsg (format (
3151 "You put out the %s."
3152 "H<Torches wear out if you put them out.>",
3153 &op->name));
3154 }
3155 else
3156 who->statusmsg (format ("You turn off the %s.", &op->name));
3157 }
3158
3159 apply_lamp (op, switch_on);
3160}
3161
3162void get_animation_from_arch (object *op, arch_ptr a)
3163{
3164 op->animation_id = a->animation_id;
3165 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3166 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3167 op->anim_speed = a->anim_speed;
3168 op->last_anim = 0;
3169 op->state = 0;
3170 op->face = a->face;
3171
3172 if (op->anim_frames () > 1)
3173 {
3174 op->set_anim_frame (0);
3175 animate_object (op, op->direction);
3176 }
3177 else
3178 update_object (op, UP_OBJ_FACE);
3179}
3180
3181/**
3182 * Apply for LAMPs and TORCHes.
3183 *
3184 * op - the lamp
3185 * switch_on - a flag which says whether the lamp should be switched on or off
3186 */
3187void apply_lamp (object *op, bool switch_on)
3188{
3189 op->set_glow_radius (switch_on ? op->range : 0);
3190 op->set_speed (switch_on ? op->arch->speed : 0);
3191
3192 // torches wear out if you put them out
3193 if (op->type == TORCH && !switch_on)
3194 {
3195 if (op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 op->stats.food -= (double) op->arch->stats.food / 15;
3198 if (op->stats.food < 0)
3199 op->stats.food = 0;
3200 }
3201 else
3202 op->stats.food = 0;
3203 }
3204
3205 // lamps and torched get worthless when used up
3206 if (op->stats.food <= 0)
3207 op->value = 0;
3208
3209 // FIXME: This is a hack to make the more sane torches and lamps
3210 // still animated ;-/
3211 if (op->other_arch)
3212 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3213
3214 if (object *pl = op->visible_to ())
3215 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3216}
3217
3218/**
3219 * This handles items of type 'transformer'.
3220 * Basically those items, used with a marked item, transform both items into something
3221 * else.
3222 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3223 * Change information is contained in the 'slaying' field of the marked item.
3224 * The format is as follow: transformer:[number ]yield[;transformer:...].
3225 * This way an item can be transformed in many things, and/or many objects.
3226 * The 'slaying' field for transformer is used as verb for the action.
3227 */
3228static void
3229apply_item_transformer (object *pl, object *transformer)
3230{
3231 object *new_item;
3232 const char *find;
3233 char *separator;
3234 int yield;
3235 char got[MAX_BUF];
3236 int len;
3237
3238 if (!pl || !transformer)
3239 return;
3240
3241 object *marked = pl->mark ();
3242
3243 if (!marked)
3244 {
3245 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3246 return;
3247 }
3248
3249 if (!marked->slaying)
3250 {
3251 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3252 return;
3253 }
3254
3255 /* check whether they are compatible or not */
3256 find = strstr (&marked->slaying, transformer->arch->archname);
3257 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3258 {
3259 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3260 return;
3261 }
3262
3263 find += strlen (transformer->arch->archname) + 1;
3264 /* Item can be used, now find how many and what it yields */
3265 if (isdigit (*(find)))
3266 {
3267 yield = atoi (find);
3268 if (yield < 1)
3269 {
3270 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3271 yield = 1;
3272 }
3273 }
3274 else
3275 yield = 1;
3276
3277 while (isdigit (*find))
3278 find++;
3279
3280 while (*find == ' ')
3281 find++;
3282
3283 memset (got, 0, MAX_BUF);
3284
3285 if ((separator = (char *) strchr (find, ';')))
3286 len = separator - find;
3287 else
3288 len = strlen (find);
3289
3290 min_it (len, MAX_BUF - 1);
3291
3292 strcpy (got, find);
3293 got[len] = '\0';
3294
3295 /* Now create new item, remove used ones when required. */
3296 new_item = archetype::get (got);
3297 if (!new_item)
3298 {
3299 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3300 return;
3301 }
3302
3303 new_item->nrof = yield;
3304
3305 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3306
3307 pl->insert (new_item);
3308 /* Eat up one item */
3309 marked->decrease ();
3310
3311 /* Eat one transformer if needed */
3312 if (transformer->stats.food)
3313 if (--transformer->stats.food == 0)
3314 transformer->decrease ();
3315}
3316
3317/**
3318 * Main apply handler.
3319 *
3320 * Checks for unpaid items before applying.
3321 *
3322 * Return value is currently not used
3323 *
3324 * who is the object that is causing object to be applied, op is the object
3325 * being applied.
3326 *
3327 * aflag is special (always apply/unapply) flags. Nothing is done with
3328 * them in this function - they are passed to apply_special
3329 */
3330static bool
3331manual_apply (object *who, object *op, int aflag)
3332{
3333 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3334 return RESULT_INT (0);
3335 else if (apply_types_inv_only [op->type])
3336 {
3337 // special item, using slot system, needs to be in inv
3338 if (op->env == who)
3426 return apply_special (who, op, aflags); 3339 return apply_special (who, op, aflag);
3340
3341 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3342
3343 return 0;
3344 }
3345 else if (!who->contr && apply_types_player_only [op->type])
3346 return 0; // monsters shouldn't try to apply player-only stuff
3347 else if (!apply_types [op->type])
3348 {
3349 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3350 return 0;
3351 }
3352
3353 // ordinary stuff, may be on the floor
3354 switch (op->type)
3355 {
3356 case T_HANDLE:
3357 who->play_sound (sound_find ("turn_handle"));
3358 who->statusmsg ("You turn the handle.");
3359 op->value = op->value ? 0 : 1;
3360 op->update_anim_frame (op->value);
3361 push_button (op, who);
3362 break;
3363
3364 case TRIGGER:
3365 if (check_trigger (op, who, who))
3366 {
3367 who->statusmsg ("You turn the handle.");
3368 who->play_sound (sound_find ("turn_handle"));
3369 }
3370 else
3371 who->failmsg ("The handle doesn't move.");
3372
3373 break;
3374
3375 case EXIT:
3376 if (!EXIT_PATH (op))
3377 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3378 else
3379 {
3380 /* Don't display messages for random maps. */
3381 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3382 who->statusmsg (op->msg, NDI_NAVY);
3383
3384 who->enter_exit (op);
3385 }
3386
3387 break;
3388
3389 case INSCRIBABLE:
3390 who->statusmsg (op->msg);
3391 // maybe show a spell menu to chose from or something like that
3392 break;
3393
3394 case SIGN:
3395 apply_sign (who, op, 0);
3396 break;
3397
3398 case BOOK:
3399 apply_book (who, op);
3400 break;
3401
3402 case SKILLSCROLL:
3403 apply_skillscroll (who, op);
3404 break;
3405
3406 case SPELLBOOK:
3407 apply_spellbook (who, op);
3408 break;
3409
3410 case SCROLL:
3411 apply_scroll (who, op, 0);
3412 break;
3413
3414 case POTION:
3415 apply_potion (who, op);
3416 break;
3417
3418 /* Eneq(@csd.uu.se): Handle apply on containers. */
3419 //TODO: remove, as it is unsed?
3420 case CLOSE_CON:
3421 apply_container (who, op->env);
3422 break;
3423
3424 case CONTAINER:
3425 apply_container (who, op);
3426 break;
3427
3428 case TREASURE:
3429 apply_treasure (who, op);
3430 break;
3431
3432 case LAMP:
3433 case TORCH:
3434 player_apply_lamp (who, op);
3435 break;
3436
3437 case DRINK:
3438 case FOOD:
3439 case FLESH:
3440 apply_food (who, op);
3441 break;
3442
3443 case POISON:
3444 apply_poison (who, op);
3445 break;
3446
3447 case SAVEBED:
3448 break;
3449
3450 case ARMOUR_IMPROVER:
3451 apply_armour_improver (who, op);
3452 break;
3453
3454 case WEAPON_IMPROVER:
3455 check_improve_weapon (who, op);
3456 break;
3457
3458 case CLOCK:
3459 {
3460 timeofday_t tod;
3461
3462 get_tod (&tod);
3463 who->play_sound (sound_find ("sound_clock"));
3464 who->statusmsg (format (
3465 "It is %d minute%s past %d o'clock %s",
3466 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3467 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3468 ));
3469 }
3470 break;
3471
3472 case MENU:
3473 shop_listing (op, who);
3474 break;
3475
3476 case POWER_CRYSTAL:
3477 apply_power_crystal (who, op); /* see egoitem.c */
3478 break;
3479
3480 case LIGHTER: /* for lighting torches/lanterns/etc */
3481 apply_lighter (who, op);
3482 break;
3483
3484 case ITEM_TRANSFORMER:
3485 apply_item_transformer (who, op);
3486 break;
3487 }
3488
3489 return 1;
3490}
3491
3492/**
3493 * player_apply_below attempts to apply the object 'below' the player.
3494 * If the player has an open container, we use that for below, otherwise
3495 * we use the ground.
3496 */
3497void
3498player_apply_below (object *pl)
3499{
3500 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3501
3502 /* If using a container, set the starting item to be the top
3503 * item in the container. Otherwise, use the map.
3504 */
3505
3506 // first try to apply "applyables"
3507 for (object *tmp = top; tmp; tmp = tmp->below)
3508 if (!tmp->invisible && apply_types [tmp->type])
3509 {
3510 // If it is visible, player can apply it.
3511 pl->apply (tmp);
3512 return;
3513 }
3514
3515 while (top && top->invisible)
3516 top = top->below;
3517
3518 if (!top || top->flag [FLAG_IS_FLOOR])
3519 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3520 "H<There is nothing here that you can apply.>");
3521 else
3522 // next, try to explain the topmost object
3523 switch (top->type)
3524 {
3525 // TODO: all this should move to examine
3526 case ALTAR:
3527 case IDENTIFY_ALTAR:
3528 case TRIGGER_ALTAR:
3529 case CONVERTER:
3530 //case TRIGGER_PEDESTAL:
3531 pl->failmsgf (
3532 "You see no obvious mechanism on the %s."
3533 "H<You have to drop one or more specific items here.>",
3534 query_short_name (top)
3535 );
3536 break;
3537
3538 case BUTTON:
3539 case TRIGGER_BUTTON:
3540 pl->failmsgf (
3541 "The %s looks as if you could activate it with somehting heavy. "
3542 "H<You must put enough items here to activate it.>",
3543 query_short_name (top)
3544 );
3545 break;
3546
3547 default:
3548 examine (pl, top);
3549 break;
3550 }
3551}
3552
3553// saner interface, returns successful status
3554bool
3555object::apply (object *ob, int aflags)
3556{
3557 if (!ob) // simplifies a lot of callers
3558 return true;
3559
3560 ob = ob->head_ ();
3561
3562 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3563 {
3564 if (contr)
3565 {
3566 examine (this, ob);
3567 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3568 return 1;
3569 }
3570 else
3571 return 0; /* monsters just skip unpaid items */
3572 }
3573
3574 if (contr)
3575 {
3576 if (!ob->env && (move_type & MOVE_FLYING))
3577 {
3578 /* player is flying and applying object not in inventory */
3579 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3580 {
3581 failmsg ("But you are floating high above the ground! "
3582 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3583 "or waiting till the levitation effect wears off.>");
3584 return 0;
3585 }
3586 }
3587
3588 contr->last_used = ob;
3589 }
3590
3591 bool want_apply =
3592 aflags & AP_APPLY ? true
3593 : aflags & AP_UNAPPLY ? false
3594 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3595
3596 // cannot unapply cursed items
3597 if (!want_apply
3598 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3599 && ob->flag [FLAG_APPLIED]
3600 && !(aflags & AP_IGNORE_CURSE))
3601 {
3602 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3603 return 0;
3604 }
3605
3606 object_ptr *slot = 0;
3607
3608 // detect the slot, if this is a player
3609 if (contr && !(aflags & AP_NO_SLOT))
3610 {
3611 object *oslot;
3612
3613 switch (ob->type)
3614 {
3615 case WEAPON:
3616 slot = &contr->combat_ob;
3617 oslot = contr->ranged_ob;
3618 break;
3619
3620 case RANGED:
3621 case BOW:
3622 case SPELL:
3623 case WAND:
3624 case ROD:
3625 case HORN:
3626 case BUILDER:
3627 slot = &contr->ranged_ob;
3628 oslot = contr->combat_ob;
3629 break;
3630
3631 // oh, the humanity
3632 case SKILL:
3633 // skill is used on it's own, as opposed to being a chosen_skill
3634
3635 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3636 {
3637 failmsgf (
3638 "You feel as if you wanted to do something funny, but you can't remember what. "
3639 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3640 "It cannot be used on its own.>",
3641 &ob->skill
3642 );
3643 return 1;
3644 }
3645
3646 if (skill_flags [ob->subtype] & SF_AUTARK
3647 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3648 {
3649 if (skill_flags [ob->subtype] & SF_USE)
3650 failmsgf (
3651 "You feel as if you wanted to do something funny, but you can't remember what. "
3652 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3653 &ob->skill, &ob->skill
3654 );
3655 else
3656 failmsgf (
3657 "You feel as if you wanted to do something funny, but you can't remember what. "
3658 "H<The %s skill cannot be readied or used, it is always active.>",
3659 &ob->skill
3660 );
3661
3662 return 1;
3663 }
3664
3665 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3666 break;
3667
3668 if (skill_flags [ob->subtype] & SF_COMBAT)
3669 {
3670 slot = &contr->combat_ob;
3671 oslot = contr->ranged_ob;
3672 }
3673 else if (skill_flags [ob->subtype] & SF_RANGED)
3674 {
3675 slot = &contr->ranged_ob;
3676 oslot = contr->combat_ob;
3677 }
3678
3679 break;
3680 }
3681
3682 // now handle slot exclusions
3683 if (slot)
3684 {
3685 // only one slot can be active
3686 if (want_apply)
3687 {
3688 // clear slot unless we are in it already
3689 if (*slot != ob)
3690 if (!apply (*slot, AP_UNAPPLY))
3691 return false;
3692
3693 // unapply other slot, because we want to become active
3694 if (!apply (oslot, AP_UNAPPLY))
3695 return false;
3696 }
3697
3698 // clear item from slot if applied
3699 if (!want_apply && current_weapon == ob)
3700 current_weapon = 0;
3701 }
3702 }
3703
3704 if (ob->flag [FLAG_APPLIED] != want_apply)
3705 manual_apply (this, ob, aflags);
3706
3707 if (ob->flag [FLAG_APPLIED] != want_apply)
3708 return false;
3709
3710 if (slot && want_apply)
3711 current_weapon = *slot = ob;
3712
3713 return true;
3427} 3714}
3428 3715
3429/** 3716/**
3430 * Map was just loaded, handle op's initialisation. 3717 * Map was just loaded, handle op's initialisation.
3431 * 3718 *
3432 * Generates shop floor's item, and treasures. 3719 * Generates shop floor's item, and treasures.
3433 */ 3720 */
3434int 3721int
3435auto_apply (object *op) 3722auto_apply (object *op)
3436{ 3723{
3437 object *tmp = NULL, *tmp2; 3724 object *tmp = NULL;
3438 int i; 3725 int i;
3726
3727 op->clr_flag (FLAG_AUTO_APPLY);
3439 3728
3440 switch (op->type) 3729 switch (op->type)
3441 { 3730 {
3442 case SHOP_FLOOR: 3731 case SHOP_FLOOR:
3443 if (!op->has_random_items ()) 3732 if (!op->has_random_items ())
3445 3734
3446 do 3735 do
3447 { 3736 {
3448 i = 10; /* let's give it 10 tries */ 3737 i = 10; /* let's give it 10 tries */
3449 while ((tmp = generate_treasure (op->randomitems, 3738 while ((tmp = generate_treasure (op->randomitems,
3450 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3739 op->stats.exp
3740 ? (int) op->stats.exp
3741 : max (op->map->difficulty, 5)))
3742 == NULL && --i);
3743
3451 if (tmp == NULL) 3744 if (tmp == NULL)
3452 return 0; 3745 return 0;
3453 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3746
3747 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3454 { 3748 {
3455 tmp->destroy (); 3749 tmp->destroy ();
3456 tmp = NULL; 3750 tmp = NULL;
3457 } 3751 }
3458 } 3752 }
3459 while (!tmp); 3753 while (!tmp);
3460 3754
3461 tmp->x = op->x; 3755 tmp->x = op->x;
3462 tmp->y = op->y; 3756 tmp->y = op->y;
3463 SET_FLAG (tmp, FLAG_UNPAID); 3757 tmp->set_flag (FLAG_UNPAID);
3464 insert_ob_in_map (tmp, op->map, NULL, 0); 3758 insert_ob_in_map (tmp, op->map, NULL, 0);
3465 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3466 identify (tmp); 3759 identify (tmp);
3467 break; 3760 break;
3468 3761
3469 case TREASURE: 3762 case TREASURE:
3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3763 if (op->flag [FLAG_IS_A_TEMPLATE])
3471 return 0; 3764 return 0;
3472 3765
3473 while (op->stats.hp-- > 0) 3766 while (op->stats.hp-- > 0)
3474 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3767 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); 3768 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, 3770 /* 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 3771 * move it to the parent object as the current object is about
3479 * to disappear. An example of this item is the random_* stuff 3772 * to disappear. An example of this item is the random_* stuff
3480 * that is put inside other objects. 3773 * that is put inside other objects.
3481 */ 3774 */
3482 for (tmp = op->inv; tmp; tmp = tmp2)
3483 {
3484 tmp2 = tmp->below;
3485 tmp->remove ();
3486
3487 if (op->env) 3775 if (op->env)
3488 insert_ob_in_ob (tmp, op->env); 3776 while (op->inv)
3489 else 3777 op->env->insert (op->inv);
3490 tmp->destroy ();
3491 }
3492 3778
3493 op->destroy (); 3779 op->destroy ();
3494 break; 3780 break;
3495 } 3781 }
3496 return tmp ? 1 : 0; 3782
3783 return !!tmp;
3497} 3784}
3498 3785
3499/** 3786/**
3500 * fix_auto_apply goes through the entire map every time a map 3787 * fix_auto_apply goes through the entire map every time a map
3501 * is loaded or swapped in and performs special actions for 3788 * is loaded or swapped in and performs special actions for
3515 3802
3516 if (tmp->inv) 3803 if (tmp->inv)
3517 { 3804 {
3518 object *invtmp, *invnext; 3805 object *invtmp, *invnext;
3519 3806
3520 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3807 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3521 { 3808 {
3522 invnext = invtmp->below; 3809 invnext = invtmp->below;
3523 3810
3524 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3811 if (invtmp->flag [FLAG_AUTO_APPLY])
3525 auto_apply (invtmp); 3812 auto_apply (invtmp);
3526 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3813 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3527 { 3814 {
3528 while ((invtmp->stats.hp--) > 0) 3815 while (invtmp->stats.hp-- > 0)
3529 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3816 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3530 3817
3531 invtmp->randomitems = NULL; 3818 invtmp->randomitems = NULL;
3532 } 3819 }
3533 else if (invtmp && invtmp->arch 3820 else if (invtmp->arch
3534 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3821 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3822 && invtmp->has_random_items ())
3535 { 3823 {
3536 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3824 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3537 /* Need to clear this so that we never try to create 3825 /* Need to clear this so that we never try to create
3538 * treasure again for this object 3826 * treasure again for this object
3539 */ 3827 */
3540 invtmp->randomitems = NULL; 3828 invtmp->randomitems = NULL;
3541 } 3829 }
3542 } 3830 }
3831
3543 /* This is really temporary - the code at the bottom will 3832 /* This is really temporary - the code at the bottom will
3544 * also set randomitems to null. The problem is there are bunches 3833 * also set randomitems to null. The problem is there are bunches
3545 * of maps/players already out there with items that have spells 3834 * of maps/players already out there with items that have spells
3546 * which haven't had the randomitems set to null yet. 3835 * which haven't had the randomitems set to null yet.
3547 * MSW 2004-05-13 3836 * MSW 2004-05-13
3551 * Ryo 2004-08-16 3840 * Ryo 2004-08-16
3552 */ 3841 */
3553 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3842 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) 3843 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3555 tmp->randomitems = NULL; 3844 tmp->randomitems = NULL;
3556
3557 } 3845 }
3558 3846
3559 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3847 if (tmp->flag [FLAG_AUTO_APPLY])
3560 auto_apply (tmp); 3848 auto_apply (tmp);
3561 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3849 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3562 { 3850 {
3563 while ((tmp->stats.hp--) > 0) 3851 while ((tmp->stats.hp--) > 0)
3564 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3852 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3566 } 3854 }
3567 else if (tmp->type == TIMED_GATE) 3855 else if (tmp->type == TIMED_GATE)
3568 { 3856 {
3569 object *head = tmp->head != NULL ? tmp->head : tmp; 3857 object *head = tmp->head != NULL ? tmp->head : tmp;
3570 3858
3571 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3859 if (head->flag [FLAG_IS_LINKED])
3572 tmp->set_speed (0); 3860 tmp->set_speed (0);
3573 } 3861 }
3574 /* This function can be called everytime a map is loaded, even when 3862 /* 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 3863 * 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 3864 * over and ove again, so after we generate the treasure, blank out
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3871 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3872 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3873 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3874 tmp->randomitems = NULL;
3587 } 3875 }
3876
3588 // close all containers 3877 // close all containers
3589 else if (tmp->type == CONTAINER) 3878 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3879 tmp->flag [FLAG_APPLIED] = 0;
3591 3880
3592 tmp = above; 3881 tmp = above;
3593 } 3882 }
3594 3883
3595 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3884 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3596 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3885 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3597 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3886 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3598 check_trigger (tmp, tmp->above); 3887 check_trigger (tmp, tmp->above, tmp->above);
3599} 3888}
3600 3889
3601/** 3890/**
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3891 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3892 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3893 * 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. 3894 * the food changes, just grab a force and use that instead.
3606 */ 3895 */
3607
3608void 3896void
3609eat_special_food (object *who, object *food) 3897eat_special_food (object *who, object *food)
3610{ 3898{
3611 object *force; 3899 object *force;
3612 int i, did_one = 0; 3900 int i, did_one = 0;
3613 sint8 k;
3614 3901
3615 force = get_archetype (FORCE_NAME); 3902 char buf[64];
3903 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3904 shstr key (buf);
3616 3905
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 */ 3906 /* bigger morsel of food = longer effect time */
3641 force->duration = food->stats.food / 5; 3907 int duration = TIME2TICK (food->stats.food);
3642 SET_FLAG (force, FLAG_APPLIED); 3908
3643 change_abil (who, force); 3909 if (force = who->force_find (key))
3644 insert_ob_in_ob (force, who); 3910 {
3911 if (duration > fabs (force->speed_left / force->speed))
3912 {
3913 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));
3914 force->force_set_timer (duration);
3915 }
3916 else
3917 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3918
3919 return;
3645 } 3920 }
3646 else 3921 else
3922 {
3923 force = who->force_add (key, duration);
3924 force->name = key;
3925
3926 /* check if the food affects a stat */
3927 for (i = 0; i < NUM_STATS; i++)
3928 if (sint8 k = food->stats.stat (i))
3929 {
3930 force->stats.stat (i) = k;
3931 did_one = 1;
3932 }
3933
3934 /* check if we can protect the eater */
3935 for (i = 0; i < NROFATTACKS; i++)
3936 {
3937 if (food->resist[i] > 0)
3938 {
3939 force->resist[i] = food->resist[i];
3940 did_one = 1;
3941 }
3942 }
3943
3944 if (did_one)
3945 {
3946 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));
3947
3948 /* make the force take effect and report effects to user */
3949 change_abil (who, force);
3950 }
3951 else
3647 force->destroy (); 3952 force->destroy ();
3953 }
3648 3954
3649 /* check for hp, sp change */ 3955 /* check for hp, sp change */
3650 if (food->stats.hp != 0) 3956 if (food->stats.hp != 0)
3651 { 3957 {
3652 if (QUERY_FLAG (food, FLAG_CURSED)) 3958 if (food->flag [FLAG_CURSED])
3653 { 3959 {
3654 assign (who->contr->killer, food->name); 3960 who->contr->killer = food;
3655 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3961 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3962 who->failmsg ("Eck!...that was poisonous!");
3657 } 3963 }
3658 else 3964 else
3659 { 3965 {
3660 if (food->stats.hp > 0) 3966 if (food->stats.hp > 0)
3661 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3967 who->statusmsg ("You begin to feel better.");
3662 else 3968 else
3663 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3969 who->failmsg ("Eck!...that was poisonous!");
3970
3664 who->stats.hp += food->stats.hp; 3971 who->stats.hp += food->stats.hp;
3665 } 3972 }
3666 } 3973 }
3974
3667 if (food->stats.sp != 0) 3975 if (food->stats.sp != 0)
3668 { 3976 {
3669 if (QUERY_FLAG (food, FLAG_CURSED)) 3977 if (food->flag [FLAG_CURSED])
3670 { 3978 {
3671 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3979 who->failmsg ("You are drained of mana!");
3672 who->stats.sp -= food->stats.sp; 3980 who->stats.sp -= food->stats.sp;
3673 if (who->stats.sp < 0) 3981 if (who->stats.sp < 0)
3674 who->stats.sp = 0; 3982 who->stats.sp = 0;
3675 } 3983 }
3676 else 3984 else
3677 { 3985 {
3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3986 who->statusmsg ("You feel a rush of magical energy!");
3679 who->stats.sp += food->stats.sp; 3987 who->stats.sp += food->stats.sp;
3680 /* place limit on max sp from food? */ 3988 /* place limit on max sp from food? */
3681 } 3989 }
3682 } 3990 }
3991
3683 who->update_stats (); 3992 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} 3993}
3805 3994
3806void 3995void
3807apply_changes_to_player (object *pl, object *change) 3996apply_changes_to_player (object *pl, object *change)
3808{ 3997{
3825 */ 4014 */
3826 int i, j; 4015 int i, j;
3827 4016
3828 for (i = 0; i < NUM_STATS; i++) 4017 for (i = 0; i < NUM_STATS; i++)
3829 { 4018 {
3830 sint8 stat = get_attr_value (stats, i); 4019 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4020 sint8 stat = stats->stat (i) + ns->stat (i);
3832 4021
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 4022 if (stat > 20 + race_bonus)
3835 { 4023 {
3836 excess_stat++; 4024 excess_stat++;
3837 stat = 20 + race_bonus; 4025 stat = 20 + race_bonus;
3838 } 4026 }
3839 set_attr_value (stats, i, stat); 4027
4028 stats->stat (i) = stat;
3840 } 4029 }
3841 4030
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 4031 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 4032 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 4033 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 4034
3848 if (i == CHA) 4035 if (i == CHA)
3849 continue; /* exclude cha from this */ 4036 continue; /* exclude cha from this */
4037
4038 int stat = stats->stat (i);
4039 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 4040 if (stat < 20 + race_bonus)
3851 { 4041 {
3852 change_attr_value (stats, i, 1); 4042 change_attr_value (stats, i, 1);
3853 excess_stat--; 4043 excess_stat--;
3854 } 4044 }
3855 } 4045 }
3856 4046
3857 /* insert the randomitems from the change's treasurelist into 4047 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 4048 * the player ref: player.c
3859 */ 4049 */
3860 if (change->randomitems != NULL) 4050 if (change->randomitems)
3861 give_initial_items (pl, change->randomitems); 4051 give_initial_items (pl, change->randomitems);
3862
3863 4052
3864 /* set up the face, for some races. */ 4053 /* set up the face, for some races. */
3865 4054
3866 /* first, look for the force object banning 4055 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 4056 * changing the face. Certain races never change face with class.
3868 */ 4057 */
3869 for (walk = pl->inv; walk != NULL; walk = walk->below) 4058 for (walk = pl->inv; walk; walk = walk->below)
3870 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4059 if (walk->name == shstr_NOCLASSFACECHANGE)
3871 flag_change_face = 0; 4060 flag_change_face = 0;
3872 4061
3873 if (flag_change_face) 4062 if (flag_change_face)
3874 { 4063 {
3875 pl->animation_id = GET_ANIM_ID (change);
3876 pl->face = change->face; 4064 pl->face = change->face;
3877 4065 pl->animation_id = change->animation_id;
3878 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4066 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3879 SET_FLAG (pl, FLAG_ANIMATE);
3880 else
3881 CLEAR_FLAG (pl, FLAG_ANIMATE);
3882 } 4067 }
3883 4068
3884 /* check the special case of can't use weapons */ 4069 /* check the special case of can't use weapons */
3885 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4070 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3886 if (!strcmp (change->name, "monk")) 4071 if (change->name == shstr_monk)
3887 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4072 pl->clr_flag (FLAG_USE_WEAPON);
3888 4073
3889 break; 4074 break;
3890 } 4075 }
3891 } 4076 }
3892} 4077}
3893 4078
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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