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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.244 by root, Tue Apr 6 00:39:26 2010 UTC vs.
Revision 1.245 by root, Tue Apr 6 03:53:29 2010 UTC

30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/** 35typedef bitset<NUM_TYPES> types_t;
36 * Check if op should abort moving victim because of it's race or slaying.
37 * Returns 1 if it should abort, returns 0 if it should continue.
38 */
39int
40should_director_abort (object *op, object *victim)
41{
42 int arch_flag, name_flag, race_flag;
43 36
44 /* Get flags to determine what of arch, name, and race should be checked. 37// these must be in the inventory before they can be applied
45 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 38
46 * the next is the name flag, and the last is the race flag. Also note, 39static const struct may_attempt_inv : types_t
47 * if subtype is set to zero, that also goes to defaults of all affecting 40{
48 * it. Examples: 41 may_attempt_inv ()
49 * subtype 1: only arch
50 * subtype 3: arch or name
51 * subtype 5: arch or race
52 * subtype 7: all three
53 */
54 if (op->subtype)
55 { 42 {
56 arch_flag = op->subtype & 1; 43 set (WEAPON);
57 name_flag = op->subtype & 2; 44 set (ARMOUR);
58 race_flag = op->subtype & 4; 45 set (BOOTS);
46 set (GLOVES);
47 set (AMULET);
48 set (GIRDLE);
49 set (BRACERS);
50 set (SHIELD);
51 set (HELMET);
52 set (RING);
53 set (CLOAK);
54 set (WAND);
55 set (ROD);
56 set (HORN);
57 set (SKILL);
58 set (SPELL);
59 set (BOW);
60 set (RANGED);
61 set (BUILDER);
62 set (SKILL_TOOL);
59 } 63 }
60 else 64} may_attempt_inv;
65
66// these only make sense for the player
67
68static const struct may_attempt_player : types_t
69{
70 may_attempt_player ()
61 { 71 {
62 arch_flag = 1; 72 set (EXIT);
63 name_flag = 1; 73 set (BOOK);
64 race_flag = 1; 74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (TREASURE);
77 set (SAVEBED);
78 set (ARMOUR_IMPROVER);
79 set (WEAPON_IMPROVER);
80 set (CLOCK);
81 set (MENU);
82 set (LIGHTER); /* for lighting torches/lanterns/etc */
83 set (INSCRIBABLE);
84 set (SIGN);
85 set (BOOK);
65 } 86 }
87} may_attempt_player;
66 88
67 /* If the director has race set, only affect objects with a arch, 89// applying these _can_ be attempted, others cannot
68 * name or race that matches. 90// be applied at all. used by e.g. apply below.
69 */
70 if ((op->race) &&
71 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
72 ((!(victim->name && name_flag) || op->race != victim->name)) &&
73 ((!(victim->race && race_flag) || op->race != victim->race)))
74 return 1;
75 91
76 /* If the director has slaying set, only affect objects where none 92static const struct may_attempt : types_t
77 * of arch, name, or race match.
78 */
79 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
80 ((victim->name && name_flag && op->slaying == victim->name)) ||
81 ((victim->race && race_flag && op->slaying == victim->race)))
82 return 1;
83
84 return 0;
85}
86
87/**
88 * This handles a player dropping money on an altar to identify stuff.
89 * It'll identify marked item, if none all items up to dropped money.
90 * Return value: 1 if money was destroyed, 0 if not.
91 */
92static int
93apply_id_altar (object *money, object *altar, object *pl)
94{ 93{
95 dynbuf_text &buf = msg_dynbuf; buf.clear (); 94 may_attempt ()
96 95 : types_t ((types_t)may_attempt_player | (types_t)may_attempt_inv)
97 if (!pl || pl->type != PLAYER)
98 return 0;
99
100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
101 * identifying' from being printed out more than it needs to be.
102 */
103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
104 return 0;
105
106 /* if the player has a marked item, identify that if it needs to be
107 * identified. If it doesn't, then go through the player inventory.
108 */
109 if (object *marked = find_marked_object (pl))
110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
111 {
112 if (operate_altar (altar, &money, pl))
113 {
114 identify (marked);
115
116 buf.printf ("You have %s.\r", long_desc (marked, pl));
117 if (marked->msg)
118 buf << "The item has a story:\r" << marked->msg << "\n\n";
119
120 return !money;
121 }
122 }
123
124 for (object *id = pl->inv; id; id = id->below)
125 { 96 {
126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 97 set (T_HANDLE);
127 { 98 set (TRIGGER);
128 if (operate_altar (altar, &money, pl)) 99 set (SCROLL);
129 { 100 set (POTION);
130 identify (id); 101 set (CLOSE_CON);
131 102 set (CONTAINER);
132 buf.printf ("You have %s.\r", long_desc (id, pl)); 103 set (LAMP);
133 if (id->msg) 104 set (TORCH);
134 buf << "The item has a story:\r" << id->msg << "\n\n"; 105 set (DRINK);
135 106 set (FOOD);
136 /* If no more money, might as well quit now */ 107 set (FLESH);
137 if (!money || !check_altar_sacrifice (altar, money)) 108 set (POISON);
138 break; 109 set (POWER_CRYSTAL);
139 } 110 set (ITEM_TRANSFORMER);
140 else
141 {
142 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
143 break;
144 }
145 }
146 } 111 }
147 112} may_attempt;
148 if (buf.empty ())
149 pl->failmsg ("You have nothing that needs identifying");
150 else
151 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
152
153 return !money;
154}
155
156/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item.
159 **/
160void
161handle_apply_yield (object *tmp)
162{
163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
165}
166
167/**
168 * Handles applying a potion.
169 */
170int
171apply_potion (object *op, object *tmp)
172{
173 int got_one = 0, i;
174 object *force = 0;
175
176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
177
178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
179 {
180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
181
182 CLEAR_FLAG (tmp, FLAG_APPLIED);
183 return 0;
184 }
185
186 if (op->type == PLAYER)
187 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
188 identify (tmp);
189
190 handle_apply_yield (tmp);
191
192 /* Potion of restoration - only for players */
193 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
194 {
195 object *depl;
196 archetype *at;
197
198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
199 {
200 op->drain_stat ();
201 op->update_stats ();
202 tmp->decrease ();
203 return 1;
204 }
205
206 if (!(at = archetype::find (shstr_depletion)))
207 {
208 LOG (llevError, "Could not find archetype depletion\n");
209 return 0;
210 }
211
212 depl = present_arch_in_ob (at, op);
213
214 if (depl)
215 {
216 for (i = 0; i < NUM_STATS; i++)
217 if (depl->stats.stat (i))
218 op->statusmsg (restore_msg[i]);
219
220 depl->destroy ();
221 op->update_stats ();
222 }
223 else
224 op->statusmsg ("Your potion had no effect.");
225
226 tmp->decrease ();
227 return 1;
228 }
229
230 /* improvement potion - only for players */
231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
232 {
233 for (i = 1; i < min (11, op->level); i++)
234 {
235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
236 {
237 if (op->contr->levhp[i] != 1)
238 {
239 op->contr->levhp[i] = 1;
240 break;
241 }
242
243 if (op->contr->levsp[i] != 1)
244 {
245 op->contr->levsp[i] = 1;
246 break;
247 }
248
249 if (op->contr->levgrace[i] != 1)
250 {
251 op->contr->levgrace[i] = 1;
252 break;
253 }
254 }
255 else
256 {
257 if (op->contr->levhp[i] < 9)
258 {
259 op->contr->levhp[i] = 9;
260 break;
261 }
262
263 if (op->contr->levsp[i] < 6)
264 {
265 op->contr->levsp[i] = 6;
266 break;
267 }
268
269 if (op->contr->levgrace[i] < 3)
270 {
271 op->contr->levgrace[i] = 3;
272 break;
273 }
274 }
275 }
276
277 /* Just makes checking easier */
278 if (i < min (11, op->level))
279 got_one = 1;
280
281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
282 {
283 if (got_one)
284 {
285 op->update_stats ();
286 op->statusmsg ("The Gods smile upon you and remake you "
287 "a little more in their image. "
288 "You feel a little more perfect.", NDI_GREEN);
289 }
290 else
291 op->statusmsg ("The potion had no effect - you are already perfect.");
292 }
293 else
294 { /* cursed potion */
295 if (got_one)
296 {
297 op->update_stats ();
298 op->failmsg ("The Gods are angry and punish you.");
299 }
300 else
301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
302 }
303
304 tmp->decrease ();
305 return 1;
306 }
307
308
309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
310 * and heroism all fit into this category. Given the spell object code,
311 * there is no limit to the number of spells that potions can be cast,
312 * but direction is problematic to try and imbue fireball potions for example.
313 */
314 if (tmp->inv)
315 {
316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
317 {
318 op->failmsg ("Yech! Your lungs are on fire!");
319 create_exploding_ball_at (op, op->level);
320 }
321 else
322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
323
324 tmp->decrease ();
325
326 /* if youre dead, no point in doing this... */
327 if (!QUERY_FLAG (op, FLAG_REMOVED))
328 op->update_stats ();
329
330 return 1;
331 }
332
333 /* Deal with protection potions */
334 force = NULL;
335 for (i = 0; i < NROFATTACKS; i++)
336 {
337 if (tmp->resist[i])
338 {
339 if (!force)
340 force = get_archetype (FORCE_NAME);
341
342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
343 force->type = POTION_EFFECT;
344 break; /* Only need to find one protection since we copy entire batch */
345 }
346 }
347
348 /* This is a protection potion */
349 if (force)
350 {
351 /* cursed items last longer */
352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
353 {
354 force->stats.food *= 10;
355 for (i = 0; i < NROFATTACKS; i++)
356 if (force->resist[i] > 0)
357 force->resist[i] = -force->resist[i]; /* prot => vuln */
358 }
359
360 force->speed_left = -1;
361 force = insert_ob_in_ob (force, op);
362 CLEAR_FLAG (tmp, FLAG_APPLIED);
363 SET_FLAG (force, FLAG_APPLIED);
364 change_abil (op, force);
365 tmp->decrease ();
366 return 1;
367 }
368
369 /* Only thing left are the stat potions */
370 if (op->type == PLAYER)
371 { /* only for players */
372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
375 CLEAR_FLAG (tmp, FLAG_APPLIED);
376 else
377 SET_FLAG (tmp, FLAG_APPLIED);
378
379 if (!change_abil (op, tmp))
380 op->statusmsg ("Nothing happened.");
381 }
382
383 /* CLEAR_FLAG is so that if the character has other potions
384 * that were grouped with the one consumed, his
385 * stat will not be raised by them. fix_player just clears
386 * up all the stats.
387 */
388 CLEAR_FLAG (tmp, FLAG_APPLIED);
389 op->update_stats ();
390 tmp->decrease ();
391 return 1;
392}
393 113
394/**************************************************************************** 114/****************************************************************************
395 * Weapon improvement code follows 115 * Weapon improvement code follows
396 ****************************************************************************/ 116 ****************************************************************************/
397 117
1301 EXIT_Y (trap) + freearr_y[dir], 1021 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim); 1022 0, victim);
1303} 1023}
1304 1024
1305/** 1025/**
1306 * 'victim' moves onto 'trap'
1307 * 'victim' leaves 'trap'
1308 * effect is determined by move_on/move_off of trap and move_type of victime.
1309 *
1310 * originator: Player, monster or other object that caused 'victim' to move
1311 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1312 * However, some types of traps require an originator to function.
1313 */
1314void
1315move_apply (object *trap, object *victim, object *originator)
1316{
1317 static int recursion_depth = 0;
1318
1319 /* Only exits affect DMs. */
1320 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1321 return;
1322
1323 /* move_apply() is the most likely candidate for causing unwanted and
1324 * possibly unlimited recursion.
1325 */
1326 /* The following was changed because it was causing perfectly correct
1327 * maps to fail. 1) it's not an error to recurse:
1328 * rune detonates, summoning monster. monster lands on nearby rune.
1329 * nearby rune detonates. This sort of recursion is expected and
1330 * proper. This code was causing needless crashes.
1331 */
1332 if (recursion_depth >= 500)
1333 {
1334 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1335 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1336 return;
1337 }
1338
1339 recursion_depth++;
1340 if (trap->head)
1341 trap = trap->head;
1342
1343 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1344 switch (trap->type)
1345 {
1346 case PLAYERMOVER:
1347 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1348 {
1349 if (!trap->stats.maxsp)
1350 trap->stats.maxsp = 2;
1351
1352 /* Is this correct? From the docs, it doesn't look like it
1353 * should be divided by trap->speed
1354 */
1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1356
1357 /* Just put in some sanity check. I think there is a bug in the
1358 * above with some objects have zero speed, and thus the player
1359 * getting permanently paralyzed.
1360 */
1361 if (victim->speed_left < -50.f)
1362 victim->speed_left = -50.f;
1363 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1364 }
1365 break;
1366
1367 case SPINNER:
1368 if (victim->direction)
1369 {
1370 victim->direction = absdir (victim->direction - trap->stats.sp);
1371 update_turn_face (victim);
1372 }
1373 break;
1374
1375 case DIRECTOR:
1376 if (victim->direction && !should_director_abort (trap, victim))
1377 {
1378 victim->direction = trap->stats.sp;
1379 update_turn_face (victim);
1380 }
1381 break;
1382
1383 case BUTTON:
1384 case PEDESTAL:
1385 case T_MATCH:
1386 update_button (trap, originator);
1387 break;
1388
1389 case ALTAR:
1390 /* sacrifice victim on trap */
1391 apply_altar (trap, victim, originator);
1392 break;
1393
1394 case THROWN_OBJ:
1395 if (trap->inv == NULL)
1396 break;
1397 /* fallthrough */
1398
1399 case ARROW:
1400 /* bad bug: monster throw a object, make a step forwards, step on object ,
1401 * trigger this here and get hit by own missile - and will be own enemy.
1402 * Victim then is his own enemy and will start to kill herself (this is
1403 * removed) but we have not synced victim and his missile. To avoid senseless
1404 * action, we avoid hits here
1405 */
1406 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407 && trap->owner != victim)
1408 hit_with_arrow (trap, victim);
1409 break;
1410
1411 case SPELL_EFFECT:
1412 apply_spell_effect (trap, victim);
1413 break;
1414
1415 case TRAPDOOR:
1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1420 if (!trap->value)
1421 {
1422 int tot;
1423
1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1425 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1426 tot += ab->head_ ()->total_weight ();
1427
1428 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1429 break;
1430
1431 SET_ANIMATION (trap, trap->value);
1432 update_object (trap, UP_OBJ_FACE);
1433 }
1434
1435 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1436 {
1437 /* need to set this up, since if we do transfer the object,
1438 * ab->above would be bogus
1439 */
1440 ab_next = ab->above;
1441
1442 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1443 {
1444 if (!sound_was_played)
1445 {
1446 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1447 sound_was_played = 1;
1448 }
1449
1450 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1451 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1452 }
1453 }
1454 break;
1455 }
1456
1457 case CONVERTER:
1458 if (convert_item (victim, trap) < 0)
1459 {
1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1462 }
1463
1464 break;
1465
1466 case TRIGGER_BUTTON:
1467 case TRIGGER_PEDESTAL:
1468 case TRIGGER_ALTAR:
1469 check_trigger (trap, victim, originator);
1470 break;
1471
1472 case DEEP_SWAMP:
1473 walk_on_deep_swamp (trap, victim);
1474 break;
1475
1476 case CHECK_INV:
1477 check_inv (victim, trap);
1478 break;
1479
1480 case HOLE:
1481 move_apply_hole (trap, victim);
1482 break;
1483
1484 case EXIT:
1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1486 {
1487 /* Basically, don't show exits leading to random maps the
1488 * players output.
1489 */
1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1492
1493 trap->play_sound (trap->sound);
1494 victim->enter_exit (trap);
1495 }
1496 break;
1497
1498 case ENCOUNTER:
1499 /* may be some leftovers on this */
1500 break;
1501
1502 case SHOP_MAT:
1503 apply_shop_mat (trap, victim);
1504 break;
1505
1506 /* Drop a certain amount of gold, and have one item identified */
1507 case IDENTIFY_ALTAR:
1508 apply_id_altar (victim, trap, originator);
1509 break;
1510
1511 case SIGN:
1512 if (victim->type != PLAYER && trap->stats.food > 0)
1513 break; /* monsters musn't apply magic_mouths with counters */
1514
1515 apply_sign (victim, trap, 1);
1516 break;
1517
1518 case CONTAINER:
1519 apply_container (victim, trap);
1520 break;
1521
1522 case RUNE:
1523 case TRAP:
1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1525 spring_trap (trap, victim);
1526 break;
1527
1528 default:
1529 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1531 break;
1532 }
1533
1534 recursion_depth--;
1535}
1536
1537/**
1538 * Handles reading a regular (ie not containing a spell) book.
1539 */
1540static void
1541apply_book (object *op, object *tmp)
1542{
1543 int lev_diff;
1544 object *skill_ob;
1545
1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1547 {
1548 op->failmsg ("You are unable to read while blind!");
1549 return;
1550 }
1551
1552 if (!tmp->msg)
1553 {
1554 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1555 return;
1556 }
1557
1558 /* need a literacy skill to read stuff! */
1559 skill_ob = find_skill_by_name (op, tmp->skill);
1560 if (!skill_ob)
1561 {
1562 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1563 return;
1564 }
1565
1566 lev_diff = tmp->level - (skill_ob->level + 5);
1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1568 {
1569 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1570 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1572 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1574 : "This book is totally beyond your comprehension.");
1575 return;
1576 }
1577
1578 // we currently don't use the message types for anything.
1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1580
1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1582
1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586
1587 /* gain xp from reading */
1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1589 { /* only if not read before */
1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591
1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593 {
1594 /*exp_gain *= 2; because they just identified it too */
1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1596
1597 if (object *pl = tmp->visible_to ())
1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1599 }
1600
1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 }
1604}
1605
1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1656 }
1657}
1658
1659/**
1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1661 * op is the person learning the skill, tmp is the skill scroll object
1662 */
1663static void
1664apply_skillscroll (object *op, object *tmp)
1665{
1666 switch (learn_skill (op, tmp))
1667 {
1668 case 0:
1669 op->play_sound (sound_find ("generic_fail"));
1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1671 break;
1672
1673 case 1:
1674 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677 break;
1678
1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1683 break;
1684 }
1685}
1686
1687/**
1688 * Actually makes op learn spell.
1689 * Informs player of what happens.
1690 */
1691void
1692do_learn_spell (object *op, object *spell, int special_prayer)
1693{
1694 object *tmp;
1695
1696 if (op->type != PLAYER)
1697 {
1698 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1699 return;
1700 }
1701
1702 /* Upgrade special prayers to normal prayers */
1703 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704 {
1705 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706 {
1707 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1708 return;
1709 }
1710 return;
1711 }
1712
1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1715 tmp = spell->clone ();
1716 insert_ob_in_ob (tmp, op);
1717
1718 if (special_prayer)
1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1720
1721 esrv_add_spells (op->contr, tmp);
1722}
1723
1724/**
1725 * Erases spell from player's inventory.
1726 */
1727void
1728do_forget_spell (object *op, const char *spell)
1729{
1730 object *spob;
1731
1732 if (op->type != PLAYER)
1733 {
1734 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1735 return;
1736 }
1737 if ((spob = check_spell_known (op, spell)) == NULL)
1738 {
1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1740 return;
1741 }
1742
1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1744 esrv_remove_spell (op->contr, spob);
1745 spob->destroy ();
1746}
1747
1748/**
1749 * Handles player applying a spellbook.
1750 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1751 * stuff like that. Random learning failure too.
1752 */
1753static void
1754apply_spellbook (object *op, object *tmp)
1755{
1756 object *skop, *spell, *spell_skill;
1757
1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1759 {
1760 op->failmsg ("You are unable to read while blind.");
1761 return;
1762 }
1763
1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1765 * instead of having their spell stored in stats.sp. These are
1766 * legacy spellbooks
1767 */
1768 if (tmp->slaying)
1769 {
1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1772 if (!spell)
1773 {
1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1775 return;
1776 }
1777 else
1778 insert_ob_in_ob (spell, tmp);
1779
1780 tmp->slaying = 0;
1781 }
1782
1783 skop = find_skill_by_name (op, tmp->skill);
1784
1785 /* need a literacy skill to learn spells. Also, having a literacy level
1786 * lower than the spell will make learning the spell more difficult */
1787 if (!skop)
1788 {
1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1790 return;
1791 }
1792
1793 spell = tmp->inv;
1794
1795 if (!spell)
1796 {
1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1799 return;
1800 }
1801
1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1804 {
1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1807 return;
1808 }
1809
1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
1811
1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1813 identify (tmp);
1814
1815 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark.
1819 */
1820 if (check_spell_known (op, spell->name))
1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 return;
1824 }
1825
1826 if (spell->skill)
1827 {
1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1830 if (!spell_skill)
1831 {
1832 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
1833 return;
1834 }
1835
1836 if (spell_skill->level < spell->level)
1837 {
1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 return;
1840 }
1841 }
1842
1843 /* Logic as follows
1844 *
1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846 *
1847 * 2- The learner's skill level in literacy adjusts the chance to learn
1848 * a spell.
1849 *
1850 * 3 -Automatically fail to learn if you read while confused
1851 *
1852 * Overall, chances are the same but a player will find having a high
1853 * literacy rate very useful! -b.t.
1854 */
1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 {
1857 op->failmsg ("In your confused state you flub the wording of the text!");
1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1859 }
1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862 {
1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 do_learn_spell (op, spell, 0);
1865
1866 /* xp gain to literacy for spell learning */
1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 }
1870 else
1871 {
1872 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 }
1875
1876 tmp->decrease ();
1877}
1878
1879/**
1880 * Handles applying a spell scroll.
1881 */
1882void
1883apply_scroll (object *op, object *tmp, int dir)
1884{
1885 object *skop;
1886
1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888 {
1889 op->failmsg ("You are unable to read while blind.");
1890 return;
1891 }
1892
1893 if (!tmp->inv || tmp->inv->type != SPELL)
1894 {
1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 return;
1897 }
1898
1899 if (op->type == PLAYER)
1900 {
1901 /* players need a literacy skill to read stuff! */
1902 int exp_gain = 0;
1903
1904 /* hard code literacy - tmp->skill points to where the exp
1905 * should go for anything killed by the spell.
1906 */
1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908
1909 if (!skop)
1910 {
1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 return;
1913 }
1914
1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916 change_exp (op, exp_gain, skop->skill, 0);
1917 }
1918
1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920 identify (tmp);
1921
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923
1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 tmp->decrease ();
1926}
1927
1928/**
1929 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure
1931 * chest.
1932 */
1933static void
1934apply_treasure (object *op, object *tmp)
1935{
1936 /* Nice side effect of this treasure creation method is that the treasure
1937 * for the chest is done when the chest is created, and put into the chest
1938 * inventory. So that when the chest burns up, the items still exist. Also
1939 * prevents people from moving chests to more difficult maps to get better
1940 * treasure
1941 */
1942 object *treas = tmp->inv;
1943
1944 if (!treas)
1945 {
1946 op->statusmsg ("The chest was empty.");
1947 tmp->decrease ();
1948 return;
1949 }
1950
1951 while (tmp->inv)
1952 {
1953 treas = tmp->inv;
1954 treas->remove ();
1955
1956 treas->x = op->x;
1957 treas->y = op->y;
1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959
1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961 spring_trap (treas, op);
1962
1963 /* If either player or container was destroyed, no need to do
1964 * further processing. I think this should be enclused with
1965 * spring trap above, as I don't think there is otherwise
1966 * any way for the treasure chest or player to get killed.
1967 */
1968 if (op->destroyed () || tmp->destroyed ())
1969 break;
1970 }
1971
1972 if (!tmp->destroyed () && !tmp->inv)
1973 tmp->decrease (true);
1974}
1975
1976/**
1977 * A dragon is eating some flesh. If the flesh contains resistances,
1978 * there is a chance for the dragon's skin to get improved.
1979 *
1980 * attributes:
1981 * object *op the object (dragon player) eating the flesh
1982 * object *meal the flesh item, getting chewed in dragon's mouth
1983 * return:
1984 * int 1 if eating successful, 0 if it doesn't work
1985 */
1986static int
1987dragon_eat_flesh (object *op, object *meal)
1988{
1989 object *skin = NULL; /* pointer to dragon skin force */
1990 object *abil = NULL; /* pointer to dragon ability force */
1991 object *tmp = NULL; /* tmp. object */
1992
1993 double chance; /* improvement-chance of one resistance type */
1994 double totalchance = 1; /* total chance of gaining one resistance */
1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1996 double mbonus = 0; /* monster bonus */
1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1998 int winners = 0; /* number of winners */
1999 int i; /* index */
2000
2001 /* let's make sure and doublecheck the parameters */
2002 if (meal->type != FLESH || !op->is_dragon ())
2003 return 0;
2004
2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2006 from the player's inventory */
2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 if (tmp->type == FORCE)
2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2010 skin = tmp;
2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2012 abil = tmp;
2013
2014 /* if either skin or ability are missing, this is an old player
2015 which is not to be considered a dragon -> bail out */
2016 if (skin == NULL || abil == NULL)
2017 return 0;
2018
2019 /* now start by filling stomache and health, according to food-value */
2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2022 else
2023 op->stats.hp += meal->stats.food / 50;
2024
2025 min_it (op->stats.hp, op->stats.maxhp);
2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2027
2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2029
2030 /* on to the interesting part: chances for adding resistance */
2031 for (i = 0; i < NROFATTACKS; i++)
2032 {
2033 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2034 {
2035 /* got positive resistance, now calculate improvement chance (0-100) */
2036
2037 /* this bonus makes resistance increase easier at lower levels */
2038 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2039 if (i == abil->stats.exp)
2040 bonus += 5; /* additional bonus for resistance of ability-focus */
2041
2042 /* monster bonus increases with level, because high-level
2043 flesh is too rare */
2044 mbonus = op->level * 20. / ((double) settings.max_level);
2045
2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2047 ((double)settings.max_level)) - skin->resist[i];
2048
2049 if (chance >= 0.)
2050 chance += 1.;
2051 else
2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2053
2054 /* chance is proportional to amount of resistance (max. 50) */
2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2056
2057 /* doubled chance for resistance of ability-focus */
2058 if (i == abil->stats.exp)
2059 chance = min (100., chance * 2.);
2060
2061 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2062 if (rndm (10000) < (unsigned int)(chance * 100))
2063 {
2064 atnr_winner[winners] = i;
2065 winners++;
2066 }
2067
2068 if (chance >= 0.01)
2069 totalchance *= 1 - chance / 100;
2070
2071 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2072 }
2073 }
2074
2075 /* inverse totalchance as until now we have the failure-chance */
2076 totalchance = 100 - totalchance * 100;
2077
2078 /* print message according to totalchance */
2079 const char *buf;
2080 if (totalchance > 50.)
2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2082 else if (totalchance > 10.)
2083 buf = format ("The %s tasted very good.", &meal->name);
2084 else if (totalchance > 1.)
2085 buf = format ("The %s tasted good.", &meal->name);
2086 else if (totalchance > 0.1)
2087 buf = format ("The %s tasted bland.", &meal->name);
2088 else if (totalchance >= 0.01)
2089 buf = format ("The %s had a boring taste.", &meal->name);
2090 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2091 buf = format ("The %s tasted strange.", &meal->name);
2092 else
2093 buf = format ("The %s had no taste.", &meal->name);
2094
2095 op->statusmsg (buf);
2096
2097 /* now choose a winner if we have any */
2098 i = -1;
2099 if (winners > 0)
2100 i = atnr_winner [rndm (winners)];
2101
2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2103 {
2104 /* resistance increased! */
2105 skin->resist[i]++;
2106 op->update_stats ();
2107
2108 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2109 }
2110
2111 /* if this flesh contains a new ability focus, we mark it
2112 into the ability_force and it will take effect on next level */
2113 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2114 {
2115 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2116
2117 if (meal->last_eat != abil->stats.exp)
2118 op->statusmsg (format (
2119 "Your metabolism prepares to focus on %s!\n"
2120 "The change will happen at level %d.",
2121 change_resist_msg[meal->last_eat],
2122 abil->level + 1
2123 ));
2124 else
2125 {
2126 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2127 abil->last_eat = 0;
2128 }
2129 }
2130
2131 return 1;
2132}
2133
2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2138static void
2139apply_food (object *op, object *tmp)
2140{
2141 int capacity_remaining;
2142
2143 if (op->type != PLAYER)
2144 op->stats.hp = op->stats.maxhp;
2145 else
2146 {
2147 /* check if this is a dragon (player), eating some flesh */
2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2149 ;
2150 else
2151 {
2152 /* usual case - no dragon meal: */
2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 {
2155 if (tmp->type == FOOD || tmp->type == FLESH)
2156 op->failmsg ("You feel full, but what a waste of food!");
2157 else
2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2159 }
2160
2161 tmp->play_sound (
2162 tmp->sound
2163 ? tmp->sound
2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2168
2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2170 {
2171 const char *buf;
2172
2173 if (!op->is_dragon ())
2174 {
2175 /* eating message for normal players */
2176 if (tmp->type == DRINK)
2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2178 else
2179 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180 }
2181 else
2182 /* eating message for dragon players */
2183 buf = format ("The %s tasted terrible!", &tmp->name);
2184
2185 op->statusmsg (buf);
2186
2187 capacity_remaining = MAX_FOOD - op->stats.food;
2188 op->stats.food += tmp->stats.food;
2189 if (capacity_remaining < tmp->stats.food)
2190 op->stats.hp += capacity_remaining / 50;
2191 else
2192 op->stats.hp += tmp->stats.food / 50;
2193
2194 min_it (op->stats.hp, op->stats.maxhp);
2195 min_it (op->stats.food, MAX_FOOD);
2196 }
2197
2198 /* special food hack -b.t. */
2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200 eat_special_food (op, tmp);
2201 }
2202 }
2203
2204 handle_apply_yield (tmp);
2205 tmp->decrease ();
2206}
2207
2208/**
2209 * Handles applying an improve armor scroll.
2210 * Does some sanity checks, then calls improve_armour.
2211 */
2212static void
2213apply_armour_improver (object *op, object *tmp)
2214{
2215 object *armor;
2216
2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2218 {
2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2220 return;
2221 }
2222
2223 armor = find_marked_object (op);
2224
2225 if (!armor)
2226 {
2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2228 return;
2229 }
2230
2231 if (armor->type != ARMOUR
2232 && armor->type != CLOAK
2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2234 {
2235 op->failmsg ("Your marked item is not armour!\n");
2236 return;
2237 }
2238
2239 op->statusmsg ("Applying armour enchantment.");
2240 improve_armour (op, tmp, armor);
2241}
2242
2243void
2244apply_poison (object *op, object *tmp)
2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2251 if (op->type == PLAYER)
2252 {
2253 op->contr->play_sound (sound_find ("drink_poison"));
2254 op->failmsg ("Yech! That tasted poisonous!");
2255 op->contr->killer = poison;
2256 }
2257
2258 if (poison->stats.hp > 0)
2259 {
2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2262 }
2263
2264 op->stats.food -= op->stats.food / 4;
2265 poison->destroy ();
2266}
2267
2268/**
2269 * This function will try to apply a lighter and in case no lighter
2270 * is specified it will try to find a lighter in the players inventory,
2271 * and inform him about this requirement.
2272 *
2273 * who - the player
2274 * op - the item we want to light
2275 * lighter - the lighter or 0 if a lighter has yet to be found
2276 */
2277static object *
2278auto_apply_lighter (object *who, object *op, object *lighter)
2279{
2280 if (lighter == 0)
2281 {
2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2283 {
2284 if (tmp->type == LIGHTER)
2285 {
2286 lighter = tmp;
2287 break;
2288 }
2289 }
2290
2291 if (!lighter)
2292 {
2293 who->failmsg (format (
2294 "You can't light up the %s with your bare hands! "
2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2296 &op->name));
2297 return 0;
2298 }
2299 }
2300
2301 // last_eat == 0 means the lighter is not being used up!
2302 if (lighter->last_eat && lighter->stats.food)
2303 {
2304 /* lighter gets used up */
2305 lighter = lighter->split ();
2306 lighter->stats.food--;
2307 who->insert (lighter);
2308 }
2309 else if (lighter->last_eat)
2310 {
2311 /* no charges left in lighter */
2312 who->failmsg (format (
2313 "You attempt to light the %s with a used up %s.",
2314 &op->name, &lighter->name));
2315 return 0;
2316 }
2317
2318 return lighter;
2319}
2320
2321/**
2322 * Designed primarily to light torches/lanterns/etc.
2323 * Also burns up burnable material too. First object in the inventory is
2324 * the selected object to "burn". -b.t.
2325 */
2326static void
2327apply_lighter (object *who, object *lighter)
2328{
2329 object *item;
2330 int is_player_env = 0;
2331
2332 item = find_marked_object (who);
2333 if (item)
2334 {
2335 if (!auto_apply_lighter (who, item, lighter))
2336 return;
2337
2338 /* Perhaps we should split what we are trying to light on fire?
2339 * I can't see many times when you would want to light multiple
2340 * objects at once.
2341 */
2342
2343 save_throw_object (item, AT_FIRE, who);
2344
2345 if (item->destroyed ()
2346 || ((item->type == LAMP || item->type == TORCH)
2347 && item->glow_radius > 0))
2348 who->statusmsg (format (
2349 "You light the %s with the %s.",
2350 &item->name, &lighter->name));
2351 else
2352 who->failmsg (format (
2353 "You attempt to light the %s with the %s and fail.",
2354 &item->name, &lighter->name));
2355 }
2356 else
2357 who->failmsg ("You need to mark a lightable object.");
2358}
2359
2360/**
2361 * This function generates a cursed effect for cursed lamps and torches.
2362 */
2363static void
2364player_apply_lamp_cursed_effect (object *who, object *op)
2365{
2366 if (op->level)
2367 {
2368 who->failmsg (format (
2369 "The %s was cursed, it explodes in a big fireball!",
2370 &op->name));
2371 create_exploding_ball_at (who, op->level);
2372 }
2373 else
2374 {
2375 who->failmsg (format (
2376 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377 &op->name));
2378 }
2379
2380 op->destroy ();
2381}
2382
2383/**
2384 * Apply for players and lamps
2385 *
2386 * who - the player
2387 * op - the lamp
2388 */
2389static void
2390player_apply_lamp (object *who, object *op)
2391{
2392 bool switch_on = op->glow_radius ? false : true;
2393
2394 if (switch_on)
2395 {
2396 object *lighter = 0;
2397
2398 if (op->flag [FLAG_IS_LIGHTABLE]
2399 && !(lighter = auto_apply_lighter (who, op, 0)))
2400 return;
2401
2402 if (op->stats.food < 1)
2403 {
2404 if (op->type == LAMP)
2405 who->failmsg (format (
2406 "The %s is out of fuel! "
2407 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2408 &op->name));
2409 else
2410 who->failmsg (format (
2411 "The %s is burnt out! "
2412 "H<Torches and similar items burn out and become worthless.>",
2413 &op->name));
2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2418 {
2419 player_apply_lamp_cursed_effect (who, op);
2420 return;
2421 }
2422
2423 if (lighter)
2424 who->statusmsg (format (
2425 "You light up the %s with the %s.", &op->name, &lighter->name));
2426 else
2427 who->statusmsg (format ("You light up the %s.", &op->name));
2428 }
2429 else
2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2436
2437 if (op->type == TORCH)
2438 {
2439 if (!op->flag [FLAG_IS_LIGHTABLE])
2440 {
2441 who->statusmsg (format (
2442 "You put out the %s. "
2443 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2444 &op->name, &op->name));
2445 }
2446 else
2447 who->statusmsg (format (
2448 "You put out the %s."
2449 "H<Torches wear out if you put them out.>",
2450 &op->name));
2451 }
2452 else
2453 who->statusmsg (format ("You turn off the %s.", &op->name));
2454 }
2455
2456 apply_lamp (op, switch_on);
2457}
2458
2459void get_animation_from_arch (object *op, arch_ptr a)
2460{
2461 op->animation_id = a->animation_id;
2462 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2463 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2464 op->anim_speed = a->anim_speed;
2465 op->last_anim = 0;
2466 op->state = 0;
2467 op->face = a->face;
2468
2469 if (NUM_ANIMATIONS(op) > 1)
2470 {
2471 SET_ANIMATION(op, 0);
2472 animate_object (op, op->direction);
2473 }
2474 else
2475 update_object (op, UP_OBJ_FACE);
2476}
2477
2478/**
2479 * Apply for LAMPs and TORCHes.
2480 *
2481 * op - the lamp
2482 * switch_on - a flag which says whether the lamp should be switched on or off
2483 */
2484void apply_lamp (object *op, bool switch_on)
2485{
2486 op->set_glow_radius (switch_on ? op->range : 0);
2487 op->set_speed (switch_on ? op->arch->speed : 0);
2488
2489 // torches wear out if you put them out
2490 if (op->type == TORCH && !switch_on)
2491 {
2492 if (op->flag [FLAG_IS_LIGHTABLE])
2493 {
2494 op->stats.food -= (double) op->arch->stats.food / 15;
2495 if (op->stats.food < 0)
2496 op->stats.food = 0;
2497 }
2498 else
2499 op->stats.food = 0;
2500 }
2501
2502 // lamps and torched get worthless when used up
2503 if (op->stats.food <= 0)
2504 op->value = 0;
2505
2506 // FIXME: This is a hack to make the more sane torches and lamps
2507 // still animated ;-/
2508 if (op->other_arch)
2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2510
2511 if (object *pl = op->visible_to ())
2512 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513}
2514
2515/**
2516 * This handles items of type 'transformer'.
2517 * Basically those items, used with a marked item, transform both items into something
2518 * else.
2519 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520 * Change information is contained in the 'slaying' field of the marked item.
2521 * The format is as follow: transformer:[number ]yield[;transformer:...].
2522 * This way an item can be transformed in many things, and/or many objects.
2523 * The 'slaying' field for transformer is used as verb for the action.
2524 */
2525static void
2526apply_item_transformer (object *pl, object *transformer)
2527{
2528 object *marked;
2529 object *new_item;
2530 const char *find;
2531 char *separator;
2532 int yield;
2533 char got[MAX_BUF];
2534 int len;
2535
2536 if (!pl || !transformer)
2537 return;
2538
2539 marked = find_marked_object (pl);
2540
2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544 return;
2545 }
2546
2547 if (!marked->slaying)
2548 {
2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550 return;
2551 }
2552
2553 /* check whether they are compatible or not */
2554 find = strstr (&marked->slaying, transformer->arch->archname);
2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2564 {
2565 yield = atoi (find);
2566 if (yield < 1)
2567 {
2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569 yield = 1;
2570 }
2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598 return;
2599 }
2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2613}
2614
2615/**
2616 * Main apply handler.
2617 *
2618 * Checks for unpaid items before applying.
2619 *
2620 * Return value:
2621 * 0: player or monster can't apply objects of that type
2622 * 1: has been applied, or there was an error applying the object
2623 * 2: objects of that type can't be applied if not in inventory
2624 *
2625 * who is the object that is causing object to be applied, op is the object
2626 * being applied.
2627 *
2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2629 * them in this function - they are passed to apply_special
2630 */
2631static int
2632manual_apply (object *who, object *op, int aflag)
2633{
2634 op = op->head_ ();
2635
2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2637 {
2638 if (who->type == PLAYER)
2639 {
2640 examine (who, op);
2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2642 return 1;
2643 }
2644 else
2645 return 0; /* monsters just skip unpaid items */
2646 }
2647
2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2649 return RESULT_INT (0);
2650
2651 switch (op->type)
2652 {
2653 case T_HANDLE:
2654 who->play_sound (sound_find ("turn_handle"));
2655 who->statusmsg ("You turn the handle.");
2656 op->value = op->value ? 0 : 1;
2657 SET_ANIMATION (op, op->value);
2658 update_object (op, UP_OBJ_FACE);
2659 push_button (op, who);
2660 return 1;
2661
2662 case TRIGGER:
2663 if (check_trigger (op, who, who))
2664 {
2665 who->statusmsg ("You turn the handle.");
2666 who->play_sound (sound_find ("turn_handle"));
2667 }
2668 else
2669 who->failmsg ("The handle doesn't move.");
2670
2671 return 1;
2672
2673 case EXIT:
2674 if (who->type != PLAYER)
2675 return 0;
2676
2677 if (!EXIT_PATH (op))
2678 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2679 else
2680 {
2681 /* Don't display messages for random maps. */
2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2683 who->statusmsg (op->msg, NDI_NAVY);
2684
2685 who->enter_exit (op);
2686 }
2687
2688 return 1;
2689
2690 case INSCRIBABLE:
2691 who->statusmsg (op->msg);
2692 // maybe show a spell menu to chose from or something like that
2693 return 1;
2694
2695 case SIGN:
2696 apply_sign (who, op, 0);
2697 return 1;
2698
2699 case BOOK:
2700 if (who->type == PLAYER)
2701 {
2702 apply_book (who, op);
2703 return 1;
2704 }
2705 else
2706 return 0;
2707
2708 case SKILLSCROLL:
2709 if (who->type == PLAYER)
2710 {
2711 apply_skillscroll (who, op);
2712 return 1;
2713 }
2714 else
2715 return 0;
2716
2717 case SPELLBOOK:
2718 if (who->type == PLAYER)
2719 {
2720 apply_spellbook (who, op);
2721 return 1;
2722 }
2723 else
2724 return 0;
2725
2726 case SCROLL:
2727 apply_scroll (who, op, 0);
2728 return 1;
2729
2730 case POTION:
2731 apply_potion (who, op);
2732 return 1;
2733
2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2735 //TODO: remove, as it is unsed?
2736 case CLOSE_CON:
2737 apply_container (who, op->env);
2738 return 1;
2739
2740 case CONTAINER:
2741 apply_container (who, op);
2742 return 1;
2743
2744 case TREASURE:
2745 if (who->type == PLAYER)
2746 {
2747 apply_treasure (who, op);
2748 return 1;
2749 }
2750 else
2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2757
2758 case WEAPON:
2759 case ARMOUR:
2760 case BOOTS:
2761 case GLOVES:
2762 case AMULET:
2763 case GIRDLE:
2764 case BRACERS:
2765 case SHIELD:
2766 case HELMET:
2767 case RING:
2768 case CLOAK:
2769 case WAND:
2770 case ROD:
2771 case HORN:
2772 case SKILL:
2773 case SPELL:
2774 case BOW:
2775 case RANGED:
2776 case BUILDER:
2777 case SKILL_TOOL:
2778 if (op->env != who)
2779 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
2780 else
2781 apply_special (who, op, aflag);
2782
2783 return 1;
2784
2785 case DRINK:
2786 case FOOD:
2787 case FLESH:
2788 apply_food (who, op);
2789 return 1;
2790
2791 case POISON:
2792 apply_poison (who, op);
2793 return 1;
2794
2795 case SAVEBED:
2796 return 1;
2797
2798 case ARMOUR_IMPROVER:
2799 if (who->type == PLAYER)
2800 {
2801 apply_armour_improver (who, op);
2802 return 1;
2803 }
2804 else
2805 return 0;
2806
2807 case WEAPON_IMPROVER:
2808 check_improve_weapon (who, op);
2809 return 1;
2810
2811 case CLOCK:
2812 if (who->type == PLAYER)
2813 {
2814 char buf[MAX_BUF];
2815 timeofday_t tod;
2816
2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
2819 who->statusmsg (format (
2820 "It is %d minute%s past %d o'clock %s",
2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2822 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2823 ));
2824 return 1;
2825 }
2826 else
2827 return 0;
2828
2829 case MENU:
2830 if (who->type == PLAYER)
2831 {
2832 shop_listing (op, who);
2833 return 1;
2834 }
2835 else
2836 return 0;
2837
2838 case POWER_CRYSTAL:
2839 apply_power_crystal (who, op); /* see egoitem.c */
2840 return 1;
2841
2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2843 if (who->type == PLAYER)
2844 {
2845 apply_lighter (who, op);
2846 return 1;
2847 }
2848 else
2849 return 0;
2850
2851 case ITEM_TRANSFORMER:
2852 apply_item_transformer (who, op);
2853 return 1;
2854
2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2857 return 0;
2858 }
2859}
2860
2861/**
2862 * player_apply_below attempts to apply the object 'below' the player.
2863 * If the player has an open container, we use that for below, otherwise
2864 * we use the ground.
2865 */
2866void
2867player_apply_below (object *pl)
2868{
2869 int floors = 0;
2870
2871 /* If using a container, set the starting item to be the top
2872 * item in the container. Otherwise, use the map.
2873 * This is perhaps more complicated. However, I want to make sure that
2874 * we don't use a corrupt pointer for the next object, so we get the
2875 * next object in the stack before applying. This is can only be a
2876 * problem if player_apply() has a bug in that it uses the object but does
2877 * not return a proper value.
2878 */
2879 //TODO: no longer at multiple floors
2880 // and also not on move_on floors. what was this for, anyways?
2881 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2882 {
2883 next = tmp->below;
2884
2885 if (tmp->type == SPELL_EFFECT || tmp->invisible)
2886 continue;
2887
2888 /* If it is visible, player can apply it.
2889 */
2890 if (pl->apply (tmp))
2891 break;
2892 }
2893}
2894
2895/**
2896 * Unapplies specified item. 1026 * Unapplies specified item.
2897 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2898 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2899 * to keep the size of apply_special to a more managable size. 1029 * to keep the size of apply_special to a more managable size.
2900 */ 1030 */
2901static int 1031static bool
2902unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2903{ 1033{
2904 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2905 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2906 return RESULT_INT (0); 1036 return RESULT_INT (0);
2988 if (object *pl = op->visible_to ()) 1118 if (object *pl = op->visible_to ())
2989 esrv_send_item (pl, op); 1119 esrv_send_item (pl, op);
2990 1120
2991 who->update_stats (); 1121 who->update_stats ();
2992 1122
2993 return 0; 1123 return 1;
2994} 1124}
2995 1125
2996/** 1126/**
2997 * Returns the object that is using location 'loc'. 1127 * Returns the object that is using location 'loc'.
2998 * Note that 'start' is the first object to start examing - we 1128 * Note that 'start' is the first object to start examing - we
3034#define CANNOT_REMOVE_CURSED \ 1164#define CANNOT_REMOVE_CURSED \
3035 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1165 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3036 "Praying over an altar, scrolls of remove curse/damnation, " \ 1166 "Praying over an altar, scrolls of remove curse/damnation, " \
3037 "priests or even other players might help.>" 1167 "priests or even other players might help.>"
3038 1168
3039static int 1169static bool
3040unapply_for_ob (object *who, object *op, int aflags) 1170unapply_for_ob (object *who, object *op, int aflags)
3041{ 1171{
3042 if (op->is_range ()) 1172 if (op->is_range ())
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3227 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1357 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3228 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3229 } 1359 }
3230 1360
3231 return retval; 1361 return retval;
3232}
3233
3234// saner interface, returns successful status
3235bool
3236object::apply (object *ob, int aflags)
3237{
3238 if (!ob) // simplifies a lot of callers
3239 return true;
3240
3241 if (contr)
3242 {
3243 if (!ob->env && (move_type & MOVE_FLYING))
3244 {
3245 /* player is flying and applying object not in inventory */
3246 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3247 {
3248 failmsg ("But you are floating high above the ground! "
3249 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3250 "or waiting till the levitation effect wears off.>");
3251 return 0;
3252 }
3253 }
3254
3255 contr->last_used = ob;
3256 }
3257
3258 bool want_apply =
3259 aflags & AP_APPLY ? true
3260 : aflags & AP_UNAPPLY ? false
3261 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3262
3263 object_ptr *slot = 0;
3264
3265 // detect the slot, if this is a player
3266 if (contr && !(aflags & AP_NO_SLOT))
3267 {
3268 object *oslot;
3269
3270 switch (ob->type)
3271 {
3272 case WEAPON:
3273 slot = &contr->combat_ob;
3274 oslot = contr->ranged_ob;
3275 break;
3276
3277 case BOW:
3278 case RANGED:
3279 case SPELL:
3280 case WAND:
3281 case ROD:
3282 case HORN:
3283 case BUILDER:
3284 slot = &contr->ranged_ob;
3285 oslot = contr->combat_ob;
3286 break;
3287
3288 // oh, the humanity
3289 case SKILL:
3290 if (aflags & AP_NO_SLOT)
3291 break;
3292
3293 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3294 break;
3295
3296 if (skill_flags [ob->subtype] & SF_COMBAT)
3297 {
3298 slot = &contr->combat_ob;
3299 oslot = contr->ranged_ob;
3300 }
3301 else if (skill_flags [ob->subtype] & SF_RANGED)
3302 {
3303 slot = &contr->ranged_ob;
3304 oslot = contr->combat_ob;
3305 }
3306
3307 break;
3308 }
3309
3310 // now handle slot exclusions
3311 if (slot)
3312 {
3313 // only one slot can be active
3314 if (want_apply)
3315 {
3316 // clear slot unless we are in it already
3317 if (*slot != ob)
3318 apply (*slot, AP_UNAPPLY);
3319
3320 // unapply other slot, because we want to become active
3321 apply (oslot, AP_UNAPPLY);
3322 }
3323
3324 // clear item from slot if applied
3325 if (!want_apply && current_weapon == ob)
3326 current_weapon = 0;
3327 }
3328 }
3329
3330 if (ob->flag [FLAG_APPLIED] != want_apply)
3331 manual_apply (this, ob, aflags);
3332
3333 if (ob->flag [FLAG_APPLIED] != want_apply)
3334 return false;
3335
3336 if (slot && want_apply)
3337 current_weapon = *slot = ob;
3338
3339 return true;
3340} 1362}
3341 1363
3342/** 1364/**
3343 * who is the object using the object. It can be a monster. 1365 * who is the object using the object. It can be a monster.
3344 * op is the object they are using. op is an equipment type item, 1366 * op is the object they are using. op is an equipment type item,
3364 */ 1386 */
3365 1387
3366#define LACK_ITEM_POWER \ 1388#define LACK_ITEM_POWER \
3367 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1389 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3368 1390
3369int 1391static bool
3370apply_special (object *who, object *op, int aflags) 1392apply_special (object *who, object *op, int aflags)
3371{ 1393{
3372 int basic_flag = aflags & AP_MODE; 1394 int basic_flag = aflags & AP_MODE;
3373 object *tmp, *tmp2, *skop = NULL; 1395 object *tmp, *tmp2, *skop = NULL;
3374 1396
3376 { 1398 {
3377 LOG (llevError, "apply_special() from object without environment.\n"); 1399 LOG (llevError, "apply_special() from object without environment.\n");
3378 return 1; 1400 return 1;
3379 } 1401 }
3380 1402
1403 //TODO: remove these when apply_special is no longer exposed
3381 if (op->env != who) 1404 if (op->env != who)
3382 return 1; /* op is not in inventory */ 1405 return 1; /* op is not in inventory */
3383 1406
3384 /* trying to unequip op */ 1407 /* trying to unequip op */
3385 if (QUERY_FLAG (op, FLAG_APPLIED)) 1408 if (QUERY_FLAG (op, FLAG_APPLIED))
3677 1700
3678 if (object *pl = op->visible_to ()) 1701 if (object *pl = op->visible_to ())
3679 esrv_send_item (pl, op); 1702 esrv_send_item (pl, op);
3680 1703
3681 return 0; 1704 return 0;
1705}
1706
1707/**
1708 * Check if op should abort moving victim because of it's race or slaying.
1709 * Returns 1 if it should abort, returns 0 if it should continue.
1710 */
1711int
1712should_director_abort (object *op, object *victim)
1713{
1714 int arch_flag, name_flag, race_flag;
1715
1716 /* Get flags to determine what of arch, name, and race should be checked.
1717 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1718 * the next is the name flag, and the last is the race flag. Also note,
1719 * if subtype is set to zero, that also goes to defaults of all affecting
1720 * it. Examples:
1721 * subtype 1: only arch
1722 * subtype 3: arch or name
1723 * subtype 5: arch or race
1724 * subtype 7: all three
1725 */
1726 if (op->subtype)
1727 {
1728 arch_flag = op->subtype & 1;
1729 name_flag = op->subtype & 2;
1730 race_flag = op->subtype & 4;
1731 }
1732 else
1733 {
1734 arch_flag = 1;
1735 name_flag = 1;
1736 race_flag = 1;
1737 }
1738
1739 /* If the director has race set, only affect objects with a arch,
1740 * name or race that matches.
1741 */
1742 if ((op->race) &&
1743 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1744 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1745 ((!(victim->race && race_flag) || op->race != victim->race)))
1746 return 1;
1747
1748 /* If the director has slaying set, only affect objects where none
1749 * of arch, name, or race match.
1750 */
1751 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1752 ((victim->name && name_flag && op->slaying == victim->name)) ||
1753 ((victim->race && race_flag && op->slaying == victim->race)))
1754 return 1;
1755
1756 return 0;
1757}
1758
1759/**
1760 * This handles a player dropping money on an altar to identify stuff.
1761 * It'll identify marked item, if none all items up to dropped money.
1762 * Return value: 1 if money was destroyed, 0 if not.
1763 */
1764static int
1765apply_id_altar (object *money, object *altar, object *pl)
1766{
1767 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1768
1769 if (!pl || pl->type != PLAYER)
1770 return 0;
1771
1772 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1773 * identifying' from being printed out more than it needs to be.
1774 */
1775 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1776 return 0;
1777
1778 /* if the player has a marked item, identify that if it needs to be
1779 * identified. If it doesn't, then go through the player inventory.
1780 */
1781 if (object *marked = find_marked_object (pl))
1782 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1783 {
1784 if (operate_altar (altar, &money, pl))
1785 {
1786 identify (marked);
1787
1788 buf.printf ("You have %s.\r", long_desc (marked, pl));
1789 if (marked->msg)
1790 buf << "The item has a story:\r" << marked->msg << "\n\n";
1791
1792 return !money;
1793 }
1794 }
1795
1796 for (object *id = pl->inv; id; id = id->below)
1797 {
1798 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1799 {
1800 if (operate_altar (altar, &money, pl))
1801 {
1802 identify (id);
1803
1804 buf.printf ("You have %s.\r", long_desc (id, pl));
1805 if (id->msg)
1806 buf << "The item has a story:\r" << id->msg << "\n\n";
1807
1808 /* If no more money, might as well quit now */
1809 if (!money || !check_altar_sacrifice (altar, money))
1810 break;
1811 }
1812 else
1813 {
1814 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1815 break;
1816 }
1817 }
1818 }
1819
1820 if (buf.empty ())
1821 pl->failmsg ("You have nothing that needs identifying");
1822 else
1823 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1824
1825 return !money;
1826}
1827
1828/**
1829 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1830 * matching item.
1831 **/
1832void
1833handle_apply_yield (object *tmp)
1834{
1835 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1836 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1837}
1838
1839/**
1840 * Handles applying a potion.
1841 */
1842int
1843apply_potion (object *op, object *tmp)
1844{
1845 int got_one = 0, i;
1846 object *force = 0;
1847
1848 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1849
1850 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1851 {
1852 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1853
1854 CLEAR_FLAG (tmp, FLAG_APPLIED);
1855 return 0;
1856 }
1857
1858 if (op->type == PLAYER)
1859 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1860 identify (tmp);
1861
1862 handle_apply_yield (tmp);
1863
1864 /* Potion of restoration - only for players */
1865 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1866 {
1867 object *depl;
1868 archetype *at;
1869
1870 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1871 {
1872 op->drain_stat ();
1873 op->update_stats ();
1874 tmp->decrease ();
1875 return 1;
1876 }
1877
1878 if (!(at = archetype::find (shstr_depletion)))
1879 {
1880 LOG (llevError, "Could not find archetype depletion\n");
1881 return 0;
1882 }
1883
1884 depl = present_arch_in_ob (at, op);
1885
1886 if (depl)
1887 {
1888 for (i = 0; i < NUM_STATS; i++)
1889 if (depl->stats.stat (i))
1890 op->statusmsg (restore_msg[i]);
1891
1892 depl->destroy ();
1893 op->update_stats ();
1894 }
1895 else
1896 op->statusmsg ("Your potion had no effect.");
1897
1898 tmp->decrease ();
1899 return 1;
1900 }
1901
1902 /* improvement potion - only for players */
1903 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1904 {
1905 for (i = 1; i < min (11, op->level); i++)
1906 {
1907 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1908 {
1909 if (op->contr->levhp[i] != 1)
1910 {
1911 op->contr->levhp[i] = 1;
1912 break;
1913 }
1914
1915 if (op->contr->levsp[i] != 1)
1916 {
1917 op->contr->levsp[i] = 1;
1918 break;
1919 }
1920
1921 if (op->contr->levgrace[i] != 1)
1922 {
1923 op->contr->levgrace[i] = 1;
1924 break;
1925 }
1926 }
1927 else
1928 {
1929 if (op->contr->levhp[i] < 9)
1930 {
1931 op->contr->levhp[i] = 9;
1932 break;
1933 }
1934
1935 if (op->contr->levsp[i] < 6)
1936 {
1937 op->contr->levsp[i] = 6;
1938 break;
1939 }
1940
1941 if (op->contr->levgrace[i] < 3)
1942 {
1943 op->contr->levgrace[i] = 3;
1944 break;
1945 }
1946 }
1947 }
1948
1949 /* Just makes checking easier */
1950 if (i < min (11, op->level))
1951 got_one = 1;
1952
1953 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1954 {
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->statusmsg ("The Gods smile upon you and remake you "
1959 "a little more in their image. "
1960 "You feel a little more perfect.", NDI_GREEN);
1961 }
1962 else
1963 op->statusmsg ("The potion had no effect - you are already perfect.");
1964 }
1965 else
1966 { /* cursed potion */
1967 if (got_one)
1968 {
1969 op->update_stats ();
1970 op->failmsg ("The Gods are angry and punish you.");
1971 }
1972 else
1973 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1974 }
1975
1976 tmp->decrease ();
1977 return 1;
1978 }
1979
1980
1981 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1982 * and heroism all fit into this category. Given the spell object code,
1983 * there is no limit to the number of spells that potions can be cast,
1984 * but direction is problematic to try and imbue fireball potions for example.
1985 */
1986 if (tmp->inv)
1987 {
1988 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1989 {
1990 op->failmsg ("Yech! Your lungs are on fire!");
1991 create_exploding_ball_at (op, op->level);
1992 }
1993 else
1994 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1995
1996 tmp->decrease ();
1997
1998 /* if youre dead, no point in doing this... */
1999 if (!QUERY_FLAG (op, FLAG_REMOVED))
2000 op->update_stats ();
2001
2002 return 1;
2003 }
2004
2005 /* Deal with protection potions */
2006 force = NULL;
2007 for (i = 0; i < NROFATTACKS; i++)
2008 {
2009 if (tmp->resist[i])
2010 {
2011 if (!force)
2012 force = get_archetype (FORCE_NAME);
2013
2014 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2015 force->type = POTION_EFFECT;
2016 break; /* Only need to find one protection since we copy entire batch */
2017 }
2018 }
2019
2020 /* This is a protection potion */
2021 if (force)
2022 {
2023 /* cursed items last longer */
2024 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2025 {
2026 force->stats.food *= 10;
2027 for (i = 0; i < NROFATTACKS; i++)
2028 if (force->resist[i] > 0)
2029 force->resist[i] = -force->resist[i]; /* prot => vuln */
2030 }
2031
2032 force->speed_left = -1;
2033 force = insert_ob_in_ob (force, op);
2034 CLEAR_FLAG (tmp, FLAG_APPLIED);
2035 SET_FLAG (force, FLAG_APPLIED);
2036 change_abil (op, force);
2037 tmp->decrease ();
2038 return 1;
2039 }
2040
2041 /* Only thing left are the stat potions */
2042 if (op->type == PLAYER)
2043 { /* only for players */
2044 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2045 || QUERY_FLAG (tmp, FLAG_DAMNED))
2046 && tmp->value != 0)
2047 CLEAR_FLAG (tmp, FLAG_APPLIED);
2048 else
2049 SET_FLAG (tmp, FLAG_APPLIED);
2050
2051 if (!change_abil (op, tmp))
2052 op->statusmsg ("Nothing happened.");
2053 }
2054
2055 /* CLEAR_FLAG is so that if the character has other potions
2056 * that were grouped with the one consumed, his
2057 * stat will not be raised by them. fix_player just clears
2058 * up all the stats.
2059 */
2060 CLEAR_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats ();
2062 tmp->decrease ();
2063 return 1;
2064}
2065
2066/**
2067 * 'victim' moves onto 'trap'
2068 * 'victim' leaves 'trap'
2069 * effect is determined by move_on/move_off of trap and move_type of victime.
2070 *
2071 * originator: Player, monster or other object that caused 'victim' to move
2072 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2073 * However, some types of traps require an originator to function.
2074 */
2075void
2076move_apply (object *trap, object *victim, object *originator)
2077{
2078 static int recursion_depth = 0;
2079
2080 /* Only exits affect DMs. */
2081 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2082 return;
2083
2084 /* move_apply() is the most likely candidate for causing unwanted and
2085 * possibly unlimited recursion.
2086 */
2087 /* The following was changed because it was causing perfectly correct
2088 * maps to fail. 1) it's not an error to recurse:
2089 * rune detonates, summoning monster. monster lands on nearby rune.
2090 * nearby rune detonates. This sort of recursion is expected and
2091 * proper. This code was causing needless crashes.
2092 */
2093 if (recursion_depth >= 500)
2094 {
2095 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2096 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2097 return;
2098 }
2099
2100 recursion_depth++;
2101 if (trap->head)
2102 trap = trap->head;
2103
2104 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2105 switch (trap->type)
2106 {
2107 case PLAYERMOVER:
2108 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2109 {
2110 if (!trap->stats.maxsp)
2111 trap->stats.maxsp = 2;
2112
2113 /* Is this correct? From the docs, it doesn't look like it
2114 * should be divided by trap->speed
2115 */
2116 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2117
2118 /* Just put in some sanity check. I think there is a bug in the
2119 * above with some objects have zero speed, and thus the player
2120 * getting permanently paralyzed.
2121 */
2122 if (victim->speed_left < -50.f)
2123 victim->speed_left = -50.f;
2124 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2125 }
2126 break;
2127
2128 case SPINNER:
2129 if (victim->direction)
2130 {
2131 victim->direction = absdir (victim->direction - trap->stats.sp);
2132 update_turn_face (victim);
2133 }
2134 break;
2135
2136 case DIRECTOR:
2137 if (victim->direction && !should_director_abort (trap, victim))
2138 {
2139 victim->direction = trap->stats.sp;
2140 update_turn_face (victim);
2141 }
2142 break;
2143
2144 case BUTTON:
2145 case PEDESTAL:
2146 case T_MATCH:
2147 update_button (trap, originator);
2148 break;
2149
2150 case ALTAR:
2151 /* sacrifice victim on trap */
2152 apply_altar (trap, victim, originator);
2153 break;
2154
2155 case THROWN_OBJ:
2156 if (trap->inv == NULL)
2157 break;
2158 /* fallthrough */
2159
2160 case ARROW:
2161 /* bad bug: monster throw a object, make a step forwards, step on object ,
2162 * trigger this here and get hit by own missile - and will be own enemy.
2163 * Victim then is his own enemy and will start to kill herself (this is
2164 * removed) but we have not synced victim and his missile. To avoid senseless
2165 * action, we avoid hits here
2166 */
2167 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2168 && trap->owner != victim)
2169 hit_with_arrow (trap, victim);
2170 break;
2171
2172 case SPELL_EFFECT:
2173 apply_spell_effect (trap, victim);
2174 break;
2175
2176 case TRAPDOOR:
2177 {
2178 int max, sound_was_played;
2179 object *ab, *ab_next;
2180
2181 if (!trap->value)
2182 {
2183 int tot;
2184
2185 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2186 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187 tot += ab->head_ ()->total_weight ();
2188
2189 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2190 break;
2191
2192 SET_ANIMATION (trap, trap->value);
2193 update_object (trap, UP_OBJ_FACE);
2194 }
2195
2196 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2197 {
2198 /* need to set this up, since if we do transfer the object,
2199 * ab->above would be bogus
2200 */
2201 ab_next = ab->above;
2202
2203 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2204 {
2205 if (!sound_was_played)
2206 {
2207 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2208 sound_was_played = 1;
2209 }
2210
2211 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2212 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2213 }
2214 }
2215 break;
2216 }
2217
2218 case CONVERTER:
2219 if (convert_item (victim, trap) < 0)
2220 {
2221 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2222 archetype::get (shstr_burnout)->insert_at (trap, trap);
2223 }
2224
2225 break;
2226
2227 case TRIGGER_BUTTON:
2228 case TRIGGER_PEDESTAL:
2229 case TRIGGER_ALTAR:
2230 check_trigger (trap, victim, originator);
2231 break;
2232
2233 case DEEP_SWAMP:
2234 walk_on_deep_swamp (trap, victim);
2235 break;
2236
2237 case CHECK_INV:
2238 check_inv (victim, trap);
2239 break;
2240
2241 case HOLE:
2242 move_apply_hole (trap, victim);
2243 break;
2244
2245 case EXIT:
2246 if (victim->type == PLAYER && EXIT_PATH (trap))
2247 {
2248 /* Basically, don't show exits leading to random maps the
2249 * players output.
2250 */
2251 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2252 victim->statusmsg (trap->msg, NDI_NAVY);
2253
2254 trap->play_sound (trap->sound);
2255 victim->enter_exit (trap);
2256 }
2257 break;
2258
2259 case ENCOUNTER:
2260 /* may be some leftovers on this */
2261 break;
2262
2263 case SHOP_MAT:
2264 apply_shop_mat (trap, victim);
2265 break;
2266
2267 /* Drop a certain amount of gold, and have one item identified */
2268 case IDENTIFY_ALTAR:
2269 apply_id_altar (victim, trap, originator);
2270 break;
2271
2272 case SIGN:
2273 if (victim->type != PLAYER && trap->stats.food > 0)
2274 break; /* monsters musn't apply magic_mouths with counters */
2275
2276 apply_sign (victim, trap, 1);
2277 break;
2278
2279 case CONTAINER:
2280 apply_container (victim, trap);
2281 break;
2282
2283 case RUNE:
2284 case TRAP:
2285 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2286 spring_trap (trap, victim);
2287 break;
2288
2289 default:
2290 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2291 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2292 break;
2293 }
2294
2295 recursion_depth--;
2296}
2297
2298/**
2299 * Handles reading a regular (ie not containing a spell) book.
2300 */
2301static void
2302apply_book (object *op, object *tmp)
2303{
2304 int lev_diff;
2305 object *skill_ob;
2306
2307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2308 {
2309 op->failmsg ("You are unable to read while blind!");
2310 return;
2311 }
2312
2313 if (!tmp->msg)
2314 {
2315 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2316 return;
2317 }
2318
2319 /* need a literacy skill to read stuff! */
2320 skill_ob = find_skill_by_name (op, tmp->skill);
2321 if (!skill_ob)
2322 {
2323 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2324 return;
2325 }
2326
2327 lev_diff = tmp->level - (skill_ob->level + 5);
2328 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2329 {
2330 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2331 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2332 : lev_diff < 5 ? "This book is beyond your comprehension."
2333 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2334 : lev_diff < 15 ? "This book is way beyond your comprehension."
2335 : "This book is totally beyond your comprehension.");
2336 return;
2337 }
2338
2339 // we currently don't use the message types for anything.
2340 // readable_message_type *msgType = get_readable_message_type (tmp);
2341
2342 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2343
2344 if (player *pl = op->contr)
2345 if (client *ns = pl->ns)
2346 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2347
2348 /* gain xp from reading */
2349 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2350 { /* only if not read before */
2351 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2352
2353 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2354 {
2355 /*exp_gain *= 2; because they just identified it too */
2356 SET_FLAG (tmp, FLAG_IDENTIFIED);
2357
2358 if (object *pl = tmp->visible_to ())
2359 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2360 }
2361
2362 change_exp (op, exp_gain, skill_ob->skill, 0);
2363 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2364 }
2365}
2366
2367/**
2368 * op made some mistake with a scroll, this takes care of punishment.
2369 * scroll_failure()- hacked directly from spell_failure
2370 */
2371static void
2372scroll_failure (object *op, int failure, int power)
2373{
2374 if (abs (failure / 4) > power)
2375 power = abs (failure / 4); /* set minimum effect */
2376
2377 if (failure <= -1 && failure > -15)
2378 { /* wonder */
2379 object *tmp;
2380
2381 op->failmsg ("Your spell warps!");
2382 tmp = get_archetype (SPELL_WONDER);
2383 cast_wonder (op, op, 0, tmp);
2384 tmp->destroy ();
2385 }
2386 else if (failure <= -15 && failure > -35)
2387 { /* drain mana */
2388 op->failmsg ("Your mana is drained!");
2389 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2390 if (op->stats.sp < 0)
2391 op->stats.sp = 0;
2392 }
2393 else if (settings.spell_failure_effects == TRUE)
2394 {
2395 if (failure <= -35 && failure > -60)
2396 { /* confusion */
2397 op->failmsg ("The magic recoils on you!");
2398 confuse_player (op, op, power);
2399 }
2400 else if (failure <= -60 && failure > -70)
2401 { /* paralysis */
2402 op->failmsg ("The magic recoils and paralyzes you!");
2403 paralyze_player (op, op, power);
2404 }
2405 else if (failure <= -70 && failure > -80)
2406 { /* blind */
2407 op->failmsg ("The magic recoils on you!");
2408 blind_player (op, op, power);
2409 }
2410 else if (failure <= -80)
2411 { /* blast the immediate area */
2412 object *tmp = get_archetype (LOOSE_MANA);
2413 cast_magic_storm (op, tmp, power);
2414 op->failmsg ("You unleash uncontrolled mana!");
2415 tmp->destroy ();
2416 }
2417 }
2418}
2419
2420/**
2421 * Handles the applying of a skill scroll, calling learn_skill straight.
2422 * op is the person learning the skill, tmp is the skill scroll object
2423 */
2424static void
2425apply_skillscroll (object *op, object *tmp)
2426{
2427 switch (learn_skill (op, tmp))
2428 {
2429 case 0:
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2432 break;
2433
2434 case 1:
2435 tmp->decrease ();
2436 op->play_sound (sound_find ("skill_learn"));
2437 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2438 break;
2439
2440 default:
2441 tmp->decrease ();
2442 op->play_sound (sound_find ("generic_fail"));
2443 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2444 break;
2445 }
2446}
2447
2448/**
2449 * Actually makes op learn spell.
2450 * Informs player of what happens.
2451 */
2452void
2453do_learn_spell (object *op, object *spell, int special_prayer)
2454{
2455 object *tmp;
2456
2457 if (op->type != PLAYER)
2458 {
2459 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2460 return;
2461 }
2462
2463 /* Upgrade special prayers to normal prayers */
2464 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2465 {
2466 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2467 {
2468 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2469 return;
2470 }
2471 return;
2472 }
2473
2474 op->contr->play_sound (sound_find ("learn_spell"));
2475
2476 tmp = spell->clone ();
2477 insert_ob_in_ob (tmp, op);
2478
2479 if (special_prayer)
2480 SET_FLAG (tmp, FLAG_STARTEQUIP);
2481
2482 esrv_add_spells (op->contr, tmp);
2483}
2484
2485/**
2486 * Erases spell from player's inventory.
2487 */
2488void
2489do_forget_spell (object *op, const char *spell)
2490{
2491 object *spob;
2492
2493 if (op->type != PLAYER)
2494 {
2495 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2496 return;
2497 }
2498 if ((spob = check_spell_known (op, spell)) == NULL)
2499 {
2500 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2501 return;
2502 }
2503
2504 op->failmsg (format ("You lose knowledge of %s.", spell));
2505 esrv_remove_spell (op->contr, spob);
2506 spob->destroy ();
2507}
2508
2509/**
2510 * Handles player applying a spellbook.
2511 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2512 * stuff like that. Random learning failure too.
2513 */
2514static void
2515apply_spellbook (object *op, object *tmp)
2516{
2517 object *skop, *spell, *spell_skill;
2518
2519 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->failmsg ("You are unable to read while blind.");
2522 return;
2523 }
2524
2525 /* artifact_spellbooks have 'slaying' field point to a spell name,
2526 * instead of having their spell stored in stats.sp. These are
2527 * legacy spellbooks
2528 */
2529 if (tmp->slaying)
2530 {
2531 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2532
2533 if (!spell)
2534 {
2535 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2536 return;
2537 }
2538 else
2539 insert_ob_in_ob (spell, tmp);
2540
2541 tmp->slaying = 0;
2542 }
2543
2544 skop = find_skill_by_name (op, tmp->skill);
2545
2546 /* need a literacy skill to learn spells. Also, having a literacy level
2547 * lower than the spell will make learning the spell more difficult */
2548 if (!skop)
2549 {
2550 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2551 return;
2552 }
2553
2554 spell = tmp->inv;
2555
2556 if (!spell)
2557 {
2558 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2559 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2560 return;
2561 }
2562
2563 int learn_level = sqrtf (spell->level) * 1.5f;
2564 if (skop->level < learn_level)
2565 {
2566 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2567 &tmp->skill, learn_level));
2568 return;
2569 }
2570
2571 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2572
2573 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2574 identify (tmp);
2575
2576 /* I removed the check for special_prayer_mark here - it didn't make
2577 * a lot of sense - special prayers are not found in spellbooks, and
2578 * if the player doesn't know the spell, doesn't make a lot of sense that
2579 * they would have a special prayer mark.
2580 */
2581 if (check_spell_known (op, spell->name))
2582 {
2583 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2584 return;
2585 }
2586
2587 if (spell->skill)
2588 {
2589 spell_skill = find_skill_by_name (op, spell->skill);
2590
2591 if (!spell_skill)
2592 {
2593 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2594 return;
2595 }
2596
2597 if (spell_skill->level < spell->level)
2598 {
2599 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2600 return;
2601 }
2602 }
2603
2604 /* Logic as follows
2605 *
2606 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2607 *
2608 * 2- The learner's skill level in literacy adjusts the chance to learn
2609 * a spell.
2610 *
2611 * 3 -Automatically fail to learn if you read while confused
2612 *
2613 * Overall, chances are the same but a player will find having a high
2614 * literacy rate very useful! -b.t.
2615 */
2616 if (QUERY_FLAG (op, FLAG_CONFUSED))
2617 {
2618 op->failmsg ("In your confused state you flub the wording of the text!");
2619 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2620 }
2621 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2622 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2623 {
2624 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2625 do_learn_spell (op, spell, 0);
2626
2627 /* xp gain to literacy for spell learning */
2628 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2629 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2630 }
2631 else
2632 {
2633 op->contr->play_sound (sound_find ("fumble_spell"));
2634 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2635 }
2636
2637 tmp->decrease ();
2638}
2639
2640/**
2641 * Handles applying a spell scroll.
2642 */
2643void
2644apply_scroll (object *op, object *tmp, int dir)
2645{
2646 object *skop;
2647
2648 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2649 {
2650 op->failmsg ("You are unable to read while blind.");
2651 return;
2652 }
2653
2654 if (!tmp->inv || tmp->inv->type != SPELL)
2655 {
2656 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2657 return;
2658 }
2659
2660 if (op->type == PLAYER)
2661 {
2662 /* players need a literacy skill to read stuff! */
2663 int exp_gain = 0;
2664
2665 /* hard code literacy - tmp->skill points to where the exp
2666 * should go for anything killed by the spell.
2667 */
2668 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2669
2670 if (!skop)
2671 {
2672 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2673 return;
2674 }
2675
2676 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2677 change_exp (op, exp_gain, skop->skill, 0);
2678 }
2679
2680 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2681 identify (tmp);
2682
2683 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2684
2685 cast_spell (op, tmp, dir, tmp->inv, NULL);
2686 tmp->decrease ();
2687}
2688
2689/**
2690 * Applies a treasure object - by default, chest. op
2691 * is the person doing the applying, tmp is the treasure
2692 * chest.
2693 */
2694static void
2695apply_treasure (object *op, object *tmp)
2696{
2697 /* Nice side effect of this treasure creation method is that the treasure
2698 * for the chest is done when the chest is created, and put into the chest
2699 * inventory. So that when the chest burns up, the items still exist. Also
2700 * prevents people from moving chests to more difficult maps to get better
2701 * treasure
2702 */
2703 object *treas = tmp->inv;
2704
2705 if (!treas)
2706 {
2707 op->statusmsg ("The chest was empty.");
2708 tmp->decrease ();
2709 return;
2710 }
2711
2712 while (tmp->inv)
2713 {
2714 treas = tmp->inv;
2715 treas->remove ();
2716
2717 treas->x = op->x;
2718 treas->y = op->y;
2719 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2720
2721 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2722 spring_trap (treas, op);
2723
2724 /* If either player or container was destroyed, no need to do
2725 * further processing. I think this should be enclused with
2726 * spring trap above, as I don't think there is otherwise
2727 * any way for the treasure chest or player to get killed.
2728 */
2729 if (op->destroyed () || tmp->destroyed ())
2730 break;
2731 }
2732
2733 if (!tmp->destroyed () && !tmp->inv)
2734 tmp->decrease (true);
2735}
2736
2737/**
2738 * A dragon is eating some flesh. If the flesh contains resistances,
2739 * there is a chance for the dragon's skin to get improved.
2740 *
2741 * attributes:
2742 * object *op the object (dragon player) eating the flesh
2743 * object *meal the flesh item, getting chewed in dragon's mouth
2744 * return:
2745 * int 1 if eating successful, 0 if it doesn't work
2746 */
2747static int
2748dragon_eat_flesh (object *op, object *meal)
2749{
2750 object *skin = NULL; /* pointer to dragon skin force */
2751 object *abil = NULL; /* pointer to dragon ability force */
2752 object *tmp = NULL; /* tmp. object */
2753
2754 double chance; /* improvement-chance of one resistance type */
2755 double totalchance = 1; /* total chance of gaining one resistance */
2756 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2757 double mbonus = 0; /* monster bonus */
2758 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2759 int winners = 0; /* number of winners */
2760 int i; /* index */
2761
2762 /* let's make sure and doublecheck the parameters */
2763 if (meal->type != FLESH || !op->is_dragon ())
2764 return 0;
2765
2766 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2767 from the player's inventory */
2768 for (tmp = op->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == FORCE)
2770 if (tmp->arch->archname == shstr_dragon_skin_force)
2771 skin = tmp;
2772 else if (tmp->arch->archname == shstr_dragon_ability_force)
2773 abil = tmp;
2774
2775 /* if either skin or ability are missing, this is an old player
2776 which is not to be considered a dragon -> bail out */
2777 if (skin == NULL || abil == NULL)
2778 return 0;
2779
2780 /* now start by filling stomache and health, according to food-value */
2781 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2782 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2783 else
2784 op->stats.hp += meal->stats.food / 50;
2785
2786 min_it (op->stats.hp, op->stats.maxhp);
2787 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2788
2789 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2790
2791 /* on to the interesting part: chances for adding resistance */
2792 for (i = 0; i < NROFATTACKS; i++)
2793 {
2794 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2795 {
2796 /* got positive resistance, now calculate improvement chance (0-100) */
2797
2798 /* this bonus makes resistance increase easier at lower levels */
2799 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2800 if (i == abil->stats.exp)
2801 bonus += 5; /* additional bonus for resistance of ability-focus */
2802
2803 /* monster bonus increases with level, because high-level
2804 flesh is too rare */
2805 mbonus = op->level * 20. / ((double) settings.max_level);
2806
2807 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2808 ((double)settings.max_level)) - skin->resist[i];
2809
2810 if (chance >= 0.)
2811 chance += 1.;
2812 else
2813 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2814
2815 /* chance is proportional to amount of resistance (max. 50) */
2816 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2817
2818 /* doubled chance for resistance of ability-focus */
2819 if (i == abil->stats.exp)
2820 chance = min (100., chance * 2.);
2821
2822 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2823 if (rndm (10000) < (unsigned int)(chance * 100))
2824 {
2825 atnr_winner[winners] = i;
2826 winners++;
2827 }
2828
2829 if (chance >= 0.01)
2830 totalchance *= 1 - chance / 100;
2831
2832 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2833 }
2834 }
2835
2836 /* inverse totalchance as until now we have the failure-chance */
2837 totalchance = 100 - totalchance * 100;
2838
2839 /* print message according to totalchance */
2840 const char *buf;
2841 if (totalchance > 50.)
2842 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2843 else if (totalchance > 10.)
2844 buf = format ("The %s tasted very good.", &meal->name);
2845 else if (totalchance > 1.)
2846 buf = format ("The %s tasted good.", &meal->name);
2847 else if (totalchance > 0.1)
2848 buf = format ("The %s tasted bland.", &meal->name);
2849 else if (totalchance >= 0.01)
2850 buf = format ("The %s had a boring taste.", &meal->name);
2851 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2852 buf = format ("The %s tasted strange.", &meal->name);
2853 else
2854 buf = format ("The %s had no taste.", &meal->name);
2855
2856 op->statusmsg (buf);
2857
2858 /* now choose a winner if we have any */
2859 i = -1;
2860 if (winners > 0)
2861 i = atnr_winner [rndm (winners)];
2862
2863 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2864 {
2865 /* resistance increased! */
2866 skin->resist[i]++;
2867 op->update_stats ();
2868
2869 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2870 }
2871
2872 /* if this flesh contains a new ability focus, we mark it
2873 into the ability_force and it will take effect on next level */
2874 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2875 {
2876 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2877
2878 if (meal->last_eat != abil->stats.exp)
2879 op->statusmsg (format (
2880 "Your metabolism prepares to focus on %s!\n"
2881 "The change will happen at level %d.",
2882 change_resist_msg[meal->last_eat],
2883 abil->level + 1
2884 ));
2885 else
2886 {
2887 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2888 abil->last_eat = 0;
2889 }
2890 }
2891
2892 return 1;
2893}
2894
2895/**
2896 * op eats food.
2897 * If player, takes care of messages and dragon special food.
2898 */
2899static void
2900apply_food (object *op, object *tmp)
2901{
2902 int capacity_remaining;
2903
2904 if (op->type != PLAYER)
2905 op->stats.hp = op->stats.maxhp;
2906 else
2907 {
2908 /* check if this is a dragon (player), eating some flesh */
2909 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2910 ;
2911 else
2912 {
2913 /* usual case - no dragon meal: */
2914 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2915 {
2916 if (tmp->type == FOOD || tmp->type == FLESH)
2917 op->failmsg ("You feel full, but what a waste of food!");
2918 else
2919 op->statusmsg ("Most of the drink goes down your face not your throat!");
2920 }
2921
2922 tmp->play_sound (
2923 tmp->sound
2924 ? tmp->sound
2925 : tmp->type == DRINK
2926 ? sound_find ("eat_drink")
2927 : sound_find ("eat_food")
2928 );
2929
2930 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2931 {
2932 const char *buf;
2933
2934 if (!op->is_dragon ())
2935 {
2936 /* eating message for normal players */
2937 if (tmp->type == DRINK)
2938 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2939 else
2940 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2941 }
2942 else
2943 /* eating message for dragon players */
2944 buf = format ("The %s tasted terrible!", &tmp->name);
2945
2946 op->statusmsg (buf);
2947
2948 capacity_remaining = MAX_FOOD - op->stats.food;
2949 op->stats.food += tmp->stats.food;
2950 if (capacity_remaining < tmp->stats.food)
2951 op->stats.hp += capacity_remaining / 50;
2952 else
2953 op->stats.hp += tmp->stats.food / 50;
2954
2955 min_it (op->stats.hp, op->stats.maxhp);
2956 min_it (op->stats.food, MAX_FOOD);
2957 }
2958
2959 /* special food hack -b.t. */
2960 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2961 eat_special_food (op, tmp);
2962 }
2963 }
2964
2965 handle_apply_yield (tmp);
2966 tmp->decrease ();
2967}
2968
2969/**
2970 * Handles applying an improve armor scroll.
2971 * Does some sanity checks, then calls improve_armour.
2972 */
2973static void
2974apply_armour_improver (object *op, object *tmp)
2975{
2976 object *armor;
2977
2978 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2979 {
2980 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2981 return;
2982 }
2983
2984 armor = find_marked_object (op);
2985
2986 if (!armor)
2987 {
2988 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2989 return;
2990 }
2991
2992 if (armor->type != ARMOUR
2993 && armor->type != CLOAK
2994 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2995 {
2996 op->failmsg ("Your marked item is not armour!\n");
2997 return;
2998 }
2999
3000 op->statusmsg ("Applying armour enchantment.");
3001 improve_armour (op, tmp, armor);
3002}
3003
3004void
3005apply_poison (object *op, object *tmp)
3006{
3007 // need to do it now when it is still on the map
3008 handle_apply_yield (tmp);
3009
3010 object *poison = tmp->split (1);
3011
3012 if (op->type == PLAYER)
3013 {
3014 op->contr->play_sound (sound_find ("drink_poison"));
3015 op->failmsg ("Yech! That tasted poisonous!");
3016 op->contr->killer = poison;
3017 }
3018
3019 if (poison->stats.hp > 0)
3020 {
3021 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3022 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3023 }
3024
3025 op->stats.food -= op->stats.food / 4;
3026 poison->destroy ();
3027}
3028
3029/**
3030 * This function will try to apply a lighter and in case no lighter
3031 * is specified it will try to find a lighter in the players inventory,
3032 * and inform him about this requirement.
3033 *
3034 * who - the player
3035 * op - the item we want to light
3036 * lighter - the lighter or 0 if a lighter has yet to be found
3037 */
3038static object *
3039auto_apply_lighter (object *who, object *op, object *lighter)
3040{
3041 if (lighter == 0)
3042 {
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (tmp->type == LIGHTER)
3046 {
3047 lighter = tmp;
3048 break;
3049 }
3050 }
3051
3052 if (!lighter)
3053 {
3054 who->failmsg (format (
3055 "You can't light up the %s with your bare hands! "
3056 "H<You need a lighter in your inventory, for example a flint and steel.>",
3057 &op->name));
3058 return 0;
3059 }
3060 }
3061
3062 // last_eat == 0 means the lighter is not being used up!
3063 if (lighter->last_eat && lighter->stats.food)
3064 {
3065 /* lighter gets used up */
3066 lighter = lighter->split ();
3067 lighter->stats.food--;
3068 who->insert (lighter);
3069 }
3070 else if (lighter->last_eat)
3071 {
3072 /* no charges left in lighter */
3073 who->failmsg (format (
3074 "You attempt to light the %s with a used up %s.",
3075 &op->name, &lighter->name));
3076 return 0;
3077 }
3078
3079 return lighter;
3080}
3081
3082/**
3083 * Designed primarily to light torches/lanterns/etc.
3084 * Also burns up burnable material too. First object in the inventory is
3085 * the selected object to "burn". -b.t.
3086 */
3087static void
3088apply_lighter (object *who, object *lighter)
3089{
3090 object *item;
3091 int is_player_env = 0;
3092
3093 item = find_marked_object (who);
3094 if (item)
3095 {
3096 if (!auto_apply_lighter (who, item, lighter))
3097 return;
3098
3099 /* Perhaps we should split what we are trying to light on fire?
3100 * I can't see many times when you would want to light multiple
3101 * objects at once.
3102 */
3103
3104 save_throw_object (item, AT_FIRE, who);
3105
3106 if (item->destroyed ()
3107 || ((item->type == LAMP || item->type == TORCH)
3108 && item->glow_radius > 0))
3109 who->statusmsg (format (
3110 "You light the %s with the %s.",
3111 &item->name, &lighter->name));
3112 else
3113 who->failmsg (format (
3114 "You attempt to light the %s with the %s and fail.",
3115 &item->name, &lighter->name));
3116 }
3117 else
3118 who->failmsg ("You need to mark a lightable object.");
3119}
3120
3121/**
3122 * This function generates a cursed effect for cursed lamps and torches.
3123 */
3124static void
3125player_apply_lamp_cursed_effect (object *who, object *op)
3126{
3127 if (op->level)
3128 {
3129 who->failmsg (format (
3130 "The %s was cursed, it explodes in a big fireball!",
3131 &op->name));
3132 create_exploding_ball_at (who, op->level);
3133 }
3134 else
3135 {
3136 who->failmsg (format (
3137 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3138 &op->name));
3139 }
3140
3141 op->destroy ();
3142}
3143
3144/**
3145 * Apply for players and lamps
3146 *
3147 * who - the player
3148 * op - the lamp
3149 */
3150static void
3151player_apply_lamp (object *who, object *op)
3152{
3153 bool switch_on = op->glow_radius ? false : true;
3154
3155 if (switch_on)
3156 {
3157 object *lighter = 0;
3158
3159 if (op->flag [FLAG_IS_LIGHTABLE]
3160 && !(lighter = auto_apply_lighter (who, op, 0)))
3161 return;
3162
3163 if (op->stats.food < 1)
3164 {
3165 if (op->type == LAMP)
3166 who->failmsg (format (
3167 "The %s is out of fuel! "
3168 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3169 &op->name));
3170 else
3171 who->failmsg (format (
3172 "The %s is burnt out! "
3173 "H<Torches and similar items burn out and become worthless.>",
3174 &op->name));
3175 return;
3176 }
3177
3178 if (op->flag [FLAG_CURSED])
3179 {
3180 player_apply_lamp_cursed_effect (who, op);
3181 return;
3182 }
3183
3184 if (lighter)
3185 who->statusmsg (format (
3186 "You light up the %s with the %s.", &op->name, &lighter->name));
3187 else
3188 who->statusmsg (format ("You light up the %s.", &op->name));
3189 }
3190 else
3191 {
3192 if (op->flag [FLAG_CURSED])
3193 {
3194 player_apply_lamp_cursed_effect (who, op);
3195 return;
3196 }
3197
3198 if (op->type == TORCH)
3199 {
3200 if (!op->flag [FLAG_IS_LIGHTABLE])
3201 {
3202 who->statusmsg (format (
3203 "You put out the %s. "
3204 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3205 &op->name, &op->name));
3206 }
3207 else
3208 who->statusmsg (format (
3209 "You put out the %s."
3210 "H<Torches wear out if you put them out.>",
3211 &op->name));
3212 }
3213 else
3214 who->statusmsg (format ("You turn off the %s.", &op->name));
3215 }
3216
3217 apply_lamp (op, switch_on);
3218}
3219
3220void get_animation_from_arch (object *op, arch_ptr a)
3221{
3222 op->animation_id = a->animation_id;
3223 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3224 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3225 op->anim_speed = a->anim_speed;
3226 op->last_anim = 0;
3227 op->state = 0;
3228 op->face = a->face;
3229
3230 if (NUM_ANIMATIONS(op) > 1)
3231 {
3232 SET_ANIMATION(op, 0);
3233 animate_object (op, op->direction);
3234 }
3235 else
3236 update_object (op, UP_OBJ_FACE);
3237}
3238
3239/**
3240 * Apply for LAMPs and TORCHes.
3241 *
3242 * op - the lamp
3243 * switch_on - a flag which says whether the lamp should be switched on or off
3244 */
3245void apply_lamp (object *op, bool switch_on)
3246{
3247 op->set_glow_radius (switch_on ? op->range : 0);
3248 op->set_speed (switch_on ? op->arch->speed : 0);
3249
3250 // torches wear out if you put them out
3251 if (op->type == TORCH && !switch_on)
3252 {
3253 if (op->flag [FLAG_IS_LIGHTABLE])
3254 {
3255 op->stats.food -= (double) op->arch->stats.food / 15;
3256 if (op->stats.food < 0)
3257 op->stats.food = 0;
3258 }
3259 else
3260 op->stats.food = 0;
3261 }
3262
3263 // lamps and torched get worthless when used up
3264 if (op->stats.food <= 0)
3265 op->value = 0;
3266
3267 // FIXME: This is a hack to make the more sane torches and lamps
3268 // still animated ;-/
3269 if (op->other_arch)
3270 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3271
3272 if (object *pl = op->visible_to ())
3273 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3274}
3275
3276/**
3277 * This handles items of type 'transformer'.
3278 * Basically those items, used with a marked item, transform both items into something
3279 * else.
3280 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3281 * Change information is contained in the 'slaying' field of the marked item.
3282 * The format is as follow: transformer:[number ]yield[;transformer:...].
3283 * This way an item can be transformed in many things, and/or many objects.
3284 * The 'slaying' field for transformer is used as verb for the action.
3285 */
3286static void
3287apply_item_transformer (object *pl, object *transformer)
3288{
3289 object *marked;
3290 object *new_item;
3291 const char *find;
3292 char *separator;
3293 int yield;
3294 char got[MAX_BUF];
3295 int len;
3296
3297 if (!pl || !transformer)
3298 return;
3299
3300 marked = find_marked_object (pl);
3301
3302 if (!marked)
3303 {
3304 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3305 return;
3306 }
3307
3308 if (!marked->slaying)
3309 {
3310 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3311 return;
3312 }
3313
3314 /* check whether they are compatible or not */
3315 find = strstr (&marked->slaying, transformer->arch->archname);
3316 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3317 {
3318 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3319 return;
3320 }
3321
3322 find += strlen (transformer->arch->archname) + 1;
3323 /* Item can be used, now find how many and what it yields */
3324 if (isdigit (*(find)))
3325 {
3326 yield = atoi (find);
3327 if (yield < 1)
3328 {
3329 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3330 yield = 1;
3331 }
3332 }
3333 else
3334 yield = 1;
3335
3336 while (isdigit (*find))
3337 find++;
3338
3339 while (*find == ' ')
3340 find++;
3341
3342 memset (got, 0, MAX_BUF);
3343
3344 if ((separator = (char *) strchr (find, ';')))
3345 len = separator - find;
3346 else
3347 len = strlen (find);
3348
3349 min_it (len, MAX_BUF - 1);
3350
3351 strcpy (got, find);
3352 got[len] = '\0';
3353
3354 /* Now create new item, remove used ones when required. */
3355 new_item = get_archetype (got);
3356 if (!new_item)
3357 {
3358 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3359 return;
3360 }
3361
3362 new_item->nrof = yield;
3363
3364 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3365
3366 pl->insert (new_item);
3367 /* Eat up one item */
3368 marked->decrease ();
3369
3370 /* Eat one transformer if needed */
3371 if (transformer->stats.food)
3372 if (--transformer->stats.food == 0)
3373 transformer->decrease ();
3374}
3375
3376/**
3377 * Main apply handler.
3378 *
3379 * Checks for unpaid items before applying.
3380 *
3381 * Return value is currently not used
3382 *
3383 * who is the object that is causing object to be applied, op is the object
3384 * being applied.
3385 *
3386 * aflag is special (always apply/unapply) flags. Nothing is done with
3387 * them in this function - they are passed to apply_special
3388 */
3389static bool
3390manual_apply (object *who, object *op, int aflag)
3391{
3392 op = op->head_ ();
3393
3394 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3395 {
3396 if (who->contr)
3397 {
3398 examine (who, op);
3399 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3400 return 1;
3401 }
3402 else
3403 return 0; /* monsters just skip unpaid items */
3404 }
3405
3406 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3407 return RESULT_INT (0);
3408 else if (may_attempt_inv [op->type])
3409 {
3410 // special item, using slot system, needs to be in inv
3411 if (op->env == who)
3412 return apply_special (who, op, aflag);
3413
3414 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
3415 }
3416 else if (!who->contr && may_attempt_player [op->type])
3417 return 0; // monsters shouldn't try to apply player-only stuff
3418 else if (may_attempt [op->type])
3419 {
3420 // ordinary stuff, may be on the floor
3421 switch (op->type)
3422 {
3423 case T_HANDLE:
3424 who->play_sound (sound_find ("turn_handle"));
3425 who->statusmsg ("You turn the handle.");
3426 op->value = op->value ? 0 : 1;
3427 SET_ANIMATION (op, op->value);
3428 update_object (op, UP_OBJ_FACE);
3429 push_button (op, who);
3430 break;
3431
3432 case TRIGGER:
3433 if (check_trigger (op, who, who))
3434 {
3435 who->statusmsg ("You turn the handle.");
3436 who->play_sound (sound_find ("turn_handle"));
3437 }
3438 else
3439 who->failmsg ("The handle doesn't move.");
3440
3441 break;
3442
3443 case EXIT:
3444 if (!EXIT_PATH (op))
3445 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
3446 else
3447 {
3448 /* Don't display messages for random maps. */
3449 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3450 who->statusmsg (op->msg, NDI_NAVY);
3451
3452 who->enter_exit (op);
3453 }
3454
3455 break;
3456
3457 case INSCRIBABLE:
3458 who->statusmsg (op->msg);
3459 // maybe show a spell menu to chose from or something like that
3460 break;
3461
3462 case SIGN:
3463 apply_sign (who, op, 0);
3464 break;
3465
3466 case BOOK:
3467 apply_book (who, op);
3468 break;
3469
3470 case SKILLSCROLL:
3471 apply_skillscroll (who, op);
3472 break;
3473
3474 case SPELLBOOK:
3475 apply_spellbook (who, op);
3476 break;
3477
3478 case SCROLL:
3479 apply_scroll (who, op, 0);
3480 break;
3481
3482 case POTION:
3483 apply_potion (who, op);
3484 break;
3485
3486 /* Eneq(@csd.uu.se): Handle apply on containers. */
3487 //TODO: remove, as it is unsed?
3488 case CLOSE_CON:
3489 apply_container (who, op->env);
3490 break;
3491
3492 case CONTAINER:
3493 apply_container (who, op);
3494 break;
3495
3496 case TREASURE:
3497 apply_treasure (who, op);
3498 break;
3499
3500 case LAMP:
3501 case TORCH:
3502 player_apply_lamp (who, op);
3503 break;
3504
3505 case DRINK:
3506 case FOOD:
3507 case FLESH:
3508 apply_food (who, op);
3509 break;
3510
3511 case POISON:
3512 apply_poison (who, op);
3513 break;
3514
3515 case SAVEBED:
3516 break;
3517
3518 case ARMOUR_IMPROVER:
3519 apply_armour_improver (who, op);
3520 break;
3521
3522 case WEAPON_IMPROVER:
3523 check_improve_weapon (who, op);
3524 break;
3525
3526 case CLOCK:
3527 {
3528 char buf[MAX_BUF];
3529 timeofday_t tod;
3530
3531 get_tod (&tod);
3532 who->play_sound (sound_find ("sound_clock"));
3533 who->statusmsg (format (
3534 "It is %d minute%s past %d o'clock %s",
3535 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3536 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3537 ));
3538 }
3539 break;
3540
3541 case MENU:
3542 shop_listing (op, who);
3543 break;
3544
3545 case POWER_CRYSTAL:
3546 apply_power_crystal (who, op); /* see egoitem.c */
3547 break;
3548
3549 case LIGHTER: /* for lighting torches/lanterns/etc */
3550 apply_lighter (who, op);
3551 break;
3552
3553 case ITEM_TRANSFORMER:
3554 apply_item_transformer (who, op);
3555 break;
3556 }
3557
3558 return 1;
3559 }
3560 else
3561 {
3562 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3563 return 0;
3564 }
3565}
3566
3567/**
3568 * player_apply_below attempts to apply the object 'below' the player.
3569 * If the player has an open container, we use that for below, otherwise
3570 * we use the ground.
3571 */
3572void
3573player_apply_below (object *pl)
3574{
3575 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3576
3577 /* If using a container, set the starting item to be the top
3578 * item in the container. Otherwise, use the map.
3579 */
3580
3581 // first try to apply "applyables"
3582 for (object *tmp = top; tmp; tmp = tmp->below)
3583 if (!tmp->invisible && may_attempt [tmp->type])
3584 {
3585 // If it is visible, player can apply it.
3586 pl->apply (tmp);
3587 return;
3588 }
3589
3590 while (top && top->invisible)
3591 top = top->below;
3592
3593 if (!top || top->flag [FLAG_IS_FLOOR])
3594 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3595 "H<There is nothing here that you can apply.>");
3596 else
3597 // next, try to explain the topmost object
3598 switch (top->type)
3599 {
3600 // TODO: all this should move to examine
3601 case ALTAR:
3602 case IDENTIFY_ALTAR:
3603 case CONVERTER:
3604 pl->failmsg (format (
3605 "You see no obvious mechanism on the %s."
3606 "H<You have to drop one or more specific items here.>",
3607 query_short_name (top)
3608 ));
3609 break;
3610
3611 case BUTTON:
3612 pl->failmsg (format (
3613 "The %s looks as if you could activate it with somehting heavy. "
3614 "H<You must put enough items here to activate it.>",
3615 query_short_name (top)
3616 ));
3617 break;
3618
3619 default:
3620 examine (pl, top);
3621 printf ("z %d\n", top->type);//D
3622 break;
3623 }
3624}
3625
3626// saner interface, returns successful status
3627bool
3628object::apply (object *ob, int aflags)
3629{
3630 if (!ob) // simplifies a lot of callers
3631 return true;
3632
3633 if (contr)
3634 {
3635 if (!ob->env && (move_type & MOVE_FLYING))
3636 {
3637 /* player is flying and applying object not in inventory */
3638 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3639 {
3640 failmsg ("But you are floating high above the ground! "
3641 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3642 "or waiting till the levitation effect wears off.>");
3643 return 0;
3644 }
3645 }
3646
3647 contr->last_used = ob;
3648 }
3649
3650 bool want_apply =
3651 aflags & AP_APPLY ? true
3652 : aflags & AP_UNAPPLY ? false
3653 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3654
3655 object_ptr *slot = 0;
3656
3657 // detect the slot, if this is a player
3658 if (contr && !(aflags & AP_NO_SLOT))
3659 {
3660 object *oslot;
3661
3662 switch (ob->type)
3663 {
3664 case WEAPON:
3665 slot = &contr->combat_ob;
3666 oslot = contr->ranged_ob;
3667 break;
3668
3669 case BOW:
3670 case RANGED:
3671 case SPELL:
3672 case WAND:
3673 case ROD:
3674 case HORN:
3675 case BUILDER:
3676 slot = &contr->ranged_ob;
3677 oslot = contr->combat_ob;
3678 break;
3679
3680 // oh, the humanity
3681 case SKILL:
3682 if (aflags & AP_NO_SLOT)
3683 break;
3684
3685 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3686 break;
3687
3688 if (skill_flags [ob->subtype] & SF_COMBAT)
3689 {
3690 slot = &contr->combat_ob;
3691 oslot = contr->ranged_ob;
3692 }
3693 else if (skill_flags [ob->subtype] & SF_RANGED)
3694 {
3695 slot = &contr->ranged_ob;
3696 oslot = contr->combat_ob;
3697 }
3698
3699 break;
3700 }
3701
3702 // now handle slot exclusions
3703 if (slot)
3704 {
3705 // only one slot can be active
3706 if (want_apply)
3707 {
3708 // clear slot unless we are in it already
3709 if (*slot != ob)
3710 apply (*slot, AP_UNAPPLY);
3711
3712 // unapply other slot, because we want to become active
3713 apply (oslot, AP_UNAPPLY);
3714 }
3715
3716 // clear item from slot if applied
3717 if (!want_apply && current_weapon == ob)
3718 current_weapon = 0;
3719 }
3720 }
3721
3722 if (ob->flag [FLAG_APPLIED] != want_apply)
3723 manual_apply (this, ob, aflags);
3724
3725 if (ob->flag [FLAG_APPLIED] != want_apply)
3726 return false;
3727
3728 if (slot && want_apply)
3729 current_weapon = *slot = ob;
3730
3731 return true;
3682} 3732}
3683 3733
3684/** 3734/**
3685 * Map was just loaded, handle op's initialisation. 3735 * Map was just loaded, handle op's initialisation.
3686 * 3736 *

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