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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.9 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.246 by root, Tue Apr 6 03:53:33 2010 UTC

1/* 1/*
2 * static char *rcsid_apply_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: apply.C,v 1.9 2006/08/25 17:11:53 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
12 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
22 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37 34
38/* Want this regardless of rplay. */ 35typedef bitset<NUM_TYPES> types_t;
39#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37// these must be in the inventory before they can be applied
42#include <math.h>
43 38
44/* Can transport hold object op? 39static const struct may_attempt_inv : types_t
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{ 40{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit) 41 may_attempt_inv ()
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199
200/**
201 * Check if op should abort moving victim because of it's race or slaying.
202 * Returns 1 if it should abort, returns 0 if it should continue.
203 */
204int should_director_abort(object *op, object *victim)
205{
206 int arch_flag, name_flag, race_flag;
207 /* Get flags to determine what of arch, name, and race should be checked.
208 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209 * the next is the name flag, and the last is the race flag. Also note,
210 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples:
212 * subtype 1: only arch
213 * subtype 3: arch or name
214 * subtype 5: arch or race
215 * subtype 7: all three
216 */
217 if (op->subtype)
218 { 42 {
219 arch_flag = (op->subtype & 1); 43 set (WEAPON);
220 name_flag = (op->subtype & 2); 44 set (ARMOUR);
221 race_flag = (op->subtype & 4); 45 set (BOOTS);
222 } else { 46 set (GLOVES);
223 arch_flag = 1; 47 set (AMULET);
224 name_flag = 1; 48 set (GIRDLE);
225 race_flag = 1; 49 set (BRACERS);
50 set (SHIELD);
51 set (HELMET);
52 set (RING);
53 set (CLOAK);
54 set (WAND);
55 set (ROD);
56 set (HORN);
57 set (SKILL);
58 set (SPELL);
59 set (BOW);
60 set (RANGED);
61 set (BUILDER);
62 set (SKILL_TOOL);
226 } 63 }
227 /* If the director has race set, only affect objects with a arch, 64} may_attempt_inv;
228 * name or race that matches. 65
229 */ 66// these only make sense for the player
230 if ( (op->race) && 67
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 68static const struct may_attempt_player : types_t
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 69{
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 70 may_attempt_player ()
234 return 1; 71 {
72 set (EXIT);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (TREASURE);
77 set (SAVEBED);
78 set (ARMOUR_IMPROVER);
79 set (WEAPON_IMPROVER);
80 set (CLOCK);
81 set (MENU);
82 set (LIGHTER); /* for lighting torches/lanterns/etc */
83 set (INSCRIBABLE);
84 set (SIGN);
85 set (BOOK);
235 } 86 }
236 /* If the director has slaying set, only affect objects where none 87} may_attempt_player;
237 * of arch, name, or race match. 88
238 */ 89// applying these _can_ be attempted, others cannot
239 if ( (op->slaying) && ( 90// be applied at all. used by e.g. apply below.
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 91
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 92static const struct may_attempt : types_t
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 93{
243 return 1; 94 may_attempt ()
95 : types_t ((types_t)may_attempt_player | (types_t)may_attempt_inv)
96 {
97 set (T_HANDLE);
98 set (TRIGGER);
99 set (SCROLL);
100 set (POTION);
101 set (CLOSE_CON);
102 set (CONTAINER);
103 set (LAMP);
104 set (TORCH);
105 set (DRINK);
106 set (FOOD);
107 set (FLESH);
108 set (POISON);
109 set (POWER_CRYSTAL);
110 set (ITEM_TRANSFORMER);
244 } 111 }
245 return 0; 112} may_attempt;
246}
247
248/**
249 * This handles a player dropping money on an altar to identify stuff.
250 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not.
252 */
253static int apply_id_altar (object *money, object *altar, object *pl)
254{
255 object *id, *marked;
256 int success=0;
257
258 if (pl == NULL || pl->type != PLAYER)
259 return 0;
260
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be.
263 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0;
266
267 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be
269 * identified. IF it doesn't, then go through the player inventory.
270 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
272 && need_identify (marked))
273 {
274 if (operate_altar (altar, &money)) {
275 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl,
277 "You have %s.", long_desc(marked, pl));
278 if (marked->msg) {
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
281 }
282 return money == NULL;
283 }
284 }
285
286 for (id=pl->inv; id; id=id->below) {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
288 need_identify(id)) {
289 if (operate_altar(altar,&money)) {
290 identify(id);
291 new_draw_info_format(NDI_UNIQUE, 0, pl,
292 "You have %s.", long_desc(id, pl));
293 if (id->msg) {
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
296 }
297 success=1;
298 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money))
300 break;
301 }
302 else {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break;
305 }
306 }
307 }
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
309 return money == NULL;
310}
311
312/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item.
315 **/
316static void handle_apply_yield(object* tmp)
317{
318 const char* yield;
319
320 yield = get_ob_key_value(tmp,"on_use_yield");
321 if (yield != NULL)
322 {
323 object* drop = get_archetype(yield);
324 if (tmp->env)
325 {
326 drop = insert_ob_in_ob(drop,tmp->env);
327 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop);
329 }
330 else
331 {
332 drop->x = tmp->x;
333 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
335 }
336 }
337}
338
339/**
340 * Handles applying a potion.
341 */
342int apply_potion (object * op, object * tmp)
343{
344 int got_one = 0, i;
345 object *force = 0, *floor = 0;
346
347 floor = get_map_ob (op->map, op->x, op->y);
348
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 {
351 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!"
354 );
355 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0;
357 }
358
359 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp);
363 }
364
365 handle_apply_yield (tmp);
366
367 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
369 {
370 object *depl;
371 archetype *at;
372
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 {
375 drain_stat (op);
376 fix_player (op);
377 decrease_ob (tmp);
378 return 1;
379 }
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
381 {
382 LOG (llevError, "Could not find archetype depletion\n");
383 return 0;
384 }
385 depl = present_arch_in_ob (at, op);
386 if (depl != NULL)
387 {
388 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i))
390 {
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
392 }
393 remove_ob (depl);
394 free_object (depl);
395 fix_player (op);
396 }
397 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
399
400 decrease_ob (tmp);
401 return 1;
402 }
403
404 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
406 {
407
408 for (i = 1; i < MIN (11, op->level); i++)
409 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 {
412 if (op->contr->levhp[i] != 1)
413 {
414 op->contr->levhp[i] = 1;
415 break;
416 }
417 if (op->contr->levsp[i] != 1)
418 {
419 op->contr->levsp[i] = 1;
420 break;
421 }
422 if (op->contr->levgrace[i] != 1)
423 {
424 op->contr->levgrace[i] = 1;
425 break;
426 }
427 }
428 else
429 {
430 if (op->contr->levhp[i] < 9)
431 {
432 op->contr->levhp[i] = 9;
433 break;
434 }
435 if (op->contr->levsp[i] < 6)
436 {
437 op->contr->levsp[i] = 6;
438 break;
439 }
440 if (op->contr->levgrace[i] < 3)
441 {
442 op->contr->levgrace[i] = 3;
443 break;
444 }
445 }
446 }
447 /* Just makes checking easier */
448 if (i < MIN (11, op->level))
449 got_one = 1;
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 {
452 if (got_one)
453 {
454 fix_player (op);
455 new_draw_info (NDI_UNIQUE, 0, op,
456 "The Gods smile upon you and remake you");
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "a little more in their image.");
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect.");
461 }
462 else
463 new_draw_info (NDI_UNIQUE, 0, op,
464 "The potion had no effect - you are already perfect");
465 }
466 else
467 { /* cursed potion */
468 if (got_one)
469 {
470 fix_player (op);
471 new_draw_info (NDI_UNIQUE, 0, op,
472 "The Gods are angry and punish you.");
473 }
474 else
475 new_draw_info (NDI_UNIQUE, 0, op,
476 "You are fortunate that you are so pathetic.");
477 }
478 decrease_ob (tmp);
479 return 1;
480 }
481
482
483 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
484 * and heroism all fit into this category. Given the spell object code,
485 * there is no limit to the number of spells that potions can be cast,
486 * but direction is problematic to try and imbue fireball potions for example.
487 */
488 if (tmp->inv)
489 {
490 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
491 {
492 object *fball;
493
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x;
502 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0);
504 }
505 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507
508 decrease_ob (tmp);
509 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op);
512 return 1;
513 }
514
515 /* Deal with protection potions */
516 force = NULL;
517 for (i = 0; i < NROFATTACKS; i++)
518 {
519 if (tmp->resist[i])
520 {
521 if (!force)
522 force = get_archetype (FORCE_NAME);
523 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
524 force->type = POTION_EFFECT;
525 break; /* Only need to find one protection since we copy entire batch */
526 }
527 }
528 /* This is a protection potion */
529 if (force)
530 {
531 /* cursed items last longer */
532 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
533 {
534 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 }
539 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force);
544 decrease_ob (tmp);
545 return 1;
546 }
547
548 /* Only thing left are the stat potions */
549 if (op->type == PLAYER)
550 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else
555 SET_FLAG (tmp, FLAG_APPLIED);
556 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
558 }
559
560 /* CLEAR_FLAG is so that if the character has other potions
561 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears
563 * up all the stats.
564 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op);
567 decrease_ob (tmp);
568 return 1;
569}
570 113
571/**************************************************************************** 114/****************************************************************************
572 * Weapon improvement code follows 115 * Weapon improvement code follows
573 ****************************************************************************/ 116 ****************************************************************************/
574 117
575/** 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/**
576 * This returns the sum of nrof of item (arch name). 134 * This returns the sum of nrof of item (arch name).
577 */ 135 */
578static int check_item(object *op, const char *item) 136static int
137check_item (object *op, shstr_cmp item)
579{ 138{
580 int count=0; 139 int count = 0;
581 140
141 if (!item)
142 return 0;
582 143
583 if (item==NULL) return 0; 144 for (op = op->below; op; op = op->below)
584 op=op->below; 145 if (op->arch->archname == item)
585 while(op!=NULL) {
586 if (strcmp(op->arch->name,item)==0){
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 146 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 147 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
589 { 148 count += op->number_of ();
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 149
591 count++;
592 else
593 count += op->nrof;
594 }
595 }
596 op=op->below;
597 }
598 return count; 150 return count;
599} 151}
600 152
601/** 153/**
602 * This removes 'nrof' of what item->slaying says to remove. 154 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 155 * op is typically the player, which is only
604 * really used to determine what space to look at. 156 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 157 * Modified to only eat 'nrof' of objects.
606 */ 158 */
607static void eat_item(object *op,const char *item, uint32 nrof) 159static void
160eat_item (object *op, shstr_cmp item, uint32 nrof)
608{ 161{
609 object *prev; 162 object *prev;
610 163
164 prev = op;
165 op = op->below;
166
167 while (op)
168 {
169 if (op->arch->archname == item)
170 {
171 if (op->nrof >= nrof)
172 {
173 op->decrease (nrof);
174 return;
175 }
176 else
177 {
178 op->decrease (nrof);
179 nrof -= op->nrof;
180 }
181
182 op = prev;
183 }
184
611 prev = op; 185 prev = op;
612 op=op->below; 186 op = op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 } 187 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 }
628}
629
630/**
631 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon.
636 */
637static int check_weapon_power(const object *who, int improvs)
638{
639/* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level.
642 */
643#if 1
644 if (((who->level/5)+5) >= improvs) return 1;
645 else return 0;
646
647#else
648 int level=0;
649
650 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t.
654 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance.
656 */
657 if(who->type==PLAYER) {
658 object *wc_obj=NULL;
659
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
661 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level;
663
664 if (!level ) {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
666 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671
672 return (improvs <= ((level/5)+5));
673#endif
674} 188}
675 189
676/** 190/**
677 * 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.
678 * 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.
679 */ 193 */
194static int
680static int check_sacrifice(object *op, const object *improver) 195check_sacrifice (object *op, const object *improver)
681{ 196{
682 int count=0; 197 int count = 0;
683 198
684 if (improver->slaying!=NULL) { 199 if (improver->slaying)
200 {
685 count = check_item(op,improver->slaying); 201 count = check_item (op, improver->slaying);
686 if (count<1) { 202 if (count < 1)
687 char buf[200]; 203 {
688 sprintf(buf,"The gods want more %ss",improver->slaying); 204 op->failmsg (format ("The gods want more %ss", &improver->slaying));
689 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0; 205 return 0;
691 } 206 }
692 } 207 }
693 else 208 else
694 count=1; 209 count = 1;
695 210
696 return count; 211 return count;
697} 212}
698 213
699/** 214/**
700 * Actually improves the weapon, and tells user. 215 * Actually improves the weapon, and tells user.
701 */ 216 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 217static int
703 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)
704{ 219{
705
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count; 220 stat += sacrifice_count;
708 weapon->last_eat++; 221 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 222 improver->decrease ();
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver);
712 223
713 /* So it updates the players stats and the window */ 224 /* So it updates the players stats and the window */
714 fix_player(op); 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
715 return 1; 233 return 1;
716} 234}
717 235
718/* Types of improvements, hidden in the sp field. */ 236/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 237#define IMPROVE_PREPARE 1
720#define IMPROVE_DAMAGE 2 238#define IMPROVE_DAMAGE 2
721#define IMPROVE_WEIGHT 3 239#define IMPROVE_WEIGHT 3
722#define IMPROVE_ENCHANT 4 240#define IMPROVE_ENCHANT 4
723#define IMPROVE_STR 5 241#define IMPROVE_STR 5
724#define IMPROVE_DEX 6 242#define IMPROVE_DEX 6
725#define IMPROVE_CON 7 243#define IMPROVE_CON 7
726#define IMPROVE_WIS 8 244#define IMPROVE_WIS 8
727#define IMPROVE_CHA 9 245#define IMPROVE_CHA 9
728#define IMPROVE_INT 10 246#define IMPROVE_INT 10
729#define IMPROVE_POW 11 247#define IMPROVE_POW 11
730
731 248
732/** 249/**
733 * This does the prepare weapon scroll. 250 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 251 * Checks for sacrifice, and so on.
735 */ 252 */
736 253static int
737int prepare_weapon(object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
738{ 255{
739 int sacrifice_count,i; 256 int sacrifice_count, i;
740 char buf[MAX_BUF]; 257 char buf[MAX_BUF];
741 258
742 if (weapon->level!=0) { 259 if (weapon->level != 0)
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 260 {
261 op->failmsg ("Weapon is already prepared!");
744 return 0; 262 return 0;
745 } 263 }
264
746 for (i=0; i<NROFATTACKS; i++) 265 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 266 if (weapon->resist[i])
267 break;
748 268
749 /* If we break out, i will be less than nrofattacks, preventing 269 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 270 * improvement of items that already have protections.
751 */ 271 */
752 if (i<NROFATTACKS || 272 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 273 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 274 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 275 weapon->stats.ac) /* AC - only taifu's I think */
757 { 276 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 277 op->failmsg ("You cannot prepare magic weapons. "
278 "H<A weapon is considered magical if it changes regeneration, "
279 "speed or ac, or has other protections.>");
759 return 0; 280 return 0;
760 } 281 }
282
761 sacrifice_count=check_sacrifice(op,improver); 283 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 284 if (sacrifice_count <= 0)
763 return 0; 285 return 0;
286
764 weapon->level=isqrt(sacrifice_count); 287 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 288 eat_item (op, improver->slaying, sacrifice_count);
767 289
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 290 op->statusmsg (format (
291 "Your sacrifice was accepted."
292 "Your *%s may be improved %d times.",
769 weapon->name,weapon->level); 293 &weapon->name, weapon->level
294 ));
770 295
771 sprintf(buf,"%s's %s",op->name,weapon->name); 296 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 297 weapon->name = weapon->name_pl = buf;
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 298 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 299 slot at once! */
776 decrease_ob(improver); 300 improver->decrease ();
777 weapon->last_eat=0; 301 weapon->last_eat = 0;
778 return 1; 302 return 1;
779} 303}
780
781 304
782/** 305/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 306 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
784 * This is the new improve weapon code. 307 * This is the new improve weapon code.
785 * Returns 0 if it was not able to work for some reason. 308 * Returns 0 if it was not able to work for some reason.
788 * 311 *
789 * We are hiding extra information about the weapon in the level and 312 * We are hiding extra information about the weapon in the level and
790 * last_eat numbers for an object. Hopefully this won't break anything ?? 313 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 314 * level == max improve last_eat == current improve
792 */ 315 */
316static int
793int improve_weapon(object *op,object *improver,object *weapon) 317improve_weapon (object *op, object *improver, object *weapon)
794{ 318{
795 int sacrifice_count, sacrifice_needed=0; 319 int sacrifice_count, sacrifice_needed = 0;
796 320
797 if(improver->stats.sp==IMPROVE_PREPARE) { 321 if (improver->stats.sp == IMPROVE_PREPARE)
798 return prepare_weapon(op, improver, weapon); 322 return prepare_weapon (op, improver, weapon);
799 } 323
800 if (weapon->level==0) { 324 if (weapon->level == 0)
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 325 {
326 op->failmsg (
327 "This weapon has not been prepared."
328 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
802 return 0; 329 return 0;
803 } 330 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 331
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 332 if (weapon->last_eat >= weapon->level // improvements used up
333 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
334 {
335 op->failmsg ("This weapon cannot be improved any more.");
806 return 0; 336 return 0;
807 } 337 }
338
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 339 if (QUERY_FLAG (weapon, FLAG_APPLIED)
809 !check_weapon_power(op, weapon->last_eat+1)) { 340 && !check_item_power (op, weapon->item_power + 1))
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 341 {
811 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 342 op->failmsg ("Improving the weapon will make it too "
812 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 343 "powerful for you to use. Unready it if you "
813 return 0; 344 "really want to improve it.");
345 return 0;
814 } 346 }
347
815 /* This just increases damage by 5 points, no matter what. No sacrifice 348 /* This just increases damage by 5 points, no matter what. No sacrifice
816 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 349 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
817 * don't put any maximum value on damage - the limit is how much the 350 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 351 * weapon can be improved.
819 */ 352 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 353 if (improver->stats.sp == IMPROVE_DAMAGE)
354 {
821 weapon->stats.dam += 5; 355 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 356 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op,
824 "Damage has been increased by 5 to %d", weapon->stats.dam); 357 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
825 weapon->last_eat++; 358 weapon->last_eat++;
826 359
827 weapon->item_power++; 360 weapon->item_power++;
828 decrease_ob(improver); 361 improver->decrease ();
829 return 1; 362 return 1;
830 } 363 }
364
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 365 if (improver->stats.sp == IMPROVE_WEIGHT)
366 {
832 /* Reduce weight by 20% */ 367 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 368 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 369 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 370 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 371
837 (float)weapon->weight/1000.0); 372 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
838 weapon->last_eat++; 373 weapon->last_eat++;
839 weapon->item_power++; 374 weapon->item_power++;
840 decrease_ob(improver); 375 improver->decrease ();
841 return 1; 376 return 1;
842 } 377 }
378
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 379 if (improver->stats.sp == IMPROVE_ENCHANT)
380 {
844 weapon->magic++; 381 weapon->magic++;
845 weapon->last_eat++; 382 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 383 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
847 ,"Weapon magic increased to %d",weapon->magic); 384 improver->decrease ();
848 decrease_ob(improver);
849 weapon->item_power++; 385 weapon->item_power++;
850 return 1; 386 return 1;
851 } 387 }
852 388
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 389 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 390 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 391
857 if (sacrifice_needed<1) 392 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 393 sacrifice_needed = 1;
859 sacrifice_needed *=2; 394 sacrifice_needed *= 2;
860 395
861 sacrifice_count = check_sacrifice(op,improver); 396 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 397 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 398 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 399 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
865 return 0; 400 return 0;
866 } 401 }
402
867 eat_item(op,improver->slaying, sacrifice_needed); 403 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 404 weapon->item_power++;
869 405
870 switch (improver->stats.sp) { 406 switch (improver->stats.sp)
871 case IMPROVE_STR: 407 {
872 return improve_weapon_stat(op,improver,weapon, 408 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
873 (signed char *) &(weapon->stats.Str), 409 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
874 1, "strength"); 410 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
875 case IMPROVE_DEX: 411 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
876 return improve_weapon_stat(op,improver,weapon, 412 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
877 (signed char *) &(weapon->stats.Dex), 413 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
878 1, "dexterity"); 414 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
879 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon,
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon,
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon,
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon,
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon,
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default: 415 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 416 op->failmsg ("Unknown improvement type.");
901 } 417 }
418
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 419 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 420 return 0;
904} 421}
905 422
906/** 423/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 424 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 425 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 426 * then calls improve_weapon to do the dirty work.
910 */ 427 */
428static int
911int check_improve_weapon (object *op, object *tmp) 429check_improve_weapon (object *op, object *tmp)
912{ 430{
913 object *otmp; 431 object *otmp;
914 432
915 if(op->type!=PLAYER) 433 if (op->type != PLAYER)
434 return 0;
435
436 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
437 {
438 op->failmsg ("Something blocks the magic of the scroll!");
916 return 0; 439 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 } 440 }
441
921 otmp=find_marked_object(op); 442 otmp = find_marked_object (op);
443
922 if(!otmp) { 444 if (!otmp)
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 445 {
446 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
924 return 0; 447 return 0;
925 } 448 }
449
926 if (otmp->type != WEAPON && otmp->type != BOW) { 450 if (otmp->type != WEAPON && otmp->type != BOW)
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 451 {
452 op->failmsg ("Marked item is not a weapon or bow!");
928 return 0; 453 return 0;
929 } 454 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 455
456 op->statusmsg ("Applied weapon builder.");
457
931 improve_weapon(op,tmp,otmp); 458 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 459 esrv_send_item (op, otmp);
933 return 1; 460 return 1;
934} 461}
935 462
936/** 463/**
937 * This code deals with the armour improvment scrolls. 464 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 465 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 480 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 481 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 482 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 483 * changing of physical area right now.
957 */ 484 */
485static int
958int improve_armour(object *op, object *improver, object *armour) 486improve_armour (object *op, object *improver, object *armour)
959{ 487{
960 object *tmp; 488 object *tmp;
961 489
962 if (armour->magic >= settings.armor_max_enchant) { 490 if (armour->magic >= settings.armor_max_enchant)
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
964 return 0;
965 } 491 {
492 op->failmsg ("This armour can not be enchanted any further!");
493 return 0;
494 }
495
966 /* 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,
967 * 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.
968 * 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
969 * of gnarg and what not?) 499 * of gnarg and what not?)
970 */ 500 */
971 if (armour->title) { 501 if (armour->title)
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0;
974 } 502 {
975 503 op->failmsg ("This armour will not accept further enchantment.");
504 return 0;
505 }
506
976 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
978 */ 509 */
979 if(armour->nrof > 1) 510 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
980 tmp = get_split_ob(armour,armour->nrof - 1);
981 else
982 tmp = NULL;
983 511
984 armour->magic++; 512 armour->magic++;
985 513
986 if ( !settings.armor_speed_linear ) 514 if (!settings.armor_speed_linear)
987 { 515 {
988 int base = 100; 516 int base = 100;
989 int pow = 0; 517 int pow = 0;
518
990 while ( pow < armour->magic ) 519 while (pow < armour->magic)
991 { 520 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 522 pow++;
994 } 523 }
995 524
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
997 } 526 }
998 else 527 else
999 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;
1000 529
1001 if ( !settings.armor_weight_linear ) 530 if (!settings.armor_weight_linear)
1002 { 531 {
1003 int base = 100; 532 int base = 100;
1004 int pow = 0; 533 int pow = 0;
534
1005 while ( pow < armour->magic ) 535 while (pow < armour->magic)
1006 { 536 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 538 pow++;
1009 } 539 }
1010 540
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
1012 } 542 }
1013 else 543 else
1014 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;
1015 545
1016 if ( armour->weight <= 0 ) 546 if (armour->weight <= 0)
1017 { 547 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 549 armour->weight = 1;
1020 } 550 }
1021 551
1022 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);
1023 553
1024 if (op->type == PLAYER) { 554 if (op->type == PLAYER)
555 {
1025 esrv_send_item(op, armour); 556 esrv_send_item (op, armour);
557
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 558 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 559 op->update_stats ();
1028 } 560 }
1029 decrease_ob(improver); 561
562 improver->decrease ();
563
1030 if (tmp) { 564 if (tmp)
1031 insert_ob_in_ob(tmp, op); 565 op->insert (tmp);
1032 esrv_send_item(op, tmp); 566
1033 }
1034 return 1; 567 return 1;
1035} 568}
1036
1037 569
1038/* 570/*
1039 * 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
1040 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
1041 */ 573 *
1042#define CONV_FROM(xyz) xyz->slaying
1043#define CONV_TO(xyz) xyz->other_arch
1044#define CONV_NR(xyz) xyz->stats.sp
1045#define CONV_NEED(xyz) xyz->stats.food
1046
1047/* Takes one items and makes another. 574 * Takes one type of items and makes another.
1048 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
1049 * 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
1050 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
1051 */ 578 */
579int
1052int convert_item(object *item, object *converter) { 580convert_item (object *item, object *converter)
1053 int nr=0; 581{
1054 object *tmp; 582 sint64 nr = 0, price_in;
1055 int is_in_shop;
1056 uint32 price_in;
1057 583
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 584 if (item->flag [FLAG_UNPAID])
1059 tmp != NULL; 585 return 0;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065 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;
591
1066 /* 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,
1067 * 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
1068 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
1069 */ 595 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 596 if (conv_from == shstr_money)
1071 int cost; 597 {
1072
1073 if(item->type!=MONEY) 598 if (item->type != MONEY)
1074 return 0; 599 return 0;
1075 600
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 601 nr = sint64 (item->nrof) * item->value / need;
1077 if (!nr) return 0; 602 if (!nr)
1078 cost=nr*CONV_NEED(converter)/item->value; 603 return 0;
1079 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++;
1081 decrease_ob_nr(item, cost);
1082 604
605 converter->play_sound (sound_find ("shop_buy"));
606
607 sint64 cost = (nr * need + item->value - 1) / item->value;
608
609 item->decrease (cost);
610
1083 price_in = cost*item->value; 611 price_in = cost * item->value;
612 }
613 else
1084 } 614 {
1085 else { 615 if (item->type == PLAYER
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 616 || conv_from != item->arch->archname
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 617 || (need && need > (uint16) item->nrof))
1088 return 0; 618 return 0;
1089 619
1090 if(CONV_NEED(converter)) { 620 converter->play_sound (sound_find ("convert_item"));
1091 nr=item->nrof/CONV_NEED(converter); 621
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 622 if (need)
1093 price_in = nr*CONV_NEED(converter)*item->value; 623 {
1094 } else { 624 nr = sint64 (item->nrof) / need;
625 item->decrease (nr * need);
626 price_in = nr * need * item->value;
627 }
628 else
629 {
1095 price_in = item->value; 630 price_in = item->value;
1096 remove_ob(item); 631 item->destroy ();
1097 free_object(item); 632 }
1098 } 633 }
634
635 if (converter->inv)
1099 } 636 {
1100
1101 if (converter->inv != NULL) {
1102 object *ob; 637 object *ob;
1103 int i; 638 int i;
1104 object *ob_to_copy; 639 object *ob_to_copy;
1105 640
1106 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
1108 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++)
1109 if (rndm(0, i) == 0) { 644 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 645 ob_to_copy = ob;
646
647 item = ob_to_copy->deep_clone ();
648 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 650 }
1112 } 651 else
1113 item = object_create_clone(ob_to_copy); 652 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 653 if (!conv_to)
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE); 654 {
1116 } else { 655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1117 if (converter->other_arch == NULL) { 656 &converter->name, &converter->map->path, converter->x, converter->y);
1118 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1119 return -1; 657 return -1;
1120 } 658 }
1121 659
1122 item = object_create_arch(converter->other_arch); 660 item = object_create_arch (conv_to);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 662 }
1125 663
1126 if(CONV_NR(converter)) 664 if (give)
1127 item->nrof=CONV_NR(converter); 665 item->nrof = give;
666
1128 if(nr) 667 if (nr)
1129 item->nrof*=nr; 668 item->nrof *= nr;
1130 if(is_in_shop) 669
670 if (converter->flag [FLAG_PRECIOUS])
1131 SET_FLAG(item,FLAG_UNPAID); 671 SET_FLAG (item, FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 SET_FLAG (item, FLAG_UNPAID);
680 }
1132 else if(price_in < item->nrof*item->value) { 681 else if (price_in < sint64 (item->nrof) * item->value)
682 {
1133 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",
1134 converter->name, converter->map->path, converter->x, converter->y, price_in, 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name);
1136 /** 685 /**
1137 * 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
1138 * propably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1139 */ 688 */
1140 } 689 }
690
691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (need_identify (item))
694 identify (item);
695
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 696 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 697 return 1;
1143} 698}
1144 699
1145/** 700/**
1146 * Handle apply on containers. 701 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1150 */ 705 */
1151 706static int
1152int apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1153{ 708{
1154 char buf[MAX_BUF]; 709 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 710 return 0; /* This might change */
1156 711
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 712 if (!sack || sack->type != CONTAINER)
713 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 714 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 715 return 0;
1163 } 716 }
1164 op->contr->last_used = NULL; 717
1165 op->contr->last_used_id = 0; 718 op->contr->last_used = 0;
1166 719
1167 if (sack->env!=op) { 720 if (sack->env && sack->env != op)
1168 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1;
1171 }
1172 /* It's on the ground, the problems begin */
1173 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177 tmp && tmp->container != sack; tmp=tmp->above);
1178 if (tmp) {
1179 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op,
1181 "%s is already occupied.", query_name(sack));
1182 return 1;
1183 }
1184 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 } 721 {
1210 722 op->failmsg ("You must put it onto the floor or into your inventory first.");
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) {
1213 if (op->container != sack) {
1214 tmp = op->container;
1215 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack;
1218 strcat (buf, query_name(sack));
1219 strcat (buf, ".");
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack));
1224 }
1225 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack;
1230 }
1231 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack);
1234 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack);
1240 return 1; 723 return 1;
1241 } 724 }
1242 } else { 725
1243 sprintf (buf, "You don't have the key to unlock %s.", 726 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 727 if (sack->flag [FLAG_APPLIED])
1245 }
1246 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack);
1252 return 1;
1253 }
1254 }
1255 } 728 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 729 if (op->container_ () == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 730 {
1258 return 1; 731 // open on ground or inv, so close
1259} 732 op->close_container ();
1260
1261/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc.
1264 *
1265 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266 * This version is for client/server mode.
1267 * op is the player, sack is the container the player is opening or closing.
1268 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269 *
1270 * Reminder - there are three states for any container - closed (non applied),
1271 * applied (not open, but objects that match get tossed into it), and open
1272 * (applied flag set, and op->container points to the open container)
1273 */
1274
1275int esrv_apply_container (object *op, object *sack)
1276{
1277 object *tmp=op->container;
1278 if(op->type!=PLAYER)
1279 return 0; /* This might change */
1280
1281 if (sack==NULL || sack->type != CONTAINER) {
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 }
1286
1287 /* If we have a currently open container, then it needs to be closed in all cases
1288 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container.
1290 */
1291
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0;
1295 }
1296 /* Lauwenmark: Handle for plugin close event */
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1298 return 1; 733 return 1;
1299
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1;
1306 }
1307
1308
1309 /* If the player is trying to open it (which he must be doing if we got here),
1310 * and it is locked, check to see if player has the equipment to open it.
1311 */
1312
1313 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack);
1315 if (tmp) {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 } 734 }
735 else if (!sack->env)
736 {
737 // active, but not ours: some other player has opened it
738 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
739 return 1;
740 }
741
742 // fall through to opening it (active in inv)
743 }
744 else if (sack->env)
1322 } 745 {
1323 746 // it is in our env, so activate it, do not open yet
1324 /* By the time we get here, we have made sure any other container has been closed and 747 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 748 sack->flag [FLAG_APPLIED] = 1;
1326 */
1327
1328 /* There are really two cases - the sack is either on the ground, or the sack is
1329 * part of the players inventory. If on the ground, we assume that the player is
1330 * opening it, since if it was being closed, that would have been taken care of above.
1331 */
1332
1333
1334 if (sack->env != op) {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone
1336 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully.
1338 */
1339 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack));
1342 return 0;
1343 }
1344 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */
1346
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 749 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 750 op->statusmsg (format ("You ready %s.", query_name (sack)));
1362 }
1363 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1366 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack);
1368 }
1369 }
1370 return 1; 751 return 1;
1371} 752 }
1372 753
754 // it's locked?
755 if (sack->slaying)
756 {
757 if (object *tmp = find_key (op, op, sack))
758 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
759 else
760 {
761 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
762 return 1;
763 }
764 }
765
766 op->open_container (sack);
767
768 return 1;
769}
1373 770
1374/** 771/**
1375 * Handles dropping things on altar. 772 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 773 * Returns true if sacrifice was accepted.
1377 */ 774 */
775static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 776apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 777{
1380 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 780 return 0;
1383 781
1384 if (operate_altar (altar, &sacrifice)) { 782 if (operate_altar (altar, &sacrifice, originator))
783 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 785 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1388 */ 787 */
1389 if (altar->inv && altar->inv->type==SPELL) { 788 if (altar->inv && altar->inv->type == SPELL)
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 789 {
1391 altar->inv->name); 790 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 791 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 792 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 793 * old maps.
1395 */ 794 */
795
1396/* push_button (altar);*/ 796/* push_button (altar);*/
1397 } else { 797 }
798 else
799 {
1398 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1399 push_button (altar); 801 push_button (altar, originator);
1400 } 802 }
1401 return sacrifice == NULL; 803
1402 } else { 804 return !sacrifice;
805 }
806 else
1403 return 0; 807 return 0;
1404 }
1405} 808}
1406
1407 809
1408/** 810/**
1409 * Handles 'movement' of shop mats. 811 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 812 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 813 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 814 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 815 * MSW 2001-08-29
1414 */ 816 */
817int
1415int apply_shop_mat (object *shop_mat, object *op) 818apply_shop_mat (object *shop_mat, object *op)
1416{ 819{
1417 int rv = 0; 820 int rv = 0;
1418 double opinion; 821 double opinion;
1419 object *tmp, *next; 822 object *tmp, *next;
1420 823
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 824 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 825
1423 if (op->type != PLAYER) { 826 bool has_unpaid = false;
827
828 // quite inefficient to do this here twice, but the api doesn't lend itself to
829 // a quick and small change :(
830 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
831 if (item->flag [FLAG_UNPAID])
832 {
833 has_unpaid = true;
834 break;
835 }
836
837 if (!op->is_player ())
838 {
1424 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1426 * the shop. 841 * the shop.
1427 */ 842 */
1428 for (tmp=op->inv; tmp; tmp=next) { 843 for (tmp = op->inv; tmp; tmp = next)
844 {
1429 next = tmp->below; 845 next = tmp->below;
846
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 847 if (QUERY_FLAG (tmp, FLAG_UNPAID))
848 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 849 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 850
1433 remove_ob(tmp); 851 if (i >= 0)
1434 if (i==-1) i=0; 852 tmp->move (i);
1435 tmp->map = op->map; 853 }
1436 tmp->x = op->x + freearr_x[i]; 854 }
1437 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0);
1439 }
1440 }
1441 855
1442 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 857 if (QUERY_FLAG (op, FLAG_NO_PICK))
858 return 0;
1444 859
1445 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1447 */ 862 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 863 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1449 864 {
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
866 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
867
868 if (i != -1)
869 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
870
871 return 0;
872 }
873
874 /* Removed code that checked for multipart objects - it appears that
875 * the teleport function should be able to handle this just fine.
876 */
877 rv = teleport (shop_mat, SHOP_MAT, op);
878 }
879 else if (can_pay (op) && get_payment (op))
880 {
881 /* this is only used for players */
882 rv = teleport (shop_mat, SHOP_MAT, op);
883
884 if (has_unpaid)
885 op->contr->play_sound (sound_find ("shop_buy"));
886 else if (op->is_in_shop ())
887 op->contr->play_sound (sound_find ("shop_enter"));
888 else
889 op->contr->play_sound (sound_find ("shop_leave"));
890
891 if (shop_mat->msg)
892 op->statusmsg (shop_mat->msg);
893 /* This check below is a bit simplistic - generally it should be correct,
894 * but there is never a guarantee that the bottom space on the map is
895 * actually the shop floor.
896 */
897 else if (!rv && !op->is_in_shop ())
898 {
899 opinion = shopkeeper_approval (op->map, op);
900
901 op->statusmsg (
902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
903 : opinion >= 0.75 ? "The shopkeeper waves to you."
904 : opinion >= 0.50 ? "The shopkeeper ignores you."
905 : "The shopkeeper glares at you with contempt."
906 );
907 }
908 }
909 else
910 {
911 /* if we get here, a player tried to leave a shop but was not able
912 * to afford the items he has. We try to move the player so that
913 * they are not on the mat anymore
914 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 915 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
916
1452 if (i != -1) { 917 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 918 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 919 else
1497 remove_ob (op); 920 {
921 op->remove ();
1498 op->x += freearr_x[i]; 922 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 924 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 925 }
1502 } 926 }
927
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 928 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 929 return rv;
1505} 930}
1506 931
1507/** 932/**
1508 * Handles applying a sign. 933 * Handles applying a sign.
1509 */ 934 */
935static void
1510static void apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1511{ 937{
1512 readable_message_type* msgType; 938 if (!op->is_player())
1513 char newbuf[HUGE_BUF];
1514 if (sign->msg == NULL) {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1516 return;
1517 }
1518
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return;
1524 }
1525
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1527 sign->last_eat++;
1528 }
1529
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531 * No way to know for sure. The presumption is basically that if
1532 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us).
1534 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1536 new_draw_info (NDI_UNIQUE, 0, op,
1537 "You are unable to read while blind.");
1538 return;
1539 }
1540 msgType=get_readable_message_type(sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1543}
1544
1545
1546/**
1547 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 *
1551 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function.
1554 */
1555void move_apply (object *trap, object *victim, object *originator)
1556{
1557 static int recursion_depth = 0;
1558
1559 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 939 return;
1562 940
1563 /* move_apply() is the most likely candidate for causing unwanted and 941 if (sign->has_dialogue ())
1564 * possibly unlimited recursion. 942 {
943 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
944 return;
945 }
946
947 if (!sign->msg)
948 {
949 op->contr->infobox (MSG_CHANNEL ("examine"),
950 format ("T<%s>\n\n Nothing %sis written on it.",
951 &sign->name,
952 sign->name == sign->arch->name ? "" : "else "));
953 return;
954 }
955
956 if (sign->stats.food)
957 {
958 if (sign->last_eat >= sign->stats.food)
959 {
960 if (!sign->move_on)
961 op->failmsg ("You cannot read it anymore.");
962
963 return;
964 }
965
966 if (!QUERY_FLAG (op, FLAG_WIZPASS))
967 sign->last_eat++;
968 }
969
970 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
971 * No way to know for sure. The presumption is basically that if
972 * move_on is zero, it needs to be manually applied (doesn't talk
973 * to us).
1565 */ 974 */
1566 /* The following was changed because it was causing perfeclty correct 975 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1567 * maps to fail. 1) it's not an error to recurse: 976 {
1568 * rune detonates, summoning monster. monster lands on nearby rune. 977 op->failmsg ("You are unable to read while blind!");
1569 * nearby rune detonates. This sort of recursion is expected and 978 return;
1570 * proper. This code was causing needless crashes. 979 }
980
981 if (op->contr)
982 if (client *ns = op->contr->ns)
983 {
984 if (sign->sound)
985 ns->play_sound (sign->sound);
986 else if (autoapply)
987 ns->play_sound (sound_find ("msg_voice"));
988
989 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
990 }
991}
992
993static void
994move_apply_hole (object *trap, object *victim)
995{
996 /* Hole not open? */
997 if (trap->stats.wc > 0)
998 return;
999
1000 /* Is this a multipart monster and not the head? If so, return.
1001 * Processing will happen if the head runs into the pit
1571 */ 1002 */
1572 if (recursion_depth >= 500) {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1575 trap->arch->name, trap->name, victim->arch->name, victim->name);
1576 return;
1577 }
1578 recursion_depth++;
1579 if (trap->head) trap=trap->head;
1580
1581 /* Lauwenmark: Handle for plugin trigger event */
1582 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1583 goto leave;
1584
1585 switch (trap->type) {
1586 case PLAYERMOVER:
1587 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1588 !should_director_abort(trap, victim)) {
1589 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1590
1591 /* Is this correct? From the docs, it doesn't look like it
1592 * should be divided by trap->speed
1593 */
1594 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1595
1596 /* Just put in some sanity check. I think there is a bug in the
1597 * above with some objects have zero speed, and thus the player
1598 * getting permanently paralyzed.
1599 */
1600 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1601 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1602 }
1603 goto leave;
1604
1605 case SPINNER:
1606 if(victim->direction) {
1607 victim->direction=absdir(victim->direction-trap->stats.sp);
1608 update_turn_face(victim);
1609 }
1610 goto leave;
1611
1612 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) {
1614 victim->direction=trap->stats.sp;
1615 update_turn_face(victim);
1616 }
1617 goto leave;
1618
1619 case BUTTON:
1620 case PEDESTAL:
1621 update_button(trap);
1622 goto leave;
1623
1624 case ALTAR:
1625 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator);
1627 goto leave;
1628
1629 case THROWN_OBJ:
1630 if (trap->inv == NULL)
1631 goto leave;
1632 /* fallthrough */
1633
1634 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object ,
1637 * trigger this here and get hit by own missile - and will be own enemy.
1638 * Victim then is his own enemy and will start to kill herself (this is
1639 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here
1641 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim);
1644 goto leave;
1645
1646 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim);
1648 goto leave;
1649
1650 case TRAPDOOR:
1651 {
1652 int max, sound_was_played;
1653 object *ab, *ab_next;
1654 if(!trap->value) {
1655 int tot;
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659
1660 if(!(trap->value=(tot>trap->weight)?1:0))
1661 goto leave;
1662
1663 SET_ANIMATION(trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE);
1665 }
1666
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1668 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus
1670 */
1671 ab_next = ab->above;
1672
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1674 if ( ! sound_was_played) {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1676 sound_was_played = 1;
1677 }
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1679 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1680 }
1681 }
1682 goto leave;
1683 }
1684
1685
1686 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) {
1688 object *op;
1689
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1691
1692 op = get_archetype("burnout");
1693 if (op != NULL) {
1694 op->x = trap->x;
1695 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0);
1697 }
1698 }
1699 goto leave;
1700
1701 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim);
1705 goto leave;
1706
1707 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim);
1709 goto leave;
1710
1711 case CHECK_INV:
1712 check_inv (victim, trap);
1713 goto leave;
1714
1715 case HOLE:
1716 /* Hole not open? */
1717 if(trap->stats.wc > 0)
1718 goto leave;
1719
1720 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit
1722 */
1723 if (victim->head) 1003 if (victim->head)
1724 goto leave;
1725
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1727 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1728 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave;
1730
1731 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1733 /* Basically, don't show exits leading to random maps the
1734 * players output.
1735 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738 enter_exit (victim, trap);
1739 }
1740 goto leave;
1741
1742 case ENCOUNTER:
1743 /* may be some leftovers on this */
1744 goto leave;
1745
1746 case SHOP_MAT:
1747 apply_shop_mat (trap, victim);
1748 goto leave;
1749
1750 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator);
1753 goto leave;
1754
1755 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */
1758
1759 apply_sign (victim, trap, 1);
1760 goto leave;
1761
1762 case CONTAINER:
1763 if (victim->type==PLAYER)
1764 (void) esrv_apply_container (victim, trap);
1765 else
1766 (void) apply_container (victim, trap);
1767 goto leave;
1768
1769 case RUNE:
1770 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1772 spring_trap(trap, victim);
1773 }
1774 goto leave;
1775
1776 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1778 "handled in move_apply()\n", trap->name, trap->arch->name,
1779 trap->type);
1780 goto leave;
1781 }
1782
1783 leave:
1784 recursion_depth--;
1785}
1786
1787/**
1788 * Handles reading a regular (ie not containing a spell) book.
1789 */
1790static void apply_book (object *op, object *tmp)
1791{
1792 int lev_diff;
1793 object *skill_ob;
1794
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1797 return;
1798 }
1799 if(tmp->msg==NULL) {
1800 new_draw_info_format(NDI_UNIQUE, 0, op,
1801 "You open the %s and find it empty.", tmp->name);
1802 return;
1803 }
1804
1805 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill);
1807 if ( ! skill_ob) {
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 }
1812 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1814 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1820 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1824 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1826 return;
1827 }
1828
1829 readable_message_type* msgType = get_readable_message_type(tmp);
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype,
1832 "You open the %s and start reading.\n%s",
1833 "%s\n%s",
1834 long_desc(tmp,op), tmp->msg);
1835
1836 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1840 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED);
1842 /* If in a container, update how it looks */
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1844 else op->contr->socket.update_look=1;
1845 }
1846 change_exp(op,exp_gain, skill_ob->skill, 0);
1847 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1848 }
1849}
1850
1851/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight.
1853 * op is the person learning the skill, tmp is the skill scroll object
1854 */
1855static void apply_skillscroll (object *op, object *tmp)
1856{
1857 switch ((int) learn_skill (op, tmp)) {
1858 case 0:
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1860 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1861 return;
1862
1863 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1865 tmp->skill);
1866 new_draw_info_format(NDI_UNIQUE, 0, op,
1867 "Type 'bind ready_skill %s",tmp->skill);
1868 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1869 decrease_ob(tmp);
1870 return;
1871
1872 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op,
1874 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1875 decrease_ob(tmp);
1876 return;
1877 }
1878}
1879
1880/**
1881 * Actually makes op learn spell.
1882 * Informs player of what happens.
1883 */
1884void do_learn_spell (object *op, object *spell, int special_prayer)
1885{
1886 object *tmp;
1887
1888 if (op->type != PLAYER) {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return;
1891 }
1892
1893 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1896 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897 return;
1898 }
1899 return;
1900 }
1901
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1903 tmp = get_object();
1904 copy_object(spell, tmp);
1905 insert_ob_in_ob(tmp, op);
1906
1907 if (special_prayer) {
1908 SET_FLAG(tmp, FLAG_STARTEQUIP);
1909 }
1910
1911 new_draw_info_format (NDI_UNIQUE, 0, op,
1912 "Type 'bind cast %s", spell->name);
1913 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1914 esrv_add_spells(op->contr, tmp);
1915}
1916
1917/**
1918 * Erases spell from player's inventory.
1919 */
1920void do_forget_spell (object *op, const char *spell)
1921{
1922 object *spob;
1923
1924 if (op->type != PLAYER) {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return;
1927 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return;
1931 }
1932
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1934 "You lose knowledge of %s.", spell);
1935 player_unready_range_ob(op->contr, spob);
1936 esrv_remove_spell(op->contr, spob);
1937 remove_ob(spob);
1938 free_object(spob);
1939}
1940
1941/**
1942 * Handles player applying a spellbook.
1943 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944 * stuff like that. Random learning failure too.
1945 */
1946static void apply_spellbook (object *op, object *tmp)
1947{
1948 object *skop, *spell, *spell_skill;
1949
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1952 return;
1953 }
1954
1955 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks
1958 */
1959
1960 if(tmp->slaying != NULL) {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1962 if (!spell) {
1963 new_draw_info_format(NDI_UNIQUE, 0, op,
1964 "The book's formula for %s is incomplete", tmp->slaying);
1965 return;
1966 }
1967 else
1968 insert_ob_in_ob(spell, tmp);
1969 free_string(tmp->slaying);
1970 tmp->slaying=NULL;
1971 }
1972
1973 skop = find_skill_by_name(op, tmp->skill);
1974
1975 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) {
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1979 return;
1980 }
1981
1982 spell = tmp->inv;
1983 if (!spell) {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1985 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1986 return; 1004 return;
1987 }
1988 if (spell->level > (skop->level+10)) {
1989 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1990 return;
1991 }
1992 1005
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1006 // now find all possible locations and randomly pick one
1994 "The spellbook contains the %s level spell %s.", 1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1995 get_levelnumber(spell->level), spell->name); 1008 trap->range >= 3 ? SIZEOFFREE3 + 1
1009 : trap->range >= 2 ? SIZEOFFREE2 + 1
1010 : trap->range >= 1 ? SIZEOFFREE1 + 1
1011 : SIZEOFFREE0 + 1);
1996 1012
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1013 if (dir < 0)
1998 identify(tmp);
1999 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2001 else
2002 op->contr->socket.update_look=1;
2003 }
2004
2005 /* I removed the check for special_prayer_mark here - it didn't make
2006 * a lot of sense - special prayers are not found in spellbooks, and
2007 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark.
2009 */
2010 if (check_spell_known (op, spell->name)) {
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2012 return;
2013 }
2014
2015 if (spell->skill) {
2016 spell_skill = find_skill_by_name(op, spell->skill);
2017 if (!spell_skill) {
2018 new_draw_info_format(NDI_UNIQUE, 0, op,
2019 "You lack the skill %s to use this spell",
2020 spell->skill);
2021 return; 1014 return;
2022 }
2023 if (spell_skill->level < spell->level) {
2024 new_draw_info_format(NDI_UNIQUE, 0, op,
2025 "You need to be level %d in %s to learn this spell.",
2026 spell->level, spell->skill);
2027 return;
2028 }
2029 }
2030 1015
2031 /* Logic as follows 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2032 * 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 *
2035 * 2- The learner's skill level in literacy adjusts the chance to learn
2036 * a spell.
2037 *
2038 * 3 -Automatically fail to learn if you read while confused
2039 *
2040 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t.
2042 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2044 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2045 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2048 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2049 1018
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1019 transfer_ob (victim,
2051 do_learn_spell (op, spell, 0); 1020 EXIT_X (trap) + freearr_x[dir],
2052 1021 EXIT_Y (trap) + freearr_y[dir],
2053 /* xp gain to literacy for spell learning */ 1022 0, victim);
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2056 } else {
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2058 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2059 }
2060 decrease_ob(tmp);
2061}
2062
2063/**
2064 * Handles applying a spell scroll.
2065 */
2066void apply_scroll (object *op, object *tmp, int dir)
2067{
2068 object *skop;
2069
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2071 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2072 return;
2073 }
2074
2075 if (!tmp->inv || tmp->inv->type != SPELL) {
2076 new_draw_info (NDI_UNIQUE, 0, op,
2077 "The scroll just doesn't make sense!");
2078 return;
2079 }
2080
2081 if(op->type==PLAYER) {
2082 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0;
2084
2085 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell.
2087 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2089
2090 if ( ! skop) {
2091 new_draw_info(NDI_UNIQUE, 0,op,
2092 "You are unable to decipher the strange symbols.");
2093 return;
2094 }
2095
2096 if((exp_gain = calc_skill_exp(op,tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0);
2098 }
2099
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2101 identify(tmp);
2102
2103 new_draw_info_format(NDI_BLACK, 0, op,
2104 "The scroll of %s turns to dust.", tmp->inv->name);
2105
2106
2107 cast_spell(op,tmp,dir,tmp->inv, NULL);
2108 decrease_ob(tmp);
2109}
2110
2111/**
2112 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure
2114 * chest.
2115 */
2116static void apply_treasure (object *op, object *tmp)
2117{
2118 object *treas;
2119 tag_t tmp_tag = tmp->count, op_tag = op->count;
2120
2121
2122 /* Nice side effect of new treasure creation method is that the treasure
2123 * for the chest is done when the chest is created, and put into the chest
2124 * inventory. So that when the chest burns up, the items still exist. Also
2125 * prevents people fromt moving chests to more difficult maps to get better
2126 * treasure
2127 */
2128
2129 treas = tmp->inv;
2130 if(treas==NULL) {
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2132 decrease_ob(tmp);
2133 return;
2134 }
2135 while (tmp->inv) {
2136 treas = tmp->inv;
2137
2138 remove_ob(treas);
2139 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2140 query_name(treas));
2141
2142 treas->x=op->x;
2143 treas->y=op->y;
2144 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2145
2146 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2147 && QUERY_FLAG (op, FLAG_ALIVE))
2148 spring_trap (treas, op);
2149 /* If either player or container was destroyed, no need to do
2150 * further processing. I think this should be enclused with
2151 * spring trap above, as I don't think there is otherwise
2152 * any way for the treasure chest or player to get killed
2153 */
2154 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2155 break;
2156 }
2157
2158 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2159 decrease_ob (tmp);
2160
2161}
2162
2163/**
2164 * op eats food.
2165 * If player, takes care of messages and dragon special food.
2166 */
2167static void apply_food (object *op, object *tmp)
2168{
2169 int capacity_remaining;
2170
2171 if(op->type!=PLAYER)
2172 op->stats.hp=op->stats.maxhp;
2173 else {
2174 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2176 ;
2177 else {
2178 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) {
2180 if(tmp->type==FOOD || tmp->type==FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2182 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2184 }
2185
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2187 char buf[MAX_BUF];
2188
2189 if (!is_dragon_pl(op)) {
2190 /* eating message for normal players*/
2191 if(tmp->type==DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2193 else
2194 sprintf(buf,"The %s tasted %s",tmp->name,
2195 tmp->type==FLESH?"terrible!":"good.");
2196 }
2197 else {
2198 /* eating message for dragon players*/
2199 sprintf(buf,"The %s tasted terrible!",tmp->name);
2200 }
2201
2202 new_draw_info(NDI_UNIQUE, 0,op,buf);
2203 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50;
2207 else
2208 op->stats.hp+=tmp->stats.food/50;
2209 if(op->stats.hp>op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp;
2211 if (op->stats.food > 999)
2212 op->stats.food = 999;
2213 }
2214
2215 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2217 eat_special_food(op,tmp);
2218 }
2219 }
2220 handle_apply_yield(tmp);
2221 decrease_ob(tmp);
2222}
2223
2224/**
2225 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * there is a chance for the dragon's skin to get improved.
2227 *
2228 * attributes:
2229 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return:
2232 * int 1 if eating successful, 0 if it doesn't work
2233 */
2234int dragon_eat_flesh(object *op, object *meal) {
2235 object *skin = NULL; /* pointer to dragon skin force*/
2236 object *abil = NULL; /* pointer to dragon ability force*/
2237 object *tmp = NULL; /* tmp. object */
2238
2239 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */
2246 int i; /* index */
2247
2248 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op))
2250 return 0;
2251
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2255 if (tmp->type == FORCE) {
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2257 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2259 abil = tmp;
2260 }
2261 }
2262
2263 /* if either skin or ability are missing, this is an old player
2264 which is not to be considered a dragon -> bail out */
2265 if (skin == NULL || abil == NULL) return 0;
2266
2267 /* now start by filling stomache and health, according to food-value */
2268 if((999 - op->stats.food) < meal->stats.food)
2269 op->stats.hp += (999 - op->stats.food) / 50;
2270 else
2271 op->stats.hp += meal->stats.food/50;
2272 if(op->stats.hp>op->stats.maxhp)
2273 op->stats.hp=op->stats.maxhp;
2274
2275 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2276
2277 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2278
2279 /* on to the interesting part: chances for adding resistance */
2280 for (i=0; i<NROFATTACKS; i++) {
2281 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2282 /* got positive resistance, now calculate improvement chance (0-100) */
2283
2284 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2286 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */
2288
2289 /* monster bonus increases with level, because high-level
2290 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level);
2292
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2294 ((double)settings.max_level)) - skin->resist[i];
2295
2296 if (chance >= 0.)
2297 chance += 1.;
2298 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2300
2301 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2303
2304 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.);
2307
2308 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) {
2310 atnr_winner[winners] = i;
2311 winners++;
2312 }
2313
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2315
2316 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2317 }
2318 }
2319
2320 /* inverse totalchance as until now we have the failure-chance */
2321 totalchance = 100 - totalchance*100;
2322 /* print message according to totalchance */
2323 if (totalchance > 50.)
2324 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2325 else if (totalchance > 10.)
2326 sprintf(buf, "The %s tasted very good.", meal->name);
2327 else if (totalchance > 1.)
2328 sprintf(buf, "The %s tasted good.", meal->name);
2329 else if (totalchance > 0.1)
2330 sprintf(buf, "The %s tasted bland.", meal->name);
2331 else if (totalchance >= 0.01)
2332 sprintf(buf, "The %s had a boring taste.", meal->name);
2333 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2334 sprintf(buf, "The %s tasted strange.", meal->name);
2335 else
2336 sprintf(buf, "The %s had no taste.", meal->name);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf);
2338
2339 /* now choose a winner if we have any */
2340 i = -1;
2341 if (winners>0)
2342 i = atnr_winner[RANDOM()%winners];
2343
2344 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2345 /* resistance increased! */
2346 skin->resist[i]++;
2347 fix_player(op);
2348
2349 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2350 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2351 }
2352
2353 /* if this flesh contains a new ability focus, we mark it
2354 into the ability_force and it will take effect on next level */
2355 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2356 && meal->last_eat != abil->last_eat) {
2357 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358
2359 if (meal->last_eat != abil->stats.exp) {
2360 sprintf(buf, "Your metabolism prepares to focus on %s!",
2361 change_resist_msg[meal->last_eat]);
2362 new_draw_info(NDI_UNIQUE, 0, op, buf);
2363 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2364 new_draw_info(NDI_UNIQUE, 0, op, buf);
2365 }
2366 else {
2367 sprintf(buf, "Your metabolism will continue to focus on %s.",
2368 change_resist_msg[meal->last_eat]);
2369 new_draw_info(NDI_UNIQUE, 0, op, buf);
2370 abil->last_eat = 0;
2371 }
2372 }
2373 return 1;
2374}
2375
2376static void apply_savebed (object *pl)
2377{
2378#ifndef COZY_SERVER
2379 if(!pl->contr->name_changed||!pl->stats.exp) {
2380 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2381 return;
2382 }
2383#endif
2384 /* Need to call terminate_all_pets() before we remove the player ob */
2385 terminate_all_pets(pl);
2386 remove_ob(pl);
2387 pl->direction=0;
2388 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2389 "%s leaves the game.",pl->name);
2390
2391 /* update respawn position */
2392 strcpy(pl->contr->savebed_map, pl->map->path);
2393 pl->contr->bed_x = pl->x;
2394 pl->contr->bed_y = pl->y;
2395
2396 strcpy(pl->contr->killer,"left");
2397 check_score(pl); /* Always check score */
2398 (void)save_player(pl,0);
2399 pl->map->players--;
2400#if MAP_MAXTIMEOUT
2401 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2402#endif
2403 play_again(pl);
2404 pl->speed = 0;
2405 update_ob_speed(pl);
2406}
2407
2408/**
2409 * Handles applying an improve armor scroll.
2410 * Does some sanity checks, then calls improve_armour.
2411 */
2412static void apply_armour_improver (object *op, object *tmp)
2413{
2414 object *armor;
2415
2416 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2417 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2418 return;
2419 }
2420 armor=find_marked_object(op);
2421 if ( ! armor) {
2422 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2423 return;
2424 }
2425 if (armor->type != ARMOUR
2426 && armor->type != CLOAK
2427 && armor->type != BOOTS && armor->type != GLOVES
2428 && armor->type != BRACERS && armor->type != SHIELD
2429 && armor->type != HELMET)
2430 {
2431 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2432 return;
2433 }
2434
2435 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2436 improve_armour(op,tmp,armor);
2437}
2438
2439
2440extern void apply_poison (object *op, object *tmp)
2441{
2442 if (op->type == PLAYER) {
2443 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2444 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2445 strcpy(op->contr->killer,"poisonous booze");
2446 }
2447 if (tmp->stats.hp > 0) {
2448 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2449 tmp->stats.hp);
2450 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2451 }
2452 op->stats.food-=op->stats.food/4;
2453 handle_apply_yield(tmp);
2454 decrease_ob(tmp);
2455}
2456
2457/**
2458 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2459 * A valid 2 way exit means:
2460 * -You can come back (there is another exit at the other side)
2461 * -You are
2462 * ° the owner of the exit
2463 * ° or in the same party as the owner
2464 *
2465 * Note: a owner in a 2 way exit is saved as the owner's name
2466 * in the field exit->name cause the field exit->owner doesn't
2467 * survive in the swapping (in fact the whole exit doesn't survive).
2468 */
2469int is_legal_2ways_exit (object* op, object *exit)
2470 {
2471 object * tmp;
2472 object * exit_owner;
2473 player * pp;
2474 mapstruct * exitmap;
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2476 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at
2478 * all the exits in destination and try to find one with same path as
2479 * the current exit's position */
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2483 if (exitmap)
2484 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2486 if (!tmp) return 0;
2487 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2488 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2491 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2492 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2493
2494 /* From here we have found the exit is valid. However we do
2495 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments
2497 */
2498 if (!exit->race) return 1; /*No owner, free for all!*/
2499 exit_owner=NULL;
2500 for (pp=first_player;pp;pp=pp->next)
2501 {
2502 if (!pp->ob) continue;
2503 if (pp->ob->name!=exit->race) continue;
2504 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2505 break;
2506 }
2507 if (!exit_owner) return 0; /* No more owner*/
2508 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2509 if ( exit_owner && /*There is a owner*/
2510 (op->contr) && /*A player tries to pass */
2511 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2512 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2513 return 0;
2514 return 1;
2515 }
2516 }
2517 return 0;
2518 }
2519
2520
2521/**
2522 * Main apply handler.
2523 *
2524 * Checks for unpaid items before applying.
2525 *
2526 * Return value:
2527 * 0: player or monster can't apply objects of that type
2528 * 1: has been applied, or there was an error applying the object
2529 * 2: objects of that type can't be applied if not in inventory
2530 *
2531 * op is the object that is causing object to be applied, tmp is the object
2532 * being applied.
2533 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special
2536 */
2537
2538int manual_apply (object *op, object *tmp, int aflag)
2539{
2540 if (tmp->head) tmp=tmp->head;
2541
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2543 if (op->type == PLAYER) {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2545 return 1;
2546 } else {
2547 return 0; /* monsters just skip unpaid items */
2548 }
2549 }
2550
2551
2552 /* Lauwenmark: Handle for plugin apply event */
2553 //TODO: remove
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2555 return 1;
2556
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2558 return 1;
2559
2560 switch (tmp->type) {
2561
2562 case TRANSPORT:
2563 return apply_transport(op, tmp, aflag);
2564
2565 case CF_HANDLE:
2566 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2567 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value=tmp->value?0:1;
2569 SET_ANIMATION(tmp, tmp->value);
2570 update_object(tmp,UP_OBJ_FACE);
2571 push_button(tmp);
2572 return 1;
2573
2574 case TRIGGER:
2575 if (check_trigger (tmp, op)) {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2577 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2578 } else {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 }
2581 return 1;
2582
2583 case EXIT:
2584 if (op->type != PLAYER)
2585 return 0;
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2588 query_name(tmp));
2589 } else {
2590 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2592 strncmp(EXIT_PATH(tmp), "/random/", 8))
2593 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2594 enter_exit(op,tmp);
2595 }
2596 return 1;
2597
2598 case SIGN:
2599 apply_sign (op, tmp, 0);
2600 return 1;
2601
2602 case BOOK:
2603 if (op->type == PLAYER) {
2604 apply_book (op, tmp);
2605 return 1;
2606 } else {
2607 return 0;
2608 }
2609
2610 case SKILLSCROLL:
2611 if (op->type == PLAYER) {
2612 apply_skillscroll (op, tmp);
2613 return 1;
2614 }
2615 return 0;
2616
2617 case SPELLBOOK:
2618 if (op->type == PLAYER) {
2619 apply_spellbook (op, tmp);
2620 return 1;
2621 }
2622 return 0;
2623
2624 case SCROLL:
2625 apply_scroll (op, tmp, 0);
2626 return 1;
2627
2628 case POTION:
2629 (void) apply_potion(op, tmp);
2630 return 1;
2631
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */
2633 case CLOSE_CON:
2634 if (op->type==PLAYER)
2635 (void) esrv_apply_container (op, tmp->env);
2636 else
2637 (void) apply_container (op, tmp->env);
2638 return 1;
2639
2640 case CONTAINER:
2641 if (op->type==PLAYER)
2642 (void) esrv_apply_container (op, tmp);
2643 else
2644 (void) apply_container (op, tmp);
2645 return 1;
2646
2647 case TREASURE:
2648 if (op->type == PLAYER) {
2649 apply_treasure (op, tmp);
2650 return 1;
2651 } else {
2652 return 0;
2653 }
2654
2655 case WEAPON:
2656 case ARMOUR:
2657 case BOOTS:
2658 case GLOVES:
2659 case AMULET:
2660 case GIRDLE:
2661 case BRACERS:
2662 case SHIELD:
2663 case HELMET:
2664 case RING:
2665 case CLOAK:
2666 case WAND:
2667 case ROD:
2668 case HORN:
2669 case SKILL:
2670 case BOW:
2671 case LAMP:
2672 case BUILDER:
2673 case SKILL_TOOL:
2674 if (tmp->env != op)
2675 return 2; /* not in inventory */
2676 (void) apply_special (op, tmp, aflag);
2677 return 1;
2678
2679 case DRINK:
2680 case FOOD:
2681 case FLESH:
2682 apply_food (op, tmp);
2683 return 1;
2684
2685 case POISON:
2686 apply_poison (op, tmp);
2687 return 1;
2688
2689 case SAVEBED:
2690 if (op->type == PLAYER) {
2691 apply_savebed (op);
2692 return 1;
2693 } else {
2694 return 0;
2695 }
2696
2697 case ARMOUR_IMPROVER:
2698 if (op->type == PLAYER) {
2699 apply_armour_improver (op, tmp);
2700 return 1;
2701 } else {
2702 return 0;
2703 }
2704
2705 case WEAPON_IMPROVER:
2706 (void) check_improve_weapon(op, tmp);
2707 return 1;
2708
2709 case CLOCK:
2710 if (op->type == PLAYER) {
2711 char buf[MAX_BUF];
2712 timeofday_t tod;
2713
2714 get_tod(&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2718 ((tod.hour >= 14) ? "pm" : "am"));
2719 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf);
2721 return 1;
2722 } else {
2723 return 0;
2724 }
2725
2726 case MENU:
2727 if (op->type == PLAYER) {
2728 shop_listing (op);
2729 return 1;
2730 } else {
2731 return 0;
2732 }
2733
2734 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */
2736 return 1;
2737
2738 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) {
2740 apply_lighter(op,tmp);
2741 return 1;
2742 } else {
2743 return 0;
2744 }
2745
2746 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp );
2748 return 1;
2749
2750 default:
2751 return 0;
2752 }
2753}
2754
2755
2756/* quiet suppresses the "don't know how to apply" and "you must get it first"
2757 * messages as needed by player_apply_below(). But there can still be
2758 * "but you are floating high above the ground" messages.
2759 *
2760 * Same return value as apply() function.
2761 */
2762int player_apply (object *pl, object *op, int aflag, int quiet)
2763{
2764 int tmp;
2765
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2767 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2770 "above the ground!");
2771 return 0;
2772 }
2773 }
2774
2775 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776 * applied.
2777 */
2778 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2779 {
2780 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2781 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2782 "of smoke!");
2783 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784 remove_ob (op);
2785 free_object (op);
2786 return 1;
2787 }
2788
2789 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count;
2791
2792 tmp = manual_apply (pl, op, aflag);
2793 if ( ! quiet) {
2794 if (tmp == 0)
2795 new_draw_info_format (NDI_UNIQUE, 0, pl,
2796 "I don't know how to apply the %s.",
2797 query_name (op));
2798 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl,
2800 "You must get it first!\n");
2801 }
2802 return tmp;
2803}
2804
2805/**
2806 * player_apply_below attempts to apply the object 'below' the player.
2807 * If the player has an open container, we use that for below, otherwise
2808 * we use the ground.
2809 */
2810
2811void player_apply_below (object *pl)
2812{
2813 object *tmp, *next;
2814 int floors;
2815
2816 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2817 apply_transport(pl, pl->contr->transport, 0);
2818 return;
2819 }
2820
2821 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map.
2823 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825
2826 /* This is perhaps more complicated. However, I want to make sure that
2827 * we don't use a corrupt pointer for the next object, so we get the
2828 * next object in the stack before applying. This is can only be a
2829 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value.
2831 */
2832 for (floors = 0; tmp!=NULL; tmp=next) {
2833 next = tmp->below;
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++;
2836 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */
2838
2839 /* If it is visible, player can apply it. If it is applied by
2840 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which
2842 * the item needs.
2843 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2845 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return;
2847 }
2848 if (floors >= 2)
2849 return; /* process at most two floor objects */
2850 }
2851} 1023}
2852 1024
2853/** 1025/**
2854 * Unapplies specified item. 1026 * Unapplies specified item.
2855 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 1029 * to keep the size of apply_special to a more managable size.
2858 */ 1030 */
1031static bool
2859static int unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2860{ 1033{
2861 object *tmp2; 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1036 return RESULT_INT (0);
2862 1037
2863 CLEAR_FLAG(op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
2864 switch(op->type) {
2865 case WEAPON:
2866 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2867
2868 (void) change_abil (who,op);
2869 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2870 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2871 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2872 who->current_weapon_script = NULL;
2873 who->current_weapon = NULL; 1039 who->current_weapon = 0;
2874 clear_skill(who);
2875 break;
2876 1040
2877 case SKILL: /* allows objects to impart skills */ 1041 op->flag [FLAG_APPLIED] = false;
2878 case SKILL_TOOL:
2879 if (op != who->chosen_skill) {
2880 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2881 }
2882 if (who->type==PLAYER) {
2883 if (who->contr->shoottype == range_skill)
2884 who->contr->shoottype = range_none;
2885 if ( ! op->invisible) {
2886 new_draw_info_format (NDI_UNIQUE, 0, who,
2887 "You stop using the %s.", query_name(op));
2888 } else {
2889 new_draw_info_format (NDI_UNIQUE, 0, who,
2890 "You can no longer use the skill: %s.",
2891 op->skill);
2892 }
2893 }
2894 (void) change_abil (who, op);
2895 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break;
2898 1042
2899 case ARMOUR: 1043 switch (op->type)
2900 case HELMET: 1044 {
2901 case SHIELD: 1045 case SKILL:
2902 case RING: 1046 if (player *pl = who->contr)
2903 case BOOTS: 1047 if (op->invisible)
2904 case GLOVES: 1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2905 case AMULET: 1049 else
2906 case GIRDLE: 1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2907 case BRACERS:
2908 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2910 (void) change_abil (who,op);
2911 break;
2912 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2914 op->name);
2915 tmp2 = arch_to_object(op->other_arch);
2916 tmp2->x = op->x;
2917 tmp2->y = op->y;
2918 tmp2->map = op->map;
2919 tmp2->below = op->below;
2920 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2925 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count);
2927 remove_ob(op);
2928 free_object(op);
2929 insert_ob_in_ob(tmp2, who);
2930 fix_player(who);
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2932 if (who->type == PLAYER) {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2935 }
2936 }
2937 if(who->type==PLAYER)
2938 esrv_send_item(who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */
2940 break;
2941 case BOW:
2942 case WAND:
2943 case ROD:
2944 case HORN:
2945 clear_skill(who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2947 if(who->type==PLAYER) {
2948 who->contr->shoottype = range_none;
2949 } else {
2950 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE);
2954 }
2955 break;
2956 1051
2957 case BUILDER: 1052 change_abil (who, op);
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 1053 who->flag [FLAG_READY_SKILL] = false;
2959 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL;
2961 break; 1054 break;
2962 1055
2963 default: 1056 case WEAPON:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
1058 change_abil (who, op);
1059 who->flag [FLAG_READY_WEAPON] = false;
1060
1061 // unapplying a weapon or skill tool should also unapply the skill it governs
1062 // but this is hard, as it shouldn't do so when the skill can
1063 // be used for other reasons
1064 if (who->chosen_skill)
1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1066 unapply_special (who, op, 0);
1067
2965 break; 1068 break;
2966 }
2967 1069
2968 fix_player(who); 1070 case BOW:
2969 1071 case WAND:
2970 if ( ! (aflags & AP_NO_MERGE)) { 1072 case ROD:
2971 object *tmp; 1073 case HORN:
2972 1074 case RANGED:
2973 tag_t del_tag = op->count; 1075 if (player *pl = who->contr)
2974 tmp = merge_ob (op, NULL); 1076 {
2975 if (who->type == PLAYER) { 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
2976 if (tmp) { /* it was merged */ 1078 change_abil (who, op);
2977 esrv_del_item (who->contr, del_tag);
2978 op = tmp;
2979 } 1079 }
1080 else
1081 {
1082 who->change_skill (0);
1083
1084 if (op->type == BOW)
1085 op->flag [FLAG_READY_BOW ] = false;
1086 else
1087 op->flag [FLAG_READY_RANGE] = false;
1088 }
1089
1090 break;
1091
1092 case ARMOUR:
1093 case HELMET:
1094 case SHIELD:
1095 case RING:
1096 case BOOTS:
1097 case GLOVES:
1098 case AMULET:
1099 case GIRDLE:
1100 case BRACERS:
1101 case CLOAK:
1102 who->statusmsg (format ("You unwear %s.", query_name (op)));
1103 change_abil (who, op);
1104 break;
1105
1106 case SPELL:
1107 case BUILDER:
1108 who->statusmsg (format ("You unready %s.", query_name (op)));
1109 break;
1110
1111 //case SKILL_TOOL://TODO
1112 default:
1113 who->statusmsg (format ("You unapply %s.", query_name (op)));
1114 break;
1115 }
1116
1117 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1118 if (object *pl = op->visible_to ())
2980 esrv_send_item (who, op); 1119 esrv_send_item (pl, op);
2981 } 1120
2982 } 1121 who->update_stats ();
1122
2983 return 0; 1123 return 1;
2984} 1124}
2985 1125
2986/** 1126/**
2987 * Returns the object that is using location 'loc'. 1127 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 1128 * Note that 'start' is the first object to start examing - we
2989 * then go through the below of this. In this way, you can do 1129 * then go through the below of this. In this way, you can do
2990 * something like: 1130 * something like:
2991 * tmp = get_item_from_body_location(who->inv, 1); 1131 * tmp = get_next_item_from_body_location(who->inv, 1);
2992 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1132 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2993 * to find the second object that may use this location, etc. 1133 * to find the second object that may use this location, etc.
2994 * Returns NULL if no match is found. 1134 * Returns NULL if no match is found.
2995 * loc is the index into the array we are looking for a match. 1135 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 1136 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 1137 * invisible other objects that use
2998 * up body locations can be used as restrictions. 1138 * up body locations can be used as restrictions.
2999 */ 1139 */
3000object *get_item_from_body_location(object *start, int loc) 1140static object *
1141get_next_item_from_body_location (int loc, object *start)
3001{ 1142{
3002 object *tmp;
3003
3004 if (!start) return NULL;
3005
3006 for (tmp=start; tmp; tmp=tmp->below) 1143 for (object *tmp = start; tmp; tmp = tmp->below)
3007 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 1144 if (tmp->flag [FLAG_APPLIED]
3008 (!tmp->invisible || tmp->type==SKILL)) return tmp; 1145 && tmp->slot [loc].info
1146 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1147 return tmp;
3009 1148
3010 return NULL; 1149 return 0;
3011} 1150}
3012
3013
3014 1151
3015/** 1152/**
3016 * 'op' wants to apply an object, but can't because of other equipment. 1153 * 'op' wants to apply an object, but can't because of other equipment.
3017 * This should only be called when it is known 1154 * This should only be called when it is known
3018 * that there are objects to unapply. This makes pretty heavy 1155 * that there are objects to unapply. This makes pretty heavy
3021 * Returns 0 on success, returns 1 if there is some problem. 1158 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 1159 * if aflags is AP_PRINT, we instead print out waht to unapply
3023 * instead of doing it. This is a lot less code than having 1160 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 1161 * another function that does just that.
3025 */ 1162 */
1163
1164#define CANNOT_REMOVE_CURSED \
1165 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1166 "Praying over an altar, scrolls of remove curse/damnation, " \
1167 "priests or even other players might help.>"
1168
1169static bool
3026int unapply_for_ob(object *who, object *op, int aflags) 1170unapply_for_ob (object *who, object *op, int aflags)
3027{ 1171{
3028 int i; 1172 if (op->is_range ())
3029 object *tmp=NULL, *last;
3030
3031 /* If we are applying a shield or weapon, unapply any equipped shield
3032 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */
3034 if (op->type == WEAPON || op->type == SHIELD) {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 1173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 1174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 1175 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3038 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 1176 {
3039 if (aflags & AP_PRINT) 1177 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 1178 who->failmsg (query_name (tmp));
3041 else 1179 else
3042 unapply_special(who, tmp, aflags); 1180 unapply_special (who, tmp, aflags);
3043 } 1181 }
3044 else { 1182 else
1183 {
3045 /* In this case, we want to try and remove a cursed item. 1184 /* In this case, we want to try and remove a cursed item.
3046 * While we know it won't work, we want unapply_special to 1185 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 1186 * at least generate the message.
3048 */ 1187 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 1188 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3050 "No matter how hard you try, you just can't\nremove %s.", 1189 return 1;
3051 query_name(tmp)); 1190 }
3052 return 1;
3053 }
3054 1191
3055 }
3056 }
3057 }
3058
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 1192 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1193 {
3060 /* this used up a slot that we need to free */ 1194 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 1195 if (op->slot[i].info)
3062 last = who->inv; 1196 {
1197 object *last = who->inv;
3063 1198
3064 /* We do a while loop - may need to remove several items in order 1199 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 1200 * to free up enough slots.
3066 */ 1201 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 1202 while ((who->slot[i].used + op->slot[i].info) < 0)
3068 tmp = get_item_from_body_location(last, i); 1203 {
3069 if (!tmp) { 1204 object *tmp = get_next_item_from_body_location (i, last);
1205
1206 if (!tmp)
1207 {
3070#if 0 1208#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 1209 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 1210 * equipped.
3073 */ 1211 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 1212 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075 i, body_locations[i].save_name, who->name);
3076#endif 1213#endif
3077 return 1; 1214 return 1;
3078 } 1215 }
1216
3079 /* If we are just printing, we don't care about cursed status */ 1217 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 1218 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3081 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 1219 {
3082 if (aflags & AP_PRINT) 1220 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 1221 who->failmsg (query_name (tmp));
3084 else 1222 else
3085 unapply_special(who, tmp, aflags); 1223 unapply_special (who, tmp, aflags);
3086 } 1224 }
3087 else { 1225 else
1226 {
3088 /* Cursed item that we can't unequip - tell the player. 1227 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 1228 * Note this could be annoying if this is just one of a few,
3090 * so it may not be critical (eg, putting on a ring and you have 1229 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 1230 * one cursed ring.)
3092 */ 1231 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 1232 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3094 } 1233 }
3095 last = tmp->below; 1234
3096 } 1235 last = tmp->below;
1236 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1237 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3098 * return in the !tmp would have kicked in. 1238 * return in the !tmp would have kicked in.
3099 */ 1239 */
3100 } /* if op is using this body location */ 1240 } /* if op is using this body location */
3101 } /* for body lcoations */ 1241 } /* for body lcoations */
1242
3102 return 0; 1243 return 0;
3103} 1244}
3104 1245
3105/** 1246/**
3106 * Checks to see if 'who' can apply object 'op'. 1247 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 1248 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 1249 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 1250 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1251 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3111 * is set, do we really are what the other flags may be?) 1252 * is set, do we really care what the other flags may be?)
3112 * 1253 *
3113 * See include/define.h for detailed description of the meaning of 1254 * See include/define.h for detailed description of the meaning of
3114 * these return values. 1255 * these return values.
3115 */ 1256 */
1257int
3116int can_apply_object(object *who, object *op) 1258can_apply_object (object *who, object *op)
3117{ 1259{
1260 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1261 return RESULT_INT (0);
1262
3118 int i, retval=0; 1263 int retval = 0;
3119 object *tmp=NULL, *ws=NULL; 1264 object *tmp = 0, *ws = 0;
3120 1265
3121 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3122 * 2 weapons, but we don't want to let them do that. So if they are
3123 * trying to equip a weapon or shield, see if they already have one
3124 * in place and store that way.
3125 */
3126 if (op->type == WEAPON || op->type == SHIELD) {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3129 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp;
3131 }
3132 }
3133 }
3134
3135
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 1266 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3137 if (op->body_info[i]) { 1267 {
1268 if (op->slot[i].info)
1269 {
3138 /* Item uses more slots than we have */ 1270 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 1271 if (who->slot[i].info + op->slot [i].info < 0)
1272 {
3140 /* Could return now for efficiently - rest of info below isn' 1273 /* Could return now for efficiency - rest of info below isn't
3141 * really needed. 1274 * really needed.
3142 */ 1275 */
3143 retval |= CAN_APPLY_NEVER; 1276 retval |= CAN_APPLY_NEVER;
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 1277 }
1278 else if (who->slot[i].used + op->slot[i].info < 0)
1279 {
3145 /* in this case, equipping this would use more free spots than 1280 /* in this case, equipping this would use more free spots than
3146 * we have. 1281 * we have.
3147 */ 1282 */
3148 object *tmp1;
3149 1283
3150
3151 /* if we have an applied weapon/shield, and unapply it would free 1284 /* if we have an applied weapon/shield, and unapply it would free
3152 * enough slots to equip the new item, then just set this can 1285 * enough slots to equip the new item, then just set "can
3153 * continue. We don't care about the logic below - if you have 1286 * apply unapply". We don't care about the logic below - if you have a
3154 * shield equipped and try to equip another shield, there is only 1287 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 1288 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 1289 * does take into the account cases where what is being applied
3157 * may be two handed for example. 1290 * may be two handed for example.
3158 */ 1291 */
3159 if (ws) { 1292 if (ws)
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 1293 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 1294 {
3162 continue; 1295 retval |= CAN_APPLY_UNAPPLY;
3163 } 1296 continue;
3164 } 1297 }
3165 1298
3166 tmp1 = get_item_from_body_location(who->inv, i); 1299 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3167 if (!tmp1) { 1300 if (!tmp1)
3168#if 0
3169 /* This is sort of an error, but happens a lot when old players
3170 * join in with more stuff equipped than they are now allowed.
3171 */
3172 LOG(llevError,"Can't find object using location %d on %s\n",
3173 i, who->name);
3174#endif
3175 retval |= CAN_APPLY_NEVER; 1301 retval |= CAN_APPLY_NEVER;
3176 } else { 1302 else
1303 {
3177 /* need to unapply something. However, if this something 1304 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 1305 * is different than we had found before, it means they need
3179 * to apply multiple objects 1306 * to apply multiple objects
3180 */ 1307 */
3181 retval |= CAN_APPLY_UNAPPLY; 1308 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 1309
3183 else if (tmp != tmp1) { 1310 if (!tmp)
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 1311 tmp = tmp1;
3185 } 1312 else if (tmp != tmp1)
1313 retval |= CAN_APPLY_UNAPPLY_MULT;
1314
3186 /* This object isn't using up all the slots, so there must 1315 /* This object isn't using up all the slots, so there must
3187 * be another. If so, and it the new item doesn't need all 1316 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 1317 * the slots, the player then has a choice.
3189 */ 1318 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 1319 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3191 (FABS(op->body_info[i]) < who->body_info[i])) 1320 && abs (op->slot[i].info) < who->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1321 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 1322
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 1323 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 1324 * equipped? If not, there must be something else to unapply.
3196 */ 1325 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1326 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 1327 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 1328 }
3200 } 1329 } /* if not enough free slots */
3201 } /* if not enough free slots */ 1330 } /* if this object uses location i */
3202 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 1331 } /* for i -> num_body_locations loop */
3204 1332
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 1333 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 1334 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 1335 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 1336 * because you can't control those just by body location - bows, shields,
3209 * and weapons all use the same slot. Similar for horn/rod/wand - they 1337 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 1338 * all use the same location.
3211 */ 1339 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 1340 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3213 retval |= CAN_APPLY_RESTRICTION;
3214 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3215 retval |= CAN_APPLY_RESTRICTION;
3216
3217
3218 if (who->type != PLAYER) {
3219 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3220 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3221 retval |= CAN_APPLY_RESTRICTION;
3222 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3223 retval |= CAN_APPLY_RESTRICTION; 1341 retval |= CAN_APPLY_RESTRICTION;
1342
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 1343 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 1345
1346 if (who->type != PLAYER)
1347 {
1348 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 1349 retval |= CAN_APPLY_RESTRICTION;
1350
1351 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1352 retval |= CAN_APPLY_RESTRICTION;
1353
1354 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
1355 retval |= CAN_APPLY_RESTRICTION;
1356
1357 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1358 retval |= CAN_APPLY_RESTRICTION;
3228 } 1359 }
1360
3229 return retval; 1361 return retval;
3230} 1362}
3231
3232
3233 1363
3234/** 1364/**
3235 * who is the object using the object. It can be a monster. 1365 * who is the object using the object. It can be a monster.
3236 * op is the object they are using. op is an equipment type item, 1366 * op is the object they are using. op is an equipment type item,
3237 * eg, one which you put on and keep on for a while, and not something 1367 * eg, one which you put on and keep on for a while, and not something
3246 * AP_UNAPPLY=always unapply). 1376 * AP_UNAPPLY=always unapply).
3247 * 1377 *
3248 * Optional flags: 1378 * Optional flags:
3249 * AP_NO_MERGE: don't merge an unapplied object with other objects 1379 * AP_NO_MERGE: don't merge an unapplied object with other objects
3250 * AP_IGNORE_CURSE: unapply cursed items 1380 * AP_IGNORE_CURSE: unapply cursed items
1381 * AP_NO_READY: do not ready skills when applying skill tools
3251 * 1382 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1383 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 1384 *
3254 * apply_special() doesn't check for unpaid items. 1385 * apply_special() doesn't check for unpaid items.
3255 */ 1386 */
1387
1388#define LACK_ITEM_POWER \
1389 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1390
1391static bool
3256int apply_special (object *who, object *op, int aflags) 1392apply_special (object *who, object *op, int aflags)
3257{ 1393{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 1394 int basic_flag = aflags & AP_MODE;
3259 object *tmp, *tmp2, *skop=NULL; 1395 object *tmp, *tmp2, *skop = NULL;
3260 int i;
3261 1396
3262 if(who==NULL) { 1397 if (who == NULL)
1398 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 1399 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 1400 return 1;
3265 } 1401 }
3266 1402
1403 //TODO: remove these when apply_special is no longer exposed
3267 if(op->env!=who) 1404 if (op->env != who)
3268 return 1; /* op is not in inventory */ 1405 return 1; /* op is not in inventory */
3269 1406
3270 /* trying to unequip op */ 1407 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 1408 if (QUERY_FLAG (op, FLAG_APPLIED))
1409 {
3272 /* always apply, so no reason to unapply */ 1410 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 1411 if (basic_flag == AP_APPLY)
1412 return 0;
3274 1413
3275 if ( ! (aflags & AP_IGNORE_CURSE) 1414 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3276 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 1415 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 1416 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3278 "No matter how hard you try, you just can't\nremove %s.",
3279 query_name(op));
3280 return 1; 1417 return 1;
3281 } 1418 }
1419
3282 return unapply_special(who, op, aflags); 1420 return unapply_special (who, op, aflags);
3283 } 1421 }
3284
3285 if (basic_flag == AP_UNAPPLY) return 0; 1422 else if (basic_flag == AP_UNAPPLY)
1423 return 0;
3286 1424
3287 i = can_apply_object(who, op); 1425 splay (op);
3288 1426
3289 /* Can't just apply this object. Lets see what not and what to do */ 1427 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 1428 if (int i = can_apply_object (who, op))
1429 {
3291 if (i & CAN_APPLY_NEVER) { 1430 if (i & CAN_APPLY_NEVER)
3292 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 1431 {
1432 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3293 return 1; 1433 return 1;
1434 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 1435 else if (i & CAN_APPLY_RESTRICTION)
3295 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 1436 {
1437 who->failmsg (format (
1438 "You have a prohibition against using a %s. "
1439 "H<Your belief, profession or class prevents you from applying this item.>",
1440 query_name (op)
1441 ));
3296 return 1; 1442 return 1;
3297 } 1443 }
1444
3298 if (who->type != PLAYER) { 1445 if (who->type != PLAYER)
1446 {
3299 /* Some error, so don't try to equip something more */ 1447 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 1448 if (unapply_for_ob (who, op, aflags))
3301 } else { 1449 return 1;
3302 if (who->contr->unapply == unapply_never || 1450 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 1451 else
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1452 {
1453 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1454 {
1455 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3305 unapply_for_ob(who, op, AP_PRINT); 1456 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 1457 return 1;
3307 } 1458 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 1459 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3309 i = unapply_for_ob(who, op, aflags); 1460 if (unapply_for_ob (who, op, aflags))
3310 if (i) return 1; 1461 return 1;
1462 }
3311 } 1463 }
3312 } 1464
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 1465 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1466 {
1467 // try to ready attached skill first
3315 skop=find_skill_by_name(who, op->skill); 1468 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 1469
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 1470 if (!skop)
1471 {
1472 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
1473 return 1;
1474 }
1475 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1476 {
1477 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
1478 return 1;
1479 }
1480 }
1481
1482 if (!check_item_power (who, op->item_power))
1483 {
1484 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3318 return 1; 1485 return 1;
3319 } else {
3320 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated
3322 */
3323 change_skill(who, skop, 0);
3324 }
3325 } 1486 }
3326
3327 if (who->type == PLAYER && op->item_power &&
3328 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3329 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1;
3331 }
3332
3333 1487
3334 /* Ok. We are now at the state where we can apply the new object. 1488 /* Ok. We are now at the state where we can apply the new object.
3335 * Note that we don't have the checks for can_use_... 1489 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 1490 * below - that is already taken care of by can_apply_object.
3337 */ 1491 */
3338
3339 1492
3340 if(op->nrof > 1) 1493 // split away all the other items from the stack, so only one item is left
3341 tmp = get_split_ob(op,op->nrof - 1); 1494 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3342 else
3343 tmp = NULL;
3344 1495
1496 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1497 return RESULT_INT (0);
1498
3345 switch(op->type) { 1499 switch (op->type)
1500 {
3346 case WEAPON: 1501 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 1502 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3348 new_draw_info(NDI_UNIQUE, 0,who, 1503 {
3349 "That weapon is too powerful for you to use.");
3350 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3351 if(tmp!=NULL)
3352 (void) insert_ob_in_ob(tmp,who);
3353 return 1;
3354 }
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3356 /* if the weapon does not have the name as the character, can't use it. */ 1504 /* if the weapon does not have the name as the character, can't use it. */
3357 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1505 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3358 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 1506 who->failmsg ("The weapon does not recognize you as its owner. "
3359 if(tmp!=NULL) 1507 "H<Its name indicates that it belongs to somebody else.>");
3360 (void) insert_ob_in_ob(tmp,who); 1508 if (tmp) who->insert (tmp);
3361 return 1; 1509 return 1;
3362 } 1510 }
3363 SET_FLAG(op, FLAG_APPLIED);
3364 1511
3365 if (skop) change_skill(who, skop, 1); 1512 op->flag [FLAG_APPLIED] = true;
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON);
3368 1513
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 1514 if (player *pl = who->contr)
1515 {
1516 who->statusmsg (format ("You wield %s.", query_name (op)));
1517 change_abil (who, op);
1518 }
1519 else
1520 who->change_skill (skop);
3370 1521
3371 (void) change_abil (who,op); 1522 op->flag [FLAG_READY_WEAPON] = true;
3372 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3373 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3374 LOG(llevDebug, "Scripting Weapon wielded\n");
3375 if (who->current_weapon_script) free_string(who->current_weapon_script);
3376 who->current_weapon_script=add_string(query_name(op));
3377 }
3378 who->current_weapon = op;*/
3379 break;
3380
3381 case ARMOUR:
3382 case HELMET:
3383 case SHIELD:
3384 case BOOTS:
3385 case GLOVES:
3386 case GIRDLE:
3387 case BRACERS:
3388 case CLOAK:
3389 case RING:
3390 case AMULET:
3391 SET_FLAG(op, FLAG_APPLIED);
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3393 (void) change_abil (who,op);
3394 break;
3395 case LAMP:
3396 if (op->stats.food < 1) {
3397 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3398 " fuel!", op->name);
3399 return 1;
3400 }
3401 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3402 op->name);
3403 tmp2 = arch_to_object(op->other_arch);
3404 tmp2->stats.food = op->stats.food;
3405 SET_FLAG(tmp2, FLAG_APPLIED);
3406 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3407 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3408 insert_ob_in_ob(tmp2, who);
3409
3410 /* Remove the old lantern */
3411 if (who->type == PLAYER)
3412 esrv_del_item(who->contr, (tag_t)op->count);
3413 remove_ob(op);
3414 free_object(op);
3415
3416 /* insert the portion that was split off */
3417 if(tmp!=NULL) {
3418 (void) insert_ob_in_ob(tmp,who);
3419 if(who->type==PLAYER)
3420 esrv_send_item(who, tmp);
3421 }
3422 fix_player(who);
3423 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3424 if (who->type == PLAYER) {
3425 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3426 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3427 }
3428 }
3429 if(who->type==PLAYER)
3430 esrv_send_item(who, tmp2);
3431 return 0;
3432 break;
3433
3434 /* this part is needed for skill-tools */
3435 case SKILL:
3436 case SKILL_TOOL:
3437 if (who->chosen_skill) {
3438 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3439 return 1;
3440 }
3441 if (who->type == PLAYER) {
3442 who->contr->shoottype = range_skill;
3443 who->contr->ranges[range_skill] = op;
3444 if ( ! op->invisible) {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3446 query_name (op));
3447 new_draw_info_format (NDI_UNIQUE, 0, who,
3448 "You can now use the skill: %s.",
3449 op->skill);
3450 } else {
3451 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3452 op->skill? op->skill:op->name);
3453 }
3454 }
3455 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op);
3457 who->chosen_skill = op;
3458 SET_FLAG (who, FLAG_READY_SKILL);
3459 break;
3460
3461 case BOW:
3462 if (!check_weapon_power(who, op->last_eat)) {
3463 new_draw_info(NDI_UNIQUE, 0, who,
3464 "That item is too powerful for you to use.");
3465 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3466 if(tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who);
3468 return 1;
3469 }
3470 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3471 new_draw_info(NDI_UNIQUE, 0, who,
3472 "The weapon does not recognize you as its owner.");
3473 if(tmp != NULL)
3474 (void)insert_ob_in_ob(tmp,who);
3475 return 1;
3476 }
3477 /*FALLTHROUGH*/
3478 case WAND:
3479 case ROD:
3480 case HORN:
3481 /* check for skill, alter player status */
3482 SET_FLAG(op, FLAG_APPLIED);
3483 if (skop) change_skill(who, skop, 0);
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3485
3486 if(who->type==PLAYER) {
3487 if (op->type == BOW) {
3488 (void)change_abil(who, op);
3489 new_draw_info_format (NDI_UNIQUE, 0, who,
3490 "You will now fire %s with %s.",
3491 op->race ? op->race : "nothing", query_name(op));
3492 who->contr->shoottype = range_bow;
3493 } else {
3494 who->contr->shoottype = range_misc;
3495 }
3496 } else {
3497 if (op->type == BOW)
3498 SET_FLAG (who, FLAG_READY_BOW);
3499 else
3500 SET_FLAG (who, FLAG_READY_RANGE);
3501 }
3502 break;
3503
3504 case BUILDER:
3505 if ( who->contr->ranges[ range_builder ] )
3506 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3507 who->contr->shoottype = range_builder;
3508 who->contr->ranges[ range_builder ] = op;
3509 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3510 break; 1523 break;
3511 1524
3512 default: 1525 case ARMOUR:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 1526 case HELMET:
3514 } /* end of switch op->type */ 1527 case SHIELD:
1528 case BOOTS:
1529 case GLOVES:
1530 case GIRDLE:
1531 case BRACERS:
1532 case CLOAK:
1533 case RING:
1534 case AMULET:
1535 SET_FLAG (op, FLAG_APPLIED);
1536 who->statusmsg (format ("You wear %s.", query_name (op)));
1537 change_abil (who, op);
1538 break;
3515 1539
1540 case SKILL_TOOL:
1541 // applying a skill tool does not ready the skill
1542 // if something needs the skill, it has to ready it itself
1543 //TODO: unapplying should unapply the skill, though
1544 SET_FLAG (op, FLAG_APPLIED);
1545 break;
1546
1547 case SKILL:
1548 if (!(aflags & AP_NO_SLOT))
1549 {
1550 // skill is used on it's own, as opposed to being a chosen_skill
1551
1552 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1553 {
1554 who->failmsg (format (
1555 "You feel as if you wanted to do something funny, but you can't remember what. "
1556 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1557 "It cannot be used on its own.>",
1558 &op->skill
1559 ));
1560 if (tmp) who->insert (tmp);
1561 return 1;
1562 }
1563
1564 if (skill_flags [op->subtype] & SF_AUTARK
1565 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566 {
1567 if (skill_flags [op->subtype] & SF_USE)
1568 who->failmsg (format (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571 &op->skill, &op->skill
1572 ));
1573 else
1574 who->failmsg (format (
1575 "You feel as if you wanted to do something funny, but you can't remember what. "
1576 "H<The %s skill cannot be readied or used, it is always active.>",
1577 &op->skill
1578 ));
1579
1580 if (tmp) who->insert (tmp);
1581
1582 return 1;
1583 }
1584
1585 if (who->contr)
1586 if (op->invisible)
1587 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1588 else
1589 who->statusmsg (format ("You ready %s.", query_name (op)));
1590 }
1591
1592 SET_FLAG (who, FLAG_READY_SKILL);
1593 SET_FLAG (op, FLAG_APPLIED);
1594 change_abil (who, op);
1595 break;
1596
1597 case BOW:
1598 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1599 {
1600 who->failmsg ("The weapon does not recognize you as its owner. "
1601 "H<Its name indicates that it belongs to somebody else.>");
1602 if (tmp) who->insert (tmp);
1603 return 1;
1604 }
1605
1606 if (player *pl = who->contr)
1607 {
1608 op->flag [FLAG_APPLIED] = true;
1609 who->statusmsg (format ("You wield the %s.", query_name (op)));
1610 change_abil (who, op);
1611 }
1612 break;
1613
1614 case RANGED:
1615 if (player *pl = who->contr)
1616 {
1617 op->flag [FLAG_APPLIED] = true;
1618 who->statusmsg (format ("You applied the %s.", query_name (op)));
1619 }
1620 break;
1621
1622 case SPELL:
1623 if (player *pl = who->contr)
1624 {
1625 op->flag [FLAG_APPLIED] = true;
1626 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1627 }
1628 break;
1629
1630 /*FALLTHROUGH*/
1631 case WAND:
1632 case ROD:
1633 case HORN:
1634 /* check for skill, alter player status */
1635
1636 if (!skop)
1637 {
1638 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1639 if (tmp) who->insert (tmp);
1640 return 1;
1641 }
1642
1643 op->flag [FLAG_APPLIED] = true;
1644
1645 if (player *pl = who->contr)
1646 {
1647 who->statusmsg (format ("You ready %s.", query_name (op)));
1648
1649 if (op->type == BOW)
1650 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1651
1652 change_abil (who, op);
1653 }
1654 else
1655 {
1656 who->change_skill (skop);
1657
1658 if (op->type == BOW)
1659 op->flag [FLAG_READY_BOW ] = true;
1660 else
1661 op->flag [FLAG_READY_RANGE] = true;
1662 }
1663
1664 break;
1665
1666 case BUILDER:
1667 if (player *pl = who->contr)
1668 {
1669 who->statusmsg (format ("You ready your %s.", query_name (op)));
1670 //TODO: change_abil?
1671 }
1672 break;
1673
1674 default:
1675 who->statusmsg (format ("You apply %s.", query_name (op)));
1676 }
1677
3516 SET_FLAG(op, FLAG_APPLIED); 1678 SET_FLAG (op, FLAG_APPLIED);
3517 1679
3518 if(tmp!=NULL) 1680 if (tmp) who->insert (tmp);
3519 tmp = insert_ob_in_ob(tmp,who);
3520 1681
3521 fix_player(who); 1682 who->update_stats ();
3522 1683
3523 /* We exclude spell casting objects. The fire code will set the 1684 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 1685 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 1686 * you don't know anything about them.
3526 */ 1687 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 1688 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 1689 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 1690
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 1691 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3532 if (who->type == PLAYER) {
3533 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3534 SET_FLAG(op,FLAG_KNOWN_CURSED);
3535 }
3536 }
3537 if(who->type==PLAYER) { 1692 if (who->type == PLAYER)
3538 /* if multiple objects were applied, update both slots */ 1693 {
3539 if (tmp) 1694 who->failmsg (
3540 esrv_send_item(who, tmp); 1695 "Oops, it feels deadly cold! "
3541 esrv_send_item(who, op); 1696 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1697 );
1698 SET_FLAG (op, FLAG_KNOWN_CURSED);
3542 } 1699 }
1700
1701 if (object *pl = op->visible_to ())
1702 esrv_send_item (pl, op);
1703
1704 return 0;
1705}
1706
1707/**
1708 * Check if op should abort moving victim because of it's race or slaying.
1709 * Returns 1 if it should abort, returns 0 if it should continue.
1710 */
1711int
1712should_director_abort (object *op, object *victim)
1713{
1714 int arch_flag, name_flag, race_flag;
1715
1716 /* Get flags to determine what of arch, name, and race should be checked.
1717 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1718 * the next is the name flag, and the last is the race flag. Also note,
1719 * if subtype is set to zero, that also goes to defaults of all affecting
1720 * it. Examples:
1721 * subtype 1: only arch
1722 * subtype 3: arch or name
1723 * subtype 5: arch or race
1724 * subtype 7: all three
1725 */
1726 if (op->subtype)
1727 {
1728 arch_flag = op->subtype & 1;
1729 name_flag = op->subtype & 2;
1730 race_flag = op->subtype & 4;
1731 }
1732 else
1733 {
1734 arch_flag = 1;
1735 name_flag = 1;
1736 race_flag = 1;
1737 }
1738
1739 /* If the director has race set, only affect objects with a arch,
1740 * name or race that matches.
1741 */
1742 if ((op->race) &&
1743 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1744 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1745 ((!(victim->race && race_flag) || op->race != victim->race)))
1746 return 1;
1747
1748 /* If the director has slaying set, only affect objects where none
1749 * of arch, name, or race match.
1750 */
1751 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1752 ((victim->name && name_flag && op->slaying == victim->name)) ||
1753 ((victim->race && race_flag && op->slaying == victim->race)))
1754 return 1;
1755
1756 return 0;
1757}
1758
1759/**
1760 * This handles a player dropping money on an altar to identify stuff.
1761 * It'll identify marked item, if none all items up to dropped money.
1762 * Return value: 1 if money was destroyed, 0 if not.
1763 */
1764static int
1765apply_id_altar (object *money, object *altar, object *pl)
1766{
1767 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1768
1769 if (!pl || pl->type != PLAYER)
3543 return 0; 1770 return 0;
3544}
3545 1771
1772 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1773 * identifying' from being printed out more than it needs to be.
1774 */
1775 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1776 return 0;
3546 1777
3547int monster_apply_special (object *who, object *op, int aflags) 1778 /* if the player has a marked item, identify that if it needs to be
1779 * identified. If it doesn't, then go through the player inventory.
1780 */
1781 if (object *marked = find_marked_object (pl))
1782 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1783 {
1784 if (operate_altar (altar, &money, pl))
1785 {
1786 identify (marked);
1787
1788 buf.printf ("You have %s.\r", long_desc (marked, pl));
1789 if (marked->msg)
1790 buf << "The item has a story:\r" << marked->msg << "\n\n";
1791
1792 return !money;
1793 }
1794 }
1795
1796 for (object *id = pl->inv; id; id = id->below)
1797 {
1798 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1799 {
1800 if (operate_altar (altar, &money, pl))
1801 {
1802 identify (id);
1803
1804 buf.printf ("You have %s.\r", long_desc (id, pl));
1805 if (id->msg)
1806 buf << "The item has a story:\r" << id->msg << "\n\n";
1807
1808 /* If no more money, might as well quit now */
1809 if (!money || !check_altar_sacrifice (altar, money))
1810 break;
1811 }
1812 else
1813 {
1814 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1815 break;
1816 }
1817 }
1818 }
1819
1820 if (buf.empty ())
1821 pl->failmsg ("You have nothing that needs identifying");
1822 else
1823 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1824
1825 return !money;
1826}
1827
1828/**
1829 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1830 * matching item.
1831 **/
1832void
1833handle_apply_yield (object *tmp)
3548{ 1834{
1835 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1836 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1837}
1838
1839/**
1840 * Handles applying a potion.
1841 */
1842int
1843apply_potion (object *op, object *tmp)
1844{
1845 int got_one = 0, i;
1846 object *force = 0;
1847
1848 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1849
1850 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1851 {
1852 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1853
1854 CLEAR_FLAG (tmp, FLAG_APPLIED);
1855 return 0;
1856 }
1857
1858 if (op->type == PLAYER)
1859 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1860 identify (tmp);
1861
1862 handle_apply_yield (tmp);
1863
1864 /* Potion of restoration - only for players */
1865 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1866 {
1867 object *depl;
1868 archetype *at;
1869
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 1870 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1871 {
1872 op->drain_stat ();
1873 op->update_stats ();
1874 tmp->decrease ();
1875 return 1;
1876 }
1877
1878 if (!(at = archetype::find (shstr_depletion)))
1879 {
1880 LOG (llevError, "Could not find archetype depletion\n");
1881 return 0;
1882 }
1883
1884 depl = present_arch_in_ob (at, op);
1885
1886 if (depl)
1887 {
1888 for (i = 0; i < NUM_STATS; i++)
1889 if (depl->stats.stat (i))
1890 op->statusmsg (restore_msg[i]);
1891
1892 depl->destroy ();
1893 op->update_stats ();
1894 }
1895 else
1896 op->statusmsg ("Your potion had no effect.");
1897
1898 tmp->decrease ();
3550 return 1; 1899 return 1;
3551 return apply_special (who, op, aflags); 1900 }
3552}
3553 1901
1902 /* improvement potion - only for players */
1903 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1904 {
1905 for (i = 1; i < min (11, op->level); i++)
1906 {
1907 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1908 {
1909 if (op->contr->levhp[i] != 1)
1910 {
1911 op->contr->levhp[i] = 1;
1912 break;
1913 }
1914
1915 if (op->contr->levsp[i] != 1)
1916 {
1917 op->contr->levsp[i] = 1;
1918 break;
1919 }
1920
1921 if (op->contr->levgrace[i] != 1)
1922 {
1923 op->contr->levgrace[i] = 1;
1924 break;
1925 }
1926 }
1927 else
1928 {
1929 if (op->contr->levhp[i] < 9)
1930 {
1931 op->contr->levhp[i] = 9;
1932 break;
1933 }
1934
1935 if (op->contr->levsp[i] < 6)
1936 {
1937 op->contr->levsp[i] = 6;
1938 break;
1939 }
1940
1941 if (op->contr->levgrace[i] < 3)
1942 {
1943 op->contr->levgrace[i] = 3;
1944 break;
1945 }
1946 }
1947 }
1948
1949 /* Just makes checking easier */
1950 if (i < min (11, op->level))
1951 got_one = 1;
1952
1953 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1954 {
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->statusmsg ("The Gods smile upon you and remake you "
1959 "a little more in their image. "
1960 "You feel a little more perfect.", NDI_GREEN);
1961 }
1962 else
1963 op->statusmsg ("The potion had no effect - you are already perfect.");
1964 }
1965 else
1966 { /* cursed potion */
1967 if (got_one)
1968 {
1969 op->update_stats ();
1970 op->failmsg ("The Gods are angry and punish you.");
1971 }
1972 else
1973 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1974 }
1975
1976 tmp->decrease ();
1977 return 1;
1978 }
1979
1980
1981 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1982 * and heroism all fit into this category. Given the spell object code,
1983 * there is no limit to the number of spells that potions can be cast,
1984 * but direction is problematic to try and imbue fireball potions for example.
1985 */
1986 if (tmp->inv)
1987 {
1988 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1989 {
1990 op->failmsg ("Yech! Your lungs are on fire!");
1991 create_exploding_ball_at (op, op->level);
1992 }
1993 else
1994 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1995
1996 tmp->decrease ();
1997
1998 /* if youre dead, no point in doing this... */
1999 if (!QUERY_FLAG (op, FLAG_REMOVED))
2000 op->update_stats ();
2001
2002 return 1;
2003 }
2004
2005 /* Deal with protection potions */
2006 force = NULL;
2007 for (i = 0; i < NROFATTACKS; i++)
2008 {
2009 if (tmp->resist[i])
2010 {
2011 if (!force)
2012 force = get_archetype (FORCE_NAME);
2013
2014 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2015 force->type = POTION_EFFECT;
2016 break; /* Only need to find one protection since we copy entire batch */
2017 }
2018 }
2019
2020 /* This is a protection potion */
2021 if (force)
2022 {
2023 /* cursed items last longer */
2024 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2025 {
2026 force->stats.food *= 10;
2027 for (i = 0; i < NROFATTACKS; i++)
2028 if (force->resist[i] > 0)
2029 force->resist[i] = -force->resist[i]; /* prot => vuln */
2030 }
2031
2032 force->speed_left = -1;
2033 force = insert_ob_in_ob (force, op);
2034 CLEAR_FLAG (tmp, FLAG_APPLIED);
2035 SET_FLAG (force, FLAG_APPLIED);
2036 change_abil (op, force);
2037 tmp->decrease ();
2038 return 1;
2039 }
2040
2041 /* Only thing left are the stat potions */
2042 if (op->type == PLAYER)
2043 { /* only for players */
2044 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2045 || QUERY_FLAG (tmp, FLAG_DAMNED))
2046 && tmp->value != 0)
2047 CLEAR_FLAG (tmp, FLAG_APPLIED);
2048 else
2049 SET_FLAG (tmp, FLAG_APPLIED);
2050
2051 if (!change_abil (op, tmp))
2052 op->statusmsg ("Nothing happened.");
2053 }
2054
2055 /* CLEAR_FLAG is so that if the character has other potions
2056 * that were grouped with the one consumed, his
2057 * stat will not be raised by them. fix_player just clears
2058 * up all the stats.
2059 */
2060 CLEAR_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats ();
2062 tmp->decrease ();
2063 return 1;
2064}
2065
3554/** 2066/**
3555 * Map was just loaded, handle op's initialisation. 2067 * 'victim' moves onto 'trap'
2068 * 'victim' leaves 'trap'
2069 * effect is determined by move_on/move_off of trap and move_type of victime.
3556 * 2070 *
3557 * Generates shop floor's item, and treasures. 2071 * originator: Player, monster or other object that caused 'victim' to move
2072 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2073 * However, some types of traps require an originator to function.
3558 */ 2074 */
3559int auto_apply (object *op) { 2075void
3560 object *tmp = NULL, *tmp2; 2076move_apply (object *trap, object *victim, object *originator)
3561 int i; 2077{
2078 static int recursion_depth = 0;
3562 2079
3563 switch(op->type) { 2080 /* Only exits affect DMs. */
3564 case SHOP_FLOOR: 2081 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
3565 if (!HAS_RANDOM_ITEMS(op)) return 0;
3566 do {
3567 i=10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems,
3569 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3570 if(tmp==NULL)
3571 return 0; 2082 return;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 2083
3573 free_object(tmp); 2084 /* move_apply() is the most likely candidate for causing unwanted and
3574 tmp = NULL; 2085 * possibly unlimited recursion.
3575 } 2086 */
3576 } while(!tmp); 2087 /* The following was changed because it was causing perfectly correct
3577 tmp->x=op->x; 2088 * maps to fail. 1) it's not an error to recurse:
3578 tmp->y=op->y; 2089 * rune detonates, summoning monster. monster lands on nearby rune.
2090 * nearby rune detonates. This sort of recursion is expected and
2091 * proper. This code was causing needless crashes.
2092 */
2093 if (recursion_depth >= 500)
2094 {
2095 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2096 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2097 return;
2098 }
2099
2100 recursion_depth++;
2101 if (trap->head)
2102 trap = trap->head;
2103
2104 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2105 switch (trap->type)
2106 {
2107 case PLAYERMOVER:
2108 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2109 {
2110 if (!trap->stats.maxsp)
2111 trap->stats.maxsp = 2;
2112
2113 /* Is this correct? From the docs, it doesn't look like it
2114 * should be divided by trap->speed
2115 */
2116 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2117
2118 /* Just put in some sanity check. I think there is a bug in the
2119 * above with some objects have zero speed, and thus the player
2120 * getting permanently paralyzed.
2121 */
2122 if (victim->speed_left < -50.f)
2123 victim->speed_left = -50.f;
2124 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2125 }
2126 break;
2127
2128 case SPINNER:
2129 if (victim->direction)
2130 {
2131 victim->direction = absdir (victim->direction - trap->stats.sp);
2132 update_turn_face (victim);
2133 }
2134 break;
2135
2136 case DIRECTOR:
2137 if (victim->direction && !should_director_abort (trap, victim))
2138 {
2139 victim->direction = trap->stats.sp;
2140 update_turn_face (victim);
2141 }
2142 break;
2143
2144 case BUTTON:
2145 case PEDESTAL:
2146 case T_MATCH:
2147 update_button (trap, originator);
2148 break;
2149
2150 case ALTAR:
2151 /* sacrifice victim on trap */
2152 apply_altar (trap, victim, originator);
2153 break;
2154
2155 case THROWN_OBJ:
2156 if (trap->inv == NULL)
2157 break;
2158 /* fallthrough */
2159
2160 case ARROW:
2161 /* bad bug: monster throw a object, make a step forwards, step on object ,
2162 * trigger this here and get hit by own missile - and will be own enemy.
2163 * Victim then is his own enemy and will start to kill herself (this is
2164 * removed) but we have not synced victim and his missile. To avoid senseless
2165 * action, we avoid hits here
2166 */
2167 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2168 && trap->owner != victim)
2169 hit_with_arrow (trap, victim);
2170 break;
2171
2172 case SPELL_EFFECT:
2173 apply_spell_effect (trap, victim);
2174 break;
2175
2176 case TRAPDOOR:
2177 {
2178 int max, sound_was_played;
2179 object *ab, *ab_next;
2180
2181 if (!trap->value)
2182 {
2183 int tot;
2184
2185 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2186 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187 tot += ab->head_ ()->total_weight ();
2188
2189 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2190 break;
2191
2192 SET_ANIMATION (trap, trap->value);
2193 update_object (trap, UP_OBJ_FACE);
2194 }
2195
2196 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2197 {
2198 /* need to set this up, since if we do transfer the object,
2199 * ab->above would be bogus
2200 */
2201 ab_next = ab->above;
2202
2203 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2204 {
2205 if (!sound_was_played)
2206 {
2207 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2208 sound_was_played = 1;
2209 }
2210
2211 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2212 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2213 }
2214 }
2215 break;
2216 }
2217
2218 case CONVERTER:
2219 if (convert_item (victim, trap) < 0)
2220 {
2221 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2222 archetype::get (shstr_burnout)->insert_at (trap, trap);
2223 }
2224
2225 break;
2226
2227 case TRIGGER_BUTTON:
2228 case TRIGGER_PEDESTAL:
2229 case TRIGGER_ALTAR:
2230 check_trigger (trap, victim, originator);
2231 break;
2232
2233 case DEEP_SWAMP:
2234 walk_on_deep_swamp (trap, victim);
2235 break;
2236
2237 case CHECK_INV:
2238 check_inv (victim, trap);
2239 break;
2240
2241 case HOLE:
2242 move_apply_hole (trap, victim);
2243 break;
2244
2245 case EXIT:
2246 if (victim->type == PLAYER && EXIT_PATH (trap))
2247 {
2248 /* Basically, don't show exits leading to random maps the
2249 * players output.
2250 */
2251 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2252 victim->statusmsg (trap->msg, NDI_NAVY);
2253
2254 trap->play_sound (trap->sound);
2255 victim->enter_exit (trap);
2256 }
2257 break;
2258
2259 case ENCOUNTER:
2260 /* may be some leftovers on this */
2261 break;
2262
2263 case SHOP_MAT:
2264 apply_shop_mat (trap, victim);
2265 break;
2266
2267 /* Drop a certain amount of gold, and have one item identified */
2268 case IDENTIFY_ALTAR:
2269 apply_id_altar (victim, trap, originator);
2270 break;
2271
2272 case SIGN:
2273 if (victim->type != PLAYER && trap->stats.food > 0)
2274 break; /* monsters musn't apply magic_mouths with counters */
2275
2276 apply_sign (victim, trap, 1);
2277 break;
2278
2279 case CONTAINER:
2280 apply_container (victim, trap);
2281 break;
2282
2283 case RUNE:
2284 case TRAP:
2285 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2286 spring_trap (trap, victim);
2287 break;
2288
2289 default:
2290 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2291 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2292 break;
2293 }
2294
2295 recursion_depth--;
2296}
2297
2298/**
2299 * Handles reading a regular (ie not containing a spell) book.
2300 */
2301static void
2302apply_book (object *op, object *tmp)
2303{
2304 int lev_diff;
2305 object *skill_ob;
2306
2307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2308 {
2309 op->failmsg ("You are unable to read while blind!");
2310 return;
2311 }
2312
2313 if (!tmp->msg)
2314 {
2315 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2316 return;
2317 }
2318
2319 /* need a literacy skill to read stuff! */
2320 skill_ob = find_skill_by_name (op, tmp->skill);
2321 if (!skill_ob)
2322 {
2323 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2324 return;
2325 }
2326
2327 lev_diff = tmp->level - (skill_ob->level + 5);
2328 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2329 {
2330 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2331 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2332 : lev_diff < 5 ? "This book is beyond your comprehension."
2333 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2334 : lev_diff < 15 ? "This book is way beyond your comprehension."
2335 : "This book is totally beyond your comprehension.");
2336 return;
2337 }
2338
2339 // we currently don't use the message types for anything.
2340 // readable_message_type *msgType = get_readable_message_type (tmp);
2341
2342 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2343
2344 if (player *pl = op->contr)
2345 if (client *ns = pl->ns)
2346 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2347
2348 /* gain xp from reading */
2349 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2350 { /* only if not read before */
2351 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2352
2353 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2354 {
2355 /*exp_gain *= 2; because they just identified it too */
2356 SET_FLAG (tmp, FLAG_IDENTIFIED);
2357
2358 if (object *pl = tmp->visible_to ())
2359 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2360 }
2361
2362 change_exp (op, exp_gain, skill_ob->skill, 0);
2363 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2364 }
2365}
2366
2367/**
2368 * op made some mistake with a scroll, this takes care of punishment.
2369 * scroll_failure()- hacked directly from spell_failure
2370 */
2371static void
2372scroll_failure (object *op, int failure, int power)
2373{
2374 if (abs (failure / 4) > power)
2375 power = abs (failure / 4); /* set minimum effect */
2376
2377 if (failure <= -1 && failure > -15)
2378 { /* wonder */
2379 object *tmp;
2380
2381 op->failmsg ("Your spell warps!");
2382 tmp = get_archetype (SPELL_WONDER);
2383 cast_wonder (op, op, 0, tmp);
2384 tmp->destroy ();
2385 }
2386 else if (failure <= -15 && failure > -35)
2387 { /* drain mana */
2388 op->failmsg ("Your mana is drained!");
2389 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2390 if (op->stats.sp < 0)
2391 op->stats.sp = 0;
2392 }
2393 else if (settings.spell_failure_effects == TRUE)
2394 {
2395 if (failure <= -35 && failure > -60)
2396 { /* confusion */
2397 op->failmsg ("The magic recoils on you!");
2398 confuse_player (op, op, power);
2399 }
2400 else if (failure <= -60 && failure > -70)
2401 { /* paralysis */
2402 op->failmsg ("The magic recoils and paralyzes you!");
2403 paralyze_player (op, op, power);
2404 }
2405 else if (failure <= -70 && failure > -80)
2406 { /* blind */
2407 op->failmsg ("The magic recoils on you!");
2408 blind_player (op, op, power);
2409 }
2410 else if (failure <= -80)
2411 { /* blast the immediate area */
2412 object *tmp = get_archetype (LOOSE_MANA);
2413 cast_magic_storm (op, tmp, power);
2414 op->failmsg ("You unleash uncontrolled mana!");
2415 tmp->destroy ();
2416 }
2417 }
2418}
2419
2420/**
2421 * Handles the applying of a skill scroll, calling learn_skill straight.
2422 * op is the person learning the skill, tmp is the skill scroll object
2423 */
2424static void
2425apply_skillscroll (object *op, object *tmp)
2426{
2427 switch (learn_skill (op, tmp))
2428 {
2429 case 0:
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2432 break;
2433
2434 case 1:
2435 tmp->decrease ();
2436 op->play_sound (sound_find ("skill_learn"));
2437 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2438 break;
2439
2440 default:
2441 tmp->decrease ();
2442 op->play_sound (sound_find ("generic_fail"));
2443 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2444 break;
2445 }
2446}
2447
2448/**
2449 * Actually makes op learn spell.
2450 * Informs player of what happens.
2451 */
2452void
2453do_learn_spell (object *op, object *spell, int special_prayer)
2454{
2455 object *tmp;
2456
2457 if (op->type != PLAYER)
2458 {
2459 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2460 return;
2461 }
2462
2463 /* Upgrade special prayers to normal prayers */
2464 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2465 {
2466 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2467 {
2468 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2469 return;
2470 }
2471 return;
2472 }
2473
2474 op->contr->play_sound (sound_find ("learn_spell"));
2475
2476 tmp = spell->clone ();
2477 insert_ob_in_ob (tmp, op);
2478
2479 if (special_prayer)
3579 SET_FLAG(tmp,FLAG_UNPAID); 2480 SET_FLAG (tmp, FLAG_STARTEQUIP);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 2481
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 2482 esrv_add_spells (op->contr, tmp);
2483}
2484
2485/**
2486 * Erases spell from player's inventory.
2487 */
2488void
2489do_forget_spell (object *op, const char *spell)
2490{
2491 object *spob;
2492
2493 if (op->type != PLAYER)
2494 {
2495 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2496 return;
2497 }
2498 if ((spob = check_spell_known (op, spell)) == NULL)
2499 {
2500 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2501 return;
2502 }
2503
2504 op->failmsg (format ("You lose knowledge of %s.", spell));
2505 esrv_remove_spell (op->contr, spob);
2506 spob->destroy ();
2507}
2508
2509/**
2510 * Handles player applying a spellbook.
2511 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2512 * stuff like that. Random learning failure too.
2513 */
2514static void
2515apply_spellbook (object *op, object *tmp)
2516{
2517 object *skop, *spell, *spell_skill;
2518
2519 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->failmsg ("You are unable to read while blind.");
2522 return;
2523 }
2524
2525 /* artifact_spellbooks have 'slaying' field point to a spell name,
2526 * instead of having their spell stored in stats.sp. These are
2527 * legacy spellbooks
2528 */
2529 if (tmp->slaying)
2530 {
2531 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2532
2533 if (!spell)
2534 {
2535 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2536 return;
2537 }
2538 else
2539 insert_ob_in_ob (spell, tmp);
2540
2541 tmp->slaying = 0;
2542 }
2543
2544 skop = find_skill_by_name (op, tmp->skill);
2545
2546 /* need a literacy skill to learn spells. Also, having a literacy level
2547 * lower than the spell will make learning the spell more difficult */
2548 if (!skop)
2549 {
2550 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2551 return;
2552 }
2553
2554 spell = tmp->inv;
2555
2556 if (!spell)
2557 {
2558 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2559 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2560 return;
2561 }
2562
2563 int learn_level = sqrtf (spell->level) * 1.5f;
2564 if (skop->level < learn_level)
2565 {
2566 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2567 &tmp->skill, learn_level));
2568 return;
2569 }
2570
2571 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2572
2573 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
3582 identify(tmp); 2574 identify (tmp);
3583 break;
3584 2575
3585 case TREASURE: 2576 /* I removed the check for special_prayer_mark here - it didn't make
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 2577 * a lot of sense - special prayers are not found in spellbooks, and
3587 return 0; 2578 * if the player doesn't know the spell, doesn't make a lot of sense that
3588 while ((op->stats.hp--)>0) 2579 * they would have a special prayer mark.
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3590 op->stats.exp ? (int)op->stats.exp :
3591 op->map == NULL ? 14: op->map->difficulty,0);
3592
3593 /* If we generated an object and put it in this object inventory,
3594 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects.
3597 */ 2580 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 2581 if (check_spell_known (op, spell->name))
3599 tmp2 = tmp->below; 2582 {
3600 remove_ob(tmp); 2583 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 2584 return;
3602 else free_object(tmp);
3603 } 2585 }
3604 remove_ob(op); 2586
3605 free_object(op); 2587 if (spell->skill)
3606 break;
3607 } 2588 {
3608 return tmp ? 1 : 0; 2589 spell_skill = find_skill_by_name (op, spell->skill);
3609}
3610 2590
3611/** 2591 if (!spell_skill)
3612 * fix_auto_apply goes through the entire map (only the first time 2592 {
3613 * when an original map is loaded) and performs special actions for 2593 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
3614 * certain objects (most initialization of chests and creation of 2594 return;
3615 * treasures and stuff). Calls auto_apply if appropriate. 2595 }
3616 */
3617 2596
3618void fix_auto_apply(mapstruct *m) { 2597 if (spell_skill->level < spell->level)
3619 object *tmp,*above=NULL; 2598 {
3620 int x,y; 2599 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
3621 2600 return;
3622 if(m==NULL) return; 2601 }
3623
3624 for(x=0;x<MAP_WIDTH(m);x++)
3625 for(y=0;y<MAP_HEIGHT(m);y++)
3626 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3627 above=tmp->above;
3628
3629 if (tmp->inv) {
3630 object *invtmp, *invnext;
3631
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3633 invnext = invtmp->below;
3634
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3636 auto_apply(invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3638 while ((invtmp->stats.hp--)>0)
3639 create_treasure(invtmp->randomitems, invtmp, 0,
3640 m->difficulty,0);
3641 invtmp->randomitems = NULL;
3642 }
3643 else if (invtmp && invtmp->arch &&
3644 invtmp->type!=TREASURE &&
3645 invtmp->type != SPELL &&
3646 invtmp->type != CLASS &&
3647 HAS_RANDOM_ITEMS(invtmp)) {
3648 create_treasure(invtmp->randomitems, invtmp, 0,
3649 m->difficulty,0);
3650 /* Need to clear this so that we never try to create
3651 * treasure again for this object
3652 */
3653 invtmp->randomitems = NULL;
3654 }
3655 }
3656 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13
3661 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16
3665 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3668 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3669 tmp->randomitems = NULL;
3670
3671 }
3672
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3674 auto_apply(tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3676 while ((tmp->stats.hp--)>0)
3677 create_treasure(tmp->randomitems, tmp, 0,
3678 m->difficulty,0);
3679 tmp->randomitems = NULL;
3680 }
3681 else if(tmp->type==TIMED_GATE) {
3682 object *head = tmp->head != NULL ? tmp->head : tmp;
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3684 tmp->speed = 0;
3685 update_ob_speed(tmp);
3686 }
3687 }
3688 /* This function can be called everytime a map is loaded, even when
3689 * swapping back in. As such, we don't want to create the treasure
3690 * over and ove again, so after we generate the treasure, blank out
3691 * randomitems so if it is swapped in again, it won't make anything.
3692 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure.
3694 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3697 HAS_RANDOM_ITEMS(tmp)) {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3699 m->difficulty,0);
3700 tmp->randomitems = NULL;
3701 }
3702 } 2602 }
3703 2603
3704 for(x=0;x<MAP_WIDTH(m);x++) 2604 /* Logic as follows
3705 for(y=0;y<MAP_HEIGHT(m);y++) 2605 *
3706 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 2606 * 1- MU spells use Int to learn, Cleric spells use Wisdom
3707 if (tmp->above && 2607 *
3708 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 2608 * 2- The learner's skill level in literacy adjusts the chance to learn
3709 check_trigger (tmp, tmp->above); 2609 * a spell.
3710} 2610 *
3711 2611 * 3 -Automatically fail to learn if you read while confused
3712/** 2612 *
3713 * Handles player eating food that temporarily changes status (resistances, stats). 2613 * Overall, chances are the same but a player will find having a high
3714 * This used to call cast_change_attr(), but 2614 * literacy rate very useful! -b.t.
3715 * that doesn't work with the new spell code. Since we know what
3716 * the food changes, just grab a force and use that instead.
3717 */ 2615 */
3718 2616 if (QUERY_FLAG (op, FLAG_CONFUSED))
3719void eat_special_food(object *who, object *food) {
3720 object *force;
3721 int i, did_one=0;
3722 sint8 k;
3723
3724 force = get_archetype(FORCE_NAME);
3725
3726 for (i=0; i < NUM_STATS; i++) {
3727 k = get_attr_value(&food->stats, i);
3728 if (k) {
3729 set_attr_value(&force->stats, i, k);
3730 did_one = 1;
3731 }
3732 } 2617 {
3733 2618 op->failmsg ("In your confused state you flub the wording of the text!");
3734 /* check if we can protect the eater */ 2619 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
3735 for (i=0; i<NROFATTACKS; i++) {
3736 if (food->resist[i]>0) {
3737 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1;
3739 }
3740 }
3741 if (did_one) {
3742 force->speed = 0.1;
3743 update_ob_speed(force);
3744 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED);
3748 change_abil(who, force);
3749 insert_ob_in_ob(force, who);
3750 } else {
3751 free_object(force);
3752 }
3753
3754 /* check for hp, sp change */
3755 if(food->stats.hp!=0) {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) {
3757 strcpy(who->contr->killer,food->name);
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3760 } else {
3761 if(food->stats.hp>0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3763 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3765 who->stats.hp += food->stats.hp;
3766 }
3767 }
3768 if(food->stats.sp!=0) {
3769 if(QUERY_FLAG(food, FLAG_CURSED)) {
3770 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3771 who->stats.sp -= food->stats.sp;
3772 if(who->stats.sp<0) who->stats.sp=0;
3773 } else {
3774 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3775 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */
3777 } 2620 }
2621 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2622 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
3778 } 2623 {
3779 fix_player(who); 2624 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
3780} 2625 do_learn_spell (op, spell, 0);
3781 2626
2627 /* xp gain to literacy for spell learning */
2628 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2629 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2630 }
2631 else
2632 {
2633 op->contr->play_sound (sound_find ("fumble_spell"));
2634 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2635 }
2636
2637 tmp->decrease ();
2638}
2639
2640/**
2641 * Handles applying a spell scroll.
2642 */
2643void
2644apply_scroll (object *op, object *tmp, int dir)
2645{
2646 object *skop;
2647
2648 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2649 {
2650 op->failmsg ("You are unable to read while blind.");
2651 return;
2652 }
2653
2654 if (!tmp->inv || tmp->inv->type != SPELL)
2655 {
2656 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2657 return;
2658 }
2659
2660 if (op->type == PLAYER)
2661 {
2662 /* players need a literacy skill to read stuff! */
2663 int exp_gain = 0;
2664
2665 /* hard code literacy - tmp->skill points to where the exp
2666 * should go for anything killed by the spell.
2667 */
2668 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2669
2670 if (!skop)
2671 {
2672 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2673 return;
2674 }
2675
2676 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2677 change_exp (op, exp_gain, skop->skill, 0);
2678 }
2679
2680 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2681 identify (tmp);
2682
2683 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2684
2685 cast_spell (op, tmp, dir, tmp->inv, NULL);
2686 tmp->decrease ();
2687}
2688
2689/**
2690 * Applies a treasure object - by default, chest. op
2691 * is the person doing the applying, tmp is the treasure
2692 * chest.
2693 */
2694static void
2695apply_treasure (object *op, object *tmp)
2696{
2697 /* Nice side effect of this treasure creation method is that the treasure
2698 * for the chest is done when the chest is created, and put into the chest
2699 * inventory. So that when the chest burns up, the items still exist. Also
2700 * prevents people from moving chests to more difficult maps to get better
2701 * treasure
2702 */
2703 object *treas = tmp->inv;
2704
2705 if (!treas)
2706 {
2707 op->statusmsg ("The chest was empty.");
2708 tmp->decrease ();
2709 return;
2710 }
2711
2712 while (tmp->inv)
2713 {
2714 treas = tmp->inv;
2715 treas->remove ();
2716
2717 treas->x = op->x;
2718 treas->y = op->y;
2719 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2720
2721 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2722 spring_trap (treas, op);
2723
2724 /* If either player or container was destroyed, no need to do
2725 * further processing. I think this should be enclused with
2726 * spring trap above, as I don't think there is otherwise
2727 * any way for the treasure chest or player to get killed.
2728 */
2729 if (op->destroyed () || tmp->destroyed ())
2730 break;
2731 }
2732
2733 if (!tmp->destroyed () && !tmp->inv)
2734 tmp->decrease (true);
2735}
2736
2737/**
2738 * A dragon is eating some flesh. If the flesh contains resistances,
2739 * there is a chance for the dragon's skin to get improved.
2740 *
2741 * attributes:
2742 * object *op the object (dragon player) eating the flesh
2743 * object *meal the flesh item, getting chewed in dragon's mouth
2744 * return:
2745 * int 1 if eating successful, 0 if it doesn't work
2746 */
2747static int
2748dragon_eat_flesh (object *op, object *meal)
2749{
2750 object *skin = NULL; /* pointer to dragon skin force */
2751 object *abil = NULL; /* pointer to dragon ability force */
2752 object *tmp = NULL; /* tmp. object */
2753
2754 double chance; /* improvement-chance of one resistance type */
2755 double totalchance = 1; /* total chance of gaining one resistance */
2756 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2757 double mbonus = 0; /* monster bonus */
2758 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2759 int winners = 0; /* number of winners */
2760 int i; /* index */
2761
2762 /* let's make sure and doublecheck the parameters */
2763 if (meal->type != FLESH || !op->is_dragon ())
2764 return 0;
2765
2766 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2767 from the player's inventory */
2768 for (tmp = op->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == FORCE)
2770 if (tmp->arch->archname == shstr_dragon_skin_force)
2771 skin = tmp;
2772 else if (tmp->arch->archname == shstr_dragon_ability_force)
2773 abil = tmp;
2774
2775 /* if either skin or ability are missing, this is an old player
2776 which is not to be considered a dragon -> bail out */
2777 if (skin == NULL || abil == NULL)
2778 return 0;
2779
2780 /* now start by filling stomache and health, according to food-value */
2781 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2782 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2783 else
2784 op->stats.hp += meal->stats.food / 50;
2785
2786 min_it (op->stats.hp, op->stats.maxhp);
2787 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2788
2789 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2790
2791 /* on to the interesting part: chances for adding resistance */
2792 for (i = 0; i < NROFATTACKS; i++)
2793 {
2794 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2795 {
2796 /* got positive resistance, now calculate improvement chance (0-100) */
2797
2798 /* this bonus makes resistance increase easier at lower levels */
2799 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2800 if (i == abil->stats.exp)
2801 bonus += 5; /* additional bonus for resistance of ability-focus */
2802
2803 /* monster bonus increases with level, because high-level
2804 flesh is too rare */
2805 mbonus = op->level * 20. / ((double) settings.max_level);
2806
2807 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2808 ((double)settings.max_level)) - skin->resist[i];
2809
2810 if (chance >= 0.)
2811 chance += 1.;
2812 else
2813 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2814
2815 /* chance is proportional to amount of resistance (max. 50) */
2816 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2817
2818 /* doubled chance for resistance of ability-focus */
2819 if (i == abil->stats.exp)
2820 chance = min (100., chance * 2.);
2821
2822 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2823 if (rndm (10000) < (unsigned int)(chance * 100))
2824 {
2825 atnr_winner[winners] = i;
2826 winners++;
2827 }
2828
2829 if (chance >= 0.01)
2830 totalchance *= 1 - chance / 100;
2831
2832 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2833 }
2834 }
2835
2836 /* inverse totalchance as until now we have the failure-chance */
2837 totalchance = 100 - totalchance * 100;
2838
2839 /* print message according to totalchance */
2840 const char *buf;
2841 if (totalchance > 50.)
2842 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2843 else if (totalchance > 10.)
2844 buf = format ("The %s tasted very good.", &meal->name);
2845 else if (totalchance > 1.)
2846 buf = format ("The %s tasted good.", &meal->name);
2847 else if (totalchance > 0.1)
2848 buf = format ("The %s tasted bland.", &meal->name);
2849 else if (totalchance >= 0.01)
2850 buf = format ("The %s had a boring taste.", &meal->name);
2851 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2852 buf = format ("The %s tasted strange.", &meal->name);
2853 else
2854 buf = format ("The %s had no taste.", &meal->name);
2855
2856 op->statusmsg (buf);
2857
2858 /* now choose a winner if we have any */
2859 i = -1;
2860 if (winners > 0)
2861 i = atnr_winner [rndm (winners)];
2862
2863 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2864 {
2865 /* resistance increased! */
2866 skin->resist[i]++;
2867 op->update_stats ();
2868
2869 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2870 }
2871
2872 /* if this flesh contains a new ability focus, we mark it
2873 into the ability_force and it will take effect on next level */
2874 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2875 {
2876 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2877
2878 if (meal->last_eat != abil->stats.exp)
2879 op->statusmsg (format (
2880 "Your metabolism prepares to focus on %s!\n"
2881 "The change will happen at level %d.",
2882 change_resist_msg[meal->last_eat],
2883 abil->level + 1
2884 ));
2885 else
2886 {
2887 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2888 abil->last_eat = 0;
2889 }
2890 }
2891
2892 return 1;
2893}
2894
2895/**
2896 * op eats food.
2897 * If player, takes care of messages and dragon special food.
2898 */
2899static void
2900apply_food (object *op, object *tmp)
2901{
2902 int capacity_remaining;
2903
2904 if (op->type != PLAYER)
2905 op->stats.hp = op->stats.maxhp;
2906 else
2907 {
2908 /* check if this is a dragon (player), eating some flesh */
2909 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2910 ;
2911 else
2912 {
2913 /* usual case - no dragon meal: */
2914 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2915 {
2916 if (tmp->type == FOOD || tmp->type == FLESH)
2917 op->failmsg ("You feel full, but what a waste of food!");
2918 else
2919 op->statusmsg ("Most of the drink goes down your face not your throat!");
2920 }
2921
2922 tmp->play_sound (
2923 tmp->sound
2924 ? tmp->sound
2925 : tmp->type == DRINK
2926 ? sound_find ("eat_drink")
2927 : sound_find ("eat_food")
2928 );
2929
2930 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2931 {
2932 const char *buf;
2933
2934 if (!op->is_dragon ())
2935 {
2936 /* eating message for normal players */
2937 if (tmp->type == DRINK)
2938 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2939 else
2940 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2941 }
2942 else
2943 /* eating message for dragon players */
2944 buf = format ("The %s tasted terrible!", &tmp->name);
2945
2946 op->statusmsg (buf);
2947
2948 capacity_remaining = MAX_FOOD - op->stats.food;
2949 op->stats.food += tmp->stats.food;
2950 if (capacity_remaining < tmp->stats.food)
2951 op->stats.hp += capacity_remaining / 50;
2952 else
2953 op->stats.hp += tmp->stats.food / 50;
2954
2955 min_it (op->stats.hp, op->stats.maxhp);
2956 min_it (op->stats.food, MAX_FOOD);
2957 }
2958
2959 /* special food hack -b.t. */
2960 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2961 eat_special_food (op, tmp);
2962 }
2963 }
2964
2965 handle_apply_yield (tmp);
2966 tmp->decrease ();
2967}
2968
2969/**
2970 * Handles applying an improve armor scroll.
2971 * Does some sanity checks, then calls improve_armour.
2972 */
2973static void
2974apply_armour_improver (object *op, object *tmp)
2975{
2976 object *armor;
2977
2978 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2979 {
2980 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2981 return;
2982 }
2983
2984 armor = find_marked_object (op);
2985
2986 if (!armor)
2987 {
2988 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2989 return;
2990 }
2991
2992 if (armor->type != ARMOUR
2993 && armor->type != CLOAK
2994 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2995 {
2996 op->failmsg ("Your marked item is not armour!\n");
2997 return;
2998 }
2999
3000 op->statusmsg ("Applying armour enchantment.");
3001 improve_armour (op, tmp, armor);
3002}
3003
3004void
3005apply_poison (object *op, object *tmp)
3006{
3007 // need to do it now when it is still on the map
3008 handle_apply_yield (tmp);
3009
3010 object *poison = tmp->split (1);
3011
3012 if (op->type == PLAYER)
3013 {
3014 op->contr->play_sound (sound_find ("drink_poison"));
3015 op->failmsg ("Yech! That tasted poisonous!");
3016 op->contr->killer = poison;
3017 }
3018
3019 if (poison->stats.hp > 0)
3020 {
3021 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3022 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3023 }
3024
3025 op->stats.food -= op->stats.food / 4;
3026 poison->destroy ();
3027}
3028
3029/**
3030 * This function will try to apply a lighter and in case no lighter
3031 * is specified it will try to find a lighter in the players inventory,
3032 * and inform him about this requirement.
3033 *
3034 * who - the player
3035 * op - the item we want to light
3036 * lighter - the lighter or 0 if a lighter has yet to be found
3037 */
3038static object *
3039auto_apply_lighter (object *who, object *op, object *lighter)
3040{
3041 if (lighter == 0)
3042 {
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (tmp->type == LIGHTER)
3046 {
3047 lighter = tmp;
3048 break;
3049 }
3050 }
3051
3052 if (!lighter)
3053 {
3054 who->failmsg (format (
3055 "You can't light up the %s with your bare hands! "
3056 "H<You need a lighter in your inventory, for example a flint and steel.>",
3057 &op->name));
3058 return 0;
3059 }
3060 }
3061
3062 // last_eat == 0 means the lighter is not being used up!
3063 if (lighter->last_eat && lighter->stats.food)
3064 {
3065 /* lighter gets used up */
3066 lighter = lighter->split ();
3067 lighter->stats.food--;
3068 who->insert (lighter);
3069 }
3070 else if (lighter->last_eat)
3071 {
3072 /* no charges left in lighter */
3073 who->failmsg (format (
3074 "You attempt to light the %s with a used up %s.",
3075 &op->name, &lighter->name));
3076 return 0;
3077 }
3078
3079 return lighter;
3080}
3782 3081
3783/** 3082/**
3784 * Designed primarily to light torches/lanterns/etc. 3083 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is 3084 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t. 3085 * the selected object to "burn". -b.t.
3787 */ 3086 */
3788 3087static void
3789void apply_lighter(object *who, object *lighter) { 3088apply_lighter (object *who, object *lighter)
3089{
3790 object *item; 3090 object *item;
3791 int is_player_env=0; 3091 int is_player_env = 0;
3792 uint32 nrof;
3793 tag_t count;
3794 char item_name[MAX_BUF];
3795 3092
3796 item=find_marked_object(who); 3093 item = find_marked_object (who);
3797 if(item) { 3094 if (item)
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3095 {
3799 /* Split multiple lighters if they're being used up. Otherwise * 3096 if (!auto_apply_lighter (who, item, lighter))
3800 * one charge from each would be used up. --DAMN */
3801 if(lighter->nrof > 1) {
3802 object *oneLighter = get_object();
3803 copy_object(lighter, oneLighter);
3804 lighter->nrof -= 1;
3805 oneLighter->nrof = 1;
3806 oneLighter->stats.food--;
3807 esrv_send_item(who, lighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who);
3809 esrv_send_item(who, oneLighter);
3810 } else {
3811 lighter->stats.food--;
3812 }
3813
3814 } else if(lighter->last_eat) { /* no charges left in lighter */
3815 new_draw_info_format(NDI_UNIQUE, 0,who,
3816 "You attempt to light the %s with a used up %s.",
3817 item->name, lighter->name);
3818 return; 3097 return;
3819 } 3098
3820 /* Perhaps we should split what we are trying to light on fire? 3099 /* Perhaps we should split what we are trying to light on fire?
3821 * I can't see many times when you would want to light multiple 3100 * I can't see many times when you would want to light multiple
3822 * objects at once. 3101 * objects at once.
3823 */ 3102 */
3824 nrof=item->nrof;
3825 count=item->count;
3826 /* If the item is destroyed, we don't have a valid pointer to the
3827 * name object, so make a copy so the message we print out makes
3828 * some sense.
3829 */
3830 strcpy(item_name, item->name);
3831 if (who == is_player_inv(item)) is_player_env=1;
3832 3103
3833 save_throw_object(item,AT_FIRE,who); 3104 save_throw_object (item, AT_FIRE, who);
3834 /* Change to check count and not freed, since the object pointer
3835 * may have gotten recycled
3836 */
3837 if ((nrof != item->nrof ) || (count != item->count)) {
3838 new_draw_info_format(NDI_UNIQUE, 0,who,
3839 "You light the %s with the %s.",item_name,lighter->name);
3840 /* Need to update the player so that the players glow radius
3841 * gets changed.
3842 */
3843 if (is_player_env) fix_player(who);
3844 } else {
3845 new_draw_info_format(NDI_UNIQUE, 0,who,
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3847 }
3848 3105
3849 } else /* nothing to light */ 3106 if (item->destroyed ()
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3107 || ((item->type == LAMP || item->type == TORCH)
3851 3108 && item->glow_radius > 0))
3852} 3109 who->statusmsg (format (
3853 3110 "You light the %s with the %s.",
3854/** 3111 &item->name, &lighter->name));
3855 * op made some mistake with a scroll, this takes care of punishment. 3112 else
3856 * scroll_failure()- hacked directly from spell_failure 3113 who->failmsg (format (
3857 */ 3114 "You attempt to light the %s with the %s and fail.",
3858void scroll_failure(object *op, int failure, int power) 3115 &item->name, &lighter->name));
3859{
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3861
3862 if(failure<= -1&&failure > -15) {/* wonder */
3863 object *tmp;
3864
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3866 tmp=get_archetype(SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp);
3868 free_object(tmp);
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0;
3873 } else if (settings.spell_failure_effects == TRUE) {
3874 if (failure <= -35&&failure > -60) { /* confusion */
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3876 confuse_player(op,op,power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */
3878 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3879 "you!");
3880 paralyze_player(op,op,power);
3881 } else if (failure <= -70&&failure> -80) {/* blind */
3882 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3883 blind_player(op,op,power);
3884 } else if (failure <= -80) {/* blast the immediate area */
3885 object *tmp;
3886 tmp=get_archetype(LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3889 free_object(tmp);
3890 }
3891 }
3892}
3893
3894void apply_changes_to_player(object *pl, object *change) {
3895 int excess_stat=0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some
3897 where else. */
3898
3899 switch (change->type) {
3900 case CLASS: {
3901 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats);
3903 object *walk;
3904 int flag_change_face=1;
3905
3906 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat
3909 */
3910 int i,j;
3911 for(i=0;i<NUM_STATS;i++) {
3912 sint8 stat=get_attr_value(stats,i);
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3914 stat += get_attr_value(ns,i);
3915 if(stat > 20 + race_bonus) {
3916 excess_stat++;
3917 stat = 20+race_bonus;
3918 }
3919 set_attr_value(stats,i,stat);
3920 } 3116 }
3117 else
3118 who->failmsg ("You need to mark a lightable object.");
3119}
3921 3120
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3121/**
3923 int i = rndm(0, 6); 3122 * This function generates a cursed effect for cursed lamps and torches.
3924 int stat=get_attr_value(stats,i); 3123 */
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3124static void
3926 if(i==CHA) continue; /* exclude cha from this */ 3125player_apply_lamp_cursed_effect (object *who, object *op)
3927 if( stat < 20 + race_bonus) { 3126{
3928 change_attr_value(stats,i,1); 3127 if (op->level)
3929 excess_stat--; 3128 {
3930 } 3129 who->failmsg (format (
3130 "The %s was cursed, it explodes in a big fireball!",
3131 &op->name));
3132 create_exploding_ball_at (who, op->level);
3931 } 3133 }
3932 3134 else
3933 /* insert the randomitems from the change's treasurelist into 3135 {
3934 * the player ref: player.c 3136 who->failmsg (format (
3935 */ 3137 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3936 if(change->randomitems!=NULL) 3138 &op->name));
3937 give_initial_items(pl,change->randomitems);
3938
3939
3940 /* set up the face, for some races. */
3941
3942 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class.
3944 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3947
3948 if(flag_change_face) {
3949 pl->animation_id = GET_ANIM_ID(change);
3950 pl->face = change->face;
3951
3952 if(QUERY_FLAG(change,FLAG_ANIMATE))
3953 SET_FLAG(pl,FLAG_ANIMATE);
3954 else
3955 CLEAR_FLAG(pl,FLAG_ANIMATE);
3956 } 3139 }
3957 3140
3958 /* check the special case of can't use weapons */ 3141 op->destroy ();
3959 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3142}
3960 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3961 3143
3962 break; 3144/**
3963 } 3145 * Apply for players and lamps
3146 *
3147 * who - the player
3148 * op - the lamp
3149 */
3150static void
3151player_apply_lamp (object *who, object *op)
3152{
3153 bool switch_on = op->glow_radius ? false : true;
3154
3155 if (switch_on)
3964 } 3156 {
3157 object *lighter = 0;
3158
3159 if (op->flag [FLAG_IS_LIGHTABLE]
3160 && !(lighter = auto_apply_lighter (who, op, 0)))
3161 return;
3162
3163 if (op->stats.food < 1)
3164 {
3165 if (op->type == LAMP)
3166 who->failmsg (format (
3167 "The %s is out of fuel! "
3168 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3169 &op->name));
3170 else
3171 who->failmsg (format (
3172 "The %s is burnt out! "
3173 "H<Torches and similar items burn out and become worthless.>",
3174 &op->name));
3175 return;
3176 }
3177
3178 if (op->flag [FLAG_CURSED])
3179 {
3180 player_apply_lamp_cursed_effect (who, op);
3181 return;
3182 }
3183
3184 if (lighter)
3185 who->statusmsg (format (
3186 "You light up the %s with the %s.", &op->name, &lighter->name));
3187 else
3188 who->statusmsg (format ("You light up the %s.", &op->name));
3189 }
3190 else
3191 {
3192 if (op->flag [FLAG_CURSED])
3193 {
3194 player_apply_lamp_cursed_effect (who, op);
3195 return;
3196 }
3197
3198 if (op->type == TORCH)
3199 {
3200 if (!op->flag [FLAG_IS_LIGHTABLE])
3201 {
3202 who->statusmsg (format (
3203 "You put out the %s. "
3204 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3205 &op->name, &op->name));
3206 }
3207 else
3208 who->statusmsg (format (
3209 "You put out the %s."
3210 "H<Torches wear out if you put them out.>",
3211 &op->name));
3212 }
3213 else
3214 who->statusmsg (format ("You turn off the %s.", &op->name));
3215 }
3216
3217 apply_lamp (op, switch_on);
3218}
3219
3220void get_animation_from_arch (object *op, arch_ptr a)
3221{
3222 op->animation_id = a->animation_id;
3223 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3224 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3225 op->anim_speed = a->anim_speed;
3226 op->last_anim = 0;
3227 op->state = 0;
3228 op->face = a->face;
3229
3230 if (NUM_ANIMATIONS(op) > 1)
3231 {
3232 SET_ANIMATION(op, 0);
3233 animate_object (op, op->direction);
3234 }
3235 else
3236 update_object (op, UP_OBJ_FACE);
3237}
3238
3239/**
3240 * Apply for LAMPs and TORCHes.
3241 *
3242 * op - the lamp
3243 * switch_on - a flag which says whether the lamp should be switched on or off
3244 */
3245void apply_lamp (object *op, bool switch_on)
3246{
3247 op->set_glow_radius (switch_on ? op->range : 0);
3248 op->set_speed (switch_on ? op->arch->speed : 0);
3249
3250 // torches wear out if you put them out
3251 if (op->type == TORCH && !switch_on)
3252 {
3253 if (op->flag [FLAG_IS_LIGHTABLE])
3254 {
3255 op->stats.food -= (double) op->arch->stats.food / 15;
3256 if (op->stats.food < 0)
3257 op->stats.food = 0;
3258 }
3259 else
3260 op->stats.food = 0;
3261 }
3262
3263 // lamps and torched get worthless when used up
3264 if (op->stats.food <= 0)
3265 op->value = 0;
3266
3267 // FIXME: This is a hack to make the more sane torches and lamps
3268 // still animated ;-/
3269 if (op->other_arch)
3270 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3271
3272 if (object *pl = op->visible_to ())
3273 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3965} 3274}
3966 3275
3967/** 3276/**
3968 * This handles items of type 'transformer'. 3277 * This handles items of type 'transformer'.
3969 * Basically those items, used with a marked item, transform both items into something 3278 * Basically those items, used with a marked item, transform both items into something
3972 * Change information is contained in the 'slaying' field of the marked item. 3281 * Change information is contained in the 'slaying' field of the marked item.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3282 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * This way an item can be transformed in many things, and/or many objects. 3283 * This way an item can be transformed in many things, and/or many objects.
3975 * The 'slaying' field for transformer is used as verb for the action. 3284 * The 'slaying' field for transformer is used as verb for the action.
3976 */ 3285 */
3286static void
3977void apply_item_transformer( object* pl, object* transformer ) 3287apply_item_transformer (object *pl, object *transformer)
3978 { 3288{
3979 object* marked; 3289 object *marked;
3980 object* new_item; 3290 object *new_item;
3981 char* find; 3291 const char *find;
3982 char* separator; 3292 char *separator;
3983 int yield; 3293 int yield;
3984 char got[ MAX_BUF ]; 3294 char got[MAX_BUF];
3985 int len; 3295 int len;
3986 3296
3987 if ( !pl || !transformer ) 3297 if (!pl || !transformer)
3298 return;
3299
3300 marked = find_marked_object (pl);
3301
3302 if (!marked)
3303 {
3304 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3305 return;
3306 }
3307
3308 if (!marked->slaying)
3309 {
3310 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3311 return;
3312 }
3313
3314 /* check whether they are compatible or not */
3315 find = strstr (&marked->slaying, transformer->arch->archname);
3316 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3317 {
3318 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3319 return;
3320 }
3321
3322 find += strlen (transformer->arch->archname) + 1;
3323 /* Item can be used, now find how many and what it yields */
3324 if (isdigit (*(find)))
3325 {
3326 yield = atoi (find);
3327 if (yield < 1)
3328 {
3329 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3330 yield = 1;
3331 }
3332 }
3333 else
3334 yield = 1;
3335
3336 while (isdigit (*find))
3337 find++;
3338
3339 while (*find == ' ')
3340 find++;
3341
3342 memset (got, 0, MAX_BUF);
3343
3344 if ((separator = (char *) strchr (find, ';')))
3345 len = separator - find;
3346 else
3347 len = strlen (find);
3348
3349 min_it (len, MAX_BUF - 1);
3350
3351 strcpy (got, find);
3352 got[len] = '\0';
3353
3354 /* Now create new item, remove used ones when required. */
3355 new_item = get_archetype (got);
3356 if (!new_item)
3357 {
3358 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3359 return;
3360 }
3361
3362 new_item->nrof = yield;
3363
3364 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3365
3366 pl->insert (new_item);
3367 /* Eat up one item */
3368 marked->decrease ();
3369
3370 /* Eat one transformer if needed */
3371 if (transformer->stats.food)
3372 if (--transformer->stats.food == 0)
3373 transformer->decrease ();
3374}
3375
3376/**
3377 * Main apply handler.
3378 *
3379 * Checks for unpaid items before applying.
3380 *
3381 * Return value is currently not used
3382 *
3383 * who is the object that is causing object to be applied, op is the object
3384 * being applied.
3385 *
3386 * aflag is special (always apply/unapply) flags. Nothing is done with
3387 * them in this function - they are passed to apply_special
3388 */
3389static bool
3390manual_apply (object *who, object *op, int aflag)
3391{
3392 op = op->head_ ();
3393
3394 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3395 {
3396 if (who->contr)
3397 {
3398 examine (who, op);
3399 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3400 return 1;
3401 }
3402 else
3403 return 0; /* monsters just skip unpaid items */
3404 }
3405
3406 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3407 return RESULT_INT (0);
3408 else if (may_attempt_inv [op->type])
3409 {
3410 // special item, using slot system, needs to be in inv
3411 if (op->env == who)
3412 return apply_special (who, op, aflag);
3413
3414 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
3415 }
3416 else if (!who->contr && may_attempt_player [op->type])
3417 return 0; // monsters shouldn't try to apply player-only stuff
3418 else if (may_attempt [op->type])
3419 {
3420 // ordinary stuff, may be on the floor
3421 switch (op->type)
3422 {
3423 case T_HANDLE:
3424 who->play_sound (sound_find ("turn_handle"));
3425 who->statusmsg ("You turn the handle.");
3426 op->value = op->value ? 0 : 1;
3427 SET_ANIMATION (op, op->value);
3428 update_object (op, UP_OBJ_FACE);
3429 push_button (op, who);
3430 break;
3431
3432 case TRIGGER:
3433 if (check_trigger (op, who, who))
3434 {
3435 who->statusmsg ("You turn the handle.");
3436 who->play_sound (sound_find ("turn_handle"));
3437 }
3438 else
3439 who->failmsg ("The handle doesn't move.");
3440
3441 break;
3442
3443 case EXIT:
3444 if (!EXIT_PATH (op))
3445 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
3446 else
3447 {
3448 /* Don't display messages for random maps. */
3449 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3450 who->statusmsg (op->msg, NDI_NAVY);
3451
3452 who->enter_exit (op);
3453 }
3454
3455 break;
3456
3457 case INSCRIBABLE:
3458 who->statusmsg (op->msg);
3459 // maybe show a spell menu to chose from or something like that
3460 break;
3461
3462 case SIGN:
3463 apply_sign (who, op, 0);
3464 break;
3465
3466 case BOOK:
3467 apply_book (who, op);
3468 break;
3469
3470 case SKILLSCROLL:
3471 apply_skillscroll (who, op);
3472 break;
3473
3474 case SPELLBOOK:
3475 apply_spellbook (who, op);
3476 break;
3477
3478 case SCROLL:
3479 apply_scroll (who, op, 0);
3480 break;
3481
3482 case POTION:
3483 apply_potion (who, op);
3484 break;
3485
3486 /* Eneq(@csd.uu.se): Handle apply on containers. */
3487 //TODO: remove, as it is unsed?
3488 case CLOSE_CON:
3489 apply_container (who, op->env);
3490 break;
3491
3492 case CONTAINER:
3493 apply_container (who, op);
3494 break;
3495
3496 case TREASURE:
3497 apply_treasure (who, op);
3498 break;
3499
3500 case LAMP:
3501 case TORCH:
3502 player_apply_lamp (who, op);
3503 break;
3504
3505 case DRINK:
3506 case FOOD:
3507 case FLESH:
3508 apply_food (who, op);
3509 break;
3510
3511 case POISON:
3512 apply_poison (who, op);
3513 break;
3514
3515 case SAVEBED:
3516 break;
3517
3518 case ARMOUR_IMPROVER:
3519 apply_armour_improver (who, op);
3520 break;
3521
3522 case WEAPON_IMPROVER:
3523 check_improve_weapon (who, op);
3524 break;
3525
3526 case CLOCK:
3527 {
3528 char buf[MAX_BUF];
3529 timeofday_t tod;
3530
3531 get_tod (&tod);
3532 who->play_sound (sound_find ("sound_clock"));
3533 who->statusmsg (format (
3534 "It is %d minute%s past %d o'clock %s",
3535 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3536 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3537 ));
3538 }
3539 break;
3540
3541 case MENU:
3542 shop_listing (op, who);
3543 break;
3544
3545 case POWER_CRYSTAL:
3546 apply_power_crystal (who, op); /* see egoitem.c */
3547 break;
3548
3549 case LIGHTER: /* for lighting torches/lanterns/etc */
3550 apply_lighter (who, op);
3551 break;
3552
3553 case ITEM_TRANSFORMER:
3554 apply_item_transformer (who, op);
3555 break;
3556 }
3557
3558 return 1;
3559 }
3560 else
3561 {
3562 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3563 return 0;
3564 }
3565}
3566
3567/**
3568 * player_apply_below attempts to apply the object 'below' the player.
3569 * If the player has an open container, we use that for below, otherwise
3570 * we use the ground.
3571 */
3572void
3573player_apply_below (object *pl)
3574{
3575 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3576
3577 /* If using a container, set the starting item to be the top
3578 * item in the container. Otherwise, use the map.
3579 */
3580
3581 // first try to apply "applyables"
3582 for (object *tmp = top; tmp; tmp = tmp->below)
3583 if (!tmp->invisible && may_attempt [tmp->type])
3584 {
3585 // If it is visible, player can apply it.
3586 pl->apply (tmp);
3988 return; 3587 return;
3989 marked = find_marked_object( pl ); 3588 }
3990 if ( !marked ) 3589
3590 while (top && top->invisible)
3591 top = top->below;
3592
3593 if (!top || top->flag [FLAG_IS_FLOOR])
3594 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3595 "H<There is nothing here that you can apply.>");
3596 else
3597 // next, try to explain the topmost object
3598 switch (top->type)
3991 { 3599 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3600 // TODO: all this should move to examine
3993 return; 3601 case ALTAR:
3602 case IDENTIFY_ALTAR:
3603 case CONVERTER:
3604 pl->failmsg (format (
3605 "You see no obvious mechanism on the %s."
3606 "H<You have to drop one or more specific items here.>",
3607 query_short_name (top)
3608 ));
3609 break;
3610
3611 case BUTTON:
3612 pl->failmsg (format (
3613 "The %s looks as if you could activate it with somehting heavy. "
3614 "H<You must put enough items here to activate it.>",
3615 query_short_name (top)
3616 ));
3617 break;
3618
3619 default:
3620 examine (pl, top);
3621 break;
3622 }
3623}
3624
3625// saner interface, returns successful status
3626bool
3627object::apply (object *ob, int aflags)
3628{
3629 if (!ob) // simplifies a lot of callers
3630 return true;
3631
3632 if (contr)
3633 {
3634 if (!ob->env && (move_type & MOVE_FLYING))
3994 } 3635 {
3995 if ( !marked->slaying ) 3636 /* player is flying and applying object not in inventory */
3996 { 3637 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3997 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3998 return;
3999 }
4000 /* check whether they are compatible or not */
4001 find = strstr( marked->slaying, transformer->arch->name );
4002 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
4003 {
4004 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4005 return;
4006 }
4007 find += strlen( transformer->arch->name ) + 1;
4008 /* Item can be used, now find how many and what it yields */
4009 if ( isdigit( *( find ) ) )
4010 {
4011 yield = atoi( find );
4012 if ( yield < 1 )
4013 { 3638 {
4014 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3639 failmsg ("But you are floating high above the ground! "
4015 yield = 1; 3640 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3641 "or waiting till the levitation effect wears off.>");
3642 return 0;
4016 } 3643 }
4017 } 3644 }
4018 else
4019 yield = 1;
4020 3645
4021 while ( isdigit( *find ) ) 3646 contr->last_used = ob;
4022 find++; 3647 }
4023 while ( *find == ' ' ) 3648
4024 find++; 3649 bool want_apply =
4025 memset( got, 0, MAX_BUF ); 3650 aflags & AP_APPLY ? true
4026 if ( (separator = strchr( find, ';' ))!=NULL) 3651 : aflags & AP_UNAPPLY ? false
3652 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3653
3654 object_ptr *slot = 0;
3655
3656 // detect the slot, if this is a player
3657 if (contr && !(aflags & AP_NO_SLOT))
3658 {
3659 object *oslot;
3660
3661 switch (ob->type)
3662 {
3663 case WEAPON:
3664 slot = &contr->combat_ob;
3665 oslot = contr->ranged_ob;
3666 break;
3667
3668 case BOW:
3669 case RANGED:
3670 case SPELL:
3671 case WAND:
3672 case ROD:
3673 case HORN:
3674 case BUILDER:
3675 slot = &contr->ranged_ob;
3676 oslot = contr->combat_ob;
3677 break;
3678
3679 // oh, the humanity
3680 case SKILL:
3681 if (aflags & AP_NO_SLOT)
3682 break;
3683
3684 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3685 break;
3686
3687 if (skill_flags [ob->subtype] & SF_COMBAT)
3688 {
3689 slot = &contr->combat_ob;
3690 oslot = contr->ranged_ob;
3691 }
3692 else if (skill_flags [ob->subtype] & SF_RANGED)
3693 {
3694 slot = &contr->ranged_ob;
3695 oslot = contr->combat_ob;
3696 }
3697
3698 break;
3699 }
3700
3701 // now handle slot exclusions
3702 if (slot)
3703 {
3704 // only one slot can be active
3705 if (want_apply)
3706 {
3707 // clear slot unless we are in it already
3708 if (*slot != ob)
3709 apply (*slot, AP_UNAPPLY);
3710
3711 // unapply other slot, because we want to become active
3712 apply (oslot, AP_UNAPPLY);
3713 }
3714
3715 // clear item from slot if applied
3716 if (!want_apply && current_weapon == ob)
3717 current_weapon = 0;
3718 }
3719 }
3720
3721 if (ob->flag [FLAG_APPLIED] != want_apply)
3722 manual_apply (this, ob, aflags);
3723
3724 if (ob->flag [FLAG_APPLIED] != want_apply)
3725 return false;
3726
3727 if (slot && want_apply)
3728 current_weapon = *slot = ob;
3729
3730 return true;
3731}
3732
3733/**
3734 * Map was just loaded, handle op's initialisation.
3735 *
3736 * Generates shop floor's item, and treasures.
3737 */
3738int
3739auto_apply (object *op)
3740{
3741 object *tmp = NULL, *tmp2;
3742 int i;
3743
3744 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3745
3746 switch (op->type)
3747 {
3748 case SHOP_FLOOR:
3749 if (!op->has_random_items ())
3750 return 0;
3751
3752 do
4027 { 3753 {
4028 len = separator - find; 3754 i = 10; /* let's give it 10 tries */
3755 while ((tmp = generate_treasure (op->randomitems,
3756 op->stats.exp
3757 ? (int) op->stats.exp
3758 : max (op->map->difficulty, 5)))
3759 == NULL && --i);
3760
3761 if (tmp == NULL)
3762 return 0;
3763
3764 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3765 {
3766 tmp->destroy ();
3767 tmp = NULL;
3768 }
4029 } 3769 }
4030 else 3770 while (!tmp);
3771
3772 tmp->x = op->x;
3773 tmp->y = op->y;
3774 SET_FLAG (tmp, FLAG_UNPAID);
3775 insert_ob_in_map (tmp, op->map, NULL, 0);
3776 identify (tmp);
3777 break;
3778
3779 case TREASURE:
3780 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3781 return 0;
3782
3783 while (op->stats.hp-- > 0)
3784 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3785 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3786
3787 /* If we generated an object and put it in this object inventory,
3788 * move it to the parent object as the current object is about
3789 * to disappear. An example of this item is the random_* stuff
3790 * that is put inside other objects.
3791 */
3792 if (op->env)
3793 while (op->inv)
3794 op->env->insert (op->inv);
3795
3796 op->destroy ();
3797 break;
3798 }
3799
3800 return !!tmp;
3801}
3802
3803/**
3804 * fix_auto_apply goes through the entire map every time a map
3805 * is loaded or swapped in and performs special actions for
3806 * certain objects (most initialization of chests and creation of
3807 * treasures and stuff). Calls auto_apply if appropriate.
3808 */
3809void
3810maptile::fix_auto_apply ()
3811{
3812 if (!spaces)
3813 return;
3814
3815 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816 for (object *tmp = ms->bot; tmp; )
3817 {
3818 object *above = tmp->above;
3819
3820 if (tmp->inv)
4031 { 3821 {
4032 len = strlen(find); 3822 object *invtmp, *invnext;
3823
3824 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3825 {
3826 invnext = invtmp->below;
3827
3828 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3829 auto_apply (invtmp);
3830 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3831 {
3832 while (invtmp->stats.hp-- > 0)
3833 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3834
3835 invtmp->randomitems = NULL;
3836 }
3837 else if (invtmp && invtmp->arch
3838 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3839 {
3840 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3841 /* Need to clear this so that we never try to create
3842 * treasure again for this object
3843 */
3844 invtmp->randomitems = NULL;
3845 }
3846 }
3847
3848 /* This is really temporary - the code at the bottom will
3849 * also set randomitems to null. The problem is there are bunches
3850 * of maps/players already out there with items that have spells
3851 * which haven't had the randomitems set to null yet.
3852 * MSW 2004-05-13
3853 *
3854 * And if it's a spellbook, it's better to set randomitems to NULL too,
3855 * else you get two spells in the book ^_-
3856 * Ryo 2004-08-16
3857 */
3858 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3859 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3860 tmp->randomitems = NULL;
4033 } 3861 }
4034 if ( len > MAX_BUF-1)
4035 len = MAX_BUF-1;
4036 strcpy( got, find );
4037 got[len] = '\0';
4038 3862
4039 /* Now create new item, remove used ones when required. */ 3863 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
4040 new_item = get_archetype( got ); 3864 auto_apply (tmp);
4041 if ( !new_item ) 3865 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
4042 { 3866 {
4043 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 3867 while ((tmp->stats.hp--) > 0)
3868 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3869 tmp->randomitems = NULL;
3870 }
3871 else if (tmp->type == TIMED_GATE)
3872 {
3873 object *head = tmp->head != NULL ? tmp->head : tmp;
3874
3875 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3876 tmp->set_speed (0);
3877 }
3878 /* This function can be called everytime a map is loaded, even when
3879 * swapping back in. As such, we don't want to create the treasure
3880 * over and ove again, so after we generate the treasure, blank out
3881 * randomitems so if it is swapped in again, it won't make anything.
3882 * This is a problem for the above objects, because they have counters
3883 * which say how many times to make the treasure.
3884 */
3885 else if (tmp && tmp->arch && tmp->type != PLAYER
3886 && tmp->type != TREASURE && tmp->type != SPELL
3887 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3888 {
3889 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3890 tmp->randomitems = NULL;
3891 }
3892
3893 // close all containers
3894 else if (tmp->type == CONTAINER)
3895 tmp->flag [FLAG_APPLIED] = 0;
3896
3897 tmp = above;
3898 }
3899
3900 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3901 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3902 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3903 check_trigger (tmp, tmp->above, tmp->above);
3904}
3905
3906/**
3907 * Handles player eating food that temporarily changes status (resistances, stats).
3908 * This used to call cast_change_attr(), but
3909 * that doesn't work with the new spell code. Since we know what
3910 * the food changes, just grab a force and use that instead.
3911 */
3912void
3913eat_special_food (object *who, object *food)
3914{
3915 object *force;
3916 int i, did_one = 0;
3917
3918 char buf[64];
3919 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3920 shstr key (buf);
3921
3922 /* bigger morsel of food = longer effect time */
3923 int duration = TIME2TICK (food->stats.food);
3924
3925 if (force = who->force_find (key))
3926 {
3927 if (duration > fabs (force->speed_left / force->speed))
3928 {
3929 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));
3930 force->force_set_timer (duration);
3931 }
3932 else
3933 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3934
4044 return; 3935 return;
3936 }
3937 else
3938 {
3939 force = who->force_add (key, duration);
3940 force->name = key;
3941
3942 /* check if the food affects a stat */
3943 for (i = 0; i < NUM_STATS; i++)
3944 if (sint8 k = food->stats.stat (i))
3945 {
3946 force->stats.stat (i) = k;
3947 did_one = 1;
4045 } 3948 }
4046 new_item->nrof = yield; 3949
4047 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 3950 /* check if we can protect the eater */
4048 insert_ob_in_ob( new_item, pl ); 3951 for (i = 0; i < NROFATTACKS; i++)
4049 esrv_send_inventory( pl, pl ); 3952 {
4050 /* Eat up one item */ 3953 if (food->resist[i] > 0)
4051 decrease_ob_nr( marked, 1 ); 3954 {
4052 /* Eat one transformer if needed */ 3955 force->resist[i] = food->resist[i];
4053 if ( transformer->stats.food ) 3956 did_one = 1;
4054 if ( --transformer->stats.food == 0 ) 3957 }
4055 decrease_ob_nr( transformer, 1 ); 3958 }
3959
3960 if (did_one)
3961 {
3962 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));
3963
3964 /* make the force take effect and report effects to user */
3965 change_abil (who, force);
3966 }
3967 else
3968 force->destroy ();
3969 }
3970
3971 /* check for hp, sp change */
3972 if (food->stats.hp != 0)
4056 } 3973 {
3974 if (QUERY_FLAG (food, FLAG_CURSED))
3975 {
3976 who->contr->killer = food;
3977 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3978 who->failmsg ("Eck!...that was poisonous!");
3979 }
3980 else
3981 {
3982 if (food->stats.hp > 0)
3983 who->statusmsg ("You begin to feel better.");
3984 else
3985 who->failmsg ("Eck!...that was poisonous!");
3986
3987 who->stats.hp += food->stats.hp;
3988 }
3989 }
3990
3991 if (food->stats.sp != 0)
3992 {
3993 if (QUERY_FLAG (food, FLAG_CURSED))
3994 {
3995 who->failmsg ("You are drained of mana!");
3996 who->stats.sp -= food->stats.sp;
3997 if (who->stats.sp < 0)
3998 who->stats.sp = 0;
3999 }
4000 else
4001 {
4002 who->statusmsg ("You feel a rush of magical energy!");
4003 who->stats.sp += food->stats.sp;
4004 /* place limit on max sp from food? */
4005 }
4006 }
4007
4008 who->update_stats ();
4009}
4010
4011void
4012apply_changes_to_player (object *pl, object *change)
4013{
4014 int excess_stat = 0; /* if the stat goes over the maximum
4015 for the race, put the excess stat some
4016 where else. */
4017
4018 switch (change->type)
4019 {
4020 case CLASS:
4021 {
4022 living *stats = &(pl->contr->orig_stats);
4023 living *ns = &(change->stats);
4024 object *walk;
4025 int flag_change_face = 1;
4026
4027 /* the following code assigns stats up to the stat max
4028 * for the race, and if the stat max is exceeded,
4029 * tries to randomly reassign the excess stat
4030 */
4031 int i, j;
4032
4033 for (i = 0; i < NUM_STATS; i++)
4034 {
4035 int race_bonus = pl->arch->stats.stat (i);
4036 sint8 stat = stats->stat (i) + ns->stat (i);
4037
4038 if (stat > 20 + race_bonus)
4039 {
4040 excess_stat++;
4041 stat = 20 + race_bonus;
4042 }
4043
4044 stats->stat (i) = stat;
4045 }
4046
4047 for (j = 0; excess_stat > 0 && j < 100; j++)
4048 { /* try 100 times to assign excess stats */
4049 int i = rndm (0, 6);
4050
4051 if (i == CHA)
4052 continue; /* exclude cha from this */
4053
4054 int stat = stats->stat (i);
4055 int race_bonus = pl->arch->stats.stat (i);
4056 if (stat < 20 + race_bonus)
4057 {
4058 change_attr_value (stats, i, 1);
4059 excess_stat--;
4060 }
4061 }
4062
4063 /* insert the randomitems from the change's treasurelist into
4064 * the player ref: player.c
4065 */
4066 if (change->randomitems)
4067 give_initial_items (pl, change->randomitems);
4068
4069 /* set up the face, for some races. */
4070
4071 /* first, look for the force object banning
4072 * changing the face. Certain races never change face with class.
4073 */
4074 for (walk = pl->inv; walk; walk = walk->below)
4075 if (walk->name == shstr_NOCLASSFACECHANGE)
4076 flag_change_face = 0;
4077
4078 if (flag_change_face)
4079 {
4080 pl->face = change->face;
4081 pl->animation_id = change->animation_id;
4082 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4083 }
4084
4085 /* check the special case of can't use weapons */
4086 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4087 if (change->name == shstr_monk)
4088 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4089
4090 break;
4091 }
4092 }
4093}
4094

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