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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 1.252 by root, Sat Apr 10 04:54:09 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. */ 35// these must be in the inventory before they can be applied
39#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
42#include <math.h>
43
44/* Can transport hold object op?
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{ 38{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit) 39 apply_types_inv_only ()
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 { 40 {
219 arch_flag = (op->subtype & 1); 41 set (WEAPON);
220 name_flag = (op->subtype & 2); 42 set (ARMOUR);
221 race_flag = (op->subtype & 4); 43 set (BOOTS);
222 } else { 44 set (GLOVES);
223 arch_flag = 1; 45 set (AMULET);
224 name_flag = 1; 46 set (GIRDLE);
225 race_flag = 1; 47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
226 } 61 }
227 /* If the director has race set, only affect objects with a arch, 62} apply_types_inv_only;
228 * name or race that matches. 63
229 */ 64// these only make sense for the player
230 if ( (op->race) && 65
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 66static const struct apply_types_player_only : typeset
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 67{
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 68 apply_types_player_only ()
234 return 1; 69 {
70 set (EXIT);
71 set (BOOK);
72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
235 } 84 }
236 /* If the director has slaying set, only affect objects where none 85} apply_types_player_only;
237 * of arch, name, or race match. 86
238 */ 87// applying these _can_ be attempted, others cannot
239 if ( (op->slaying) && ( 88// be applied at all. used by e.g. apply below.
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 89
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 90static const struct apply_types : typeset
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 91{
243 return 1; 92 apply_types ()
93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
94 {
95 set (T_HANDLE);
96 set (TRIGGER);
97 set (SCROLL);
98 set (POTION);
99 set (CLOSE_CON);
100 set (CONTAINER);
101 set (LAMP);
102 set (TORCH);
103 set (DRINK);
104 set (FOOD);
105 set (FLESH);
106 set (POISON);
107 set (POWER_CRYSTAL);
108 set (ITEM_TRANSFORMER);
244 } 109 }
245 return 0; 110} apply_types;
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}
570 111
571/**************************************************************************** 112/****************************************************************************
572 * Weapon improvement code follows 113 * Weapon improvement code follows
573 ****************************************************************************/ 114 ****************************************************************************/
574 115
575/** 116/**
117 * This function just checks whether who can handle equipping an item
118 * with item_power.
119 */
120static bool
121check_item_power (object *who, int item_power)
122{
123 if (who->type == PLAYER
124 && item_power
125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126 return false;
127 else
128 return true;
129}
130
131/**
576 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
577 */ 133 */
578static int check_item(object *op, const char *item) 134static int
135check_item (object *op, shstr_cmp item)
579{ 136{
580 int count=0; 137 int count = 0;
581 138
139 if (!item)
140 return 0;
582 141
583 if (item==NULL) return 0; 142 for (op = op->below; op; op = op->below)
584 op=op->below; 143 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) 144 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 145 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
589 { 146 count += op->number_of ();
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 147
591 count++;
592 else
593 count += op->nrof;
594 }
595 }
596 op=op->below;
597 }
598 return count; 148 return count;
599} 149}
600 150
601/** 151/**
602 * This removes 'nrof' of what item->slaying says to remove. 152 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 153 * op is typically the player, which is only
604 * really used to determine what space to look at. 154 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
606 */ 156 */
607static void eat_item(object *op,const char *item, uint32 nrof) 157static void
158eat_item (object *op, shstr_cmp item, uint32 nrof)
608{ 159{
609 object *prev; 160 object *prev;
610 161
162 prev = op;
163 op = op->below;
164
165 while (op)
166 {
167 if (op->arch->archname == item)
168 {
169 if (op->nrof >= nrof)
170 {
171 op->decrease (nrof);
172 return;
173 }
174 else
175 {
176 op->decrease (nrof);
177 nrof -= op->nrof;
178 }
179
180 op = prev;
181 }
182
611 prev = op; 183 prev = op;
612 op=op->below; 184 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 } 185 }
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} 186}
675 187
676/** 188/**
677 * Returns how many items of type improver->slaying there are under op. 189 * 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. 190 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 191 */
192static int
680static int check_sacrifice(object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
681{ 194{
682 int count=0; 195 int count = 0;
683 196
684 if (improver->slaying!=NULL) { 197 if (improver->slaying)
198 {
685 count = check_item(op,improver->slaying); 199 count = check_item (op, improver->slaying);
686 if (count<1) { 200 if (count < 1)
687 char buf[200]; 201 {
688 sprintf(buf,"The gods want more %ss",improver->slaying); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0; 203 return 0;
691 } 204 }
692 } 205 }
693 else 206 else
694 count=1; 207 count = 1;
695 208
696 return count; 209 return count;
697} 210}
698 211
699/** 212/**
700 * Actually improves the weapon, and tells user. 213 * Actually improves the weapon, and tells user.
701 */ 214 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 215static int
703 signed char *stat,int sacrifice_count,const char *statname) 216improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
704{ 217{
705
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count; 218 stat += sacrifice_count;
708 weapon->last_eat++; 219 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 220 improver->decrease ();
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver);
712 221
713 /* So it updates the players stats and the window */ 222 /* So it updates the players stats and the window */
714 fix_player(op); 223 op->update_stats ();
224
225 op->statusmsg (format (
226 "Your sacrifice was accepted.\n"
227 "Weapon's bonus to %s improved by %d.",
228 statname, sacrifice_count
229 ));
230
715 return 1; 231 return 1;
716} 232}
717 233
718/* Types of improvements, hidden in the sp field. */ 234/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 235#define IMPROVE_PREPARE 1
720#define IMPROVE_DAMAGE 2 236#define IMPROVE_DAMAGE 2
721#define IMPROVE_WEIGHT 3 237#define IMPROVE_WEIGHT 3
722#define IMPROVE_ENCHANT 4 238#define IMPROVE_ENCHANT 4
723#define IMPROVE_STR 5 239#define IMPROVE_STR 5
724#define IMPROVE_DEX 6 240#define IMPROVE_DEX 6
725#define IMPROVE_CON 7 241#define IMPROVE_CON 7
726#define IMPROVE_WIS 8 242#define IMPROVE_WIS 8
727#define IMPROVE_CHA 9 243#define IMPROVE_CHA 9
728#define IMPROVE_INT 10 244#define IMPROVE_INT 10
729#define IMPROVE_POW 11 245#define IMPROVE_POW 11
730
731 246
732/** 247/**
733 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
735 */ 250 */
736 251static int
737int prepare_weapon(object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
738{ 253{
739 int sacrifice_count,i; 254 int sacrifice_count, i;
740 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
741 256
742 if (weapon->level!=0) { 257 if (weapon->level != 0)
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 258 {
259 op->failmsg ("Weapon is already prepared!");
744 return 0; 260 return 0;
745 } 261 }
262
746 for (i=0; i<NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 264 if (weapon->resist[i])
265 break;
748 266
749 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 268 * improvement of items that already have protections.
751 */ 269 */
752 if (i<NROFATTACKS || 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
757 { 274 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
759 return 0; 278 return 0;
760 } 279 }
280
761 sacrifice_count=check_sacrifice(op,improver); 281 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 282 if (sacrifice_count <= 0)
763 return 0; 283 return 0;
284
764 weapon->level=isqrt(sacrifice_count); 285 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); 286 eat_item (op, improver->slaying, sacrifice_count);
767 287
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
769 weapon->name,weapon->level); 291 &weapon->name, weapon->level
292 ));
770 293
771 sprintf(buf,"%s's %s",op->name,weapon->name); 294 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 295 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 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 297 slot at once! */
776 decrease_ob(improver); 298 improver->decrease ();
777 weapon->last_eat=0; 299 weapon->last_eat = 0;
778 return 1; 300 return 1;
779} 301}
780
781 302
782/** 303/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 304 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
784 * This is the new improve weapon code. 305 * This is the new improve weapon code.
785 * Returns 0 if it was not able to work for some reason. 306 * Returns 0 if it was not able to work for some reason.
788 * 309 *
789 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
790 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
792 */ 313 */
314static int
793int improve_weapon(object *op,object *improver,object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
794{ 316{
795 int sacrifice_count, sacrifice_needed=0; 317 int sacrifice_count, sacrifice_needed = 0;
796 318
797 if(improver->stats.sp==IMPROVE_PREPARE) { 319 if (improver->stats.sp == IMPROVE_PREPARE)
798 return prepare_weapon(op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
799 } 321
800 if (weapon->level==0) { 322 if (weapon->level == 0)
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 323 {
324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
802 return 0; 327 return 0;
803 } 328 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 329
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
332 {
333 op->failmsg ("This weapon cannot be improved any more.");
806 return 0; 334 return 0;
807 } 335 }
336
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 337 if (QUERY_FLAG (weapon, FLAG_APPLIED)
809 !check_weapon_power(op, weapon->last_eat+1)) { 338 && !check_item_power (op, weapon->item_power + 1))
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 339 {
811 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 340 op->failmsg ("Improving the weapon will make it too "
812 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 341 "powerful for you to use. Unready it if you "
813 return 0; 342 "really want to improve it.");
343 return 0;
814 } 344 }
345
815 /* This just increases damage by 5 points, no matter what. No sacrifice 346 /* This just increases damage by 5 points, no matter what. No sacrifice
816 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 347 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
817 * don't put any maximum value on damage - the limit is how much the 348 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 349 * weapon can be improved.
819 */ 350 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 351 if (improver->stats.sp == IMPROVE_DAMAGE)
352 {
821 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 354 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); 355 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
825 weapon->last_eat++; 356 weapon->last_eat++;
826 357
827 weapon->item_power++; 358 weapon->item_power++;
828 decrease_ob(improver); 359 improver->decrease ();
829 return 1; 360 return 1;
830 } 361 }
362
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 363 if (improver->stats.sp == IMPROVE_WEIGHT)
364 {
832 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 366 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 367 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 368 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 369
837 (float)weapon->weight/1000.0); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
838 weapon->last_eat++; 371 weapon->last_eat++;
839 weapon->item_power++; 372 weapon->item_power++;
840 decrease_ob(improver); 373 improver->decrease ();
841 return 1; 374 return 1;
842 } 375 }
376
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 377 if (improver->stats.sp == IMPROVE_ENCHANT)
378 {
844 weapon->magic++; 379 weapon->magic++;
845 weapon->last_eat++; 380 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
847 ,"Weapon magic increased to %d",weapon->magic); 382 improver->decrease ();
848 decrease_ob(improver);
849 weapon->item_power++; 383 weapon->item_power++;
850 return 1; 384 return 1;
851 } 385 }
852 386
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 388 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 389
857 if (sacrifice_needed<1) 390 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 391 sacrifice_needed = 1;
859 sacrifice_needed *=2; 392 sacrifice_needed *= 2;
860 393
861 sacrifice_count = check_sacrifice(op,improver); 394 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 395 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 396 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
865 return 0; 398 return 0;
866 } 399 }
400
867 eat_item(op,improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 402 weapon->item_power++;
869 403
870 switch (improver->stats.sp) { 404 switch (improver->stats.sp)
871 case IMPROVE_STR: 405 {
872 return improve_weapon_stat(op,improver,weapon, 406 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
873 (signed char *) &(weapon->stats.Str), 407 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
874 1, "strength"); 408 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
875 case IMPROVE_DEX: 409 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
876 return improve_weapon_stat(op,improver,weapon, 410 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
877 (signed char *) &(weapon->stats.Dex), 411 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
878 1, "dexterity"); 412 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: 413 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
901 } 415 }
416
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 418 return 0;
904} 419}
905 420
906/** 421/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
910 */ 425 */
426static int
911int check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
912{ 428{
913 object *otmp; 429 object *otmp;
914 430
915 if(op->type!=PLAYER) 431 if (op->type != PLAYER)
432 return 0;
433
434 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
435 {
436 op->failmsg ("Something blocks the magic of the scroll!");
916 return 0; 437 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 } 438 }
439
921 otmp=find_marked_object(op); 440 otmp = find_marked_object (op);
441
922 if(!otmp) { 442 if (!otmp)
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 443 {
444 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; 445 return 0;
925 } 446 }
447
926 if (otmp->type != WEAPON && otmp->type != BOW) { 448 if (otmp->type != WEAPON && otmp->type != BOW)
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 449 {
450 op->failmsg ("Marked item is not a weapon or bow!");
928 return 0; 451 return 0;
929 } 452 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 453
454 op->statusmsg ("Applied weapon builder.");
455
931 improve_weapon(op,tmp,otmp); 456 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 457 esrv_send_item (op, otmp);
933 return 1; 458 return 1;
934} 459}
935 460
936/** 461/**
937 * This code deals with the armour improvment scrolls. 462 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 463 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 478 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 479 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 480 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 481 * changing of physical area right now.
957 */ 482 */
483static int
958int improve_armour(object *op, object *improver, object *armour) 484improve_armour (object *op, object *improver, object *armour)
959{ 485{
960 object *tmp; 486 object *tmp;
961 487
962 if (armour->magic >= settings.armor_max_enchant) { 488 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 } 489 {
490 op->failmsg ("This armour can not be enchanted any further!");
491 return 0;
492 }
493
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 494 /* 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. 495 * 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 496 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 497 * of gnarg and what not?)
970 */ 498 */
971 if (armour->title) { 499 if (armour->title)
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0;
974 } 500 {
975 501 op->failmsg ("This armour will not accept further enchantment.");
502 return 0;
503 }
504
976 /* Split objects if needed. Can't insert tmp until the 505 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 506 * end of this function - otherwise it will just re-merge.
978 */ 507 */
979 if(armour->nrof > 1) 508 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
980 tmp = get_split_ob(armour,armour->nrof - 1);
981 else
982 tmp = NULL;
983 509
984 armour->magic++; 510 armour->magic++;
985 511
986 if ( !settings.armor_speed_linear ) 512 if (!settings.armor_speed_linear)
987 { 513 {
988 int base = 100; 514 int base = 100;
989 int pow = 0; 515 int pow = 0;
516
990 while ( pow < armour->magic ) 517 while (pow < armour->magic)
991 { 518 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 519 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 520 pow++;
994 } 521 }
995 522
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 523 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
997 } 524 }
998 else 525 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 526 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 527
1001 if ( !settings.armor_weight_linear ) 528 if (!settings.armor_weight_linear)
1002 { 529 {
1003 int base = 100; 530 int base = 100;
1004 int pow = 0; 531 int pow = 0;
532
1005 while ( pow < armour->magic ) 533 while (pow < armour->magic)
1006 { 534 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 535 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 536 pow++;
1009 } 537 }
1010 538
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 539 armour->weight = (armour->arch->weight * base) / 100;
1012 } 540 }
1013 else 541 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 542 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 543
1016 if ( armour->weight <= 0 ) 544 if (armour->weight <= 0)
1017 { 545 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 546 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 547 armour->weight = 1;
1020 } 548 }
1021 549
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 550 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
1023 551
1024 if (op->type == PLAYER) { 552 if (op->type == PLAYER)
553 {
1025 esrv_send_item(op, armour); 554 esrv_send_item (op, armour);
555
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 556 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 557 op->update_stats ();
1028 } 558 }
1029 decrease_ob(improver); 559
560 improver->decrease ();
561
1030 if (tmp) { 562 if (tmp)
1031 insert_ob_in_ob(tmp, op); 563 op->insert (tmp);
1032 esrv_send_item(op, tmp); 564
1033 }
1034 return 1; 565 return 1;
1035} 566}
1036
1037 567
1038/* 568/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 569 * 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. 570 * what the converter wants, -1 if the converter is broken.
1041 */ 571 *
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. 572 * Takes one type of items and makes another.
1048 * converter is the object that is doing the conversion. 573 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 574 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 575 * what the converter wants, this will not do anything.
1051 */ 576 */
577int
1052int convert_item(object *item, object *converter) { 578convert_item (object *item, object *converter)
1053 int nr=0; 579{
1054 object *tmp; 580 sint64 nr = 0, price_in;
1055 int is_in_shop;
1056 uint32 price_in;
1057 581
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 582 if (item->flag [FLAG_UNPAID])
1059 tmp != NULL; 583 return 0;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065 584
585 shstr conv_from = converter->slaying;
586 archetype *conv_to = converter->other_arch;
587 sint64 need = converter->stats.food;
588 sint64 give = converter->stats.sp;
589
1066 /* We make some assumptions - we assume if it takes money as it type, 590 /* 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 591 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 592 * 3 gp and player drops a platinum, tough luck)
1069 */ 593 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 594 if (conv_from == shstr_money)
1071 int cost; 595 {
1072
1073 if(item->type!=MONEY) 596 if (item->type != MONEY)
1074 return 0; 597 return 0;
1075 598
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 599 nr = sint64 (item->nrof) * item->value / need;
1077 if (!nr) return 0; 600 if (!nr)
1078 cost=nr*CONV_NEED(converter)/item->value; 601 return 0;
1079 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++;
1081 decrease_ob_nr(item, cost);
1082 602
603 converter->play_sound (sound_find ("shop_buy"));
604
605 sint64 cost = (nr * need + item->value - 1) / item->value;
606
607 item->decrease (cost);
608
1083 price_in = cost*item->value; 609 price_in = cost * item->value;
610 }
611 else
1084 } 612 {
1085 else { 613 if (item->type == PLAYER
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 614 || conv_from != item->arch->archname
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 615 || (need && need > (uint16) item->nrof))
1088 return 0; 616 return 0;
1089 617
1090 if(CONV_NEED(converter)) { 618 converter->play_sound (sound_find ("convert_item"));
1091 nr=item->nrof/CONV_NEED(converter); 619
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 620 if (need)
1093 price_in = nr*CONV_NEED(converter)*item->value; 621 {
1094 } else { 622 nr = sint64 (item->nrof) / need;
623 item->decrease (nr * need);
624 price_in = nr * need * item->value;
625 }
626 else
627 {
1095 price_in = item->value; 628 price_in = item->value;
1096 remove_ob(item); 629 item->destroy ();
1097 free_object(item); 630 }
1098 } 631 }
632
633 if (converter->inv)
1099 } 634 {
1100
1101 if (converter->inv != NULL) {
1102 object *ob; 635 object *ob;
1103 int i; 636 int i;
1104 object *ob_to_copy; 637 object *ob_to_copy;
1105 638
1106 /* select random object from inventory to copy */ 639 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 640 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 641 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
1109 if (rndm(0, i) == 0) { 642 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 643 ob_to_copy = ob;
644
645 item = ob_to_copy->deep_clone ();
646 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
647 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 648 }
1112 } 649 else
1113 item = object_create_clone(ob_to_copy); 650 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 651 if (!conv_to)
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE); 652 {
1116 } else { 653 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1117 if (converter->other_arch == NULL) { 654 &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; 655 return -1;
1120 } 656 }
1121 657
1122 item = object_create_arch(converter->other_arch); 658 item = object_create_arch (conv_to);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 659 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 660 }
1125 661
1126 if(CONV_NR(converter)) 662 if (give)
1127 item->nrof=CONV_NR(converter); 663 item->nrof = give;
664
1128 if(nr) 665 if (nr)
1129 item->nrof*=nr; 666 item->nrof *= nr;
1130 if(is_in_shop) 667
668 if (converter->flag [FLAG_PRECIOUS])
1131 SET_FLAG(item,FLAG_UNPAID); 669 SET_FLAG (item, FLAG_UNPAID);
670
671 if (converter->is_in_shop ())
672 {
673 // converters on shop floors don't work anymore, bug lets check for it
674 // and report in case someone still does it.
675 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
676 converter->debug_desc ());
677 SET_FLAG (item, FLAG_UNPAID);
678 }
1132 else if(price_in < item->nrof*item->value) { 679 else if (price_in < sint64 (item->nrof) * item->value)
680 {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 681 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, 682 &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 /** 683 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 684 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 685 * hopefully had something in mind when doing this.
1139 */ 686 */
1140 } 687 }
688
689 // elmex: only identify if we need to, for example so that generated money doesn't
690 // get an 'identified' flag so easily.
691 if (need_identify (item))
692 identify (item);
693
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 694 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 695 return 1;
1143} 696}
1144 697
1145/** 698/**
1146 * Handle apply on containers. 699 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 700 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 701 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 702 * added the alchemical cauldron to the code -b.t.
1150 */ 703 */
1151 704static int
1152int apply_container (object *op, object *sack) 705apply_container (object *op, object *sack)
1153{ 706{
1154 char buf[MAX_BUF]; 707 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 708 return 0; /* This might change */
1156 709
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 710 if (!sack || sack->type != CONTAINER)
711 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 712 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 713 return 0;
1163 } 714 }
1164 op->contr->last_used = NULL; 715
1165 op->contr->last_used_id = 0; 716 op->contr->last_used = 0;
1166 717
1167 if (sack->env!=op) { 718 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 } 719 {
1210 720 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; 721 return 1;
1241 } 722 }
1242 } else { 723
1243 sprintf (buf, "You don't have the key to unlock %s.", 724 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 725 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 } 726 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 727 if (op->container_ () == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 728 {
1258 return 1; 729 // open on ground or inv, so close
1259} 730 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; 731 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 } 732 }
733 else if (!sack->env)
734 {
735 // active, but not ours: some other player has opened it
736 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
737 return 1;
738 }
739
740 // fall through to opening it (active in inv)
741 }
742 else if (sack->env)
1322 } 743 {
1323 744 // 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 745 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 746 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); 747 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 748 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; 749 return 1;
1371} 750 }
1372 751
752 // it's locked?
753 if (sack->slaying)
754 {
755 if (object *tmp = find_key (op, op, sack))
756 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
757 else
758 {
759 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
760 return 1;
761 }
762 }
763
764 op->open_container (sack);
765
766 return 1;
767}
1373 768
1374/** 769/**
1375 * Handles dropping things on altar. 770 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 771 * Returns true if sacrifice was accepted.
1377 */ 772 */
773static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 774apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 775{
1380 /* Only players can make sacrifices on spell casting altars. */ 776 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 777 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 778 return 0;
1383 779
1384 if (operate_altar (altar, &sacrifice)) { 780 if (operate_altar (altar, &sacrifice, originator))
781 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 782 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 783 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 784 * is up to map designers to use them properly.
1388 */ 785 */
1389 if (altar->inv && altar->inv->type==SPELL) { 786 if (altar->inv && altar->inv->type == SPELL)
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 787 {
1391 altar->inv->name); 788 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 789 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 790 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 791 * old maps.
1395 */ 792 */
793
1396/* push_button (altar);*/ 794/* push_button (altar);*/
1397 } else { 795 }
796 else
797 {
1398 altar->value = 1; /* works only once */ 798 altar->value = 1; /* works only once */
1399 push_button (altar); 799 push_button (altar, originator);
1400 } 800 }
1401 return sacrifice == NULL; 801
1402 } else { 802 return !sacrifice;
803 }
804 else
1403 return 0; 805 return 0;
1404 }
1405} 806}
1406
1407 807
1408/** 808/**
1409 * Handles 'movement' of shop mats. 809 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 810 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 811 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 812 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 813 * MSW 2001-08-29
1414 */ 814 */
815int
1415int apply_shop_mat (object *shop_mat, object *op) 816apply_shop_mat (object *shop_mat, object *op)
1416{ 817{
1417 int rv = 0; 818 int rv = 0;
1418 double opinion; 819 double opinion;
1419 object *tmp, *next; 820 object *tmp, *next;
1420 821
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 822 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 823
1423 if (op->type != PLAYER) { 824 bool has_unpaid = false;
825
826 // quite inefficient to do this here twice, but the api doesn't lend itself to
827 // a quick and small change :(
828 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
829 if (item->flag [FLAG_UNPAID])
830 {
831 has_unpaid = true;
832 break;
833 }
834
835 if (!op->is_player ())
836 {
1424 /* Remove all the unpaid objects that may be carried here. 837 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 838 * This could be pets or monsters that are somehow in
1426 * the shop. 839 * the shop.
1427 */ 840 */
1428 for (tmp=op->inv; tmp; tmp=next) { 841 for (tmp = op->inv; tmp; tmp = next)
842 {
1429 next = tmp->below; 843 next = tmp->below;
844
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 845 if (QUERY_FLAG (tmp, FLAG_UNPAID))
846 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 847 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 848
1433 remove_ob(tmp); 849 if (i >= 0)
1434 if (i==-1) i=0; 850 tmp->move (i);
1435 tmp->map = op->map; 851 }
1436 tmp->x = op->x + freearr_x[i]; 852 }
1437 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0);
1439 }
1440 }
1441 853
1442 /* Don't teleport things like spell effects */ 854 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 855 if (QUERY_FLAG (op, FLAG_NO_PICK))
856 return 0;
1444 857
1445 /* unpaid objects, or non living objects, can't transfer by 858 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 859 * shop mats. Instead, put it on a nearby space.
1447 */ 860 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 861 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1449 862 {
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 863 /* Somebody dropped an unpaid item, just move to an adjacent place. */
864 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
865
866 if (i != -1)
867 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
868
869 return 0;
870 }
871
872 /* Removed code that checked for multipart objects - it appears that
873 * the teleport function should be able to handle this just fine.
874 */
875 rv = teleport (shop_mat, SHOP_MAT, op);
876 }
877 else if (can_pay (op) && get_payment (op))
878 {
879 /* this is only used for players */
880 rv = teleport (shop_mat, SHOP_MAT, op);
881
882 if (has_unpaid)
883 op->contr->play_sound (sound_find ("shop_buy"));
884 else if (op->is_in_shop ())
885 op->contr->play_sound (sound_find ("shop_enter"));
886 else
887 op->contr->play_sound (sound_find ("shop_leave"));
888
889 if (shop_mat->msg)
890 op->statusmsg (shop_mat->msg);
891 /* This check below is a bit simplistic - generally it should be correct,
892 * but there is never a guarantee that the bottom space on the map is
893 * actually the shop floor.
894 */
895 else if (!rv && !op->is_in_shop ())
896 {
897 opinion = shopkeeper_approval (op->map, op);
898
899 op->statusmsg (
900 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
901 : opinion >= 0.75 ? "The shopkeeper waves to you."
902 : opinion >= 0.50 ? "The shopkeeper ignores you."
903 : "The shopkeeper glares at you with contempt."
904 );
905 }
906 }
907 else
908 {
909 /* if we get here, a player tried to leave a shop but was not able
910 * to afford the items he has. We try to move the player so that
911 * they are not on the mat anymore
912 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 913 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
914
1452 if (i != -1) { 915 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"); 916 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 917 else
1497 remove_ob (op); 918 {
919 op->remove ();
1498 op->x += freearr_x[i]; 920 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 921 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 922 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 923 }
1502 } 924 }
925
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 926 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 927 return rv;
1505} 928}
1506 929
1507/** 930/**
1508 * Handles applying a sign. 931 * Handles applying a sign.
1509 */ 932 */
933static void
1510static void apply_sign (object *op, object *sign, int autoapply) 934apply_sign (object *op, object *sign, int autoapply)
1511{ 935{
1512 readable_message_type* msgType; 936 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; 937 return;
1562 938
1563 /* move_apply() is the most likely candidate for causing unwanted and 939 if (sign->has_dialogue ())
1564 * possibly unlimited recursion. 940 {
941 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
942 return;
943 }
944
945 if (!sign->msg)
946 {
947 op->contr->infobox (MSG_CHANNEL ("examine"),
948 format ("T<%s>\n\n Nothing %sis written on it.",
949 &sign->name,
950 sign->name == sign->arch->name ? "" : "else "));
951 return;
952 }
953
954 if (sign->stats.food)
955 {
956 if (sign->last_eat >= sign->stats.food)
957 {
958 if (!sign->move_on)
959 op->failmsg ("You cannot read it anymore.");
960
961 return;
962 }
963
964 if (!QUERY_FLAG (op, FLAG_WIZPASS))
965 sign->last_eat++;
966 }
967
968 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
969 * No way to know for sure. The presumption is basically that if
970 * move_on is zero, it needs to be manually applied (doesn't talk
971 * to us).
1565 */ 972 */
1566 /* The following was changed because it was causing perfeclty correct 973 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: 974 {
1568 * rune detonates, summoning monster. monster lands on nearby rune. 975 op->failmsg ("You are unable to read while blind!");
1569 * nearby rune detonates. This sort of recursion is expected and 976 return;
1570 * proper. This code was causing needless crashes. 977 }
978
979 if (op->contr)
980 if (client *ns = op->contr->ns)
981 {
982 if (sign->sound)
983 ns->play_sound (sign->sound);
984 else if (autoapply)
985 ns->play_sound (sound_find ("msg_voice"));
986
987 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
988 }
989}
990
991static void
992move_apply_hole (object *trap, object *victim)
993{
994 /* Hole not open? */
995 if (trap->stats.wc > 0)
996 return;
997
998 /* Is this a multipart monster and not the head? If so, return.
999 * Processing will happen if the head runs into the pit
1571 */ 1000 */
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) 1001 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; 1002 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 1003
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1004 // now find all possible locations and randomly pick one
1994 "The spellbook contains the %s level spell %s.", 1005 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1995 get_levelnumber(spell->level), spell->name); 1006 trap->range >= 3 ? SIZEOFFREE3 + 1
1007 : trap->range >= 2 ? SIZEOFFREE2 + 1
1008 : trap->range >= 1 ? SIZEOFFREE1 + 1
1009 : SIZEOFFREE0 + 1);
1996 1010
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1011 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; 1012 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 1013
2031 /* Logic as follows 1014 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2032 * 1015 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 1016
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1017 transfer_ob (victim,
2051 do_learn_spell (op, spell, 0); 1018 EXIT_X (trap) + freearr_x[dir],
2052 1019 EXIT_Y (trap) + freearr_y[dir],
2053 /* xp gain to literacy for spell learning */ 1020 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} 1021}
2852 1022
2853/** 1023/**
2854 * Unapplies specified item. 1024 * Unapplies specified item.
2855 * No check done on cursed/damned. 1025 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 1026 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 1027 * to keep the size of apply_special to a more managable size.
2858 */ 1028 */
1029static bool
2859static int unapply_special (object *who, object *op, int aflags) 1030unapply_special (object *who, object *op, int aflags)
2860{ 1031{
2861 object *tmp2; 1032 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1033 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1034 return RESULT_INT (0);
2862 1035
2863 CLEAR_FLAG(op, FLAG_APPLIED); 1036 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; 1037 who->current_weapon = 0;
2874 clear_skill(who);
2875 break;
2876 1038
2877 case SKILL: /* allows objects to impart skills */ 1039 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 1040
2899 case ARMOUR: 1041 switch (op->type)
2900 case HELMET: 1042 {
2901 case SHIELD: 1043 case SKILL:
2902 case RING: 1044 if (player *pl = who->contr)
2903 case BOOTS: 1045 if (op->invisible)
2904 case GLOVES: 1046 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2905 case AMULET: 1047 else
2906 case GIRDLE: 1048 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 1049
2957 case BUILDER: 1050 change_abil (who, op);
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 1051 who->flag [FLAG_READY_SKILL] = false;
2959 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL;
2961 break; 1052 break;
2962 1053
2963 default: 1054 case WEAPON:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 1055 who->statusmsg (format ("You unwield %s.", query_name (op)));
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_WEAPON] = false;
1058
1059 // unapplying a weapon or skill tool should also unapply the skill it governs
1060 // but this is hard, as it shouldn't do so when the skill can
1061 // be used for other reasons
1062 if (who->chosen_skill)
1063 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1064 unapply_special (who, op, 0);
1065
2965 break; 1066 break;
2966 }
2967 1067
2968 fix_player(who); 1068 case BOW:
2969 1069 case WAND:
2970 if ( ! (aflags & AP_NO_MERGE)) { 1070 case ROD:
2971 object *tmp; 1071 case HORN:
2972 1072 case RANGED:
2973 tag_t del_tag = op->count; 1073 if (player *pl = who->contr)
2974 tmp = merge_ob (op, NULL); 1074 {
2975 if (who->type == PLAYER) { 1075 who->statusmsg (format ("You unready %s.", query_name (op)));
2976 if (tmp) { /* it was merged */ 1076 change_abil (who, op);
2977 esrv_del_item (who->contr, del_tag);
2978 op = tmp;
2979 } 1077 }
1078 else
1079 {
1080 who->change_skill (0);
1081
1082 if (op->type == BOW)
1083 op->flag [FLAG_READY_BOW ] = false;
1084 else
1085 op->flag [FLAG_READY_RANGE] = false;
1086 }
1087
1088 break;
1089
1090 case ARMOUR:
1091 case HELMET:
1092 case SHIELD:
1093 case RING:
1094 case BOOTS:
1095 case GLOVES:
1096 case AMULET:
1097 case GIRDLE:
1098 case BRACERS:
1099 case CLOAK:
1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
1101 change_abil (who, op);
1102 break;
1103
1104 case SPELL:
1105 case BUILDER:
1106 who->statusmsg (format ("You unready %s.", query_name (op)));
1107 break;
1108
1109 //case SKILL_TOOL://TODO
1110 default:
1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
1112 break;
1113 }
1114
1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116 if (object *pl = op->visible_to ())
2980 esrv_send_item (who, op); 1117 esrv_send_item (pl, op);
2981 } 1118
2982 } 1119 who->update_stats ();
1120
2983 return 0; 1121 return 1;
2984} 1122}
2985 1123
2986/** 1124/**
2987 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 1126 * 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 1127 * then go through the below of this. In this way, you can do
2990 * something like: 1128 * something like:
2991 * tmp = get_item_from_body_location(who->inv, 1); 1129 * tmp = get_next_item_from_body_location(who->inv, 1);
2992 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1130 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2993 * to find the second object that may use this location, etc. 1131 * to find the second object that may use this location, etc.
2994 * Returns NULL if no match is found. 1132 * Returns NULL if no match is found.
2995 * loc is the index into the array we are looking for a match. 1133 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 1134 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 1135 * invisible other objects that use
2998 * up body locations can be used as restrictions. 1136 * up body locations can be used as restrictions.
2999 */ 1137 */
3000object *get_item_from_body_location(object *start, int loc) 1138static object *
1139get_next_item_from_body_location (int loc, object *start)
3001{ 1140{
3002 object *tmp;
3003
3004 if (!start) return NULL;
3005
3006 for (tmp=start; tmp; tmp=tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
3007 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 1142 if (tmp->flag [FLAG_APPLIED]
3008 (!tmp->invisible || tmp->type==SKILL)) return tmp; 1143 && tmp->slot [loc].info
1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1145 return tmp;
3009 1146
3010 return NULL; 1147 return 0;
3011} 1148}
3012
3013
3014 1149
3015/** 1150/**
3016 * 'op' wants to apply an object, but can't because of other equipment. 1151 * 'op' wants to apply an object, but can't because of other equipment.
3017 * This should only be called when it is known 1152 * This should only be called when it is known
3018 * that there are objects to unapply. This makes pretty heavy 1153 * that there are objects to unapply. This makes pretty heavy
3021 * Returns 0 on success, returns 1 if there is some problem. 1156 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 1157 * 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 1158 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 1159 * another function that does just that.
3025 */ 1160 */
1161
1162#define CANNOT_REMOVE_CURSED \
1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1164 "Praying over an altar, scrolls of remove curse/damnation, " \
1165 "priests or even other players might help.>"
1166
1167static bool
3026int unapply_for_ob(object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
3027{ 1169{
3028 int i; 1170 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) { 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 1172 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 1173 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))) { 1174 {
3039 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 1176 who->failmsg (query_name (tmp));
3041 else 1177 else
3042 unapply_special(who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
3043 } 1179 }
3044 else { 1180 else
1181 {
3045 /* In this case, we want to try and remove a cursed item. 1182 /* 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 1183 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 1184 * at least generate the message.
3048 */ 1185 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 1186 who->failmsgf ("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.", 1187 return 1;
3051 query_name(tmp)); 1188 }
3052 return 1;
3053 }
3054 1189
3055 }
3056 }
3057 }
3058
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1191 {
3060 /* this used up a slot that we need to free */ 1192 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 1193 if (op->slot[i].info)
3062 last = who->inv; 1194 {
1195 object *last = who->inv;
3063 1196
3064 /* We do a while loop - may need to remove several items in order 1197 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 1198 * to free up enough slots.
3066 */ 1199 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 1200 while ((who->slot[i].used + op->slot[i].info) < 0)
3068 tmp = get_item_from_body_location(last, i); 1201 {
3069 if (!tmp) { 1202 object *tmp = get_next_item_from_body_location (i, last);
1203
1204 if (!tmp)
1205 {
3070#if 0 1206#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 1207 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 1208 * equipped.
3073 */ 1209 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 1210 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 1211#endif
3077 return 1; 1212 return 1;
3078 } 1213 }
1214
3079 /* If we are just printing, we don't care about cursed status */ 1215 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 1216 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)))) { 1217 {
3082 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 1219 who->failmsg (query_name (tmp));
3084 else 1220 else
3085 unapply_special(who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
3086 } 1222 }
3087 else { 1223 else
1224 {
3088 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 1226 * 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 1227 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 1228 * one cursed ring.)
3092 */ 1229 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 1230 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3094 } 1231 }
3095 last = tmp->below; 1232
3096 } 1233 last = tmp->below;
1234 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1235 /* 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. 1236 * return in the !tmp would have kicked in.
3099 */ 1237 */
3100 } /* if op is using this body location */ 1238 } /* if op is using this body location */
3101 } /* for body lcoations */ 1239 } /* for body lcoations */
1240
3102 return 0; 1241 return 0;
3103} 1242}
3104 1243
3105/** 1244/**
3106 * Checks to see if 'who' can apply object 'op'. 1245 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 1246 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 1247 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 1248 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1249 * 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?) 1250 * is set, do we really care what the other flags may be?)
3112 * 1251 *
3113 * See include/define.h for detailed description of the meaning of 1252 * See include/define.h for detailed description of the meaning of
3114 * these return values. 1253 * these return values.
3115 */ 1254 */
1255int
3116int can_apply_object(object *who, object *op) 1256can_apply_object (object *who, object *op)
3117{ 1257{
1258 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1259 return RESULT_INT (0);
1260
3118 int i, retval=0; 1261 int retval = 0;
3119 object *tmp=NULL, *ws=NULL; 1262 object *tmp = 0, *ws = 0;
3120 1263
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++) { 1264 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3137 if (op->body_info[i]) { 1265 {
1266 if (op->slot[i].info)
1267 {
3138 /* Item uses more slots than we have */ 1268 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 1269 if (who->slot[i].info + op->slot [i].info < 0)
1270 {
3140 /* Could return now for efficiently - rest of info below isn' 1271 /* Could return now for efficiency - rest of info below isn't
3141 * really needed. 1272 * really needed.
3142 */ 1273 */
3143 retval |= CAN_APPLY_NEVER; 1274 retval |= CAN_APPLY_NEVER;
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 1275 }
1276 else if (who->slot[i].used + op->slot[i].info < 0)
1277 {
3145 /* in this case, equipping this would use more free spots than 1278 /* in this case, equipping this would use more free spots than
3146 * we have. 1279 * we have.
3147 */ 1280 */
3148 object *tmp1;
3149 1281
3150
3151 /* if we have an applied weapon/shield, and unapply it would free 1282 /* 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 1283 * enough slots to equip the new item, then just set "can
3153 * continue. We don't care about the logic below - if you have 1284 * 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 1285 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 1286 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 1287 * does take into the account cases where what is being applied
3157 * may be two handed for example. 1288 * may be two handed for example.
3158 */ 1289 */
3159 if (ws) { 1290 if (ws)
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 1291 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 1292 {
3162 continue; 1293 retval |= CAN_APPLY_UNAPPLY;
3163 } 1294 continue;
3164 } 1295 }
3165 1296
3166 tmp1 = get_item_from_body_location(who->inv, i); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3167 if (!tmp1) { 1298 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; 1299 retval |= CAN_APPLY_NEVER;
3176 } else { 1300 else
1301 {
3177 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3179 * to apply multiple objects 1304 * to apply multiple objects
3180 */ 1305 */
3181 retval |= CAN_APPLY_UNAPPLY; 1306 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 1307
3183 else if (tmp != tmp1) { 1308 if (!tmp)
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 1309 tmp = tmp1;
3185 } 1310 else if (tmp != tmp1)
1311 retval |= CAN_APPLY_UNAPPLY_MULT;
1312
3186 /* This object isn't using up all the slots, so there must 1313 /* 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 1314 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 1315 * the slots, the player then has a choice.
3189 */ 1316 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 1317 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3191 (FABS(op->body_info[i]) < who->body_info[i])) 1318 && abs (op->slot[i].info) < who->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1319 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 1320
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 1321 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 1322 * equipped? If not, there must be something else to unapply.
3196 */ 1323 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1324 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 1325 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 1326 }
3200 } 1327 } /* if not enough free slots */
3201 } /* if not enough free slots */ 1328 } /* if this object uses location i */
3202 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 1329 } /* for i -> num_body_locations loop */
3204 1330
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 1331 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 1332 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 1334 * 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 1335 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 1336 * all use the same location.
3211 */ 1337 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 1338 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; 1339 retval |= CAN_APPLY_RESTRICTION;
1340
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 1341 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 1343
1344 if (who->type != PLAYER)
1345 {
1346 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
1348
1349 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1350 retval |= CAN_APPLY_RESTRICTION;
1351
1352 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
1353 retval |= CAN_APPLY_RESTRICTION;
1354
1355 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1356 retval |= CAN_APPLY_RESTRICTION;
3228 } 1357 }
1358
3229 return retval; 1359 return retval;
3230} 1360}
3231
3232
3233 1361
3234/** 1362/**
3235 * who is the object using the object. It can be a monster. 1363 * 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, 1364 * 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 1365 * eg, one which you put on and keep on for a while, and not something
3246 * AP_UNAPPLY=always unapply). 1374 * AP_UNAPPLY=always unapply).
3247 * 1375 *
3248 * Optional flags: 1376 * Optional flags:
3249 * AP_NO_MERGE: don't merge an unapplied object with other objects 1377 * AP_NO_MERGE: don't merge an unapplied object with other objects
3250 * AP_IGNORE_CURSE: unapply cursed items 1378 * AP_IGNORE_CURSE: unapply cursed items
1379 * AP_NO_READY: do not ready skills when applying skill tools
3251 * 1380 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1381 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 1382 *
3254 * apply_special() doesn't check for unpaid items. 1383 * apply_special() doesn't check for unpaid items.
3255 */ 1384 */
1385
1386#define LACK_ITEM_POWER \
1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1388
1389static bool
3256int apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3257{ 1391{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3259 object *tmp, *tmp2, *skop=NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3260 int i;
3261 1394
3262 if(who==NULL) { 1395 if (who == NULL)
1396 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 1398 return 1;
3265 } 1399 }
3266 1400
1401 //TODO: remove these when apply_special is no longer exposed
3267 if(op->env!=who) 1402 if (op->env != who)
3268 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3269 1404
3270 /* trying to unequip op */ 1405 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 1406 if (QUERY_FLAG (op, FLAG_APPLIED))
1407 {
3272 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 1409 if (basic_flag == AP_APPLY)
1410 return 0;
3274 1411
3275 if ( ! (aflags & AP_IGNORE_CURSE) 1412 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))) { 1413 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 1414 who->failmsgf ("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; 1415 return 1;
3281 } 1416 }
1417
3282 return unapply_special(who, op, aflags); 1418 return unapply_special (who, op, aflags);
3283 } 1419 }
3284
3285 if (basic_flag == AP_UNAPPLY) return 0; 1420 else if (basic_flag == AP_UNAPPLY)
1421 return 0;
3286 1422
3287 i = can_apply_object(who, op); 1423 splay (op);
3288 1424
3289 /* Can't just apply this object. Lets see what not and what to do */ 1425 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 1426 if (int i = can_apply_object (who, op))
1427 {
3291 if (i & CAN_APPLY_NEVER) { 1428 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)); 1429 {
1430 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3293 return 1; 1431 return 1;
1432 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 1433 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)); 1434 {
1435 who->failmsgf (
1436 "You have a prohibition against using a %s. "
1437 "H<Your belief, profession or class prevents you from applying this item.>",
1438 query_name (op)
1439 );
3296 return 1; 1440 return 1;
3297 } 1441 }
1442
3298 if (who->type != PLAYER) { 1443 if (who->type != PLAYER)
1444 {
3299 /* Some error, so don't try to equip something more */ 1445 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 1446 if (unapply_for_ob (who, op, aflags))
3301 } else { 1447 return 1;
3302 if (who->contr->unapply == unapply_never || 1448 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 1449 else
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 1450 {
1451 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1452 {
1453 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3305 unapply_for_ob(who, op, AP_PRINT); 1454 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 1455 return 1;
3307 } 1456 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 1457 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3309 i = unapply_for_ob(who, op, aflags); 1458 if (unapply_for_ob (who, op, aflags))
3310 if (i) return 1; 1459 return 1;
1460 }
3311 } 1461 }
3312 } 1462
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1464 {
1465 // try to ready attached skill first
3315 skop=find_skill_by_name(who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 1467
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 1468 if (!skop)
1469 {
1470 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1471 return 1;
1472 }
1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1474 {
1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 return 1;
1477 }
1478 }
1479
1480 if (!check_item_power (who, op->item_power))
1481 {
1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3318 return 1; 1483 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 } 1484 }
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 1485
3334 /* Ok. We are now at the state where we can apply the new object. 1486 /* 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_... 1487 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3337 */ 1489 */
3338
3339 1490
3340 if(op->nrof > 1) 1491 // split away all the other items from the stack, so only one item is left
3341 tmp = get_split_ob(op,op->nrof - 1); 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3342 else
3343 tmp = NULL;
3344 1493
1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1495 return RESULT_INT (0);
1496
3345 switch(op->type) { 1497 switch (op->type)
1498 {
3346 case WEAPON: 1499 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3348 new_draw_info(NDI_UNIQUE, 0,who, 1501 {
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. */ 1502 /* 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) */ 1503 /* (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."); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3359 if(tmp!=NULL) 1505 "H<Its name indicates that it belongs to somebody else.>");
3360 (void) insert_ob_in_ob(tmp,who); 1506 if (tmp) who->insert (tmp);
3361 return 1; 1507 return 1;
3362 } 1508 }
3363 SET_FLAG(op, FLAG_APPLIED);
3364 1509
3365 if (skop) change_skill(who, skop, 1); 1510 op->flag [FLAG_APPLIED] = true;
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON);
3368 1511
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 1512 if (player *pl = who->contr)
1513 {
1514 who->statusmsg (format ("You wield %s.", query_name (op)));
1515 change_abil (who, op);
1516 }
1517 else
1518 who->change_skill (skop);
3370 1519
3371 (void) change_abil (who,op); 1520 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; 1521 break;
3511 1522
3512 default: 1523 case ARMOUR:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 1524 case HELMET:
3514 } /* end of switch op->type */ 1525 case SHIELD:
1526 case BOOTS:
1527 case GLOVES:
1528 case GIRDLE:
1529 case BRACERS:
1530 case CLOAK:
1531 case RING:
1532 case AMULET:
1533 SET_FLAG (op, FLAG_APPLIED);
1534 who->statusmsg (format ("You wear %s.", query_name (op)));
1535 change_abil (who, op);
1536 break;
3515 1537
1538 case SKILL_TOOL:
1539 // applying a skill tool does not ready the skill
1540 // if something needs the skill, it has to ready it itself
1541 //TODO: unapplying should unapply the skill, though
1542 SET_FLAG (op, FLAG_APPLIED);
1543 break;
1544
1545 case SKILL:
1546 if (!(aflags & AP_NO_SLOT))
1547 {
1548 // skill is used on it's own, as opposed to being a chosen_skill
1549
1550 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1551 {
1552 who->failmsgf (
1553 "You feel as if you wanted to do something funny, but you can't remember what. "
1554 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1555 "It cannot be used on its own.>",
1556 &op->skill
1557 );
1558 if (tmp) who->insert (tmp);
1559 return 1;
1560 }
1561
1562 if (skill_flags [op->subtype] & SF_AUTARK
1563 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1564 {
1565 if (skill_flags [op->subtype] & SF_USE)
1566 who->failmsgf (
1567 "You feel as if you wanted to do something funny, but you can't remember what. "
1568 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1569 &op->skill, &op->skill
1570 );
1571 else
1572 who->failmsgf (
1573 "You feel as if you wanted to do something funny, but you can't remember what. "
1574 "H<The %s skill cannot be readied or used, it is always active.>",
1575 &op->skill
1576 );
1577
1578 if (tmp) who->insert (tmp);
1579
1580 return 1;
1581 }
1582
1583 if (who->contr)
1584 if (op->invisible)
1585 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1586 else
1587 who->statusmsg (format ("You ready %s.", query_name (op)));
1588 }
1589
1590 SET_FLAG (who, FLAG_READY_SKILL);
1591 SET_FLAG (op, FLAG_APPLIED);
1592 change_abil (who, op);
1593 break;
1594
1595 case BOW:
1596 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1597 {
1598 who->failmsg ("The weapon does not recognize you as its owner. "
1599 "H<Its name indicates that it belongs to somebody else.>");
1600 if (tmp) who->insert (tmp);
1601 return 1;
1602 }
1603
1604 if (player *pl = who->contr)
1605 {
1606 op->flag [FLAG_APPLIED] = true;
1607 who->statusmsg (format ("You wield the %s.", query_name (op)));
1608 change_abil (who, op);
1609 }
1610 break;
1611
1612 case RANGED:
1613 if (player *pl = who->contr)
1614 {
1615 op->flag [FLAG_APPLIED] = true;
1616 who->statusmsg (format ("You applied the %s.", query_name (op)));
1617 }
1618 break;
1619
1620 case SPELL:
1621 if (player *pl = who->contr)
1622 {
1623 op->flag [FLAG_APPLIED] = true;
1624 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1625 }
1626 break;
1627
1628 /*FALLTHROUGH*/
1629 case WAND:
1630 case ROD:
1631 case HORN:
1632 op->flag [FLAG_APPLIED] = true;
1633
1634 if (player *pl = who->contr)
1635 {
1636 who->statusmsg (format ("You ready %s.", query_name (op)));
1637
1638 if (op->type == BOW)
1639 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1640
1641 change_abil (who, op);
1642 }
1643 else
1644 {
1645 who->change_skill (skop);
1646
1647 if (op->type == BOW)
1648 op->flag [FLAG_READY_BOW ] = true;
1649 else
1650 op->flag [FLAG_READY_RANGE] = true;
1651 }
1652
1653 break;
1654
1655 case BUILDER:
1656 if (player *pl = who->contr)
1657 {
1658 who->statusmsg (format ("You ready your %s.", query_name (op)));
1659 //TODO: change_abil?
1660 }
1661 break;
1662
1663 default:
1664 who->statusmsg (format ("You apply %s.", query_name (op)));
1665 }
1666
3516 SET_FLAG(op, FLAG_APPLIED); 1667 SET_FLAG (op, FLAG_APPLIED);
3517 1668
3518 if(tmp!=NULL) 1669 if (tmp) who->insert (tmp);
3519 tmp = insert_ob_in_ob(tmp,who);
3520 1670
3521 fix_player(who); 1671 who->update_stats ();
3522 1672
3523 /* We exclude spell casting objects. The fire code will set the 1673 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 1674 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 1675 * you don't know anything about them.
3526 */ 1676 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 1677 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 1678 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 1679
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 1680 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) { 1681 if (who->type == PLAYER)
3538 /* if multiple objects were applied, update both slots */ 1682 {
3539 if (tmp) 1683 who->failmsg (
3540 esrv_send_item(who, tmp); 1684 "Oops, it feels deadly cold! "
3541 esrv_send_item(who, op); 1685 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1686 );
1687 SET_FLAG (op, FLAG_KNOWN_CURSED);
3542 } 1688 }
1689
1690 if (object *pl = op->visible_to ())
1691 esrv_send_item (pl, op);
1692
1693 return 0;
1694}
1695
1696/**
1697 * Check if op should abort moving victim because of it's race or slaying.
1698 * Returns 1 if it should abort, returns 0 if it should continue.
1699 */
1700int
1701should_director_abort (object *op, object *victim)
1702{
1703 int arch_flag, name_flag, race_flag;
1704
1705 /* Get flags to determine what of arch, name, and race should be checked.
1706 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1707 * the next is the name flag, and the last is the race flag. Also note,
1708 * if subtype is set to zero, that also goes to defaults of all affecting
1709 * it. Examples:
1710 * subtype 1: only arch
1711 * subtype 3: arch or name
1712 * subtype 5: arch or race
1713 * subtype 7: all three
1714 */
1715 if (op->subtype)
1716 {
1717 arch_flag = op->subtype & 1;
1718 name_flag = op->subtype & 2;
1719 race_flag = op->subtype & 4;
1720 }
1721 else
1722 {
1723 arch_flag = 1;
1724 name_flag = 1;
1725 race_flag = 1;
1726 }
1727
1728 /* If the director has race set, only affect objects with a arch,
1729 * name or race that matches.
1730 */
1731 if ((op->race) &&
1732 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1733 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1734 ((!(victim->race && race_flag) || op->race != victim->race)))
1735 return 1;
1736
1737 /* If the director has slaying set, only affect objects where none
1738 * of arch, name, or race match.
1739 */
1740 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1741 ((victim->name && name_flag && op->slaying == victim->name)) ||
1742 ((victim->race && race_flag && op->slaying == victim->race)))
1743 return 1;
1744
1745 return 0;
1746}
1747
1748/**
1749 * This handles a player dropping money on an altar to identify stuff.
1750 * It'll identify marked item, if none all items up to dropped money.
1751 * Return value: 1 if money was destroyed, 0 if not.
1752 */
1753static int
1754apply_id_altar (object *money, object *altar, object *pl)
1755{
1756 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1757
1758 if (!pl || pl->type != PLAYER)
3543 return 0; 1759 return 0;
3544}
3545 1760
1761 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1762 * identifying' from being printed out more than it needs to be.
1763 */
1764 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1765 return 0;
3546 1766
3547int monster_apply_special (object *who, object *op, int aflags) 1767 /* if the player has a marked item, identify that if it needs to be
1768 * identified. If it doesn't, then go through the player inventory.
1769 */
1770 if (object *marked = find_marked_object (pl))
1771 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1772 {
1773 if (operate_altar (altar, &money, pl))
1774 {
1775 identify (marked);
1776
1777 buf.printf ("You have %s.\r", long_desc (marked, pl));
1778 if (marked->msg)
1779 buf << "The item has a story:\r" << marked->msg << "\n\n";
1780
1781 return !money;
1782 }
1783 }
1784
1785 for (object *id = pl->inv; id; id = id->below)
1786 {
1787 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1788 {
1789 if (operate_altar (altar, &money, pl))
1790 {
1791 identify (id);
1792
1793 buf.printf ("You have %s.\r", long_desc (id, pl));
1794 if (id->msg)
1795 buf << "The item has a story:\r" << id->msg << "\n\n";
1796
1797 /* If no more money, might as well quit now */
1798 if (!money || !check_altar_sacrifice (altar, money))
1799 break;
1800 }
1801 else
1802 {
1803 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1804 break;
1805 }
1806 }
1807 }
1808
1809 if (buf.empty ())
1810 pl->failmsg ("You have nothing that needs identifying");
1811 else
1812 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1813
1814 return !money;
1815}
1816
1817/**
1818 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1819 * matching item.
1820 **/
1821void
1822handle_apply_yield (object *tmp)
3548{ 1823{
1824 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1825 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1826}
1827
1828/**
1829 * Handles applying a potion.
1830 */
1831int
1832apply_potion (object *op, object *tmp)
1833{
1834 int got_one = 0, i;
1835 object *force = 0;
1836
1837 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1838
1839 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1840 {
1841 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1842
1843 CLEAR_FLAG (tmp, FLAG_APPLIED);
1844 return 0;
1845 }
1846
1847 if (op->type == PLAYER)
1848 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1849 identify (tmp);
1850
1851 handle_apply_yield (tmp);
1852
1853 /* Potion of restoration - only for players */
1854 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1855 {
1856 object *depl;
1857 archetype *at;
1858
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 1859 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1860 {
1861 op->drain_stat ();
1862 op->update_stats ();
1863 tmp->decrease ();
1864 return 1;
1865 }
1866
1867 if (!(at = archetype::find (shstr_depletion)))
1868 {
1869 LOG (llevError, "Could not find archetype depletion\n");
1870 return 0;
1871 }
1872
1873 depl = present_arch_in_ob (at, op);
1874
1875 if (depl)
1876 {
1877 for (i = 0; i < NUM_STATS; i++)
1878 if (depl->stats.stat (i))
1879 op->statusmsg (restore_msg[i]);
1880
1881 depl->destroy ();
1882 op->update_stats ();
1883 }
1884 else
1885 op->statusmsg ("Your potion had no effect.");
1886
1887 tmp->decrease ();
3550 return 1; 1888 return 1;
3551 return apply_special (who, op, aflags); 1889 }
3552}
3553 1890
1891 /* improvement potion - only for players */
1892 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1893 {
1894 for (i = 1; i < min (11, op->level); i++)
1895 {
1896 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1897 {
1898 if (op->contr->levhp[i] != 1)
1899 {
1900 op->contr->levhp[i] = 1;
1901 break;
1902 }
1903
1904 if (op->contr->levsp[i] != 1)
1905 {
1906 op->contr->levsp[i] = 1;
1907 break;
1908 }
1909
1910 if (op->contr->levgrace[i] != 1)
1911 {
1912 op->contr->levgrace[i] = 1;
1913 break;
1914 }
1915 }
1916 else
1917 {
1918 if (op->contr->levhp[i] < 9)
1919 {
1920 op->contr->levhp[i] = 9;
1921 break;
1922 }
1923
1924 if (op->contr->levsp[i] < 6)
1925 {
1926 op->contr->levsp[i] = 6;
1927 break;
1928 }
1929
1930 if (op->contr->levgrace[i] < 3)
1931 {
1932 op->contr->levgrace[i] = 3;
1933 break;
1934 }
1935 }
1936 }
1937
1938 /* Just makes checking easier */
1939 if (i < min (11, op->level))
1940 got_one = 1;
1941
1942 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1943 {
1944 if (got_one)
1945 {
1946 op->update_stats ();
1947 op->statusmsg ("The Gods smile upon you and remake you "
1948 "a little more in their image. "
1949 "You feel a little more perfect.", NDI_GREEN);
1950 }
1951 else
1952 op->statusmsg ("The potion had no effect - you are already perfect.");
1953 }
1954 else
1955 { /* cursed potion */
1956 if (got_one)
1957 {
1958 op->update_stats ();
1959 op->failmsg ("The Gods are angry and punish you.");
1960 }
1961 else
1962 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1963 }
1964
1965 tmp->decrease ();
1966 return 1;
1967 }
1968
1969
1970 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1971 * and heroism all fit into this category. Given the spell object code,
1972 * there is no limit to the number of spells that potions can be cast,
1973 * but direction is problematic to try and imbue fireball potions for example.
1974 */
1975 if (tmp->inv)
1976 {
1977 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1978 {
1979 op->failmsg ("Yech! Your lungs are on fire!");
1980 create_exploding_ball_at (op, op->level);
1981 }
1982 else
1983 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1984
1985 tmp->decrease ();
1986
1987 /* if youre dead, no point in doing this... */
1988 if (!QUERY_FLAG (op, FLAG_REMOVED))
1989 op->update_stats ();
1990
1991 return 1;
1992 }
1993
1994 /* Deal with protection potions */
1995 force = NULL;
1996 for (i = 0; i < NROFATTACKS; i++)
1997 {
1998 if (tmp->resist[i])
1999 {
2000 if (!force)
2001 force = get_archetype (FORCE_NAME);
2002
2003 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2004 force->type = POTION_EFFECT;
2005 break; /* Only need to find one protection since we copy entire batch */
2006 }
2007 }
2008
2009 /* This is a protection potion */
2010 if (force)
2011 {
2012 /* cursed items last longer */
2013 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2014 {
2015 force->stats.food *= 10;
2016 for (i = 0; i < NROFATTACKS; i++)
2017 if (force->resist[i] > 0)
2018 force->resist[i] = -force->resist[i]; /* prot => vuln */
2019 }
2020
2021 force->speed_left = -1;
2022 force = insert_ob_in_ob (force, op);
2023 CLEAR_FLAG (tmp, FLAG_APPLIED);
2024 SET_FLAG (force, FLAG_APPLIED);
2025 change_abil (op, force);
2026 tmp->decrease ();
2027 return 1;
2028 }
2029
2030 /* Only thing left are the stat potions */
2031 if (op->type == PLAYER)
2032 { /* only for players */
2033 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2034 || QUERY_FLAG (tmp, FLAG_DAMNED))
2035 && tmp->value != 0)
2036 CLEAR_FLAG (tmp, FLAG_APPLIED);
2037 else
2038 SET_FLAG (tmp, FLAG_APPLIED);
2039
2040 if (!change_abil (op, tmp))
2041 op->statusmsg ("Nothing happened.");
2042 }
2043
2044 /* CLEAR_FLAG is so that if the character has other potions
2045 * that were grouped with the one consumed, his
2046 * stat will not be raised by them. fix_player just clears
2047 * up all the stats.
2048 */
2049 CLEAR_FLAG (tmp, FLAG_APPLIED);
2050 op->update_stats ();
2051 tmp->decrease ();
2052 return 1;
2053}
2054
3554/** 2055/**
3555 * Map was just loaded, handle op's initialisation. 2056 * 'victim' moves onto 'trap'
2057 * 'victim' leaves 'trap'
2058 * effect is determined by move_on/move_off of trap and move_type of victime.
3556 * 2059 *
3557 * Generates shop floor's item, and treasures. 2060 * originator: Player, monster or other object that caused 'victim' to move
2061 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2062 * However, some types of traps require an originator to function.
3558 */ 2063 */
3559int auto_apply (object *op) { 2064void
3560 object *tmp = NULL, *tmp2; 2065move_apply (object *trap, object *victim, object *originator)
3561 int i; 2066{
2067 static int recursion_depth = 0;
3562 2068
3563 switch(op->type) { 2069 /* Only exits affect DMs. */
3564 case SHOP_FLOOR: 2070 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; 2071 return;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 2072
3573 free_object(tmp); 2073 /* move_apply() is the most likely candidate for causing unwanted and
3574 tmp = NULL; 2074 * possibly unlimited recursion.
3575 } 2075 */
3576 } while(!tmp); 2076 /* The following was changed because it was causing perfectly correct
3577 tmp->x=op->x; 2077 * maps to fail. 1) it's not an error to recurse:
3578 tmp->y=op->y; 2078 * rune detonates, summoning monster. monster lands on nearby rune.
2079 * nearby rune detonates. This sort of recursion is expected and
2080 * proper. This code was causing needless crashes.
2081 */
2082 if (recursion_depth >= 500)
2083 {
2084 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2085 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2086 return;
2087 }
2088
2089 recursion_depth++;
2090 if (trap->head)
2091 trap = trap->head;
2092
2093 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2094 switch (trap->type)
2095 {
2096 case PLAYERMOVER:
2097 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2098 {
2099 if (!trap->stats.maxsp)
2100 trap->stats.maxsp = 2;
2101
2102 /* Is this correct? From the docs, it doesn't look like it
2103 * should be divided by trap->speed
2104 */
2105 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2106
2107 /* Just put in some sanity check. I think there is a bug in the
2108 * above with some objects have zero speed, and thus the player
2109 * getting permanently paralyzed.
2110 */
2111 if (victim->speed_left < -50.f)
2112 victim->speed_left = -50.f;
2113 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2114 }
2115 break;
2116
2117 case SPINNER:
2118 if (victim->direction)
2119 {
2120 victim->direction = absdir (victim->direction - trap->stats.sp);
2121 update_turn_face (victim);
2122 }
2123 break;
2124
2125 case DIRECTOR:
2126 if (victim->direction && !should_director_abort (trap, victim))
2127 {
2128 victim->direction = trap->stats.sp;
2129 update_turn_face (victim);
2130 }
2131 break;
2132
2133 case BUTTON:
2134 case PEDESTAL:
2135 case T_MATCH:
2136 update_button (trap, originator);
2137 break;
2138
2139 case ALTAR:
2140 /* sacrifice victim on trap */
2141 apply_altar (trap, victim, originator);
2142 break;
2143
2144 case THROWN_OBJ:
2145 if (trap->inv == NULL)
2146 break;
2147 /* fallthrough */
2148
2149 case ARROW:
2150 /* bad bug: monster throw a object, make a step forwards, step on object ,
2151 * trigger this here and get hit by own missile - and will be own enemy.
2152 * Victim then is his own enemy and will start to kill herself (this is
2153 * removed) but we have not synced victim and his missile. To avoid senseless
2154 * action, we avoid hits here
2155 */
2156 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2157 && trap->owner != victim)
2158 hit_with_arrow (trap, victim);
2159 break;
2160
2161 case SPELL_EFFECT:
2162 apply_spell_effect (trap, victim);
2163 break;
2164
2165 case TRAPDOOR:
2166 {
2167 int max, sound_was_played;
2168 object *ab, *ab_next;
2169
2170 if (!trap->value)
2171 {
2172 int tot;
2173
2174 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2175 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2176 tot += ab->head_ ()->total_weight ();
2177
2178 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2179 break;
2180
2181 SET_ANIMATION (trap, trap->value);
2182 update_object (trap, UP_OBJ_FACE);
2183 }
2184
2185 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2186 {
2187 /* need to set this up, since if we do transfer the object,
2188 * ab->above would be bogus
2189 */
2190 ab_next = ab->above;
2191
2192 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2193 {
2194 if (!sound_was_played)
2195 {
2196 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2197 sound_was_played = 1;
2198 }
2199
2200 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2201 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2202 }
2203 }
2204 break;
2205 }
2206
2207 case CONVERTER:
2208 if (convert_item (victim, trap) < 0)
2209 {
2210 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2211 archetype::get (shstr_burnout)->insert_at (trap, trap);
2212 }
2213
2214 break;
2215
2216 case TRIGGER_BUTTON:
2217 case TRIGGER_PEDESTAL:
2218 case TRIGGER_ALTAR:
2219 check_trigger (trap, victim, originator);
2220 break;
2221
2222 case DEEP_SWAMP:
2223 walk_on_deep_swamp (trap, victim);
2224 break;
2225
2226 case CHECK_INV:
2227 check_inv (victim, trap);
2228 break;
2229
2230 case HOLE:
2231 move_apply_hole (trap, victim);
2232 break;
2233
2234 case EXIT:
2235 if (victim->type == PLAYER && EXIT_PATH (trap))
2236 {
2237 /* Basically, don't show exits leading to random maps the
2238 * players output.
2239 */
2240 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2241 victim->statusmsg (trap->msg, NDI_NAVY);
2242
2243 trap->play_sound (trap->sound);
2244 victim->enter_exit (trap);
2245 }
2246 break;
2247
2248 case ENCOUNTER:
2249 /* may be some leftovers on this */
2250 break;
2251
2252 case SHOP_MAT:
2253 apply_shop_mat (trap, victim);
2254 break;
2255
2256 /* Drop a certain amount of gold, and have one item identified */
2257 case IDENTIFY_ALTAR:
2258 apply_id_altar (victim, trap, originator);
2259 break;
2260
2261 case SIGN:
2262 if (victim->type != PLAYER && trap->stats.food > 0)
2263 break; /* monsters musn't apply magic_mouths with counters */
2264
2265 apply_sign (victim, trap, 1);
2266 break;
2267
2268 case CONTAINER:
2269 apply_container (victim, trap);
2270 break;
2271
2272 case RUNE:
2273 case TRAP:
2274 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2275 spring_trap (trap, victim);
2276 break;
2277
2278 default:
2279 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2280 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2281 break;
2282 }
2283
2284 recursion_depth--;
2285}
2286
2287/**
2288 * Handles reading a regular (ie not containing a spell) book.
2289 */
2290static void
2291apply_book (object *op, object *tmp)
2292{
2293 int lev_diff;
2294 object *skill_ob;
2295
2296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2297 {
2298 op->failmsg ("You are unable to read while blind!");
2299 return;
2300 }
2301
2302 if (!tmp->msg)
2303 {
2304 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2305 return;
2306 }
2307
2308 /* need a literacy skill to read stuff! */
2309 skill_ob = find_skill_by_name (op, tmp->skill);
2310 if (!skill_ob)
2311 {
2312 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2313 return;
2314 }
2315
2316 lev_diff = tmp->level - (skill_ob->level + 5);
2317 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2318 {
2319 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2320 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2321 : lev_diff < 5 ? "This book is beyond your comprehension."
2322 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2323 : lev_diff < 15 ? "This book is way beyond your comprehension."
2324 : "This book is totally beyond your comprehension.");
2325 return;
2326 }
2327
2328 // we currently don't use the message types for anything.
2329 // readable_message_type *msgType = get_readable_message_type (tmp);
2330
2331 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2332
2333 if (player *pl = op->contr)
2334 if (client *ns = pl->ns)
2335 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2336
2337 /* gain xp from reading */
2338 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2339 { /* only if not read before */
2340 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2341
2342 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2343 {
2344 /*exp_gain *= 2; because they just identified it too */
2345 SET_FLAG (tmp, FLAG_IDENTIFIED);
2346
2347 if (object *pl = tmp->visible_to ())
2348 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2349 }
2350
2351 change_exp (op, exp_gain, skill_ob->skill, 0);
2352 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2353 }
2354}
2355
2356/**
2357 * op made some mistake with a scroll, this takes care of punishment.
2358 * scroll_failure()- hacked directly from spell_failure
2359 */
2360static void
2361scroll_failure (object *op, int failure, int power)
2362{
2363 if (abs (failure / 4) > power)
2364 power = abs (failure / 4); /* set minimum effect */
2365
2366 if (failure <= -1 && failure > -15)
2367 { /* wonder */
2368 object *tmp;
2369
2370 op->failmsg ("Your spell warps!");
2371 tmp = get_archetype (SPELL_WONDER);
2372 cast_wonder (op, op, 0, tmp);
2373 tmp->destroy ();
2374 }
2375 else if (failure <= -15 && failure > -35)
2376 { /* drain mana */
2377 op->failmsg ("Your mana is drained!");
2378 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2379 if (op->stats.sp < 0)
2380 op->stats.sp = 0;
2381 }
2382 else if (settings.spell_failure_effects == TRUE)
2383 {
2384 if (failure <= -35 && failure > -60)
2385 { /* confusion */
2386 op->failmsg ("The magic recoils on you!");
2387 confuse_player (op, op, power);
2388 }
2389 else if (failure <= -60 && failure > -70)
2390 { /* paralysis */
2391 op->failmsg ("The magic recoils and paralyzes you!");
2392 paralyze_player (op, op, power);
2393 }
2394 else if (failure <= -70 && failure > -80)
2395 { /* blind */
2396 op->failmsg ("The magic recoils on you!");
2397 blind_player (op, op, power);
2398 }
2399 else if (failure <= -80)
2400 { /* blast the immediate area */
2401 object *tmp = get_archetype (LOOSE_MANA);
2402 cast_magic_storm (op, tmp, power);
2403 op->failmsg ("You unleash uncontrolled mana!");
2404 tmp->destroy ();
2405 }
2406 }
2407}
2408
2409/**
2410 * Handles the applying of a skill scroll, calling learn_skill straight.
2411 * op is the person learning the skill, tmp is the skill scroll object
2412 */
2413static void
2414apply_skillscroll (object *op, object *tmp)
2415{
2416 switch (learn_skill (op, tmp))
2417 {
2418 case 0:
2419 op->play_sound (sound_find ("generic_fail"));
2420 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2421 break;
2422
2423 case 1:
2424 tmp->decrease ();
2425 op->play_sound (sound_find ("skill_learn"));
2426 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2427 break;
2428
2429 default:
2430 tmp->decrease ();
2431 op->play_sound (sound_find ("generic_fail"));
2432 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2433 break;
2434 }
2435}
2436
2437/**
2438 * Actually makes op learn spell.
2439 * Informs player of what happens.
2440 */
2441void
2442do_learn_spell (object *op, object *spell, int special_prayer)
2443{
2444 object *tmp;
2445
2446 if (op->type != PLAYER)
2447 {
2448 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2449 return;
2450 }
2451
2452 /* Upgrade special prayers to normal prayers */
2453 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2454 {
2455 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2456 {
2457 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2458 return;
2459 }
2460 return;
2461 }
2462
2463 op->contr->play_sound (sound_find ("learn_spell"));
2464
2465 tmp = spell->clone ();
2466 insert_ob_in_ob (tmp, op);
2467
2468 if (special_prayer)
3579 SET_FLAG(tmp,FLAG_UNPAID); 2469 SET_FLAG (tmp, FLAG_STARTEQUIP);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 2470
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 2471 esrv_add_spells (op->contr, tmp);
2472}
2473
2474/**
2475 * Erases spell from player's inventory.
2476 */
2477void
2478do_forget_spell (object *op, const char *spell)
2479{
2480 object *spob;
2481
2482 if (op->type != PLAYER)
2483 {
2484 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2485 return;
2486 }
2487 if ((spob = check_spell_known (op, spell)) == NULL)
2488 {
2489 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2490 return;
2491 }
2492
2493 op->failmsgf ("You lose knowledge of %s.", spell);
2494 esrv_remove_spell (op->contr, spob);
2495 spob->destroy ();
2496}
2497
2498/**
2499 * Handles player applying a spellbook.
2500 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2501 * stuff like that. Random learning failure too.
2502 */
2503static void
2504apply_spellbook (object *op, object *tmp)
2505{
2506 object *skop, *spell, *spell_skill;
2507
2508 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->failmsg ("You are unable to read while blind.");
2511 return;
2512 }
2513
2514 /* artifact_spellbooks have 'slaying' field point to a spell name,
2515 * instead of having their spell stored in stats.sp. These are
2516 * legacy spellbooks
2517 */
2518 if (tmp->slaying)
2519 {
2520 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2521
2522 if (!spell)
2523 {
2524 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2525 return;
2526 }
2527 else
2528 insert_ob_in_ob (spell, tmp);
2529
2530 tmp->slaying = 0;
2531 }
2532
2533 skop = find_skill_by_name (op, tmp->skill);
2534
2535 /* need a literacy skill to learn spells. Also, having a literacy level
2536 * lower than the spell will make learning the spell more difficult */
2537 if (!skop)
2538 {
2539 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2540 return;
2541 }
2542
2543 spell = tmp->inv;
2544
2545 if (!spell)
2546 {
2547 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2548 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2549 return;
2550 }
2551
2552 int learn_level = sqrtf (spell->level) * 1.5f;
2553 if (skop->level < learn_level)
2554 {
2555 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2556 &tmp->skill, learn_level);
2557 return;
2558 }
2559
2560 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2561
2562 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
3582 identify(tmp); 2563 identify (tmp);
3583 break;
3584 2564
3585 case TREASURE: 2565 /* I removed the check for special_prayer_mark here - it didn't make
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 2566 * a lot of sense - special prayers are not found in spellbooks, and
3587 return 0; 2567 * if the player doesn't know the spell, doesn't make a lot of sense that
3588 while ((op->stats.hp--)>0) 2568 * 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 */ 2569 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 2570 if (check_spell_known (op, spell->name))
3599 tmp2 = tmp->below; 2571 {
3600 remove_ob(tmp); 2572 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); 2573 return;
3602 else free_object(tmp);
3603 } 2574 }
3604 remove_ob(op); 2575
3605 free_object(op); 2576 if (spell->skill)
3606 break;
3607 } 2577 {
3608 return tmp ? 1 : 0; 2578 spell_skill = find_skill_by_name (op, spell->skill);
3609}
3610 2579
3611/** 2580 if (!spell_skill)
3612 * fix_auto_apply goes through the entire map (only the first time 2581 {
3613 * when an original map is loaded) and performs special actions for 2582 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
3614 * certain objects (most initialization of chests and creation of 2583 return;
3615 * treasures and stuff). Calls auto_apply if appropriate. 2584 }
3616 */
3617 2585
3618void fix_auto_apply(mapstruct *m) { 2586 if (spell_skill->level < spell->level)
3619 object *tmp,*above=NULL; 2587 {
3620 int x,y; 2588 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
3621 2589 return;
3622 if(m==NULL) return; 2590 }
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 } 2591 }
3703 2592
3704 for(x=0;x<MAP_WIDTH(m);x++) 2593 /* Logic as follows
3705 for(y=0;y<MAP_HEIGHT(m);y++) 2594 *
3706 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 2595 * 1- MU spells use Int to learn, Cleric spells use Wisdom
3707 if (tmp->above && 2596 *
3708 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 2597 * 2- The learner's skill level in literacy adjusts the chance to learn
3709 check_trigger (tmp, tmp->above); 2598 * a spell.
3710} 2599 *
3711 2600 * 3 -Automatically fail to learn if you read while confused
3712/** 2601 *
3713 * Handles player eating food that temporarily changes status (resistances, stats). 2602 * Overall, chances are the same but a player will find having a high
3714 * This used to call cast_change_attr(), but 2603 * 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 */ 2604 */
3718 2605 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 } 2606 {
3733 2607 op->failmsg ("In your confused state you flub the wording of the text!");
3734 /* check if we can protect the eater */ 2608 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 } 2609 }
2610 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2611 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
3778 } 2612 {
3779 fix_player(who); 2613 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
3780} 2614 do_learn_spell (op, spell, 0);
3781 2615
2616 /* xp gain to literacy for spell learning */
2617 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2618 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2619 }
2620 else
2621 {
2622 op->contr->play_sound (sound_find ("fumble_spell"));
2623 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2624 }
2625
2626 tmp->decrease ();
2627}
2628
2629/**
2630 * Handles applying a spell scroll.
2631 */
2632void
2633apply_scroll (object *op, object *tmp, int dir)
2634{
2635 object *skop;
2636
2637 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2638 {
2639 op->failmsg ("You are unable to read while blind.");
2640 return;
2641 }
2642
2643 if (!tmp->inv || tmp->inv->type != SPELL)
2644 {
2645 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2646 return;
2647 }
2648
2649 if (op->type == PLAYER)
2650 {
2651 /* players need a literacy skill to read stuff! */
2652 int exp_gain = 0;
2653
2654 /* hard code literacy - tmp->skill points to where the exp
2655 * should go for anything killed by the spell.
2656 */
2657 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2658
2659 if (!skop)
2660 {
2661 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]);
2662 return;
2663 }
2664
2665 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2666 change_exp (op, exp_gain, skop->skill, 0);
2667 }
2668
2669 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2670 identify (tmp);
2671
2672 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2673
2674 cast_spell (op, tmp, dir, tmp->inv, NULL);
2675 tmp->decrease ();
2676}
2677
2678/**
2679 * Applies a treasure object - by default, chest. op
2680 * is the person doing the applying, tmp is the treasure
2681 * chest.
2682 */
2683static void
2684apply_treasure (object *op, object *tmp)
2685{
2686 /* Nice side effect of this treasure creation method is that the treasure
2687 * for the chest is done when the chest is created, and put into the chest
2688 * inventory. So that when the chest burns up, the items still exist. Also
2689 * prevents people from moving chests to more difficult maps to get better
2690 * treasure
2691 */
2692 object *treas = tmp->inv;
2693
2694 if (!treas)
2695 {
2696 op->statusmsg ("The chest was empty.");
2697 tmp->decrease ();
2698 return;
2699 }
2700
2701 while (tmp->inv)
2702 {
2703 treas = tmp->inv;
2704 treas->remove ();
2705
2706 treas->x = op->x;
2707 treas->y = op->y;
2708 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2709
2710 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2711 spring_trap (treas, op);
2712
2713 /* If either player or container was destroyed, no need to do
2714 * further processing. I think this should be enclused with
2715 * spring trap above, as I don't think there is otherwise
2716 * any way for the treasure chest or player to get killed.
2717 */
2718 if (op->destroyed () || tmp->destroyed ())
2719 break;
2720 }
2721
2722 if (!tmp->destroyed () && !tmp->inv)
2723 tmp->decrease (true);
2724}
2725
2726/**
2727 * A dragon is eating some flesh. If the flesh contains resistances,
2728 * there is a chance for the dragon's skin to get improved.
2729 *
2730 * attributes:
2731 * object *op the object (dragon player) eating the flesh
2732 * object *meal the flesh item, getting chewed in dragon's mouth
2733 * return:
2734 * int 1 if eating successful, 0 if it doesn't work
2735 */
2736static int
2737dragon_eat_flesh (object *op, object *meal)
2738{
2739 object *skin = NULL; /* pointer to dragon skin force */
2740 object *abil = NULL; /* pointer to dragon ability force */
2741 object *tmp = NULL; /* tmp. object */
2742
2743 double chance; /* improvement-chance of one resistance type */
2744 double totalchance = 1; /* total chance of gaining one resistance */
2745 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2746 double mbonus = 0; /* monster bonus */
2747 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2748 int winners = 0; /* number of winners */
2749 int i; /* index */
2750
2751 /* let's make sure and doublecheck the parameters */
2752 if (meal->type != FLESH || !op->is_dragon ())
2753 return 0;
2754
2755 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2756 from the player's inventory */
2757 for (tmp = op->inv; tmp; tmp = tmp->below)
2758 if (tmp->type == FORCE)
2759 if (tmp->arch->archname == shstr_dragon_skin_force)
2760 skin = tmp;
2761 else if (tmp->arch->archname == shstr_dragon_ability_force)
2762 abil = tmp;
2763
2764 /* if either skin or ability are missing, this is an old player
2765 which is not to be considered a dragon -> bail out */
2766 if (skin == NULL || abil == NULL)
2767 return 0;
2768
2769 /* now start by filling stomache and health, according to food-value */
2770 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2771 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2772 else
2773 op->stats.hp += meal->stats.food / 50;
2774
2775 min_it (op->stats.hp, op->stats.maxhp);
2776 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2777
2778 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2779
2780 /* on to the interesting part: chances for adding resistance */
2781 for (i = 0; i < NROFATTACKS; i++)
2782 {
2783 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2784 {
2785 /* got positive resistance, now calculate improvement chance (0-100) */
2786
2787 /* this bonus makes resistance increase easier at lower levels */
2788 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2789 if (i == abil->stats.exp)
2790 bonus += 5; /* additional bonus for resistance of ability-focus */
2791
2792 /* monster bonus increases with level, because high-level
2793 flesh is too rare */
2794 mbonus = op->level * 20. / ((double) settings.max_level);
2795
2796 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2797 ((double)settings.max_level)) - skin->resist[i];
2798
2799 if (chance >= 0.)
2800 chance += 1.;
2801 else
2802 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2803
2804 /* chance is proportional to amount of resistance (max. 50) */
2805 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2806
2807 /* doubled chance for resistance of ability-focus */
2808 if (i == abil->stats.exp)
2809 chance = min (100., chance * 2.);
2810
2811 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2812 if (rndm (10000) < (unsigned int)(chance * 100))
2813 {
2814 atnr_winner[winners] = i;
2815 winners++;
2816 }
2817
2818 if (chance >= 0.01)
2819 totalchance *= 1 - chance / 100;
2820
2821 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2822 }
2823 }
2824
2825 /* inverse totalchance as until now we have the failure-chance */
2826 totalchance = 100 - totalchance * 100;
2827
2828 /* print message according to totalchance */
2829 const char *buf;
2830 if (totalchance > 50.)
2831 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2832 else if (totalchance > 10.)
2833 buf = format ("The %s tasted very good.", &meal->name);
2834 else if (totalchance > 1.)
2835 buf = format ("The %s tasted good.", &meal->name);
2836 else if (totalchance > 0.1)
2837 buf = format ("The %s tasted bland.", &meal->name);
2838 else if (totalchance >= 0.01)
2839 buf = format ("The %s had a boring taste.", &meal->name);
2840 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2841 buf = format ("The %s tasted strange.", &meal->name);
2842 else
2843 buf = format ("The %s had no taste.", &meal->name);
2844
2845 op->statusmsg (buf);
2846
2847 /* now choose a winner if we have any */
2848 i = -1;
2849 if (winners > 0)
2850 i = atnr_winner [rndm (winners)];
2851
2852 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2853 {
2854 /* resistance increased! */
2855 skin->resist[i]++;
2856 op->update_stats ();
2857
2858 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2859 }
2860
2861 /* if this flesh contains a new ability focus, we mark it
2862 into the ability_force and it will take effect on next level */
2863 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2864 {
2865 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2866
2867 if (meal->last_eat != abil->stats.exp)
2868 op->statusmsg (format (
2869 "Your metabolism prepares to focus on %s!\n"
2870 "The change will happen at level %d.",
2871 change_resist_msg[meal->last_eat],
2872 abil->level + 1
2873 ));
2874 else
2875 {
2876 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2877 abil->last_eat = 0;
2878 }
2879 }
2880
2881 return 1;
2882}
2883
2884/**
2885 * op eats food.
2886 * If player, takes care of messages and dragon special food.
2887 */
2888static void
2889apply_food (object *op, object *tmp)
2890{
2891 int capacity_remaining;
2892
2893 if (op->type != PLAYER)
2894 op->stats.hp = op->stats.maxhp;
2895 else
2896 {
2897 /* check if this is a dragon (player), eating some flesh */
2898 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2899 ;
2900 else
2901 {
2902 /* usual case - no dragon meal: */
2903 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2904 {
2905 if (tmp->type == FOOD || tmp->type == FLESH)
2906 op->failmsg ("You feel full, but what a waste of food!");
2907 else
2908 op->statusmsg ("Most of the drink goes down your face not your throat!");
2909 }
2910
2911 tmp->play_sound (
2912 tmp->sound
2913 ? tmp->sound
2914 : tmp->type == DRINK
2915 ? sound_find ("eat_drink")
2916 : sound_find ("eat_food")
2917 );
2918
2919 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2920 {
2921 const char *buf;
2922
2923 if (!op->is_dragon ())
2924 {
2925 /* eating message for normal players */
2926 if (tmp->type == DRINK)
2927 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2928 else
2929 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2930 }
2931 else
2932 /* eating message for dragon players */
2933 buf = format ("The %s tasted terrible!", &tmp->name);
2934
2935 op->statusmsg (buf);
2936
2937 capacity_remaining = MAX_FOOD - op->stats.food;
2938 op->stats.food += tmp->stats.food;
2939 if (capacity_remaining < tmp->stats.food)
2940 op->stats.hp += capacity_remaining / 50;
2941 else
2942 op->stats.hp += tmp->stats.food / 50;
2943
2944 min_it (op->stats.hp, op->stats.maxhp);
2945 min_it (op->stats.food, MAX_FOOD);
2946 }
2947
2948 /* special food hack -b.t. */
2949 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2950 eat_special_food (op, tmp);
2951 }
2952 }
2953
2954 handle_apply_yield (tmp);
2955 tmp->decrease ();
2956}
2957
2958/**
2959 * Handles applying an improve armor scroll.
2960 * Does some sanity checks, then calls improve_armour.
2961 */
2962static void
2963apply_armour_improver (object *op, object *tmp)
2964{
2965 object *armor;
2966
2967 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2968 {
2969 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2970 return;
2971 }
2972
2973 armor = find_marked_object (op);
2974
2975 if (!armor)
2976 {
2977 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2978 return;
2979 }
2980
2981 if (armor->type != ARMOUR
2982 && armor->type != CLOAK
2983 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2984 {
2985 op->failmsg ("Your marked item is not armour!\n");
2986 return;
2987 }
2988
2989 op->statusmsg ("Applying armour enchantment.");
2990 improve_armour (op, tmp, armor);
2991}
2992
2993void
2994apply_poison (object *op, object *tmp)
2995{
2996 // need to do it now when it is still on the map
2997 handle_apply_yield (tmp);
2998
2999 object *poison = tmp->split (1);
3000
3001 if (op->type == PLAYER)
3002 {
3003 op->contr->play_sound (sound_find ("drink_poison"));
3004 op->failmsg ("Yech! That tasted poisonous!");
3005 op->contr->killer = poison;
3006 }
3007
3008 if (poison->stats.hp > 0)
3009 {
3010 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012 }
3013
3014 op->stats.food -= op->stats.food / 4;
3015 poison->destroy ();
3016}
3017
3018/**
3019 * This function will try to apply a lighter and in case no lighter
3020 * is specified it will try to find a lighter in the players inventory,
3021 * and inform him about this requirement.
3022 *
3023 * who - the player
3024 * op - the item we want to light
3025 * lighter - the lighter or 0 if a lighter has yet to be found
3026 */
3027static object *
3028auto_apply_lighter (object *who, object *op, object *lighter)
3029{
3030 if (lighter == 0)
3031 {
3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3033 {
3034 if (tmp->type == LIGHTER)
3035 {
3036 lighter = tmp;
3037 break;
3038 }
3039 }
3040
3041 if (!lighter)
3042 {
3043 who->failmsgf (
3044 "You can't light up the %s with your bare hands! "
3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 &op->name
3047 );
3048 return 0;
3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3054 {
3055 /* lighter gets used up */
3056 lighter = lighter->split ();
3057 lighter->stats.food--;
3058 who->insert (lighter);
3059 }
3060 else if (lighter->last_eat)
3061 {
3062 /* no charges left in lighter */
3063 who->failmsgf (
3064 "You attempt to light the %s with a used up %s.",
3065 &op->name, &lighter->name
3066 );
3067 return 0;
3068 }
3069
3070 return lighter;
3071}
3782 3072
3783/** 3073/**
3784 * Designed primarily to light torches/lanterns/etc. 3074 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is 3075 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t. 3076 * the selected object to "burn". -b.t.
3787 */ 3077 */
3788 3078static void
3789void apply_lighter(object *who, object *lighter) { 3079apply_lighter (object *who, object *lighter)
3080{
3790 object *item; 3081 object *item;
3791 int is_player_env=0; 3082 int is_player_env = 0;
3792 uint32 nrof;
3793 tag_t count;
3794 char item_name[MAX_BUF];
3795 3083
3796 item=find_marked_object(who); 3084 item = find_marked_object (who);
3797 if(item) { 3085 if (item)
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3086 {
3799 /* Split multiple lighters if they're being used up. Otherwise * 3087 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; 3088 return;
3819 } 3089
3820 /* Perhaps we should split what we are trying to light on fire? 3090 /* 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 3091 * I can't see many times when you would want to light multiple
3822 * objects at once. 3092 * objects at once.
3823 */ 3093 */
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 3094
3833 save_throw_object(item,AT_FIRE,who); 3095 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 3096
3849 } else /* nothing to light */ 3097 if (item->destroyed ()
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3098 || ((item->type == LAMP || item->type == TORCH)
3851 3099 && item->glow_radius > 0))
3852} 3100 who->statusmsg (format (
3853 3101 "You light the %s with the %s.",
3854/** 3102 &item->name, &lighter->name
3855 * op made some mistake with a scroll, this takes care of punishment. 3103 ));
3856 * scroll_failure()- hacked directly from spell_failure 3104 else
3857 */ 3105 who->failmsgf (
3858void scroll_failure(object *op, int failure, int power) 3106 "You attempt to light the %s with the %s and fail.",
3859{ 3107 &item->name, &lighter->name
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3108 );
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 } 3109 }
3110 else
3111 who->failmsg ("You need to mark a lightable object.");
3112}
3921 3113
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3114/**
3923 int i = rndm(0, 6); 3115 * This function generates a cursed effect for cursed lamps and torches.
3924 int stat=get_attr_value(stats,i); 3116 */
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3117static void
3926 if(i==CHA) continue; /* exclude cha from this */ 3118player_apply_lamp_cursed_effect (object *who, object *op)
3927 if( stat < 20 + race_bonus) { 3119{
3928 change_attr_value(stats,i,1); 3120 if (op->level)
3929 excess_stat--; 3121 {
3930 } 3122 who->failmsgf (
3123 "The %s was cursed, it explodes in a big fireball!",
3124 &op->name
3125 );
3126 create_exploding_ball_at (who, op->level);
3931 } 3127 }
3932 3128 else
3933 /* insert the randomitems from the change's treasurelist into 3129 {
3934 * the player ref: player.c 3130 who->failmsgf (
3935 */ 3131 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3936 if(change->randomitems!=NULL) 3132 &op->name
3937 give_initial_items(pl,change->randomitems); 3133 );
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 } 3134 }
3957 3135
3958 /* check the special case of can't use weapons */ 3136 op->destroy ();
3959 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3137}
3960 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3961 3138
3962 break; 3139/**
3963 } 3140 * Apply for players and lamps
3141 *
3142 * who - the player
3143 * op - the lamp
3144 */
3145static void
3146player_apply_lamp (object *who, object *op)
3147{
3148 bool switch_on = op->glow_radius ? false : true;
3149
3150 if (switch_on)
3964 } 3151 {
3152 object *lighter = 0;
3153
3154 if (op->flag [FLAG_IS_LIGHTABLE]
3155 && !(lighter = auto_apply_lighter (who, op, 0)))
3156 return;
3157
3158 if (op->stats.food < 1)
3159 {
3160 if (op->type == LAMP)
3161 who->failmsgf (
3162 "The %s is out of fuel! "
3163 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3164 &op->name
3165 );
3166 else
3167 who->failmsgf (
3168 "The %s is burnt out! "
3169 "H<Torches and similar items burn out and become worthless.>",
3170 &op->name
3171 );
3172 return;
3173 }
3174
3175 if (op->flag [FLAG_CURSED])
3176 {
3177 player_apply_lamp_cursed_effect (who, op);
3178 return;
3179 }
3180
3181 if (lighter)
3182 who->statusmsg (format (
3183 "You light up the %s with the %s.", &op->name, &lighter->name));
3184 else
3185 who->statusmsg (format ("You light up the %s.", &op->name));
3186 }
3187 else
3188 {
3189 if (op->flag [FLAG_CURSED])
3190 {
3191 player_apply_lamp_cursed_effect (who, op);
3192 return;
3193 }
3194
3195 if (op->type == TORCH)
3196 {
3197 if (!op->flag [FLAG_IS_LIGHTABLE])
3198 {
3199 who->statusmsg (format (
3200 "You put out the %s. "
3201 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3202 &op->name, &op->name));
3203 }
3204 else
3205 who->statusmsg (format (
3206 "You put out the %s."
3207 "H<Torches wear out if you put them out.>",
3208 &op->name));
3209 }
3210 else
3211 who->statusmsg (format ("You turn off the %s.", &op->name));
3212 }
3213
3214 apply_lamp (op, switch_on);
3215}
3216
3217void get_animation_from_arch (object *op, arch_ptr a)
3218{
3219 op->animation_id = a->animation_id;
3220 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3221 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3222 op->anim_speed = a->anim_speed;
3223 op->last_anim = 0;
3224 op->state = 0;
3225 op->face = a->face;
3226
3227 if (NUM_ANIMATIONS(op) > 1)
3228 {
3229 SET_ANIMATION(op, 0);
3230 animate_object (op, op->direction);
3231 }
3232 else
3233 update_object (op, UP_OBJ_FACE);
3234}
3235
3236/**
3237 * Apply for LAMPs and TORCHes.
3238 *
3239 * op - the lamp
3240 * switch_on - a flag which says whether the lamp should be switched on or off
3241 */
3242void apply_lamp (object *op, bool switch_on)
3243{
3244 op->set_glow_radius (switch_on ? op->range : 0);
3245 op->set_speed (switch_on ? op->arch->speed : 0);
3246
3247 // torches wear out if you put them out
3248 if (op->type == TORCH && !switch_on)
3249 {
3250 if (op->flag [FLAG_IS_LIGHTABLE])
3251 {
3252 op->stats.food -= (double) op->arch->stats.food / 15;
3253 if (op->stats.food < 0)
3254 op->stats.food = 0;
3255 }
3256 else
3257 op->stats.food = 0;
3258 }
3259
3260 // lamps and torched get worthless when used up
3261 if (op->stats.food <= 0)
3262 op->value = 0;
3263
3264 // FIXME: This is a hack to make the more sane torches and lamps
3265 // still animated ;-/
3266 if (op->other_arch)
3267 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3268
3269 if (object *pl = op->visible_to ())
3270 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3965} 3271}
3966 3272
3967/** 3273/**
3968 * This handles items of type 'transformer'. 3274 * This handles items of type 'transformer'.
3969 * Basically those items, used with a marked item, transform both items into something 3275 * 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. 3278 * Change information is contained in the 'slaying' field of the marked item.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3279 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * This way an item can be transformed in many things, and/or many objects. 3280 * 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. 3281 * The 'slaying' field for transformer is used as verb for the action.
3976 */ 3282 */
3283static void
3977void apply_item_transformer( object* pl, object* transformer ) 3284apply_item_transformer (object *pl, object *transformer)
3978 { 3285{
3979 object* marked; 3286 object *marked;
3980 object* new_item; 3287 object *new_item;
3981 char* find; 3288 const char *find;
3982 char* separator; 3289 char *separator;
3983 int yield; 3290 int yield;
3984 char got[ MAX_BUF ]; 3291 char got[MAX_BUF];
3985 int len; 3292 int len;
3986 3293
3987 if ( !pl || !transformer ) 3294 if (!pl || !transformer)
3295 return;
3296
3297 marked = find_marked_object (pl);
3298
3299 if (!marked)
3300 {
3301 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3302 return;
3303 }
3304
3305 if (!marked->slaying)
3306 {
3307 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3308 return;
3309 }
3310
3311 /* check whether they are compatible or not */
3312 find = strstr (&marked->slaying, transformer->arch->archname);
3313 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3314 {
3315 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3316 return;
3317 }
3318
3319 find += strlen (transformer->arch->archname) + 1;
3320 /* Item can be used, now find how many and what it yields */
3321 if (isdigit (*(find)))
3322 {
3323 yield = atoi (find);
3324 if (yield < 1)
3325 {
3326 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3327 yield = 1;
3328 }
3329 }
3330 else
3331 yield = 1;
3332
3333 while (isdigit (*find))
3334 find++;
3335
3336 while (*find == ' ')
3337 find++;
3338
3339 memset (got, 0, MAX_BUF);
3340
3341 if ((separator = (char *) strchr (find, ';')))
3342 len = separator - find;
3343 else
3344 len = strlen (find);
3345
3346 min_it (len, MAX_BUF - 1);
3347
3348 strcpy (got, find);
3349 got[len] = '\0';
3350
3351 /* Now create new item, remove used ones when required. */
3352 new_item = get_archetype (got);
3353 if (!new_item)
3354 {
3355 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3356 return;
3357 }
3358
3359 new_item->nrof = yield;
3360
3361 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3362
3363 pl->insert (new_item);
3364 /* Eat up one item */
3365 marked->decrease ();
3366
3367 /* Eat one transformer if needed */
3368 if (transformer->stats.food)
3369 if (--transformer->stats.food == 0)
3370 transformer->decrease ();
3371}
3372
3373/**
3374 * Main apply handler.
3375 *
3376 * Checks for unpaid items before applying.
3377 *
3378 * Return value is currently not used
3379 *
3380 * who is the object that is causing object to be applied, op is the object
3381 * being applied.
3382 *
3383 * aflag is special (always apply/unapply) flags. Nothing is done with
3384 * them in this function - they are passed to apply_special
3385 */
3386static bool
3387manual_apply (object *who, object *op, int aflag)
3388{
3389 op = op->head_ ();
3390
3391 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 {
3393 if (who->contr)
3394 {
3395 examine (who, op);
3396 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397 return 1;
3398 }
3399 else
3400 return 0; /* monsters just skip unpaid items */
3401 }
3402
3403 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404 return RESULT_INT (0);
3405 else if (apply_types_inv_only [op->type])
3406 {
3407 // special item, using slot system, needs to be in inv
3408 if (op->env == who)
3409 return apply_special (who, op, aflag);
3410
3411 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3412 }
3413 else if (!who->contr && apply_types_player_only [op->type])
3414 return 0; // monsters shouldn't try to apply player-only stuff
3415 else if (apply_types [op->type])
3416 {
3417 // ordinary stuff, may be on the floor
3418 switch (op->type)
3419 {
3420 case T_HANDLE:
3421 who->play_sound (sound_find ("turn_handle"));
3422 who->statusmsg ("You turn the handle.");
3423 op->value = op->value ? 0 : 1;
3424 SET_ANIMATION (op, op->value);
3425 update_object (op, UP_OBJ_FACE);
3426 push_button (op, who);
3427 break;
3428
3429 case TRIGGER:
3430 if (check_trigger (op, who, who))
3431 {
3432 who->statusmsg ("You turn the handle.");
3433 who->play_sound (sound_find ("turn_handle"));
3434 }
3435 else
3436 who->failmsg ("The handle doesn't move.");
3437
3438 break;
3439
3440 case EXIT:
3441 if (!EXIT_PATH (op))
3442 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3443 else
3444 {
3445 /* Don't display messages for random maps. */
3446 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447 who->statusmsg (op->msg, NDI_NAVY);
3448
3449 who->enter_exit (op);
3450 }
3451
3452 break;
3453
3454 case INSCRIBABLE:
3455 who->statusmsg (op->msg);
3456 // maybe show a spell menu to chose from or something like that
3457 break;
3458
3459 case SIGN:
3460 apply_sign (who, op, 0);
3461 break;
3462
3463 case BOOK:
3464 apply_book (who, op);
3465 break;
3466
3467 case SKILLSCROLL:
3468 apply_skillscroll (who, op);
3469 break;
3470
3471 case SPELLBOOK:
3472 apply_spellbook (who, op);
3473 break;
3474
3475 case SCROLL:
3476 apply_scroll (who, op, 0);
3477 break;
3478
3479 case POTION:
3480 apply_potion (who, op);
3481 break;
3482
3483 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484 //TODO: remove, as it is unsed?
3485 case CLOSE_CON:
3486 apply_container (who, op->env);
3487 break;
3488
3489 case CONTAINER:
3490 apply_container (who, op);
3491 break;
3492
3493 case TREASURE:
3494 apply_treasure (who, op);
3495 break;
3496
3497 case LAMP:
3498 case TORCH:
3499 player_apply_lamp (who, op);
3500 break;
3501
3502 case DRINK:
3503 case FOOD:
3504 case FLESH:
3505 apply_food (who, op);
3506 break;
3507
3508 case POISON:
3509 apply_poison (who, op);
3510 break;
3511
3512 case SAVEBED:
3513 break;
3514
3515 case ARMOUR_IMPROVER:
3516 apply_armour_improver (who, op);
3517 break;
3518
3519 case WEAPON_IMPROVER:
3520 check_improve_weapon (who, op);
3521 break;
3522
3523 case CLOCK:
3524 {
3525 char buf[MAX_BUF];
3526 timeofday_t tod;
3527
3528 get_tod (&tod);
3529 who->play_sound (sound_find ("sound_clock"));
3530 who->statusmsg (format (
3531 "It is %d minute%s past %d o'clock %s",
3532 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3533 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3534 ));
3535 }
3536 break;
3537
3538 case MENU:
3539 shop_listing (op, who);
3540 break;
3541
3542 case POWER_CRYSTAL:
3543 apply_power_crystal (who, op); /* see egoitem.c */
3544 break;
3545
3546 case LIGHTER: /* for lighting torches/lanterns/etc */
3547 apply_lighter (who, op);
3548 break;
3549
3550 case ITEM_TRANSFORMER:
3551 apply_item_transformer (who, op);
3552 break;
3553 }
3554
3555 return 1;
3556 }
3557 else
3558 {
3559 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3560 return 0;
3561 }
3562}
3563
3564/**
3565 * player_apply_below attempts to apply the object 'below' the player.
3566 * If the player has an open container, we use that for below, otherwise
3567 * we use the ground.
3568 */
3569void
3570player_apply_below (object *pl)
3571{
3572 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3573
3574 /* If using a container, set the starting item to be the top
3575 * item in the container. Otherwise, use the map.
3576 */
3577
3578 // first try to apply "applyables"
3579 for (object *tmp = top; tmp; tmp = tmp->below)
3580 if (!tmp->invisible && apply_types [tmp->type])
3581 {
3582 // If it is visible, player can apply it.
3583 pl->apply (tmp);
3988 return; 3584 return;
3989 marked = find_marked_object( pl ); 3585 }
3990 if ( !marked ) 3586
3587 while (top && top->invisible)
3588 top = top->below;
3589
3590 if (!top || top->flag [FLAG_IS_FLOOR])
3591 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3592 "H<There is nothing here that you can apply.>");
3593 else
3594 // next, try to explain the topmost object
3595 switch (top->type)
3991 { 3596 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3597 // TODO: all this should move to examine
3993 return; 3598 case ALTAR:
3599 case IDENTIFY_ALTAR:
3600 case TRIGGER_ALTAR:
3601 case CONVERTER:
3602 //case TRIGGER_PEDESTAL:
3603 pl->failmsgf (
3604 "You see no obvious mechanism on the %s."
3605 "H<You have to drop one or more specific items here.>",
3606 query_short_name (top)
3607 );
3608 break;
3609
3610 case BUTTON:
3611 case TRIGGER_BUTTON:
3612 pl->failmsgf (
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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