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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.169 by root, Sun Sep 7 21:31:23 2008 UTC vs.
Revision 1.259 by root, Fri Apr 16 23:32:07 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/** 37static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 38{
44 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 40 {
58 arch_flag = op->subtype & 1; 41 set (WEAPON);
59 name_flag = op->subtype & 2; 42 set (ARMOUR);
60 race_flag = op->subtype & 4; 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
61 } 61 }
62 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
63 { 69 {
64 arch_flag = 1; 70 set (TRANSPORT);
65 name_flag = 1; 71 set (EXIT);
66 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 85 }
86} apply_types_player_only;
68 87
69 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
70 * name or race that matches. 89// be applied at all. used by e.g. apply below.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77 90
78 /* If the director has slaying set, only affect objects where none 91static const struct apply_types : typeset
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87}
88
89/**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94static int
95apply_id_altar (object *money, object *altar, object *pl)
96{ 92{
97 dynbuf_text buf; 93 apply_types ()
98 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 { 95 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 96 set (T_HANDLE);
129 { 97 set (TRIGGER);
130 if (operate_altar (altar, &money)) 98 set (SCROLL);
131 { 99 set (POTION);
132 identify (id); 100 set (CLOSE_CON);
133 101 set (CONTAINER);
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 102 set (LAMP);
135 if (id->msg) 103 set (TORCH);
136 buf << "The item has a story:\r" << id->msg << "\n\n"; 104 set (DRINK);
137 105 set (FOOD);
138 /* If no more money, might as well quit now */ 106 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 107 set (POISON);
140 break; 108 set (POWER_CRYSTAL);
141 } 109 set (ITEM_TRANSFORMER);
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 } 110 }
149 111} apply_types;
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156}
157
158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162void
163handle_apply_yield (object *tmp)
164{
165 if (shstr yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167}
168
169/**
170 * Handles applying a potion.
171 */
172int
173apply_potion (object *op, object *tmp)
174{
175 int got_one = 0, i;
176 object *force = 0, *floor = 0;
177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
188 if (op->type == PLAYER)
189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190 identify (tmp);
191
192 handle_apply_yield (tmp);
193
194 /* Potion of restoration - only for players */
195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
197 object *depl;
198 archetype *at;
199
200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201 {
202 op->drain_stat ();
203 op->update_stats ();
204 tmp->decrease ();
205 return 1;
206 }
207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
210 LOG (llevError, "Could not find archetype depletion\n");
211 return 0;
212 }
213
214 depl = present_arch_in_ob (at, op);
215
216 if (depl)
217 {
218 for (i = 0; i < NUM_STATS; i++)
219 if (depl->stats.stat (i))
220 op->statusmsg (restore_msg[i]);
221
222 depl->destroy ();
223 op->update_stats ();
224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
227
228 tmp->decrease ();
229 return 1;
230 }
231
232 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 {
235 for (i = 1; i < MIN (11, op->level); i++)
236 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 {
239 if (op->contr->levhp[i] != 1)
240 {
241 op->contr->levhp[i] = 1;
242 break;
243 }
244
245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
251 if (op->contr->levgrace[i] != 1)
252 {
253 op->contr->levgrace[i] = 1;
254 break;
255 }
256 }
257 else
258 {
259 if (op->contr->levhp[i] < 9)
260 {
261 op->contr->levhp[i] = 9;
262 break;
263 }
264
265 if (op->contr->levsp[i] < 6)
266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
273 op->contr->levgrace[i] = 3;
274 break;
275 }
276 }
277 }
278
279 /* Just makes checking easier */
280 if (i < MIN (11, op->level))
281 got_one = 1;
282
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
285 if (got_one)
286 {
287 op->update_stats ();
288 op->statusmsg ("The Gods smile upon you and remake you "
289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
308 }
309
310
311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312 * and heroism all fit into this category. Given the spell object code,
313 * there is no limit to the number of spells that potions can be cast,
314 * but direction is problematic to try and imbue fireball potions for example.
315 */
316 if (tmp->inv)
317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!");
323
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 }
332 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334
335 tmp->decrease ();
336
337 /* if youre dead, no point in doing this... */
338 if (!QUERY_FLAG (op, FLAG_REMOVED))
339 op->update_stats ();
340
341 return 1;
342 }
343
344 /* Deal with protection potions */
345 force = NULL;
346 for (i = 0; i < NROFATTACKS; i++)
347 {
348 if (tmp->resist[i])
349 {
350 if (!force)
351 force = get_archetype (FORCE_NAME);
352
353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
354 force->type = POTION_EFFECT;
355 break; /* Only need to find one protection since we copy entire batch */
356 }
357 }
358
359 /* This is a protection potion */
360 if (force)
361 {
362 /* cursed items last longer */
363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
364 {
365 force->stats.food *= 10;
366 for (i = 0; i < NROFATTACKS; i++)
367 if (force->resist[i] > 0)
368 force->resist[i] = -force->resist[i]; /* prot => vuln */
369 }
370
371 force->speed_left = -1;
372 force = insert_ob_in_ob (force, op);
373 CLEAR_FLAG (tmp, FLAG_APPLIED);
374 SET_FLAG (force, FLAG_APPLIED);
375 change_abil (op, force);
376 tmp->decrease ();
377 return 1;
378 }
379
380 /* Only thing left are the stat potions */
381 if (op->type == PLAYER)
382 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else
386 SET_FLAG (tmp, FLAG_APPLIED);
387
388 if (!change_abil (op, tmp))
389 op->statusmsg ("Nothing happened.");
390 }
391
392 /* CLEAR_FLAG is so that if the character has other potions
393 * that were grouped with the one consumed, his
394 * stat will not be raised by them. fix_player just clears
395 * up all the stats.
396 */
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 op->update_stats ();
399 tmp->decrease ();
400 return 1;
401}
402 112
403/**************************************************************************** 113/****************************************************************************
404 * Weapon improvement code follows 114 * Weapon improvement code follows
405 ****************************************************************************/ 115 ****************************************************************************/
406 116
407/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
408 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
409 */ 134 */
410static int 135static int
411check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
412{ 137{
413 int count = 0; 138 int count = 0;
414 139
415 if (!item) 140 if (!item)
416 return 0; 141 return 0;
417 142
418 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 144 if (op->arch->archname == item)
421 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 147 count += op->number_of ();
429 }
430 }
431 }
432 148
433 return count; 149 return count;
434} 150}
435 151
436/** 152/**
438 * op is typically the player, which is only 154 * op is typically the player, which is only
439 * really used to determine what space to look at. 155 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
441 */ 157 */
442static void 158static void
443eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 160{
445 object *prev; 161 object *prev;
446 162
447 prev = op; 163 prev = op;
448 op = op->below; 164 op = op->below;
449 165
450 while (op) 166 while (op)
451 { 167 {
452 if (strcmp (op->arch->archname, item) == 0) 168 if (op->arch->archname == item)
453 { 169 {
454 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
455 { 171 {
456 op->decrease (nrof); 172 op->decrease (nrof);
457 return; 173 return;
469 op = op->below; 185 op = op->below;
470 } 186 }
471} 187}
472 188
473/** 189/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522}
523
524/**
525 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
527 */ 192 */
528static int 193static int
529check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
533 if (improver->slaying) 198 if (improver->slaying)
534 { 199 {
535 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
536 if (count < 1) 201 if (count < 1)
537 { 202 {
538 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
539 return 0; 204 return 0;
540 } 205 }
541 } 206 }
542 else 207 else
543 count = 1; 208 count = 1;
582 247
583/** 248/**
584 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
586 */ 251 */
587int 252static int
588prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
589{ 254{
590 int sacrifice_count, i; 255 int sacrifice_count, i;
591 char buf[MAX_BUF]; 256 char buf[MAX_BUF];
592 257
645 * 310 *
646 * We are hiding extra information about the weapon in the level and 311 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ?? 312 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve 313 * level == max improve last_eat == current improve
649 */ 314 */
650int 315static int
651improve_weapon (object *op, object *improver, object *weapon) 316improve_weapon (object *op, object *improver, object *weapon)
652{ 317{
653 int sacrifice_count, sacrifice_needed = 0; 318 int sacrifice_count, sacrifice_needed = 0;
654 319
655 if (improver->stats.sp == IMPROVE_PREPARE) 320 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 321 return prepare_weapon (op, improver, weapon);
657 322
658 if (weapon->level == 0) 323 if (weapon->level == 0)
659 { 324 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 325 op->failmsg (
326 "This weapon has not been prepared."
327 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 328 return 0;
662 } 329 }
663 330
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 331 if (weapon->last_eat >= weapon->level // improvements used up
332 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 333 {
666 op->failmsg ("This weapon cannot be improved any more."); 334 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 335 return 0;
668 } 336 }
669 337
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 338 if (weapon->flag [FLAG_APPLIED]
339 && !check_item_power (op, weapon->item_power + 1))
671 { 340 {
672 op->failmsg ("Improving the weapon will make it too " 341 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 342 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 343 "really want to improve it.");
675 return 0; 344 return 0;
724 sacrifice_needed *= 2; 393 sacrifice_needed *= 2;
725 394
726 sacrifice_count = check_sacrifice (op, improver); 395 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 396 if (sacrifice_count < sacrifice_needed)
728 { 397 {
729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 398 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
730 return 0; 399 return 0;
731 } 400 }
732 401
733 eat_item (op, improver->slaying, sacrifice_needed); 402 eat_item (op, improver->slaying, sacrifice_needed);
734 weapon->item_power++; 403 weapon->item_power++;
753/** 422/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 423 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * Checks a few things (not on a non-magic square, marked weapon, ...), 424 * Checks a few things (not on a non-magic square, marked weapon, ...),
756 * then calls improve_weapon to do the dirty work. 425 * then calls improve_weapon to do the dirty work.
757 */ 426 */
758int 427static int
759check_improve_weapon (object *op, object *tmp) 428check_improve_weapon (object *op, object *tmp)
760{ 429{
761 object *otmp;
762
763 if (op->type != PLAYER) 430 if (op->type != PLAYER)
764 return 0; 431 return 0;
765 432
766 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 433 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
767 { 434 {
768 op->failmsg ("Something blocks the magic of the scroll!"); 435 op->failmsg ("Something blocks the magic of the scroll!");
769 return 0; 436 return 0;
770 } 437 }
771 438
772 otmp = find_marked_object (op); 439 object *otmp = op->mark ();
773 440
774 if (!otmp) 441 if (!otmp)
775 { 442 {
776 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 443 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
777 return 0; 444 return 0;
778 } 445 }
779 446
780 if (otmp->type != WEAPON && otmp->type != BOW) 447 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 448 {
782 op->failmsg ("Marked item is not a weapon or bow!"); 449 op->failmsg ("Marked item is not a weapon or bow!");
450 return 0;
451 }
452
453 if (!op->apply (otmp, AP_UNAPPLY))
454 {
455 op->failmsg ("You are unable to take off your weapon to improve it!");
783 return 0; 456 return 0;
784 } 457 }
785 458
786 op->statusmsg ("Applied weapon builder."); 459 op->statusmsg ("Applied weapon builder.");
787 460
810 * the armour value of the piece of equipment exceed either 483 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 484 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 485 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 486 * changing of physical area right now.
814 */ 487 */
815int 488static int
816improve_armour (object *op, object *improver, object *armour) 489improve_armour (object *op, object *improver, object *armour)
817{ 490{
818 object *tmp;
819
820 if (armour->magic >= settings.armor_max_enchant) 491 if (armour->magic >= settings.armor_max_enchant)
821 { 492 {
822 op->failmsg ("This armour can not be enchanted any further!"); 493 op->failmsg ("This armour can not be enchanted any further!");
823 return 0; 494 return 0;
824 } 495 }
835 } 506 }
836 507
837 /* Split objects if needed. Can't insert tmp until the 508 /* Split objects if needed. Can't insert tmp until the
838 * end of this function - otherwise it will just re-merge. 509 * end of this function - otherwise it will just re-merge.
839 */ 510 */
840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 511 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
841 512
842 armour->magic++; 513 armour->magic++;
843 514
844 if (!settings.armor_speed_linear) 515 if (!settings.armor_speed_linear)
845 { 516 {
883 554
884 if (op->type == PLAYER) 555 if (op->type == PLAYER)
885 { 556 {
886 esrv_send_item (op, armour); 557 esrv_send_item (op, armour);
887 558
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 559 if (armour->flag [FLAG_APPLIED])
889 op->update_stats (); 560 op->update_stats ();
890 } 561 }
891 562
892 improver->decrease (); 563 improver->decrease ();
893 564
904 * Takes one type of items and makes another. 575 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 576 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not 577 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything. 578 * what the converter wants, this will not do anything.
908 */ 579 */
909static int 580int
910convert_item (object *item, object *converter) 581convert_item (object *item, object *converter)
911{ 582{
912 sint64 nr, price_in; 583 sint64 nr = 0, price_in;
913 584
914 if (item->flag [FLAG_UNPAID]) 585 if (item->flag [FLAG_UNPAID])
915 return 0; 586 return 0;
916 587
917 shstr conv_from = converter->slaying; 588 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 589 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 590 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 591 sint64 give = converter->stats.sp;
921 592
973 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 644 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 if (rndm (0, i) == 0) 645 if (rndm (0, i) == 0)
975 ob_to_copy = ob; 646 ob_to_copy = ob;
976 647
977 item = ob_to_copy->deep_clone (); 648 item = ob_to_copy->deep_clone ();
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 649 item->clr_flag (FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 650 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 651 }
981 else 652 else
982 { 653 {
983 if (!conv_to) 654 if (!conv_to)
995 item->nrof = give; 666 item->nrof = give;
996 667
997 if (nr) 668 if (nr)
998 item->nrof *= nr; 669 item->nrof *= nr;
999 670
1000 if (is_in_shop (converter)) 671 if (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID); 672 item->set_flag (FLAG_UNPAID);
673
674 if (converter->is_in_shop ())
675 {
676 // converters on shop floors don't work anymore, bug lets check for it
677 // and report in case someone still does it.
678 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
679 converter->debug_desc ());
680 item->set_flag (FLAG_UNPAID);
681 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 682 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 683 {
1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 684 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 685 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1006 /** 686 /**
1009 */ 689 */
1010 } 690 }
1011 691
1012 // elmex: only identify if we need to, for example so that generated money doesn't 692 // elmex: only identify if we need to, for example so that generated money doesn't
1013 // get an 'identified' flag so easily. 693 // get an 'identified' flag so easily.
1014 if (need_identify (item)) 694 if (item->need_identify ())
1015 identify (item); 695 identify (item);
1016 696
1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 697 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1018 return 1; 698 return 1;
1019} 699}
1022 * Handle apply on containers. 702 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 703 * By Eneq(@csd.uu.se).
1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 704 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025 * added the alchemical cauldron to the code -b.t. 705 * added the alchemical cauldron to the code -b.t.
1026 */ 706 */
1027int 707static int
1028apply_container (object *op, object *sack) 708apply_container (object *op, object *sack)
1029{ 709{
1030 if (op->type != PLAYER || !op->contr->ns) 710 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 711 return 0; /* This might change */
1032 712
1045 } 725 }
1046 726
1047 // already applied == open on ground, or open in inv, or active in inv 727 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED]) 728 if (sack->flag [FLAG_APPLIED])
1049 { 729 {
1050 if (op->container == sack) 730 if (op->container_ () == sack)
1051 { 731 {
1052 // open on ground or inv, so close 732 // open on ground or inv, so close
1053 op->close_container (); 733 op->close_container ();
1054 return 1; 734 return 1;
1055 } 735 }
1056 else if (!sack->env) 736 else if (!sack->env)
1057 { 737 {
1058 // active, but not ours: some other player has opened it 738 // active, but not ours: some other player has opened it
1059 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1060 return 1; 740 return 1;
1061 } 741 }
1062 742
1063 // fall through to opening it (active in inv) 743 // fall through to opening it (active in inv)
1064 } 744 }
1098{ 778{
1099 /* Only players can make sacrifices on spell casting altars. */ 779 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 780 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 781 return 0;
1102 782
1103 if (operate_altar (altar, &sacrifice)) 783 if (operate_altar (altar, &sacrifice, originator))
1104 { 784 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 785 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * with an altar. We call it a Potion - altars are stationary - it 786 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly. 787 * is up to map designers to use them properly.
1108 */ 788 */
1117/* push_button (altar);*/ 797/* push_button (altar);*/
1118 } 798 }
1119 else 799 else
1120 { 800 {
1121 altar->value = 1; /* works only once */ 801 altar->value = 1; /* works only once */
1122 push_button (altar); 802 push_button (altar, originator);
1123 } 803 }
1124 804
1125 return !sacrifice; 805 return !sacrifice;
1126 } 806 }
1127 else 807 else
1140{ 820{
1141 int rv = 0; 821 int rv = 0;
1142 double opinion; 822 double opinion;
1143 object *tmp, *next; 823 object *tmp, *next;
1144 824
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 825 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1146 826
1147 bool has_unpaid = false; 827 bool has_unpaid = false;
1148 828
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to 829 // quite inefficient to do this here twice, but the api doesn't lend itself to
1150 // a quick and small change :( 830 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 831 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 832 if (item->flag [FLAG_UNPAID])
1153 { 833 {
1154 has_unpaid = true; 834 has_unpaid = true;
1155 break; 835 break;
1156 } 836 }
1157 837
1158 if (op->type != PLAYER) 838 if (!op->is_player ())
1159 { 839 {
1160 /* Remove all the unpaid objects that may be carried here. 840 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 841 * This could be pets or monsters that are somehow in
1162 * the shop. 842 * the shop.
1163 */ 843 */
1164 for (tmp = op->inv; tmp; tmp = next) 844 for (tmp = op->inv; tmp; tmp = next)
1165 { 845 {
1166 next = tmp->below; 846 next = tmp->below;
1167 847
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 848 if (tmp->flag [FLAG_UNPAID])
1169 { 849 {
1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 850 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171 851
852 if (i >= 0)
1172 tmp->remove (); 853 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 854 }
1182 } 855 }
1183 856
1184 /* Don't teleport things like spell effects */ 857 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 858 if (op->flag [FLAG_NO_PICK])
1186 return 0; 859 return 0;
1187 860
1188 /* unpaid objects, or non living objects, can't transfer by 861 /* unpaid objects, or non living objects, can't transfer by
1189 * shop mats. Instead, put it on a nearby space. 862 * shop mats. Instead, put it on a nearby space.
1190 */ 863 */
1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 864 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1192 { 865 {
1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 866 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1194 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 867 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1195 868
1196 if (i != -1) 869 if (i != -1)
1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 870 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1198 871
1199 return 0; 872 return 0;
1200 } 873 }
874
1201 /* Removed code that checked for multipart objects - it appears that 875 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 876 * the teleport function should be able to handle this just fine.
1203 */ 877 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 878 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 879 }
1208 /* this is only used for players */ 882 /* this is only used for players */
1209 rv = teleport (shop_mat, SHOP_MAT, op); 883 rv = teleport (shop_mat, SHOP_MAT, op);
1210 884
1211 if (has_unpaid) 885 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy")); 886 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op)) 887 else if (op->is_in_shop ())
1214 op->contr->play_sound (sound_find ("shop_enter")); 888 op->contr->play_sound (sound_find ("shop_enter"));
1215 else 889 else
1216 op->contr->play_sound (sound_find ("shop_leave")); 890 op->contr->play_sound (sound_find ("shop_leave"));
1217 891
1218 if (shop_mat->msg) 892 if (shop_mat->msg)
1219 op->statusmsg (shop_mat->msg); 893 op->statusmsg (shop_mat->msg);
1220 /* This check below is a bit simplistic - generally it should be correct, 894 /* This check below is a bit simplistic - generally it should be correct,
1221 * but there is never a guarantee that the bottom space on the map is 895 * but there is never a guarantee that the bottom space on the map is
1222 * actually the shop floor. 896 * actually the shop floor.
1223 */ 897 */
1224 else if (!rv && !is_in_shop (op)) 898 else if (!rv && !op->is_in_shop ())
1225 { 899 {
1226 opinion = shopkeeper_approval (op->map, op); 900 opinion = shopkeeper_approval (op->map, op);
1227 901
1228 op->statusmsg ( 902 op->statusmsg (
1229 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 903 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1250 op->y += freearr_y[i]; 924 op->y += freearr_y[i];
1251 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 925 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1252 } 926 }
1253 } 927 }
1254 928
1255 CLEAR_FLAG (op, FLAG_NO_APPLY); 929 op->clr_flag (FLAG_NO_APPLY);
1256 return rv; 930 return rv;
1257} 931}
1258 932
1259/** 933/**
1260 * Handles applying a sign. 934 * Handles applying a sign.
1261 */ 935 */
1262static void 936static void
1263apply_sign (object *op, object *sign, int autoapply) 937apply_sign (object *op, object *sign, int autoapply)
1264{ 938{
939 if (!op->is_player())
940 return;
941
1265 if (sign->has_dialogue ()) 942 if (sign->has_dialogue ())
1266 { 943 {
1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name)); 944 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1268 return; 945 return;
1269 } 946 }
1270 947
1271 if (!sign->msg) 948 if (!sign->msg)
1272 { 949 {
1273 op->statusmsg ("Nothing is written on it."); 950 op->contr->infobox (MSG_CHANNEL ("examine"),
951 format ("T<%s>\n\n Nothing %sis written on it.",
952 &sign->name,
953 sign->name == sign->arch->name ? "" : "else "));
1274 return; 954 return;
1275 } 955 }
1276 956
1277 if (sign->stats.food) 957 if (sign->stats.food)
1278 { 958 {
1279 if (sign->last_eat >= sign->stats.food) 959 if (sign->last_eat >= sign->stats.food)
1280 { 960 {
1281 if (!sign->move_on) 961 if (!sign->move_on)
1282 op->statusmsg ("You cannot read it anymore."); 962 op->failmsg ("You cannot read it anymore.");
1283 963
1284 return; 964 return;
1285 } 965 }
1286 966
1287 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 967 if (!op->flag [FLAG_WIZPASS])
1288 sign->last_eat++; 968 sign->last_eat++;
1289 } 969 }
1290 970
1291 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 971 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1292 * No way to know for sure. The presumption is basically that if 972 * No way to know for sure. The presumption is basically that if
1293 * move_on is zero, it needs to be manually applied (doesn't talk 973 * move_on is zero, it needs to be manually applied (doesn't talk
1294 * to us). 974 * to us).
1295 */ 975 */
1296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 976 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1297 { 977 {
1298 op->failmsg ("You are unable to read while blind!"); 978 op->failmsg ("You are unable to read while blind!");
1299 return; 979 return;
1300 } 980 }
1301 981
1305 if (sign->sound) 985 if (sign->sound)
1306 ns->play_sound (sign->sound); 986 ns->play_sound (sign->sound);
1307 else if (autoapply) 987 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice")); 988 ns->play_sound (sound_find ("msg_voice"));
1309 989
1310 if (ns->can_msg)
1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 990 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1312 else
1313 {
1314 readable_message_type *msgType = get_readable_message_type (sign);
1315 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1316 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1317 }
1318 } 991 }
1319} 992}
1320 993
1321static void 994static void
1322move_apply_hole (object *trap, object *victim) 995move_apply_hole (object *trap, object *victim)
1349 EXIT_Y (trap) + freearr_y[dir], 1022 EXIT_Y (trap) + freearr_y[dir],
1350 0, victim); 1023 0, victim);
1351} 1024}
1352 1025
1353/** 1026/**
1354 * 'victim' moves onto 'trap'
1355 * 'victim' leaves 'trap'
1356 * effect is determined by move_on/move_off of trap and move_type of victime.
1357 *
1358 * originator: Player, monster or other object that caused 'victim' to move
1359 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1360 * However, some types of traps require an originator to function.
1361 */
1362void
1363move_apply (object *trap, object *victim, object *originator)
1364{
1365 static int recursion_depth = 0;
1366
1367 /* Only exits affect DMs. */
1368 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1369 return;
1370
1371 /* move_apply() is the most likely candidate for causing unwanted and
1372 * possibly unlimited recursion.
1373 */
1374 /* The following was changed because it was causing perfeclty correct
1375 * maps to fail. 1) it's not an error to recurse:
1376 * rune detonates, summoning monster. monster lands on nearby rune.
1377 * nearby rune detonates. This sort of recursion is expected and
1378 * proper. This code was causing needless crashes.
1379 */
1380 if (recursion_depth >= 500)
1381 {
1382 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1383 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1384 return;
1385 }
1386
1387 recursion_depth++;
1388 if (trap->head)
1389 trap = trap->head;
1390
1391 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1392 goto leave;
1393
1394 switch (trap->type)
1395 {
1396 case PLAYERMOVER:
1397 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1398 {
1399 if (!trap->stats.maxsp)
1400 trap->stats.maxsp = 2;
1401
1402 /* Is this correct? From the docs, it doesn't look like it
1403 * should be divided by trap->speed
1404 */
1405 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1406
1407 /* Just put in some sanity check. I think there is a bug in the
1408 * above with some objects have zero speed, and thus the player
1409 * getting permanently paralyzed.
1410 */
1411 if (victim->speed_left < -50.f)
1412 victim->speed_left = -50.f;
1413 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1414 }
1415 goto leave;
1416
1417 case SPINNER:
1418 if (victim->direction)
1419 {
1420 victim->direction = absdir (victim->direction - trap->stats.sp);
1421 update_turn_face (victim);
1422 }
1423 goto leave;
1424
1425 case DIRECTOR:
1426 if (victim->direction && !should_director_abort (trap, victim))
1427 {
1428 victim->direction = trap->stats.sp;
1429 update_turn_face (victim);
1430 }
1431 goto leave;
1432
1433 case BUTTON:
1434 case PEDESTAL:
1435 update_button (trap);
1436 goto leave;
1437
1438 case ALTAR:
1439 /* sacrifice victim on trap */
1440 apply_altar (trap, victim, originator);
1441 goto leave;
1442
1443 case THROWN_OBJ:
1444 if (trap->inv == NULL)
1445 goto leave;
1446 /* fallthrough */
1447
1448 case ARROW:
1449 /* bad bug: monster throw a object, make a step forwards, step on object ,
1450 * trigger this here and get hit by own missile - and will be own enemy.
1451 * Victim then is his own enemy and will start to kill herself (this is
1452 * removed) but we have not synced victim and his missile. To avoid senseless
1453 * action, we avoid hits here
1454 */
1455 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1456 hit_with_arrow (trap, victim);
1457 goto leave;
1458
1459 case SPELL_EFFECT:
1460 apply_spell_effect (trap, victim);
1461 goto leave;
1462
1463 case TRAPDOOR:
1464 {
1465 int max, sound_was_played;
1466 object *ab, *ab_next;
1467
1468 if (!trap->value)
1469 {
1470 int tot;
1471
1472 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1473 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1474 tot += ab->head_ ()->total_weight ();
1475
1476 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1477 goto leave;
1478
1479 SET_ANIMATION (trap, trap->value);
1480 update_object (trap, UP_OBJ_FACE);
1481 }
1482
1483 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1484 {
1485 /* need to set this up, since if we do transfer the object,
1486 * ab->above would be bogus
1487 */
1488 ab_next = ab->above;
1489
1490 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1491 {
1492 if (!sound_was_played)
1493 {
1494 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1495 sound_was_played = 1;
1496 }
1497
1498 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1499 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1500 }
1501 }
1502 goto leave;
1503 }
1504
1505 case CONVERTER:
1506 if (convert_item (victim, trap) < 0)
1507 {
1508 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1510 }
1511
1512 goto leave;
1513
1514 case TRIGGER_BUTTON:
1515 case TRIGGER_PEDESTAL:
1516 case TRIGGER_ALTAR:
1517 check_trigger (trap, victim);
1518 goto leave;
1519
1520 case DEEP_SWAMP:
1521 walk_on_deep_swamp (trap, victim);
1522 goto leave;
1523
1524 case CHECK_INV:
1525 check_inv (victim, trap);
1526 goto leave;
1527
1528 case HOLE:
1529 move_apply_hole (trap, victim);
1530 goto leave;
1531
1532 case EXIT:
1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1534 {
1535 /* Basically, don't show exits leading to random maps the
1536 * players output.
1537 */
1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1539 victim->statusmsg (trap->msg, NDI_NAVY);
1540
1541 trap->play_sound (trap->sound);
1542 victim->enter_exit (trap);
1543 }
1544 goto leave;
1545
1546 case ENCOUNTER:
1547 /* may be some leftovers on this */
1548 goto leave;
1549
1550 case SHOP_MAT:
1551 apply_shop_mat (trap, victim);
1552 goto leave;
1553
1554 /* Drop a certain amount of gold, and have one item identified */
1555 case IDENTIFY_ALTAR:
1556 apply_id_altar (victim, trap, originator);
1557 goto leave;
1558
1559 case SIGN:
1560 if (victim->type != PLAYER && trap->stats.food > 0)
1561 goto leave; /* monsters musn't apply magic_mouths with counters */
1562
1563 apply_sign (victim, trap, 1);
1564 goto leave;
1565
1566 case CONTAINER:
1567 apply_container (victim, trap);
1568 goto leave;
1569
1570 case RUNE:
1571 case TRAP:
1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1573 spring_trap (trap, victim);
1574 goto leave;
1575
1576 default:
1577 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1578 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1579 goto leave;
1580 }
1581
1582leave:
1583 recursion_depth--;
1584}
1585
1586/**
1587 * Handles reading a regular (ie not containing a spell) book.
1588 */
1589static void
1590apply_book (object *op, object *tmp)
1591{
1592 int lev_diff;
1593 object *skill_ob;
1594
1595 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1596 {
1597 op->failmsg ("You are unable to read while blind!");
1598 return;
1599 }
1600
1601 if (!tmp->msg)
1602 {
1603 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1604 return;
1605 }
1606
1607 /* need a literacy skill to read stuff! */
1608 skill_ob = find_skill_by_name (op, tmp->skill);
1609 if (!skill_ob)
1610 {
1611 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1612 return;
1613 }
1614
1615 lev_diff = tmp->level - (skill_ob->level + 5);
1616 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1617 {
1618 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1619 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1620 : lev_diff < 5 ? "This book is beyond your comprehension."
1621 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1622 : lev_diff < 15 ? "This book is way beyond your comprehension."
1623 : "This book is totally beyond your comprehension.");
1624 return;
1625 }
1626
1627 readable_message_type *msgType = get_readable_message_type (tmp);
1628
1629 if (player *pl = op->contr)
1630 if (client *ns = pl->ns)
1631 if (ns->can_msg)
1632 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1633 else
1634 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1635 msgType->message_type, msgType->message_subtype,
1636 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1637 long_desc (tmp, op), &tmp->msg);
1638
1639 /* gain xp from reading */
1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1641 { /* only if not read before */
1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1643
1644 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1645 {
1646 /*exp_gain *= 2; because they just identified it too */
1647 SET_FLAG (tmp, FLAG_IDENTIFIED);
1648
1649 if (object *pl = tmp->visible_to ())
1650 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1651 }
1652
1653 change_exp (op, exp_gain, skill_ob->skill, 0);
1654 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1655 }
1656}
1657
1658/**
1659 * Handles the applying of a skill scroll, calling learn_skill straight.
1660 * op is the person learning the skill, tmp is the skill scroll object
1661 */
1662static void
1663apply_skillscroll (object *op, object *tmp)
1664{
1665 switch (learn_skill (op, tmp))
1666 {
1667 case 0:
1668 op->play_sound (sound_find ("generic_fail"));
1669 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1670 break;
1671
1672 case 1:
1673 tmp->decrease ();
1674 op->play_sound (sound_find ("skill_learn"));
1675 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1676 break;
1677
1678 default:
1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1681 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1682 break;
1683 }
1684}
1685
1686/**
1687 * Actually makes op learn spell.
1688 * Informs player of what happens.
1689 */
1690void
1691do_learn_spell (object *op, object *spell, int special_prayer)
1692{
1693 object *tmp;
1694
1695 if (op->type != PLAYER)
1696 {
1697 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1698 return;
1699 }
1700
1701 /* Upgrade special prayers to normal prayers */
1702 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1703 {
1704 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1705 {
1706 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1707 return;
1708 }
1709 return;
1710 }
1711
1712 op->contr->play_sound (sound_find ("learn_spell"));
1713
1714 tmp = spell->clone ();
1715 insert_ob_in_ob (tmp, op);
1716
1717 if (special_prayer)
1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1719
1720 esrv_add_spells (op->contr, tmp);
1721}
1722
1723/**
1724 * Erases spell from player's inventory.
1725 */
1726void
1727do_forget_spell (object *op, const char *spell)
1728{
1729 object *spob;
1730
1731 if (op->type != PLAYER)
1732 {
1733 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1734 return;
1735 }
1736 if ((spob = check_spell_known (op, spell)) == NULL)
1737 {
1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1739 return;
1740 }
1741
1742 op->failmsg (format ("You lose knowledge of %s.", spell));
1743 player_unready_range_ob (op->contr, spob);
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 = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1771 if (!spell)
1772 {
1773 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1774 return;
1775 }
1776 else
1777 insert_ob_in_ob (spell, tmp);
1778
1779 tmp->slaying = 0;
1780 }
1781
1782 skop = find_skill_by_name (op, tmp->skill);
1783
1784 /* need a literacy skill to learn spells. Also, having a literacy level
1785 * lower than the spell will make learning the spell more difficult */
1786 if (!skop)
1787 {
1788 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1789 return;
1790 }
1791
1792 spell = tmp->inv;
1793
1794 if (!spell)
1795 {
1796 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1798 return;
1799 }
1800
1801 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1802 {
1803 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1804 return;
1805 }
1806
1807 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1808
1809 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1810 identify (tmp);
1811
1812 /* I removed the check for special_prayer_mark here - it didn't make
1813 * a lot of sense - special prayers are not found in spellbooks, and
1814 * if the player doesn't know the spell, doesn't make a lot of sense that
1815 * they would have a special prayer mark.
1816 */
1817 if (check_spell_known (op, spell->name))
1818 {
1819 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1820 return;
1821 }
1822
1823 if (spell->skill)
1824 {
1825 spell_skill = find_skill_by_name (op, spell->skill);
1826
1827 if (!spell_skill)
1828 {
1829 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1830 return;
1831 }
1832
1833 if (spell_skill->level < spell->level)
1834 {
1835 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1836 return;
1837 }
1838 }
1839
1840 /* Logic as follows
1841 *
1842 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1843 *
1844 * 2- The learner's skill level in literacy adjusts the chance to learn
1845 * a spell.
1846 *
1847 * 3 -Automatically fail to learn if you read while confused
1848 *
1849 * Overall, chances are the same but a player will find having a high
1850 * literacy rate very useful! -b.t.
1851 */
1852 if (QUERY_FLAG (op, FLAG_CONFUSED))
1853 {
1854 op->failmsg ("In your confused state you flub the wording of the text!");
1855 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1856 }
1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1858 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1859 {
1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1861 do_learn_spell (op, spell, 0);
1862
1863 /* xp gain to literacy for spell learning */
1864 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1865 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1866 }
1867 else
1868 {
1869 op->contr->play_sound (sound_find ("fumble_spell"));
1870 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1871 }
1872
1873 tmp->decrease ();
1874}
1875
1876/**
1877 * Handles applying a spell scroll.
1878 */
1879void
1880apply_scroll (object *op, object *tmp, int dir)
1881{
1882 object *skop;
1883
1884 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1885 {
1886 op->failmsg ("You are unable to read while blind.");
1887 return;
1888 }
1889
1890 if (!tmp->inv || tmp->inv->type != SPELL)
1891 {
1892 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1893 return;
1894 }
1895
1896 if (op->type == PLAYER)
1897 {
1898 /* players need a literacy skill to read stuff! */
1899 int exp_gain = 0;
1900
1901 /* hard code literacy - tmp->skill points to where the exp
1902 * should go for anything killed by the spell.
1903 */
1904 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1905
1906 if (!skop)
1907 {
1908 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1909 return;
1910 }
1911
1912 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1913 change_exp (op, exp_gain, skop->skill, 0);
1914 }
1915
1916 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1917 identify (tmp);
1918
1919 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1920
1921 cast_spell (op, tmp, dir, tmp->inv, NULL);
1922 tmp->decrease ();
1923}
1924
1925/**
1926 * Applies a treasure object - by default, chest. op
1927 * is the person doing the applying, tmp is the treasure
1928 * chest.
1929 */
1930static void
1931apply_treasure (object *op, object *tmp)
1932{
1933 /* Nice side effect of this treasure creation method is that the treasure
1934 * for the chest is done when the chest is created, and put into the chest
1935 * inventory. So that when the chest burns up, the items still exist. Also
1936 * prevents people from moving chests to more difficult maps to get better
1937 * treasure
1938 */
1939 object *treas = tmp->inv;
1940
1941 if (!treas)
1942 {
1943 op->statusmsg ("The chest was empty.");
1944 tmp->decrease ();
1945 return;
1946 }
1947
1948 while (tmp->inv)
1949 {
1950 treas = tmp->inv;
1951 treas->remove ();
1952
1953 treas->x = op->x;
1954 treas->y = op->y;
1955 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1956
1957 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1958 spring_trap (treas, op);
1959
1960 /* If either player or container was destroyed, no need to do
1961 * further processing. I think this should be enclused with
1962 * spring trap above, as I don't think there is otherwise
1963 * any way for the treasure chest or player to get killed.
1964 */
1965 if (op->destroyed () || tmp->destroyed ())
1966 break;
1967 }
1968
1969 if (!tmp->destroyed () && !tmp->inv)
1970 tmp->decrease ();
1971}
1972
1973/**
1974 * op eats food.
1975 * If player, takes care of messages and dragon special food.
1976 */
1977static void
1978apply_food (object *op, object *tmp)
1979{
1980 int capacity_remaining;
1981
1982 if (op->type != PLAYER)
1983 op->stats.hp = op->stats.maxhp;
1984 else
1985 {
1986 /* check if this is a dragon (player), eating some flesh */
1987 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1988 ;
1989 else
1990 {
1991 /* usual case - no dragon meal: */
1992 if (op->stats.food + tmp->stats.food > 999)
1993 {
1994 if (tmp->type == FOOD || tmp->type == FLESH)
1995 op->failmsg ("You feel full, but what a waste of food!");
1996 else
1997 op->statusmsg ("Most of the drink goes down your face not your throat!");
1998 }
1999
2000 tmp->play_sound (
2001 tmp->sound
2002 ? tmp->sound
2003 : tmp->type == DRINK
2004 ? sound_find ("eat_drink")
2005 : sound_find ("eat_food")
2006 );
2007
2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2009 {
2010 const char *buf;
2011
2012 if (!is_dragon_pl (op))
2013 {
2014 /* eating message for normal players */
2015 if (tmp->type == DRINK)
2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2017 else
2018 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2019 }
2020 else
2021 /* eating message for dragon players */
2022 buf = format ("The %s tasted terrible!", &tmp->name);
2023
2024 op->statusmsg (buf);
2025
2026 capacity_remaining = 999 - op->stats.food;
2027 op->stats.food += tmp->stats.food;
2028 if (capacity_remaining < tmp->stats.food)
2029 op->stats.hp += capacity_remaining / 50;
2030 else
2031 op->stats.hp += tmp->stats.food / 50;
2032
2033 if (op->stats.hp > op->stats.maxhp)
2034 op->stats.hp = op->stats.maxhp;
2035 if (op->stats.food > 999)
2036 op->stats.food = 999;
2037 }
2038
2039 /* special food hack -b.t. */
2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2041 eat_special_food (op, tmp);
2042 }
2043 }
2044
2045 handle_apply_yield (tmp);
2046 tmp->decrease ();
2047}
2048
2049/**
2050 * A dragon is eating some flesh. If the flesh contains resistances,
2051 * there is a chance for the dragon's skin to get improved.
2052 *
2053 * attributes:
2054 * object *op the object (dragon player) eating the flesh
2055 * object *meal the flesh item, getting chewed in dragon's mouth
2056 * return:
2057 * int 1 if eating successful, 0 if it doesn't work
2058 */
2059int
2060dragon_eat_flesh (object *op, object *meal)
2061{
2062 object *skin = NULL; /* pointer to dragon skin force */
2063 object *abil = NULL; /* pointer to dragon ability force */
2064 object *tmp = NULL; /* tmp. object */
2065
2066 double chance; /* improvement-chance of one resistance type */
2067 double totalchance = 1; /* total chance of gaining one resistance */
2068 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2069 double mbonus = 0; /* monster bonus */
2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2071 int winners = 0; /* number of winners */
2072 int i; /* index */
2073
2074 /* let's make sure and doublecheck the parameters */
2075 if (meal->type != FLESH || !is_dragon_pl (op))
2076 return 0;
2077
2078 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2079 from the player's inventory */
2080 for (tmp = op->inv; tmp; tmp = tmp->below)
2081 if (tmp->type == FORCE)
2082 if (tmp->arch->archname == shstr_dragon_skin_force)
2083 skin = tmp;
2084 else if (tmp->arch->archname == shstr_dragon_ability_force)
2085 abil = tmp;
2086
2087 /* if either skin or ability are missing, this is an old player
2088 which is not to be considered a dragon -> bail out */
2089 if (skin == NULL || abil == NULL)
2090 return 0;
2091
2092 /* now start by filling stomache and health, according to food-value */
2093 if ((999 - op->stats.food) < meal->stats.food)
2094 op->stats.hp += (999 - op->stats.food) / 50;
2095 else
2096 op->stats.hp += meal->stats.food / 50;
2097
2098 if (op->stats.hp > op->stats.maxhp)
2099 op->stats.hp = op->stats.maxhp;
2100
2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2102
2103 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2104
2105 /* on to the interesting part: chances for adding resistance */
2106 for (i = 0; i < NROFATTACKS; i++)
2107 {
2108 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2109 {
2110 /* got positive resistance, now calculate improvement chance (0-100) */
2111
2112 /* this bonus makes resistance increase easier at lower levels */
2113 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2114 if (i == abil->stats.exp)
2115 bonus += 5; /* additional bonus for resistance of ability-focus */
2116
2117 /* monster bonus increases with level, because high-level
2118 flesh is too rare */
2119 mbonus = op->level * 20. / ((double) settings.max_level);
2120
2121 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2122 ((double) settings.max_level)) - skin->resist[i];
2123
2124 if (chance >= 0.)
2125 chance += 1.;
2126 else
2127 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2128
2129 /* chance is proportional to amount of resistance (max. 50) */
2130 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2131
2132 /* doubled chance for resistance of ability-focus */
2133 if (i == abil->stats.exp)
2134 chance = MIN (100., chance * 2.);
2135
2136 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2137 if (rndm (10000) < (unsigned int) (chance * 100))
2138 {
2139 atnr_winner[winners] = i;
2140 winners++;
2141 }
2142
2143 if (chance >= 0.01)
2144 totalchance *= 1 - chance / 100;
2145
2146 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2147 }
2148 }
2149
2150 /* inverse totalchance as until now we have the failure-chance */
2151 totalchance = 100 - totalchance * 100;
2152
2153 /* print message according to totalchance */
2154 const char *buf;
2155 if (totalchance > 50.)
2156 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2157 else if (totalchance > 10.)
2158 buf = format ("The %s tasted very good.", &meal->name);
2159 else if (totalchance > 1.)
2160 buf = format ("The %s tasted good.", &meal->name);
2161 else if (totalchance > 0.1)
2162 buf = format ("The %s tasted bland.", &meal->name);
2163 else if (totalchance >= 0.01)
2164 buf = format ("The %s had a boring taste.", &meal->name);
2165 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2166 buf = format ("The %s tasted strange.", &meal->name);
2167 else
2168 buf = format ("The %s had no taste.", &meal->name);
2169
2170 op->statusmsg (buf);
2171
2172 /* now choose a winner if we have any */
2173 i = -1;
2174 if (winners > 0)
2175 i = atnr_winner[RANDOM () % winners];
2176
2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 {
2179 /* resistance increased! */
2180 skin->resist[i]++;
2181 op->update_stats ();
2182
2183 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2184 }
2185
2186 /* if this flesh contains a new ability focus, we mark it
2187 into the ability_force and it will take effect on next level */
2188 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2189 {
2190 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2191
2192 if (meal->last_eat != abil->stats.exp)
2193 op->statusmsg (format (
2194 "Your metabolism prepares to focus on %s!\n"
2195 "The change will happen at level %d.",
2196 change_resist_msg[meal->last_eat],
2197 abil->level + 1
2198 ));
2199 else
2200 {
2201 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2202 abil->last_eat = 0;
2203 }
2204 }
2205
2206 return 1;
2207}
2208
2209/**
2210 * Handles applying an improve armor scroll.
2211 * Does some sanity checks, then calls improve_armour.
2212 */
2213static void
2214apply_armour_improver (object *op, object *tmp)
2215{
2216 object *armor;
2217
2218 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2219 {
2220 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2221 return;
2222 }
2223
2224 armor = find_marked_object (op);
2225
2226 if (!armor)
2227 {
2228 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2229 return;
2230 }
2231
2232 if (armor->type != ARMOUR
2233 && armor->type != CLOAK
2234 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2235 {
2236 op->failmsg ("Your marked item is not armour!\n");
2237 return;
2238 }
2239
2240 op->statusmsg ("Applying armour enchantment.");
2241 improve_armour (op, tmp, armor);
2242}
2243
2244void
2245apply_poison (object *op, object *tmp)
2246{
2247 // need to do it now when it is still on the map
2248 handle_apply_yield (tmp);
2249
2250 object *poison = tmp->split (1);
2251
2252 if (op->type == PLAYER)
2253 {
2254 op->contr->play_sound (sound_find ("drink_poison"));
2255 op->failmsg ("Yech! That tasted poisonous!");
2256 op->contr->killer = poison;
2257 }
2258
2259 if (poison->stats.hp > 0)
2260 {
2261 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2262 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2263 }
2264
2265 op->stats.food -= op->stats.food / 4;
2266 poison->destroy ();
2267}
2268
2269/**
2270 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2271 * A valid 2 way exit means:
2272 * -You can come back (there is another exit at the other side)
2273 * -You are
2274 * ° the owner of the exit
2275 * ° or in the same party as the owner
2276 *
2277 * Note: a owner in a 2 way exit is saved as the owner's name
2278 * in the field exit->name cause the field exit->owner doesn't
2279 * survive in the swapping (in fact the whole exit doesn't survive).
2280 */
2281int
2282is_legal_2ways_exit (object *op, object *exit)
2283{
2284 if (exit->stats.exp != 1)
2285 return 1; /*This is not a 2 way, so it is legal */
2286
2287#if 0 //TODO
2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2289 return 0; /* This is a reset town portal */
2290#endif
2291
2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2293
2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2295
2296 if (exitmap)
2297 {
2298 exitmap->load_sync ();
2299
2300 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2301
2302 if (!tmp)
2303 return 0;
2304
2305 for (; tmp; tmp = tmp->above)
2306 {
2307 if (tmp->type != EXIT)
2308 continue; /*Not an exit */
2309
2310 if (!EXIT_PATH (tmp))
2311 continue; /*Not a valid exit */
2312
2313 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2314 continue; /*Not in the same place */
2315
2316 if (exit->map->path != EXIT_PATH (tmp))
2317 continue; /*Not in the same map */
2318
2319 /* From here we have found the exit is valid. However we do
2320 * here the check of the exit owner. It is important for the
2321 * town portals to prevent strangers from visiting your appartments
2322 */
2323 if (!exit->race)
2324 return 1; /*No owner, free for all! */
2325
2326 object *exit_owner = 0;
2327
2328 for_all_players (pp)
2329 {
2330 if (!pp->ob)
2331 continue;
2332
2333 if (pp->ob->name != exit->race)
2334 continue;
2335
2336 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2337 break;
2338 }
2339
2340 if (!exit_owner)
2341 return 0; /* No more owner */
2342
2343 if (exit_owner->contr == op->contr)
2344 return 1; /*It is your exit */
2345
2346 if (exit_owner && /*There is a owner */
2347 (op->contr) && /*A player tries to pass */
2348 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2349 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2350 return 0;
2351
2352 return 1;
2353 }
2354 }
2355
2356 return 0;
2357}
2358
2359/**
2360 * Main apply handler.
2361 *
2362 * Checks for unpaid items before applying.
2363 *
2364 * Return value:
2365 * 0: player or monster can't apply objects of that type
2366 * 1: has been applied, or there was an error applying the object
2367 * 2: objects of that type can't be applied if not in inventory
2368 *
2369 * op is the object that is causing object to be applied, tmp is the object
2370 * being applied.
2371 *
2372 * aflag is special (always apply/unapply) flags. Nothing is done with
2373 * them in this function - they are passed to apply_special
2374 */
2375int
2376manual_apply (object *op, object *tmp, int aflag)
2377{
2378 tmp = tmp->head_ ();
2379
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2381 {
2382 if (op->type == PLAYER)
2383 {
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2385 return 1;
2386 }
2387 else
2388 return 0; /* monsters just skip unpaid items */
2389 }
2390
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392 return RESULT_INT (0);
2393
2394 switch (tmp->type)
2395 {
2396 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value);
2401 update_object (tmp, UP_OBJ_FACE);
2402 push_button (tmp);
2403 return 1;
2404
2405 case TRIGGER:
2406 if (check_trigger (tmp, op))
2407 {
2408 op->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle"));
2410 }
2411 else
2412 op->failmsg ("The handle doesn't move.");
2413
2414 return 1;
2415
2416 case EXIT:
2417 if (op->type != PLAYER)
2418 return 0;
2419
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2422 else
2423 {
2424 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2426 op->statusmsg (tmp->msg, NDI_NAVY);
2427
2428 op->enter_exit (tmp);
2429 }
2430
2431 return 1;
2432
2433 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg);
2435 // maybe show a spell menu to chose from or something like that
2436 return 1;
2437
2438 case SIGN:
2439 apply_sign (op, tmp, 0);
2440 return 1;
2441
2442 case BOOK:
2443 if (op->type == PLAYER)
2444 {
2445 apply_book (op, tmp);
2446 return 1;
2447 }
2448 else
2449 return 0;
2450
2451 case SKILLSCROLL:
2452 if (op->type == PLAYER)
2453 {
2454 apply_skillscroll (op, tmp);
2455 return 1;
2456 }
2457 else
2458 return 0;
2459
2460 case SPELLBOOK:
2461 if (op->type == PLAYER)
2462 {
2463 apply_spellbook (op, tmp);
2464 return 1;
2465 }
2466 else
2467 return 0;
2468
2469 case SCROLL:
2470 apply_scroll (op, tmp, 0);
2471 return 1;
2472
2473 case POTION:
2474 apply_potion (op, tmp);
2475 return 1;
2476
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2479 case CLOSE_CON:
2480 apply_container (op, tmp->env);
2481 return 1;
2482
2483 case CONTAINER:
2484 apply_container (op, tmp);
2485 return 1;
2486
2487 case TREASURE:
2488 if (op->type == PLAYER)
2489 {
2490 apply_treasure (op, tmp);
2491 return 1;
2492 }
2493 else
2494 return 0;
2495
2496 case WEAPON:
2497 case ARMOUR:
2498 case BOOTS:
2499 case GLOVES:
2500 case AMULET:
2501 case GIRDLE:
2502 case BRACERS:
2503 case SHIELD:
2504 case HELMET:
2505 case RING:
2506 case CLOAK:
2507 case WAND:
2508 case ROD:
2509 case HORN:
2510 case SKILL:
2511 case BOW:
2512 case LAMP:
2513 case BUILDER:
2514 case SKILL_TOOL:
2515 if (tmp->env != op)
2516 return 2; /* not in inventory */
2517
2518 apply_special (op, tmp, aflag);
2519 return 1;
2520
2521 case DRINK:
2522 case FOOD:
2523 case FLESH:
2524 apply_food (op, tmp);
2525 return 1;
2526
2527 case POISON:
2528 apply_poison (op, tmp);
2529 return 1;
2530
2531 case SAVEBED:
2532 return 1;
2533
2534 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER)
2536 {
2537 apply_armour_improver (op, tmp);
2538 return 1;
2539 }
2540 else
2541 return 0;
2542
2543 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp);
2545 return 1;
2546
2547 case CLOCK:
2548 if (op->type == PLAYER)
2549 {
2550 char buf[MAX_BUF];
2551 timeofday_t tod;
2552
2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 ));
2560 return 1;
2561 }
2562 else
2563 return 0;
2564
2565 case MENU:
2566 if (op->type == PLAYER)
2567 {
2568 shop_listing (tmp, op);
2569 return 1;
2570 }
2571 else
2572 return 0;
2573
2574 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2576 return 1;
2577
2578 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER)
2580 {
2581 apply_lighter (op, tmp);
2582 return 1;
2583 }
2584 else
2585 return 0;
2586
2587 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp);
2589 return 1;
2590
2591 default:
2592 return 0;
2593 }
2594}
2595
2596/* quiet suppresses the "don't know how to apply" and "you must get it first"
2597 * messages as needed by player_apply_below(). But there can still be
2598 * "but you are floating high above the ground" messages.
2599 *
2600 * Same return value as apply() function.
2601 */
2602int
2603player_apply (object *pl, object *op, int aflag, int quiet)
2604{
2605 if (!op->env && (pl->move_type & MOVE_FLYING))
2606 {
2607 /* player is flying and applying object not in inventory */
2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2609 {
2610 pl->failmsg ("But you are floating high above the ground! "
2611 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2612 "or waiting till the levitation effect wears off.>");
2613 return 0;
2614 }
2615 }
2616
2617 pl->contr->last_used = op;
2618
2619 int tmp = manual_apply (pl, op, aflag);
2620
2621 if (!quiet)
2622 {
2623 if (tmp == 0)
2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2625 else if (tmp == 2)
2626 pl->failmsg ("You must get it first!\n");
2627 }
2628
2629 return tmp;
2630}
2631
2632/**
2633 * player_apply_below attempts to apply the object 'below' the player.
2634 * If the player has an open container, we use that for below, otherwise
2635 * we use the ground.
2636 */
2637void
2638player_apply_below (object *pl)
2639{
2640 int floors = 0;
2641
2642 /* If using a container, set the starting item to be the top
2643 * item in the container. Otherwise, use the map.
2644 * This is perhaps more complicated. However, I want to make sure that
2645 * we don't use a corrupt pointer for the next object, so we get the
2646 * next object in the stack before applying. This is can only be a
2647 * problem if player_apply() has a bug in that it uses the object but does
2648 * not return a proper value.
2649 */
2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2651 {
2652 next = tmp->below;
2653
2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2655 floors++;
2656 else if (floors > 0)
2657 return; /* process only floor objects after first floor object */
2658
2659 /* If it is visible, player can apply it. If it is applied by
2660 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which
2662 * the item needs.
2663 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return;
2668 }
2669 if (floors >= 2)
2670 return; /* process at most two floor objects */
2671 }
2672}
2673
2674/**
2675 * Unapplies specified item. 1027 * Unapplies specified item.
2676 * No check done on cursed/damned. 1028 * No check done on cursed/damned.
2677 * Break this out of apply_special - this is just done 1029 * Break this out of apply_special - this is just done
2678 * to keep the size of apply_special to a more managable size. 1030 * to keep the size of apply_special to a more managable size.
2679 */ 1031 */
2680static int 1032static bool
2681unapply_special (object *who, object *op, int aflags) 1033unapply_special (object *who, object *op, int aflags)
2682{ 1034{
2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1035 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1036 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 return RESULT_INT (0); 1037 return RESULT_INT (0);
2686 1038
2687 CLEAR_FLAG (op, FLAG_APPLIED); 1039 if (who->current_weapon == op)
1040 who->current_weapon = 0;
1041
1042 op->flag [FLAG_APPLIED] = false;
2688 1043
2689 switch (op->type) 1044 switch (op->type)
2690 { 1045 {
2691 case SKILL_TOOL: 1046 case SKILL:
1047 if (player *pl = who->contr)
1048 if (op->invisible)
1049 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1050 else
1051 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1052
1053 change_abil (who, op);
1054 who->flag [FLAG_READY_SKILL] = false;
1055 break;
1056
1057 case WEAPON:
1058 who->statusmsg (format ("You unwield %s.", query_name (op)));
1059 change_abil (who, op);
1060 who->flag [FLAG_READY_WEAPON] = false;
1061
2692 // unapplying a skill tool should also unapply the skill it governs 1062 // unapplying a weapon or skill tool should also unapply the skill it governs
2693 // but this is hard, as it shouldn't do so when the skill can 1063 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons 1064 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1065 if (who->chosen_skill)
2696 if (tmp->skill == op->skill 1066 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2697 && tmp->type == SKILL
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0); 1067 unapply_special (who, op, 0);
2701 1068
2702 change_abil (who, op);
2703 break; 1069 break;
2704 1070
1071 case BOW:
2705 case WEAPON: 1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case RANGED:
2706 if (player *pl = who->contr) 1076 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2708 {
2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2711 }
2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2715 change_abil (who, op);
2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 break;
2718
2719 case SKILL:
2720 if (who->contr)
2721 { 1077 {
2722 if (IS_COMBAT_SKILL (op->subtype)) 1078 who->statusmsg (format ("You unready %s.", query_name (op)));
2723 who->change_weapon (who->contr->combat_ob = 0); 1079 change_abil (who, op);
2724 else if (IS_RANGED_SKILL (op->subtype)) 1080 }
2725 who->change_weapon (who->contr->ranged_ob = 0); 1081 else
2726 1082 {
2727 if (op->invisible) 1083 if (op->type == BOW)
2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1084 op->flag [FLAG_READY_BOW ] = false;
2729 else 1085 else
2730 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1086 op->flag [FLAG_READY_RANGE] = false;
2731 } 1087 }
2732 1088
2733 change_abil (who, op);
2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735 break; 1089 break;
2736 1090
2737 case ARMOUR: 1091 case ARMOUR:
2738 case HELMET: 1092 case HELMET:
2739 case SHIELD: 1093 case SHIELD:
2746 case CLOAK: 1100 case CLOAK:
2747 who->statusmsg (format ("You unwear %s.", query_name (op))); 1101 who->statusmsg (format ("You unwear %s.", query_name (op)));
2748 change_abil (who, op); 1102 change_abil (who, op);
2749 break; 1103 break;
2750 1104
2751 case LAMP: 1105 case SPELL:
2752 {
2753 who->statusmsg (format ("You turn off your %s.", &op->name));
2754
2755 object *tmp2 = arch_to_object (op->other_arch);
2756 tmp2->x = op->x;
2757 tmp2->y = op->y;
2758 tmp2->map = op->map;
2759 tmp2->below = op->below;
2760 tmp2->above = op->above;
2761 tmp2->stats.food = op->stats.food;
2762 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2763
2764 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2765 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2766
2767 op->destroy ();
2768 who->insert (tmp2);
2769 who->update_stats ();
2770
2771 if (who->contr)
2772 {
2773 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2774 {
2775 who->failmsg ("Oops, it feels deadly cold!");
2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777 }
2778 }
2779 }
2780
2781 return 1; /* otherwise, an attempt to drop causes problems */
2782
2783 case BOW: 1106 case BUILDER:
2784 case WAND:
2785 case ROD:
2786 case HORN:
2787 if (player *pl = who->contr)
2788 {
2789 if (op == pl->ranged_ob)
2790 {
2791 pl->ranged_ob = 0;
2792 who->change_weapon (pl->combat_ob);
2793 }
2794
2795 who->statusmsg (format ("You unready %s.", query_name (op))); 1107 who->statusmsg (format ("You unready %s.", query_name (op)));
2796 }
2797 else
2798 {
2799 who->change_skill (0);
2800
2801 if (op->type == BOW)
2802 CLEAR_FLAG (who, FLAG_READY_BOW);
2803 else
2804 CLEAR_FLAG (who, FLAG_READY_RANGE);
2805 }
2806
2807 break; 1108 break;
2808 1109
2809 case BUILDER: 1110 //case SKILL_TOOL://TODO
2810 if (who->contr)
2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2812 break;
2813
2814 default: 1111 default:
2815 who->statusmsg (format ("You unapply %s.", query_name (op))); 1112 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 break; 1113 break;
2817 } 1114 }
2818 1115
2820 if (object *pl = op->visible_to ()) 1117 if (object *pl = op->visible_to ())
2821 esrv_send_item (pl, op); 1118 esrv_send_item (pl, op);
2822 1119
2823 who->update_stats (); 1120 who->update_stats ();
2824 1121
2825 return 0; 1122 return 1;
2826} 1123}
2827 1124
2828/** 1125/**
2829 * Returns the object that is using location 'loc'. 1126 * Returns the object that is using location 'loc'.
2830 * Note that 'start' is the first object to start examing - we 1127 * Note that 'start' is the first object to start examing - we
2842static object * 1139static object *
2843get_next_item_from_body_location (int loc, object *start) 1140get_next_item_from_body_location (int loc, object *start)
2844{ 1141{
2845 for (object *tmp = start; tmp; tmp = tmp->below) 1142 for (object *tmp = start; tmp; tmp = tmp->below)
2846 if (tmp->flag [FLAG_APPLIED] 1143 if (tmp->flag [FLAG_APPLIED]
2847 && tmp->slot[loc].info 1144 && tmp->slot [loc].info
2848 && (!tmp->invisible || tmp->type == SKILL)) 1145 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2849 return tmp; 1146 return tmp;
2850 1147
2851 return 0; 1148 return 0;
2852} 1149}
2853 1150
2866#define CANNOT_REMOVE_CURSED \ 1163#define CANNOT_REMOVE_CURSED \
2867 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1164 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2868 "Praying over an altar, scrolls of remove curse/damnation, " \ 1165 "Praying over an altar, scrolls of remove curse/damnation, " \
2869 "priests or even other players might help.>" 1166 "priests or even other players might help.>"
2870 1167
2871int 1168static bool
2872unapply_for_ob (object *who, object *op, int aflags) 1169unapply_for_ob (object *who, object *op, int aflags)
2873{ 1170{
2874 if (op->is_range ()) 1171 if (op->is_range ())
2875 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1172 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1173 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2877 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1174 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2878 { 1175 {
2879 if (aflags & AP_PRINT) 1176 if (aflags & AP_PRINT)
2880 who->failmsg (query_name (tmp)); 1177 who->failmsg (query_name (tmp));
2881 else 1178 else
2882 unapply_special (who, tmp, aflags); 1179 unapply_special (who, tmp, aflags);
2885 { 1182 {
2886 /* In this case, we want to try and remove a cursed item. 1183 /* In this case, we want to try and remove a cursed item.
2887 * While we know it won't work, we want unapply_special to 1184 * While we know it won't work, we want unapply_special to
2888 * at least generate the message. 1185 * at least generate the message.
2889 */ 1186 */
2890 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1187 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2891 return 1; 1188 return 1;
2892 } 1189 }
2893 1190
2894 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1191 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2895 { 1192 {
2915#endif 1212#endif
2916 return 1; 1213 return 1;
2917 } 1214 }
2918 1215
2919 /* If we are just printing, we don't care about cursed status */ 1216 /* If we are just printing, we don't care about cursed status */
2920 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1217 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2921 { 1218 {
2922 if (aflags & AP_PRINT) 1219 if (aflags & AP_PRINT)
2923 who->failmsg (query_name (tmp)); 1220 who->failmsg (query_name (tmp));
2924 else 1221 else
2925 unapply_special (who, tmp, aflags); 1222 unapply_special (who, tmp, aflags);
2929 /* Cursed item that we can't unequip - tell the player. 1226 /* Cursed item that we can't unequip - tell the player.
2930 * Note this could be annoying if this is just one of a few, 1227 * Note this could be annoying if this is just one of a few,
2931 * so it may not be critical (eg, putting on a ring and you have 1228 * so it may not be critical (eg, putting on a ring and you have
2932 * one cursed ring.) 1229 * one cursed ring.)
2933 */ 1230 */
2934 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1231 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2935 } 1232 }
2936 1233
2937 last = tmp->below; 1234 last = tmp->below;
2938 } 1235 }
2939 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1236 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2998 continue; 1295 continue;
2999 } 1296 }
3000 1297
3001 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1298 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3002 if (!tmp1) 1299 if (!tmp1)
3003 {
3004#if 0
3005 /* This is sort of an error, but happens a lot when old players
3006 * join in with more stuff equipped than they are now allowed.
3007 */
3008 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3009#endif
3010 retval |= CAN_APPLY_NEVER; 1300 retval |= CAN_APPLY_NEVER;
3011 }
3012 else 1301 else
3013 { 1302 {
3014 /* need to unapply something. However, if this something 1303 /* need to unapply something. However, if this something
3015 * is different than we had found before, it means they need 1304 * is different than we had found before, it means they need
3016 * to apply multiple objects 1305 * to apply multiple objects
3045 * the weapon/shield checks, and the range checks for monsters, 1334 * the weapon/shield checks, and the range checks for monsters,
3046 * because you can't control those just by body location - bows, shields, 1335 * because you can't control those just by body location - bows, shields,
3047 * and weapons all use the same slot. Similar for horn/rod/wand - they 1336 * and weapons all use the same slot. Similar for horn/rod/wand - they
3048 * all use the same location. 1337 * all use the same location.
3049 */ 1338 */
3050 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1339 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3051 retval |= CAN_APPLY_RESTRICTION; 1340 retval |= CAN_APPLY_RESTRICTION;
3052 1341
3053 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1342 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3054 retval |= CAN_APPLY_RESTRICTION; 1343 retval |= CAN_APPLY_RESTRICTION;
3055 1344
3056 if (who->type != PLAYER) 1345 if (who->type != PLAYER)
3057 { 1346 {
3058 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1347 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3059 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3060 1349
3061 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1350 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3062 retval |= CAN_APPLY_RESTRICTION; 1351 retval |= CAN_APPLY_RESTRICTION;
3063 1352
3064 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1353 if (op->type == RING && !who->flag [FLAG_USE_RING])
3065 retval |= CAN_APPLY_RESTRICTION; 1354 retval |= CAN_APPLY_RESTRICTION;
3066 1355
3067 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1356 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3068 retval |= CAN_APPLY_RESTRICTION; 1357 retval |= CAN_APPLY_RESTRICTION;
3069 } 1358 }
3070 1359
3071 return retval; 1360 return retval;
3072} 1361}
3096 */ 1385 */
3097 1386
3098#define LACK_ITEM_POWER \ 1387#define LACK_ITEM_POWER \
3099 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1388 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3100 1389
3101int 1390static bool
3102apply_special (object *who, object *op, int aflags) 1391apply_special (object *who, object *op, int aflags)
3103{ 1392{
3104 int basic_flag = aflags & AP_BASIC_FLAGS; 1393 int basic_flag = aflags & AP_MODE;
3105 object *tmp, *tmp2, *skop = NULL; 1394 object *tmp, *tmp2, *skop = NULL;
3106 1395
3107 if (who == NULL) 1396 if (who == NULL)
3108 { 1397 {
3109 LOG (llevError, "apply_special() from object without environment.\n"); 1398 LOG (llevError, "apply_special() from object without environment.\n");
3110 return 1; 1399 return 1;
3111 } 1400 }
3112 1401
1402 //TODO: remove these when apply_special is no longer exposed
3113 if (op->env != who) 1403 if (op->env != who)
3114 return 1; /* op is not in inventory */ 1404 return 1; /* op is not in inventory */
3115 1405
3116 /* trying to unequip op */ 1406 /* trying to unequip op */
3117 if (QUERY_FLAG (op, FLAG_APPLIED)) 1407 if (op->flag [FLAG_APPLIED])
3118 { 1408 {
3119 /* always apply, so no reason to unapply */ 1409 /* always apply, so no reason to unapply */
3120 if (basic_flag == AP_APPLY) 1410 if (basic_flag == AP_APPLY)
3121 return 0; 1411 return 0;
3122 1412
3123 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1413 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3124 { 1414 {
3125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1415 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3126 return 1; 1416 return 1;
3127 } 1417 }
3128 1418
3129 return unapply_special (who, op, aflags); 1419 return unapply_special (who, op, aflags);
3130 } 1420 }
3131 else if (basic_flag == AP_UNAPPLY) 1421 else if (basic_flag == AP_UNAPPLY)
3132 return 0; 1422 return 0;
3133 1423
3134 // if the item is combat/ranged, wield the relevant slot first
3135 // to resolve conflicts.
3136 if (player *pl = who->contr)
3137 switch (op->slottype ())
3138 {
3139 case slot_combat: who->change_weapon (pl->combat_ob); break;
3140 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3141 }
3142
3143 splay (op); 1424 splay (op);
3144 1425
3145 /* Can't just apply this object. Lets see what not and what to do */ 1426 /* Can't just apply this object. Lets see what not and what to do */
3146 if (int i = can_apply_object (who, op)) 1427 if (int i = can_apply_object (who, op))
3147 { 1428 {
3148 if (i & CAN_APPLY_NEVER) 1429 if (i & CAN_APPLY_NEVER)
3149 { 1430 {
3150 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1431 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3151 return 1; 1432 return 1;
3152 } 1433 }
3153 else if (i & CAN_APPLY_RESTRICTION) 1434 else if (i & CAN_APPLY_RESTRICTION)
3154 { 1435 {
3155 who->failmsg (format ( 1436 who->failmsgf (
3156 "You have a prohibition against using a %s. " 1437 "You have a prohibition against using a %s. "
3157 "H<Your belief, profession or class prevents you from applying this item.>", 1438 "H<Your belief, profession or class prevents you from applying this item.>",
3158 query_name (op) 1439 query_name (op)
3159 )); 1440 );
3160 return 1; 1441 return 1;
3161 } 1442 }
3162 1443
3163 if (who->type != PLAYER) 1444 if (who->type != PLAYER)
3164 { 1445 {
3180 } 1461 }
3181 } 1462 }
3182 1463
3183 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1464 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3184 { 1465 {
1466 // try to ready attached skill first
3185 skop = find_skill_by_name (who, op->skill); 1467 skop = find_skill_by_name (who, op->skill);
3186 1468
3187 if (!skop) 1469 if (!skop)
3188 { 1470 {
3189 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1471 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3190 return 1; 1472 return 1;
3191 } 1473 }
3192 else 1474 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3193 /* While experience will be credited properly, we want to change the
3194 * skill so that the dam and wc get updated
3195 */ 1475 {
3196 who->change_skill (skop); 1476 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1477 return 1;
1478 }
3197 } 1479 }
3198 1480
3199 if (who->type == PLAYER 1481 if (!check_item_power (who, op->item_power))
3200 && op->item_power
3201 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3202 { 1482 {
3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1483 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3204 return 1; 1484 return 1;
3205 } 1485 }
3206 1486
3207 /* Ok. We are now at the state where we can apply the new object. 1487 /* Ok. We are now at the state where we can apply the new object.
3208 * Note that we don't have the checks for can_use_... 1488 * Note that we don't have the checks for can_use_...
3209 * below - that is already taken care of by can_apply_object. 1489 * below - that is already taken care of by can_apply_object.
3210 */ 1490 */
1491
1492 // split away all the other items from the stack, so only one item is left
3211 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1493 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3212 1494
3213 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1495 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3214 return RESULT_INT (0); 1496 return RESULT_INT (0);
3215 1497
3216 switch (op->type) 1498 switch (op->type)
3217 { 1499 {
3218 case WEAPON: 1500 case WEAPON:
3219 if (!check_weapon_power (who, op->last_eat)) 1501 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3220 {
3221 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3222
3223 if (tmp)
3224 insert_ob_in_ob (tmp, who);
3225
3226 return 1;
3227 }
3228
3229 //TODO: this obviously fails for players using a shorter prefix
3230 // i.e. "R" can use Ragnarok's sword.
3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3232 { 1502 {
3233 /* if the weapon does not have the name as the character, can't use it. */ 1503 /* if the weapon does not have the name as the character, can't use it. */
3234 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1504 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1505 who->failmsg ("The weapon does not recognize you as its owner. "
3236 1506 "H<Its name indicates that it belongs to somebody else.>");
3237 if (tmp) 1507 if (tmp) who->insert (tmp);
3238 insert_ob_in_ob (tmp, who);
3239
3240 return 1; 1508 return 1;
3241 } 1509 }
3242 1510
3243 if (!skop) 1511 op->flag [FLAG_APPLIED] = true;
1512
1513 if (player *pl = who->contr)
3244 { 1514 {
3245 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1515 who->statusmsg (format ("You wield %s.", query_name (op)));
3246 return 1; 1516 change_abil (who, op);
3247 } 1517 }
3248 1518
3249 SET_FLAG (op, FLAG_APPLIED); 1519 op->flag [FLAG_READY_WEAPON] = true;
3250 who->change_skill (skop);
3251
3252 if (who->contr)
3253 who->change_weapon (who->contr->combat_ob = op);
3254
3255 who->statusmsg (format ("You wield %s.", query_name (op)));
3256
3257 SET_FLAG (who, FLAG_READY_WEAPON);
3258 change_abil (who, op);
3259 break; 1520 break;
3260 1521
3261 case ARMOUR: 1522 case ARMOUR:
3262 case HELMET: 1523 case HELMET:
3263 case SHIELD: 1524 case SHIELD:
3266 case GIRDLE: 1527 case GIRDLE:
3267 case BRACERS: 1528 case BRACERS:
3268 case CLOAK: 1529 case CLOAK:
3269 case RING: 1530 case RING:
3270 case AMULET: 1531 case AMULET:
3271 SET_FLAG (op, FLAG_APPLIED); 1532 op->set_flag (FLAG_APPLIED);
3272 who->statusmsg (format ("You wear %s.", query_name (op))); 1533 who->statusmsg (format ("You wear %s.", query_name (op)));
3273 change_abil (who, op); 1534 change_abil (who, op);
3274 break; 1535 break;
3275 1536
1537 case SKILL_TOOL:
1538 // applying a skill tool does not ready the skill
1539 // if something needs the skill, it has to ready it itself
1540 //TODO: unapplying should unapply the skill, though
1541 op->set_flag (FLAG_APPLIED);
1542 break;
1543
3276 case LAMP: 1544 case SKILL:
3277 if (op->stats.food < 1) 1545 if (!(aflags & AP_NO_SLOT))
3278 { 1546 {
1547 // skill is used on it's own, as opposed to being a chosen_skill
1548
1549 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1550 {
3279 who->failmsg (format ( 1551 who->failmsgf (
3280 "Your %s is out of fuel! " 1552 "You feel as if you wanted to do something funny, but you can't remember what. "
3281 "H<Lamps and similar items need fuel. They cannot be refilled.>", 1553 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3282 &op->name 1554 "It cannot be used on its own.>",
1555 &op->skill
3283 )); 1556 );
1557 if (tmp) who->insert (tmp);
3284 return 1; 1558 return 1;
1559 }
1560
1561 if (skill_flags [op->subtype] & SF_AUTARK
1562 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1563 {
1564 if (skill_flags [op->subtype] & SF_USE)
1565 who->failmsgf (
1566 "You feel as if you wanted to do something funny, but you can't remember what. "
1567 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1568 &op->skill, &op->skill
1569 );
1570 else
1571 who->failmsgf (
1572 "You feel as if you wanted to do something funny, but you can't remember what. "
1573 "H<The %s skill cannot be readied or used, it is always active.>",
1574 &op->skill
1575 );
1576
1577 if (tmp) who->insert (tmp);
1578
1579 return 1;
1580 }
1581
1582 if (who->contr)
1583 if (op->invisible)
1584 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1585 else
1586 who->statusmsg (format ("You ready %s.", query_name (op)));
3285 } 1587 }
3286 1588
3287 who->statusmsg (format ("You turn on your %s.", &op->name)); 1589 who->set_flag (FLAG_READY_SKILL);
3288
3289 tmp2 = arch_to_object (op->other_arch);
3290 tmp2->stats.food = op->stats.food;
3291 SET_FLAG (tmp2, FLAG_APPLIED);
3292
3293 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3294 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3295
3296 who->insert (tmp2);
3297
3298 /* Remove the old lantern */
3299 op->destroy ();
3300
3301 /* insert the portion that was split off */
3302 if (tmp)
3303 who->insert (tmp);
3304
3305 who->update_stats ();
3306
3307 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3308 if (who->type == PLAYER)
3309 {
3310 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3311 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3312 }
3313
3314 return 0;
3315
3316 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED);
3319
3320 if (!(aflags & AP_NO_READY))
3321 {
3322 skop = find_skill_by_name (who, op->skill);
3323 if (!skop->flag [FLAG_APPLIED]) 1590 op->set_flag (FLAG_APPLIED);
3324 apply_special (who, skop, AP_APPLY); 1591 change_abil (who, op);
3325 }
3326 break; 1592 break;
3327 1593
3328 case SKILL:
3329 if (player *pl = who->contr)
3330 {
3331 if (IS_COMBAT_SKILL (op->subtype))
3332 {
3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3337 {
3338 if (item->skill == op->skill)
3339 {
3340 who->change_weapon (pl->combat_ob = item);
3341 goto found_weapon;
3342 }
3343 }
3344
3345 who->failmsg (format (
3346 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill
3349 ));
3350 return 1;
3351
3352 found_weapon:;
3353 }
3354 else
3355 who->change_weapon (pl->combat_ob = op);
3356 }
3357 else if (IS_RANGED_SKILL (op->subtype))
3358 {
3359 if (skill_flags [op->subtype] & SF_NEED_BOW)
3360 {
3361 for (object *item = who->inv; item; item = item->below)
3362 if (item->type == BOW && item->flag [FLAG_APPLIED])
3363 {
3364 //TODO: bows should/must all have skill missile weapon right now
3365 who->change_weapon (pl->ranged_ob = item);
3366 goto found_bow;
3367 }
3368
3369 who->failmsg (
3370 "You need to apply a missile weapon before readying this skill. "
3371 "H<Some skills need an item, in this case a missile weapon, to function.>"
3372 );
3373 return 1;
3374
3375 found_bow:;
3376 }
3377 else
3378 who->change_weapon (pl->ranged_ob = op);
3379 }
3380
3381 if (!op->invisible)
3382 {
3383 who->statusmsg (format (
3384 "You ready %s."
3385 "You can now use the skill: %s.",
3386 query_name (op),
3387 &op->skill
3388 ));
3389 }
3390 else
3391 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3392 }
3393 else
3394 {
3395 SET_FLAG (op, FLAG_APPLIED);
3396 change_abil (who, op);
3397 who->chosen_skill = op;
3398 SET_FLAG (who, FLAG_READY_SKILL);
3399 }
3400
3401 break;
3402
3403 case BOW: 1594 case BOW:
3404 if (!check_weapon_power (who, op->last_eat)) 1595 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3405 {
3406 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3407
3408 if (tmp)
3409 insert_ob_in_ob (tmp, who);
3410
3411 return 1;
3412 }
3413
3414 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3415 { 1596 {
3416 who->failmsg ("The weapon does not recognize you as its owner. " 1597 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>"); 1598 "H<Its name indicates that it belongs to somebody else.>");
3418 if (tmp) 1599 if (tmp) who->insert (tmp);
3419 insert_ob_in_ob (tmp, who);
3420
3421 return 1; 1600 return 1;
3422 } 1601 }
1602
1603 if (player *pl = who->contr)
1604 {
1605 op->flag [FLAG_APPLIED] = true;
1606 who->statusmsg (format ("You wield the %s.", query_name (op)));
1607 change_abil (who, op);
1608 }
1609 break;
1610
1611 case RANGED:
1612 if (player *pl = who->contr)
1613 {
1614 op->flag [FLAG_APPLIED] = true;
1615 who->statusmsg (format ("You applied the %s.", query_name (op)));
1616 }
1617 break;
1618
1619 case SPELL:
1620 if (player *pl = who->contr)
1621 {
1622 op->flag [FLAG_APPLIED] = true;
1623 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1624 }
1625 break;
3423 1626
3424 /*FALLTHROUGH*/ 1627 /*FALLTHROUGH*/
3425 case WAND: 1628 case WAND:
3426 case ROD: 1629 case ROD:
3427 case HORN: 1630 case HORN:
3428 /* check for skill, alter player status */ 1631 op->flag [FLAG_APPLIED] = true;
3429 1632
3430 if (!skop) 1633 if (player *pl = who->contr)
3431 { 1634 {
3432 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3433 return 1;
3434 }
3435
3436 SET_FLAG (op, FLAG_APPLIED);
3437 who->change_skill (skop);
3438
3439 if (who->contr)
3440 {
3441 who->contr->ranged_ob = op;
3442
3443 who->statusmsg (format ("You ready %s.", query_name (op))); 1635 who->statusmsg (format ("You ready %s.", query_name (op)));
3444 1636
3445 if (op->type == BOW) 1637 if (op->type == BOW)
3446 {
3447 who->current_weapon = op;
3448 change_abil (who, op);
3449 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1638 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3450 } 1639
1640 change_abil (who, op);
3451 } 1641 }
3452 else 1642 else
3453 { 1643 {
3454 if (op->type == BOW) 1644 if (op->type == BOW)
3455 SET_FLAG (who, FLAG_READY_BOW); 1645 op->flag [FLAG_READY_BOW ] = true;
3456 else 1646 else
3457 SET_FLAG (who, FLAG_READY_RANGE); 1647 op->flag [FLAG_READY_RANGE] = true;
3458 } 1648 }
3459 1649
3460 break; 1650 break;
3461 1651
3462 case BUILDER: 1652 case BUILDER:
3463 if (who->type == PLAYER) 1653 if (player *pl = who->contr)
3464 { 1654 {
3465 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3466 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3467 unapply_special (who, who->contr->ranged_ob, 0);
3468
3469 who->statusmsg (format ("You ready your %s.", query_name (op))); 1655 who->statusmsg (format ("You ready your %s.", query_name (op)));
3470 1656 //TODO: change_abil?
3471 who->contr->ranged_ob = op;
3472 } 1657 }
3473 break; 1658 break;
3474 1659
3475 default: 1660 default:
3476 who->statusmsg (format ("You apply %s.", query_name (op))); 1661 who->statusmsg (format ("You apply %s.", query_name (op)));
3477 } 1662 }
3478 1663
3479 SET_FLAG (op, FLAG_APPLIED); 1664 op->set_flag (FLAG_APPLIED);
3480 1665
3481 if (tmp)
3482 who->insert (tmp); 1666 if (tmp) who->insert (tmp);
3483 1667
3484 who->update_stats (); 1668 who->update_stats ();
3485 1669
3486 /* We exclude spell casting objects. The fire code will set the 1670 /* We exclude spell casting objects. The fire code will set the
3487 * been applied flag when they are used - until that point, 1671 * been applied flag when they are used - until that point,
3488 * you don't know anything about them. 1672 * you don't know anything about them.
3489 */ 1673 */
3490 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1674 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3491 SET_FLAG (op, FLAG_BEEN_APPLIED); 1675 op->set_flag (FLAG_BEEN_APPLIED);
3492 1676
3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1677 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3494 if (who->type == PLAYER) 1678 if (who->type == PLAYER)
3495 { 1679 {
3496 who->failmsg ( 1680 who->failmsg (
3497 "Oops, it feels deadly cold! " 1681 "Oops, it feels deadly cold! "
3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1682 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3499 ); 1683 );
3500 SET_FLAG (op, FLAG_KNOWN_CURSED); 1684 op->set_flag (FLAG_KNOWN_CURSED);
3501 } 1685 }
3502 1686
3503 if (object *pl = op->visible_to ()) 1687 if (object *pl = op->visible_to ())
3504 esrv_send_item (pl, op); 1688 esrv_send_item (pl, op);
3505 1689
3506 return 0; 1690 return 0;
3507} 1691}
3508 1692
1693/**
1694 * Check if op should abort moving victim because of it's race or slaying.
1695 * Returns 1 if it should abort, returns 0 if it should continue.
1696 */
3509int 1697int
3510monster_apply_special (object *who, object *op, int aflags) 1698should_director_abort (object *op, object *victim)
3511{ 1699{
3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1700 int arch_flag, name_flag, race_flag;
1701
1702 /* Get flags to determine what of arch, name, and race should be checked.
1703 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1704 * the next is the name flag, and the last is the race flag. Also note,
1705 * if subtype is set to zero, that also goes to defaults of all affecting
1706 * it. Examples:
1707 * subtype 1: only arch
1708 * subtype 3: arch or name
1709 * subtype 5: arch or race
1710 * subtype 7: all three
1711 */
1712 if (op->subtype)
1713 {
1714 arch_flag = op->subtype & 1;
1715 name_flag = op->subtype & 2;
1716 race_flag = op->subtype & 4;
1717 }
1718 else
1719 {
1720 arch_flag = 1;
1721 name_flag = 1;
1722 race_flag = 1;
1723 }
1724
1725 /* If the director has race set, only affect objects with a arch,
1726 * name or race that matches.
1727 */
1728 if ((op->race) &&
1729 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1730 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1731 ((!(victim->race && race_flag) || op->race != victim->race)))
3513 return 1; 1732 return 1;
3514 1733
1734 /* If the director has slaying set, only affect objects where none
1735 * of arch, name, or race match.
1736 */
1737 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1738 ((victim->name && name_flag && op->slaying == victim->name)) ||
1739 ((victim->race && race_flag && op->slaying == victim->race)))
1740 return 1;
1741
1742 return 0;
1743}
1744
1745/**
1746 * This handles a player dropping money on an altar to identify stuff.
1747 * It'll identify marked item, if none all items up to dropped money.
1748 * Return value: 1 if money was destroyed, 0 if not.
1749 */
1750static int
1751apply_id_altar (object *money, object *altar, object *pl)
1752{
1753 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1754
1755 if (!pl || pl->type != PLAYER)
1756 return 0;
1757
1758 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1759 * identifying' from being printed out more than it needs to be.
1760 */
1761 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1762 return 0;
1763
1764 /* if the player has a marked item, identify that if it needs to be
1765 * identified. If it doesn't, then go through the player inventory.
1766 */
1767 if (object *marked = pl->mark ())
1768 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1769 {
1770 if (operate_altar (altar, &money, pl))
1771 {
1772 identify (marked);
1773
1774 buf.printf ("You have %s.\r", long_desc (marked, pl));
1775 if (marked->msg)
1776 buf << "The item has a story:\r" << marked->msg << "\n\n";
1777
1778 return !money;
1779 }
1780 }
1781
1782 for (object *id = pl->inv; id; id = id->below)
1783 {
1784 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1785 {
1786 if (operate_altar (altar, &money, pl))
1787 {
1788 identify (id);
1789
1790 buf.printf ("You have %s.\r", long_desc (id, pl));
1791 if (id->msg)
1792 buf << "The item has a story:\r" << id->msg << "\n\n";
1793
1794 /* If no more money, might as well quit now */
1795 if (!money || !check_altar_sacrifice (altar, money))
1796 break;
1797 }
1798 else
1799 {
1800 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1801 break;
1802 }
1803 }
1804 }
1805
1806 if (buf.empty ())
1807 pl->failmsg ("You have nothing that needs identifying");
1808 else
1809 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1810
1811 return !money;
1812}
1813
1814/**
1815 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1816 * matching item.
1817 **/
1818void
1819handle_apply_yield (object *tmp)
1820{
1821 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1822 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1823}
1824
1825/**
1826 * Handles applying a potion.
1827 */
1828int
1829apply_potion (object *op, object *tmp)
1830{
1831 int got_one = 0, i;
1832 object *force = 0;
1833
1834 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1835
1836 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1837 {
1838 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1839
1840 tmp->clr_flag (FLAG_APPLIED);
1841 return 0;
1842 }
1843
1844 if (op->type == PLAYER)
1845 if (!tmp->flag [FLAG_IDENTIFIED])
1846 identify (tmp);
1847
1848 handle_apply_yield (tmp);
1849
1850 /* Potion of restoration - only for players */
1851 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1852 {
1853 object *depl;
1854 archetype *at;
1855
1856 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1857 {
1858 op->drain_stat ();
1859 op->update_stats ();
1860 tmp->decrease ();
1861 return 1;
1862 }
1863
1864 if (!(at = archetype::find (shstr_depletion)))
1865 {
1866 LOG (llevError, "Could not find archetype depletion\n");
1867 return 0;
1868 }
1869
1870 depl = present_arch_in_ob (at, op);
1871
1872 if (depl)
1873 {
1874 for (i = 0; i < NUM_STATS; i++)
1875 if (depl->stats.stat (i))
1876 op->statusmsg (restore_msg[i]);
1877
1878 depl->destroy ();
1879 op->update_stats ();
1880 }
1881 else
1882 op->statusmsg ("Your potion had no effect.");
1883
1884 tmp->decrease ();
1885 return 1;
1886 }
1887
1888 /* improvement potion - only for players */
1889 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1890 {
1891 for (i = 1; i < min (11, op->level); i++)
1892 {
1893 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1894 {
1895 if (op->contr->levhp[i] != 1)
1896 {
1897 op->contr->levhp[i] = 1;
1898 break;
1899 }
1900
1901 if (op->contr->levsp[i] != 1)
1902 {
1903 op->contr->levsp[i] = 1;
1904 break;
1905 }
1906
1907 if (op->contr->levgrace[i] != 1)
1908 {
1909 op->contr->levgrace[i] = 1;
1910 break;
1911 }
1912 }
1913 else
1914 {
1915 if (op->contr->levhp[i] < 9)
1916 {
1917 op->contr->levhp[i] = 9;
1918 break;
1919 }
1920
1921 if (op->contr->levsp[i] < 6)
1922 {
1923 op->contr->levsp[i] = 6;
1924 break;
1925 }
1926
1927 if (op->contr->levgrace[i] < 3)
1928 {
1929 op->contr->levgrace[i] = 3;
1930 break;
1931 }
1932 }
1933 }
1934
1935 /* Just makes checking easier */
1936 if (i < min (11, op->level))
1937 got_one = 1;
1938
1939 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1940 {
1941 if (got_one)
1942 {
1943 op->update_stats ();
1944 op->statusmsg ("The Gods smile upon you and remake you "
1945 "a little more in their image. "
1946 "You feel a little more perfect.", NDI_GREEN);
1947 }
1948 else
1949 op->statusmsg ("The potion had no effect - you are already perfect.");
1950 }
1951 else
1952 { /* cursed potion */
1953 if (got_one)
1954 {
1955 op->update_stats ();
1956 op->failmsg ("The Gods are angry and punish you.");
1957 }
1958 else
1959 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1960 }
1961
1962 tmp->decrease ();
1963 return 1;
1964 }
1965
1966
1967 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1968 * and heroism all fit into this category. Given the spell object code,
1969 * there is no limit to the number of spells that potions can be cast,
1970 * but direction is problematic to try and imbue fireball potions for example.
1971 */
1972 if (tmp->inv)
1973 {
1974 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1975 {
1976 op->failmsg ("Yech! Your lungs are on fire!");
1977 create_exploding_ball_at (op, op->level);
1978 }
1979 else
1980 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1981
1982 tmp->decrease ();
1983
1984 /* if youre dead, no point in doing this... */
1985 if (!op->flag [FLAG_REMOVED])
1986 op->update_stats ();
1987
1988 return 1;
1989 }
1990
1991 /* Deal with protection potions */
1992 force = NULL;
1993 for (i = 0; i < NROFATTACKS; i++)
1994 {
1995 if (tmp->resist[i])
1996 {
1997 if (!force)
1998 force = get_archetype (FORCE_NAME);
1999
2000 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2001 force->type = POTION_EFFECT;
2002 break; /* Only need to find one protection since we copy entire batch */
2003 }
2004 }
2005
2006 /* This is a protection potion */
2007 if (force)
2008 {
2009 /* cursed items last longer */
2010 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2011 {
2012 force->stats.food *= 10;
2013 for (i = 0; i < NROFATTACKS; i++)
2014 if (force->resist[i] > 0)
2015 force->resist[i] = -force->resist[i]; /* prot => vuln */
2016 }
2017
2018 force->speed_left = -1;
2019 force = insert_ob_in_ob (force, op);
2020 tmp->clr_flag (FLAG_APPLIED);
2021 force->set_flag (FLAG_APPLIED);
2022 change_abil (op, force);
2023 tmp->decrease ();
2024 return 1;
2025 }
2026
2027 /* Only thing left are the stat potions */
2028 if (op->type == PLAYER)
2029 { /* only for players */
2030 if ((tmp->flag [FLAG_CURSED]
2031 || tmp->flag [FLAG_DAMNED])
2032 && tmp->value != 0)
2033 tmp->clr_flag (FLAG_APPLIED);
2034 else
2035 tmp->set_flag (FLAG_APPLIED);
2036
2037 if (!change_abil (op, tmp))
2038 op->statusmsg ("Nothing happened.");
2039 }
2040
2041 /* CLEAR_FLAG is so that if the character has other potions
2042 * that were grouped with the one consumed, his
2043 * stat will not be raised by them. fix_player just clears
2044 * up all the stats.
2045 */
2046 tmp->clr_flag (FLAG_APPLIED);
2047 op->update_stats ();
2048 tmp->decrease ();
2049 return 1;
2050}
2051
2052/**
2053 * 'victim' moves onto 'trap'
2054 * 'victim' leaves 'trap'
2055 * effect is determined by move_on/move_off of trap and move_type of victime.
2056 *
2057 * originator: Player, monster or other object that caused 'victim' to move
2058 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2059 * However, some types of traps require an originator to function.
2060 */
2061void
2062move_apply (object *trap, object *victim, object *originator)
2063{
2064 static int recursion_depth = 0;
2065
2066 /* Only exits affect DMs. */
2067 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2068 return;
2069
2070 /* move_apply() is the most likely candidate for causing unwanted and
2071 * possibly unlimited recursion.
2072 */
2073 /* The following was changed because it was causing perfectly correct
2074 * maps to fail. 1) it's not an error to recurse:
2075 * rune detonates, summoning monster. monster lands on nearby rune.
2076 * nearby rune detonates. This sort of recursion is expected and
2077 * proper. This code was causing needless crashes.
2078 */
2079 if (recursion_depth >= 500)
2080 {
2081 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2082 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2083 return;
2084 }
2085
2086 recursion_depth++;
2087 if (trap->head)
2088 trap = trap->head;
2089
2090 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2091 switch (trap->type)
2092 {
2093 case PLAYERMOVER:
2094 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2095 {
2096 if (!trap->stats.maxsp)
2097 trap->stats.maxsp = 2;
2098
2099 /* Is this correct? From the docs, it doesn't look like it
2100 * should be divided by trap->speed
2101 */
2102 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2103
2104 /* Just put in some sanity check. I think there is a bug in the
2105 * above with some objects have zero speed, and thus the player
2106 * getting permanently paralyzed.
2107 */
2108 if (victim->speed_left < -50.f)
2109 victim->speed_left = -50.f;
2110 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2111 }
2112 break;
2113
2114 case SPINNER:
2115 if (victim->direction)
2116 {
2117 victim->direction = absdir (victim->direction - trap->stats.sp);
2118 update_turn_face (victim);
2119 }
2120 break;
2121
2122 case DIRECTOR:
2123 if (victim->direction && !should_director_abort (trap, victim))
2124 {
2125 victim->direction = trap->stats.sp;
2126 update_turn_face (victim);
2127 }
2128 break;
2129
2130 case BUTTON:
2131 case PEDESTAL:
2132 case T_MATCH:
2133 update_button (trap, originator);
2134 break;
2135
2136 case ALTAR:
2137 /* sacrifice victim on trap */
2138 apply_altar (trap, victim, originator);
2139 break;
2140
2141 case THROWN_OBJ:
2142 if (trap->inv == NULL)
2143 break;
2144 /* fallthrough */
2145
2146 case ARROW:
2147 /* bad bug: monster throw a object, make a step forwards, step on object ,
2148 * trigger this here and get hit by own missile - and will be own enemy.
2149 * Victim then is his own enemy and will start to kill herself (this is
2150 * removed) but we have not synced victim and his missile. To avoid senseless
2151 * action, we avoid hits here
2152 */
2153 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2154 && trap->owner != victim)
2155 hit_with_arrow (trap, victim);
2156 break;
2157
2158 case SPELL_EFFECT:
2159 apply_spell_effect (trap, victim);
2160 break;
2161
2162 case TRAPDOOR:
2163 {
2164 int max, sound_was_played;
2165 object *ab, *ab_next;
2166
2167 if (!trap->value)
2168 {
2169 int tot;
2170
2171 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2172 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2173 tot += ab->head_ ()->total_weight ();
2174
2175 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2176 break;
2177
2178 SET_ANIMATION (trap, trap->value);
2179 update_object (trap, UP_OBJ_FACE);
2180 }
2181
2182 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2183 {
2184 /* need to set this up, since if we do transfer the object,
2185 * ab->above would be bogus
2186 */
2187 ab_next = ab->above;
2188
2189 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2190 {
2191 if (!sound_was_played)
2192 {
2193 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2194 sound_was_played = 1;
2195 }
2196
2197 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2198 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2199 }
2200 }
2201 break;
2202 }
2203
2204 case CONVERTER:
2205 if (convert_item (victim, trap) < 0)
2206 {
2207 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2208 archetype::get (shstr_burnout)->insert_at (trap, trap);
2209 }
2210
2211 break;
2212
2213 case TRIGGER_BUTTON:
2214 case TRIGGER_PEDESTAL:
2215 case TRIGGER_ALTAR:
2216 check_trigger (trap, victim, originator);
2217 break;
2218
2219 case DEEP_SWAMP:
2220 walk_on_deep_swamp (trap, victim);
2221 break;
2222
2223 case CHECK_INV:
2224 check_inv (victim, trap);
2225 break;
2226
2227 case HOLE:
2228 move_apply_hole (trap, victim);
2229 break;
2230
2231 case EXIT:
2232 if (victim->type == PLAYER && EXIT_PATH (trap))
2233 {
2234 /* Basically, don't show exits leading to random maps the
2235 * players output.
2236 */
2237 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2238 victim->statusmsg (trap->msg, NDI_NAVY);
2239
2240 trap->play_sound (trap->sound);
2241 victim->enter_exit (trap);
2242 }
2243 break;
2244
2245 case ENCOUNTER:
2246 /* may be some leftovers on this */
2247 break;
2248
2249 case SHOP_MAT:
2250 apply_shop_mat (trap, victim);
2251 break;
2252
2253 /* Drop a certain amount of gold, and have one item identified */
2254 case IDENTIFY_ALTAR:
2255 apply_id_altar (victim, trap, originator);
2256 break;
2257
2258 case SIGN:
2259 if (victim->type != PLAYER && trap->stats.food > 0)
2260 break; /* monsters musn't apply magic_mouths with counters */
2261
2262 apply_sign (victim, trap, 1);
2263 break;
2264
2265 case CONTAINER:
2266 apply_container (victim, trap);
2267 break;
2268
2269 case RUNE:
2270 case TRAP:
2271 if (trap->level && victim->flag [FLAG_ALIVE])
2272 spring_trap (trap, victim);
2273 break;
2274
2275 default:
2276 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2277 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2278 break;
2279 }
2280
2281 recursion_depth--;
2282}
2283
2284/**
2285 * Handles reading a regular (ie not containing a spell) book.
2286 */
2287static void
2288apply_book (object *op, object *tmp)
2289{
2290 int lev_diff;
2291 object *skill_ob;
2292
2293 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2294 {
2295 op->failmsg ("You are unable to read while blind!");
2296 return;
2297 }
2298
2299 if (!tmp->msg)
2300 {
2301 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2302 return;
2303 }
2304
2305 /* need a literacy skill to read stuff! */
2306 skill_ob = find_skill_by_name (op, tmp->skill);
2307 if (!skill_ob)
2308 {
2309 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2310 return;
2311 }
2312
2313 lev_diff = tmp->level - (skill_ob->level + 5);
2314 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2315 {
2316 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2317 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2318 : lev_diff < 5 ? "This book is beyond your comprehension."
2319 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2320 : lev_diff < 15 ? "This book is way beyond your comprehension."
2321 : "This book is totally beyond your comprehension.");
2322 return;
2323 }
2324
2325 // we currently don't use the message types for anything.
2326 // readable_message_type *msgType = get_readable_message_type (tmp);
2327
2328 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2329
2330 if (player *pl = op->contr)
2331 if (client *ns = pl->ns)
2332 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2333
2334 /* gain xp from reading */
2335 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2336 { /* only if not read before */
2337 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2338
2339 if (!tmp->flag [FLAG_IDENTIFIED])
2340 {
2341 /*exp_gain *= 2; because they just identified it too */
2342 tmp->set_flag (FLAG_IDENTIFIED);
2343
2344 if (object *pl = tmp->visible_to ())
2345 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2346 }
2347
2348 change_exp (op, exp_gain, skill_ob->skill, 0);
2349 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2350 }
2351}
2352
2353/**
2354 * op made some mistake with a scroll, this takes care of punishment.
2355 * scroll_failure()- hacked directly from spell_failure
2356 */
2357static void
2358scroll_failure (object *op, int failure, int power)
2359{
2360 if (abs (failure / 4) > power)
2361 power = abs (failure / 4); /* set minimum effect */
2362
2363 if (failure <= -1 && failure > -15)
2364 { /* wonder */
2365 object *tmp;
2366
2367 op->failmsg ("Your spell warps!");
2368 tmp = get_archetype (SPELL_WONDER);
2369 cast_wonder (op, op, 0, tmp);
2370 tmp->destroy ();
2371 }
2372 else if (failure <= -15 && failure > -35)
2373 { /* drain mana */
2374 op->failmsg ("Your mana is drained!");
2375 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2376 if (op->stats.sp < 0)
2377 op->stats.sp = 0;
2378 }
2379 else if (settings.spell_failure_effects == TRUE)
2380 {
2381 if (failure <= -35 && failure > -60)
2382 { /* confusion */
2383 op->failmsg ("The magic recoils on you!");
2384 confuse_player (op, op, power);
2385 }
2386 else if (failure <= -60 && failure > -70)
2387 { /* paralysis */
2388 op->failmsg ("The magic recoils and paralyzes you!");
2389 paralyze_player (op, op, power);
2390 }
2391 else if (failure <= -70 && failure > -80)
2392 { /* blind */
2393 op->failmsg ("The magic recoils on you!");
2394 blind_player (op, op, power);
2395 }
2396 else if (failure <= -80)
2397 { /* blast the immediate area */
2398 object *tmp = get_archetype (LOOSE_MANA);
2399 cast_magic_storm (op, tmp, power);
2400 op->failmsg ("You unleash uncontrolled mana!");
2401 tmp->destroy ();
2402 }
2403 }
2404}
2405
2406/**
2407 * Handles the applying of a skill scroll, calling learn_skill straight.
2408 * op is the person learning the skill, tmp is the skill scroll object
2409 */
2410static void
2411apply_skillscroll (object *op, object *tmp)
2412{
2413 switch (learn_skill (op, tmp))
2414 {
2415 case 0:
2416 op->play_sound (sound_find ("generic_fail"));
2417 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2418 break;
2419
2420 case 1:
2421 tmp->decrease ();
2422 op->play_sound (sound_find ("skill_learn"));
2423 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2424 break;
2425
2426 default:
2427 tmp->decrease ();
2428 op->play_sound (sound_find ("generic_fail"));
2429 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2430 break;
2431 }
2432}
2433
2434/**
2435 * Actually makes op learn spell.
2436 * Informs player of what happens.
2437 */
2438void
2439do_learn_spell (object *op, object *spell, int special_prayer)
2440{
2441 object *tmp;
2442
2443 if (op->type != PLAYER)
2444 {
2445 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2446 return;
2447 }
2448
2449 /* Upgrade special prayers to normal prayers */
2450 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2451 {
2452 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2453 {
2454 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2455 return;
2456 }
2457 return;
2458 }
2459
2460 op->contr->play_sound (sound_find ("learn_spell"));
2461
2462 tmp = spell->clone ();
2463 insert_ob_in_ob (tmp, op);
2464
2465 if (special_prayer)
2466 tmp->set_flag (FLAG_STARTEQUIP);
2467
2468 esrv_add_spells (op->contr, tmp);
2469}
2470
2471/**
2472 * Erases spell from player's inventory.
2473 */
2474void
2475do_forget_spell (object *op, const char *spell)
2476{
2477 object *spob;
2478
2479 if (op->type != PLAYER)
2480 {
2481 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2482 return;
2483 }
2484 if ((spob = check_spell_known (op, spell)) == NULL)
2485 {
2486 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2487 return;
2488 }
2489
2490 op->failmsgf ("You lose knowledge of %s.", spell);
2491 esrv_remove_spell (op->contr, spob);
2492 spob->destroy ();
2493}
2494
2495/**
2496 * Handles player applying a spellbook.
2497 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2498 * stuff like that. Random learning failure too.
2499 */
2500static void
2501apply_spellbook (object *op, object *tmp)
2502{
2503 object *skop, *spell, *spell_skill;
2504
2505 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2506 {
2507 op->failmsg ("You are unable to read while blind.");
2508 return;
2509 }
2510
2511 /* artifact_spellbooks have 'slaying' field point to a spell name,
2512 * instead of having their spell stored in stats.sp. These are
2513 * legacy spellbooks
2514 */
2515 if (tmp->slaying)
2516 {
2517 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2518
2519 if (!spell)
2520 {
2521 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2522 return;
2523 }
2524 else
2525 insert_ob_in_ob (spell, tmp);
2526
2527 tmp->slaying = 0;
2528 }
2529
2530 skop = find_skill_by_name (op, tmp->skill);
2531
2532 /* need a literacy skill to learn spells. Also, having a literacy level
2533 * lower than the spell will make learning the spell more difficult */
2534 if (!skop)
2535 {
2536 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2537 return;
2538 }
2539
2540 spell = tmp->inv;
2541
2542 if (!spell)
2543 {
2544 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2545 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2546 return;
2547 }
2548
2549 int learn_level = sqrtf (spell->level) * 1.5f;
2550 if (skop->level < learn_level)
2551 {
2552 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2553 &tmp->skill, learn_level);
2554 return;
2555 }
2556
2557 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2558
2559 if (!tmp->flag [FLAG_IDENTIFIED])
2560 identify (tmp);
2561
2562 /* I removed the check for special_prayer_mark here - it didn't make
2563 * a lot of sense - special prayers are not found in spellbooks, and
2564 * if the player doesn't know the spell, doesn't make a lot of sense that
2565 * they would have a special prayer mark.
2566 */
2567 if (check_spell_known (op, spell->name))
2568 {
2569 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2570 return;
2571 }
2572
2573 if (spell->skill)
2574 {
2575 spell_skill = find_skill_by_name (op, spell->skill);
2576
2577 if (!spell_skill)
2578 {
2579 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2580 return;
2581 }
2582
2583 if (spell_skill->level < spell->level)
2584 {
2585 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2586 return;
2587 }
2588 }
2589
2590 /* Logic as follows
2591 *
2592 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2593 *
2594 * 2- The learner's skill level in literacy adjusts the chance to learn
2595 * a spell.
2596 *
2597 * 3 -Automatically fail to learn if you read while confused
2598 *
2599 * Overall, chances are the same but a player will find having a high
2600 * literacy rate very useful! -b.t.
2601 */
2602 if (op->flag [FLAG_CONFUSED])
2603 {
2604 op->failmsg ("In your confused state you flub the wording of the text!");
2605 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2606 }
2607 else if (tmp->flag [FLAG_STARTEQUIP] ||
2608 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2609 {
2610 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2611 do_learn_spell (op, spell, 0);
2612
2613 /* xp gain to literacy for spell learning */
2614 if (!tmp->flag [FLAG_STARTEQUIP])
2615 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2616 }
2617 else
2618 {
2619 op->contr->play_sound (sound_find ("fumble_spell"));
2620 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2621 }
2622
2623 tmp->decrease ();
2624}
2625
2626/**
2627 * Handles applying a spell scroll.
2628 */
2629void
2630apply_scroll (object *op, object *tmp, int dir)
2631{
2632 object *skop;
2633
2634 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2635 {
2636 op->failmsg ("You are unable to read while blind.");
2637 return;
2638 }
2639
2640 if (!tmp->inv || tmp->inv->type != SPELL)
2641 {
2642 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2643 return;
2644 }
2645
2646 if (op->type == PLAYER)
2647 {
2648 /* players need a literacy skill to read stuff! */
2649 int exp_gain = 0;
2650
2651 /* hard code literacy - tmp->skill points to where the exp
2652 * should go for anything killed by the spell.
2653 */
2654 skop = find_skill_by_name (op, shstr_literacy);
2655
2656 if (!skop)
2657 {
2658 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2659 return;
2660 }
2661
2662 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2663 change_exp (op, exp_gain, skop->skill, 0);
2664 }
2665
2666 if (!tmp->flag [FLAG_IDENTIFIED])
2667 identify (tmp);
2668
2669 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2670
2671 cast_spell (op, tmp, dir, tmp->inv, NULL);
2672 tmp->decrease ();
2673}
2674
2675/**
2676 * Applies a treasure object - by default, chest. op
2677 * is the person doing the applying, tmp is the treasure
2678 * chest.
2679 */
2680static void
2681apply_treasure (object *op, object *tmp)
2682{
2683 /* Nice side effect of this treasure creation method is that the treasure
2684 * for the chest is done when the chest is created, and put into the chest
2685 * inventory. So that when the chest burns up, the items still exist. Also
2686 * prevents people from moving chests to more difficult maps to get better
2687 * treasure
2688 */
2689 object *treas = tmp->inv;
2690
2691 if (!treas)
2692 {
2693 op->statusmsg ("The chest was empty.");
2694 tmp->decrease ();
2695 return;
2696 }
2697
2698 while (tmp->inv)
2699 {
2700 treas = tmp->inv;
2701 treas->remove ();
2702
2703 treas->x = op->x;
2704 treas->y = op->y;
2705 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2706
2707 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2708 spring_trap (treas, op);
2709
2710 /* If either player or container was destroyed, no need to do
2711 * further processing. I think this should be enclused with
2712 * spring trap above, as I don't think there is otherwise
2713 * any way for the treasure chest or player to get killed.
2714 */
2715 if (op->destroyed () || tmp->destroyed ())
2716 break;
2717 }
2718
2719 if (!tmp->destroyed () && !tmp->inv)
2720 tmp->decrease (true);
2721}
2722
2723/**
2724 * A dragon is eating some flesh. If the flesh contains resistances,
2725 * there is a chance for the dragon's skin to get improved.
2726 *
2727 * attributes:
2728 * object *op the object (dragon player) eating the flesh
2729 * object *meal the flesh item, getting chewed in dragon's mouth
2730 * return:
2731 * int 1 if eating successful, 0 if it doesn't work
2732 */
2733static int
2734dragon_eat_flesh (object *op, object *meal)
2735{
2736 object *skin = NULL; /* pointer to dragon skin force */
2737 object *abil = NULL; /* pointer to dragon ability force */
2738 object *tmp = NULL; /* tmp. object */
2739
2740 double chance; /* improvement-chance of one resistance type */
2741 double totalchance = 1; /* total chance of gaining one resistance */
2742 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2743 double mbonus = 0; /* monster bonus */
2744 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2745 int winners = 0; /* number of winners */
2746 int i; /* index */
2747
2748 /* let's make sure and doublecheck the parameters */
2749 if (meal->type != FLESH || !op->is_dragon ())
2750 return 0;
2751
2752 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2753 from the player's inventory */
2754 for (tmp = op->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == FORCE)
2756 if (tmp->arch->archname == shstr_dragon_skin_force)
2757 skin = tmp;
2758 else if (tmp->arch->archname == shstr_dragon_ability_force)
2759 abil = tmp;
2760
2761 /* if either skin or ability are missing, this is an old player
2762 which is not to be considered a dragon -> bail out */
2763 if (skin == NULL || abil == NULL)
2764 return 0;
2765
2766 /* now start by filling stomache and health, according to food-value */
2767 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2768 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2769 else
2770 op->stats.hp += meal->stats.food / 50;
2771
2772 min_it (op->stats.hp, op->stats.maxhp);
2773 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2774
2775 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2776
2777 /* on to the interesting part: chances for adding resistance */
2778 for (i = 0; i < NROFATTACKS; i++)
2779 {
2780 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2781 {
2782 /* got positive resistance, now calculate improvement chance (0-100) */
2783
2784 /* this bonus makes resistance increase easier at lower levels */
2785 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2786 if (i == abil->stats.exp)
2787 bonus += 5; /* additional bonus for resistance of ability-focus */
2788
2789 /* monster bonus increases with level, because high-level
2790 flesh is too rare */
2791 mbonus = op->level * 20. / ((double) settings.max_level);
2792
2793 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2794 ((double)settings.max_level)) - skin->resist[i];
2795
2796 if (chance >= 0.)
2797 chance += 1.;
2798 else
2799 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2800
2801 /* chance is proportional to amount of resistance (max. 50) */
2802 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2803
2804 /* doubled chance for resistance of ability-focus */
2805 if (i == abil->stats.exp)
2806 chance = min (100., chance * 2.);
2807
2808 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2809 if (rndm (10000) < (unsigned int)(chance * 100))
2810 {
2811 atnr_winner[winners] = i;
2812 winners++;
2813 }
2814
2815 if (chance >= 0.01)
2816 totalchance *= 1 - chance / 100;
2817
2818 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2819 }
2820 }
2821
2822 /* inverse totalchance as until now we have the failure-chance */
2823 totalchance = 100 - totalchance * 100;
2824
2825 /* print message according to totalchance */
2826 const char *buf;
2827 if (totalchance > 50.)
2828 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2829 else if (totalchance > 10.)
2830 buf = format ("The %s tasted very good.", &meal->name);
2831 else if (totalchance > 1.)
2832 buf = format ("The %s tasted good.", &meal->name);
2833 else if (totalchance > 0.1)
2834 buf = format ("The %s tasted bland.", &meal->name);
2835 else if (totalchance >= 0.01)
2836 buf = format ("The %s had a boring taste.", &meal->name);
2837 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2838 buf = format ("The %s tasted strange.", &meal->name);
2839 else
2840 buf = format ("The %s had no taste.", &meal->name);
2841
2842 op->statusmsg (buf);
2843
2844 /* now choose a winner if we have any */
2845 i = -1;
2846 if (winners > 0)
2847 i = atnr_winner [rndm (winners)];
2848
2849 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2850 {
2851 /* resistance increased! */
2852 skin->resist[i]++;
2853 op->update_stats ();
2854
2855 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2856 }
2857
2858 /* if this flesh contains a new ability focus, we mark it
2859 into the ability_force and it will take effect on next level */
2860 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2861 {
2862 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2863
2864 if (meal->last_eat != abil->stats.exp)
2865 op->statusmsg (format (
2866 "Your metabolism prepares to focus on %s!\n"
2867 "The change will happen at level %d.",
2868 change_resist_msg[meal->last_eat],
2869 abil->level + 1
2870 ));
2871 else
2872 {
2873 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2874 abil->last_eat = 0;
2875 }
2876 }
2877
2878 return 1;
2879}
2880
2881/**
2882 * op eats food.
2883 * If player, takes care of messages and dragon special food.
2884 */
2885static void
2886apply_food (object *op, object *tmp)
2887{
2888 int capacity_remaining;
2889
2890 if (op->type != PLAYER)
2891 op->stats.hp = op->stats.maxhp;
2892 else
2893 {
2894 /* check if this is a dragon (player), eating some flesh */
2895 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2896 ;
2897 else
2898 {
2899 /* usual case - no dragon meal: */
2900 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2901 {
2902 if (tmp->type == FOOD || tmp->type == FLESH)
2903 op->failmsg ("You feel full, but what a waste of food!");
2904 else
2905 op->statusmsg ("Most of the drink goes down your face not your throat!");
2906 }
2907
2908 tmp->play_sound (
2909 tmp->sound
2910 ? tmp->sound
2911 : tmp->type == DRINK
2912 ? sound_find ("eat_drink")
2913 : sound_find ("eat_food")
2914 );
2915
2916 if (!tmp->flag [FLAG_CURSED])
2917 {
2918 const char *buf;
2919
2920 if (!op->is_dragon ())
2921 {
2922 /* eating message for normal players */
2923 if (tmp->type == DRINK)
2924 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2925 else
2926 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2927 }
2928 else
2929 /* eating message for dragon players */
2930 buf = format ("The %s tasted terrible!", &tmp->name);
2931
2932 op->statusmsg (buf);
2933
2934 capacity_remaining = MAX_FOOD - op->stats.food;
2935 op->stats.food += tmp->stats.food;
2936 if (capacity_remaining < tmp->stats.food)
2937 op->stats.hp += capacity_remaining / 50;
2938 else
2939 op->stats.hp += tmp->stats.food / 50;
2940
2941 min_it (op->stats.hp, op->stats.maxhp);
2942 min_it (op->stats.food, MAX_FOOD);
2943 }
2944
2945 /* special food hack -b.t. */
2946 if (tmp->title || tmp->flag [FLAG_CURSED])
2947 eat_special_food (op, tmp);
2948 }
2949 }
2950
2951 handle_apply_yield (tmp);
2952 tmp->decrease ();
2953}
2954
2955/**
2956 * Handles applying an improve armor scroll.
2957 * Does some sanity checks, then calls improve_armour.
2958 */
2959static void
2960apply_armour_improver (object *op, object *tmp)
2961{
2962 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2963 {
2964 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2965 return;
2966 }
2967
2968 object *armor = op->mark ();
2969
2970 if (!armor)
2971 {
2972 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2973 return;
2974 }
2975
2976 if (armor->type != ARMOUR
2977 && armor->type != CLOAK
2978 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2979 {
2980 op->failmsg ("Your marked item is not armour!\n");
2981 return;
2982 }
2983
2984 if (!op->apply (armor, AP_UNAPPLY))
2985 {
2986 op->failmsg ("You are unable to take off your armour to improve it!");
2987 return;
2988 }
2989
2990 op->statusmsg ("Applying armour enchantment.");
2991 improve_armour (op, tmp, armor);
2992}
2993
2994void
2995apply_poison (object *op, object *tmp)
2996{
2997 // need to do it now when it is still on the map
2998 handle_apply_yield (tmp);
2999
3000 object *poison = tmp->split (1);
3001
3002 if (op->type == PLAYER)
3003 {
3004 op->contr->play_sound (sound_find ("drink_poison"));
3005 op->failmsg ("Yech! That tasted poisonous!");
3006 op->contr->killer = poison;
3007 }
3008
3009 if (poison->stats.hp > 0)
3010 {
3011 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3012 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3013 }
3014
3015 op->stats.food -= op->stats.food / 4;
3016 poison->destroy ();
3017}
3018
3019/**
3020 * This function will try to apply a lighter and in case no lighter
3021 * is specified it will try to find a lighter in the players inventory,
3022 * and inform him about this requirement.
3023 *
3024 * who - the player
3025 * op - the item we want to light
3026 * lighter - the lighter or 0 if a lighter has yet to be found
3027 */
3028static object *
3029auto_apply_lighter (object *who, object *op, object *lighter)
3030{
3031 if (lighter == 0)
3032 {
3033 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3034 {
3035 if (tmp->type == LIGHTER)
3036 {
3037 lighter = tmp;
3038 break;
3039 }
3040 }
3041
3042 if (!lighter)
3043 {
3044 who->failmsgf (
3045 "You can't light up the %s with your bare hands! "
3046 "H<You need a lighter in your inventory, for example a flint and steel.>",
3047 &op->name
3048 );
3049 return 0;
3050 }
3051 }
3052
3053 // last_eat == 0 means the lighter is not being used up!
3054 if (lighter->last_eat && lighter->stats.food)
3055 {
3056 /* lighter gets used up */
3057 lighter = lighter->split ();
3058 lighter->stats.food--;
3059 who->insert (lighter);
3060 }
3061 else if (lighter->last_eat)
3062 {
3063 /* no charges left in lighter */
3064 who->failmsgf (
3065 "You attempt to light the %s with a used up %s.",
3066 &op->name, &lighter->name
3067 );
3068 return 0;
3069 }
3070
3071 return lighter;
3072}
3073
3074/**
3075 * Designed primarily to light torches/lanterns/etc.
3076 * Also burns up burnable material too. First object in the inventory is
3077 * the selected object to "burn". -b.t.
3078 */
3079static void
3080apply_lighter (object *who, object *lighter)
3081{
3082 int is_player_env = 0;
3083
3084 if (object *item = who->mark ())
3085 {
3086 if (!auto_apply_lighter (who, item, lighter))
3087 return;
3088
3089 /* Perhaps we should split what we are trying to light on fire?
3090 * I can't see many times when you would want to light multiple
3091 * objects at once.
3092 */
3093
3094 save_throw_object (item, AT_FIRE, who);
3095
3096 if (item->destroyed ()
3097 || ((item->type == LAMP || item->type == TORCH)
3098 && item->glow_radius > 0))
3099 who->statusmsg (format (
3100 "You light the %s with the %s.",
3101 &item->name, &lighter->name
3102 ));
3103 else
3104 who->failmsgf (
3105 "You attempt to light the %s with the %s and fail.",
3106 &item->name, &lighter->name
3107 );
3108 }
3109 else
3110 who->failmsg ("You need to mark a lightable object.");
3111}
3112
3113/**
3114 * This function generates a cursed effect for cursed lamps and torches.
3115 */
3116static void
3117player_apply_lamp_cursed_effect (object *who, object *op)
3118{
3119 if (op->level)
3120 {
3121 who->failmsgf (
3122 "The %s was cursed, it explodes in a big fireball!",
3123 &op->name
3124 );
3125 create_exploding_ball_at (who, op->level);
3126 }
3127 else
3128 {
3129 who->failmsgf (
3130 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3131 &op->name
3132 );
3133 }
3134
3135 op->destroy ();
3136}
3137
3138/**
3139 * Apply for players and lamps
3140 *
3141 * who - the player
3142 * op - the lamp
3143 */
3144static void
3145player_apply_lamp (object *who, object *op)
3146{
3147 bool switch_on = op->glow_radius ? false : true;
3148
3149 if (switch_on)
3150 {
3151 object *lighter = 0;
3152
3153 if (op->flag [FLAG_IS_LIGHTABLE]
3154 && !(lighter = auto_apply_lighter (who, op, 0)))
3155 return;
3156
3157 if (op->stats.food < 1)
3158 {
3159 if (op->type == LAMP)
3160 who->failmsgf (
3161 "The %s is out of fuel! "
3162 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3163 &op->name
3164 );
3165 else
3166 who->failmsgf (
3167 "The %s is burnt out! "
3168 "H<Torches and similar items burn out and become worthless.>",
3169 &op->name
3170 );
3171 return;
3172 }
3173
3174 if (op->flag [FLAG_CURSED])
3175 {
3176 player_apply_lamp_cursed_effect (who, op);
3177 return;
3178 }
3179
3180 if (lighter)
3181 who->statusmsg (format (
3182 "You light up the %s with the %s.", &op->name, &lighter->name));
3183 else
3184 who->statusmsg (format ("You light up the %s.", &op->name));
3185 }
3186 else
3187 {
3188 if (op->flag [FLAG_CURSED])
3189 {
3190 player_apply_lamp_cursed_effect (who, op);
3191 return;
3192 }
3193
3194 if (op->type == TORCH)
3195 {
3196 if (!op->flag [FLAG_IS_LIGHTABLE])
3197 {
3198 who->statusmsg (format (
3199 "You put out the %s. "
3200 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3201 &op->name, &op->name));
3202 }
3203 else
3204 who->statusmsg (format (
3205 "You put out the %s."
3206 "H<Torches wear out if you put them out.>",
3207 &op->name));
3208 }
3209 else
3210 who->statusmsg (format ("You turn off the %s.", &op->name));
3211 }
3212
3213 apply_lamp (op, switch_on);
3214}
3215
3216void get_animation_from_arch (object *op, arch_ptr a)
3217{
3218 op->animation_id = a->animation_id;
3219 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3220 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3221 op->anim_speed = a->anim_speed;
3222 op->last_anim = 0;
3223 op->state = 0;
3224 op->face = a->face;
3225
3226 if (NUM_ANIMATIONS(op) > 1)
3227 {
3228 SET_ANIMATION(op, 0);
3229 animate_object (op, op->direction);
3230 }
3231 else
3232 update_object (op, UP_OBJ_FACE);
3233}
3234
3235/**
3236 * Apply for LAMPs and TORCHes.
3237 *
3238 * op - the lamp
3239 * switch_on - a flag which says whether the lamp should be switched on or off
3240 */
3241void apply_lamp (object *op, bool switch_on)
3242{
3243 op->set_glow_radius (switch_on ? op->range : 0);
3244 op->set_speed (switch_on ? op->arch->speed : 0);
3245
3246 // torches wear out if you put them out
3247 if (op->type == TORCH && !switch_on)
3248 {
3249 if (op->flag [FLAG_IS_LIGHTABLE])
3250 {
3251 op->stats.food -= (double) op->arch->stats.food / 15;
3252 if (op->stats.food < 0)
3253 op->stats.food = 0;
3254 }
3255 else
3256 op->stats.food = 0;
3257 }
3258
3259 // lamps and torched get worthless when used up
3260 if (op->stats.food <= 0)
3261 op->value = 0;
3262
3263 // FIXME: This is a hack to make the more sane torches and lamps
3264 // still animated ;-/
3265 if (op->other_arch)
3266 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3267
3268 if (object *pl = op->visible_to ())
3269 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3270}
3271
3272/**
3273 * This handles items of type 'transformer'.
3274 * Basically those items, used with a marked item, transform both items into something
3275 * else.
3276 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3277 * Change information is contained in the 'slaying' field of the marked item.
3278 * The format is as follow: transformer:[number ]yield[;transformer:...].
3279 * This way an item can be transformed in many things, and/or many objects.
3280 * The 'slaying' field for transformer is used as verb for the action.
3281 */
3282static void
3283apply_item_transformer (object *pl, object *transformer)
3284{
3285 object *new_item;
3286 const char *find;
3287 char *separator;
3288 int yield;
3289 char got[MAX_BUF];
3290 int len;
3291
3292 if (!pl || !transformer)
3293 return;
3294
3295 object *marked = pl->mark ();
3296
3297 if (!marked)
3298 {
3299 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3300 return;
3301 }
3302
3303 if (!marked->slaying)
3304 {
3305 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3306 return;
3307 }
3308
3309 /* check whether they are compatible or not */
3310 find = strstr (&marked->slaying, transformer->arch->archname);
3311 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3312 {
3313 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3314 return;
3315 }
3316
3317 find += strlen (transformer->arch->archname) + 1;
3318 /* Item can be used, now find how many and what it yields */
3319 if (isdigit (*(find)))
3320 {
3321 yield = atoi (find);
3322 if (yield < 1)
3323 {
3324 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3325 yield = 1;
3326 }
3327 }
3328 else
3329 yield = 1;
3330
3331 while (isdigit (*find))
3332 find++;
3333
3334 while (*find == ' ')
3335 find++;
3336
3337 memset (got, 0, MAX_BUF);
3338
3339 if ((separator = (char *) strchr (find, ';')))
3340 len = separator - find;
3341 else
3342 len = strlen (find);
3343
3344 min_it (len, MAX_BUF - 1);
3345
3346 strcpy (got, find);
3347 got[len] = '\0';
3348
3349 /* Now create new item, remove used ones when required. */
3350 new_item = get_archetype (got);
3351 if (!new_item)
3352 {
3353 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3354 return;
3355 }
3356
3357 new_item->nrof = yield;
3358
3359 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3360
3361 pl->insert (new_item);
3362 /* Eat up one item */
3363 marked->decrease ();
3364
3365 /* Eat one transformer if needed */
3366 if (transformer->stats.food)
3367 if (--transformer->stats.food == 0)
3368 transformer->decrease ();
3369}
3370
3371/**
3372 * Main apply handler.
3373 *
3374 * Checks for unpaid items before applying.
3375 *
3376 * Return value is currently not used
3377 *
3378 * who is the object that is causing object to be applied, op is the object
3379 * being applied.
3380 *
3381 * aflag is special (always apply/unapply) flags. Nothing is done with
3382 * them in this function - they are passed to apply_special
3383 */
3384static bool
3385manual_apply (object *who, object *op, int aflag)
3386{
3387 op = op->head_ ();
3388
3389 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3390 {
3391 if (who->contr)
3392 {
3393 examine (who, op);
3394 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3395 return 1;
3396 }
3397 else
3398 return 0; /* monsters just skip unpaid items */
3399 }
3400
3401 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3402 return RESULT_INT (0);
3403 else if (apply_types_inv_only [op->type])
3404 {
3405 // special item, using slot system, needs to be in inv
3406 if (op->env == who)
3515 return apply_special (who, op, aflags); 3407 return apply_special (who, op, aflag);
3408
3409 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3410 }
3411 else if (!who->contr && apply_types_player_only [op->type])
3412 return 0; // monsters shouldn't try to apply player-only stuff
3413 else if (apply_types [op->type])
3414 {
3415 // ordinary stuff, may be on the floor
3416 switch (op->type)
3417 {
3418 case T_HANDLE:
3419 who->play_sound (sound_find ("turn_handle"));
3420 who->statusmsg ("You turn the handle.");
3421 op->value = op->value ? 0 : 1;
3422 SET_ANIMATION (op, op->value);
3423 update_object (op, UP_OBJ_FACE);
3424 push_button (op, who);
3425 break;
3426
3427 case TRIGGER:
3428 if (check_trigger (op, who, who))
3429 {
3430 who->statusmsg ("You turn the handle.");
3431 who->play_sound (sound_find ("turn_handle"));
3432 }
3433 else
3434 who->failmsg ("The handle doesn't move.");
3435
3436 break;
3437
3438 case EXIT:
3439 if (!EXIT_PATH (op))
3440 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3441 else
3442 {
3443 /* Don't display messages for random maps. */
3444 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3445 who->statusmsg (op->msg, NDI_NAVY);
3446
3447 who->enter_exit (op);
3448 }
3449
3450 break;
3451
3452 case INSCRIBABLE:
3453 who->statusmsg (op->msg);
3454 // maybe show a spell menu to chose from or something like that
3455 break;
3456
3457 case SIGN:
3458 apply_sign (who, op, 0);
3459 break;
3460
3461 case BOOK:
3462 apply_book (who, op);
3463 break;
3464
3465 case SKILLSCROLL:
3466 apply_skillscroll (who, op);
3467 break;
3468
3469 case SPELLBOOK:
3470 apply_spellbook (who, op);
3471 break;
3472
3473 case SCROLL:
3474 apply_scroll (who, op, 0);
3475 break;
3476
3477 case POTION:
3478 apply_potion (who, op);
3479 break;
3480
3481 /* Eneq(@csd.uu.se): Handle apply on containers. */
3482 //TODO: remove, as it is unsed?
3483 case CLOSE_CON:
3484 apply_container (who, op->env);
3485 break;
3486
3487 case CONTAINER:
3488 apply_container (who, op);
3489 break;
3490
3491 case TREASURE:
3492 apply_treasure (who, op);
3493 break;
3494
3495 case LAMP:
3496 case TORCH:
3497 player_apply_lamp (who, op);
3498 break;
3499
3500 case DRINK:
3501 case FOOD:
3502 case FLESH:
3503 apply_food (who, op);
3504 break;
3505
3506 case POISON:
3507 apply_poison (who, op);
3508 break;
3509
3510 case SAVEBED:
3511 break;
3512
3513 case ARMOUR_IMPROVER:
3514 apply_armour_improver (who, op);
3515 break;
3516
3517 case WEAPON_IMPROVER:
3518 check_improve_weapon (who, op);
3519 break;
3520
3521 case CLOCK:
3522 {
3523 char buf[MAX_BUF];
3524 timeofday_t tod;
3525
3526 get_tod (&tod);
3527 who->play_sound (sound_find ("sound_clock"));
3528 who->statusmsg (format (
3529 "It is %d minute%s past %d o'clock %s",
3530 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3531 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3532 ));
3533 }
3534 break;
3535
3536 case MENU:
3537 shop_listing (op, who);
3538 break;
3539
3540 case POWER_CRYSTAL:
3541 apply_power_crystal (who, op); /* see egoitem.c */
3542 break;
3543
3544 case LIGHTER: /* for lighting torches/lanterns/etc */
3545 apply_lighter (who, op);
3546 break;
3547
3548 case ITEM_TRANSFORMER:
3549 apply_item_transformer (who, op);
3550 break;
3551 }
3552
3553 return 1;
3554 }
3555 else
3556 {
3557 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3558 return 0;
3559 }
3560}
3561
3562/**
3563 * player_apply_below attempts to apply the object 'below' the player.
3564 * If the player has an open container, we use that for below, otherwise
3565 * we use the ground.
3566 */
3567void
3568player_apply_below (object *pl)
3569{
3570 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3571
3572 /* If using a container, set the starting item to be the top
3573 * item in the container. Otherwise, use the map.
3574 */
3575
3576 // first try to apply "applyables"
3577 for (object *tmp = top; tmp; tmp = tmp->below)
3578 if (!tmp->invisible && apply_types [tmp->type])
3579 {
3580 // If it is visible, player can apply it.
3581 pl->apply (tmp);
3582 return;
3583 }
3584
3585 while (top && top->invisible)
3586 top = top->below;
3587
3588 if (!top || top->flag [FLAG_IS_FLOOR])
3589 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3590 "H<There is nothing here that you can apply.>");
3591 else
3592 // next, try to explain the topmost object
3593 switch (top->type)
3594 {
3595 // TODO: all this should move to examine
3596 case ALTAR:
3597 case IDENTIFY_ALTAR:
3598 case TRIGGER_ALTAR:
3599 case CONVERTER:
3600 //case TRIGGER_PEDESTAL:
3601 pl->failmsgf (
3602 "You see no obvious mechanism on the %s."
3603 "H<You have to drop one or more specific items here.>",
3604 query_short_name (top)
3605 );
3606 break;
3607
3608 case BUTTON:
3609 case TRIGGER_BUTTON:
3610 pl->failmsgf (
3611 "The %s looks as if you could activate it with somehting heavy. "
3612 "H<You must put enough items here to activate it.>",
3613 query_short_name (top)
3614 );
3615 break;
3616
3617 default:
3618 examine (pl, top);
3619 break;
3620 }
3621}
3622
3623// saner interface, returns successful status
3624bool
3625object::apply (object *ob, int aflags)
3626{
3627 if (!ob) // simplifies a lot of callers
3628 return true;
3629
3630 if (contr)
3631 {
3632 if (!ob->env && (move_type & MOVE_FLYING))
3633 {
3634 /* player is flying and applying object not in inventory */
3635 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3636 {
3637 failmsg ("But you are floating high above the ground! "
3638 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3639 "or waiting till the levitation effect wears off.>");
3640 return 0;
3641 }
3642 }
3643
3644 contr->last_used = ob;
3645 }
3646
3647 bool want_apply =
3648 aflags & AP_APPLY ? true
3649 : aflags & AP_UNAPPLY ? false
3650 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3651
3652 object_ptr *slot = 0;
3653
3654 // detect the slot, if this is a player
3655 if (contr && !(aflags & AP_NO_SLOT))
3656 {
3657 object *oslot;
3658
3659 switch (ob->type)
3660 {
3661 case WEAPON:
3662 slot = &contr->combat_ob;
3663 oslot = contr->ranged_ob;
3664 break;
3665
3666 case BOW:
3667 case RANGED:
3668 case SPELL:
3669 case WAND:
3670 case ROD:
3671 case HORN:
3672 case BUILDER:
3673 slot = &contr->ranged_ob;
3674 oslot = contr->combat_ob;
3675 break;
3676
3677 // oh, the humanity
3678 case SKILL:
3679 if (aflags & AP_NO_SLOT)
3680 break;
3681
3682 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3683 break;
3684
3685 if (skill_flags [ob->subtype] & SF_COMBAT)
3686 {
3687 slot = &contr->combat_ob;
3688 oslot = contr->ranged_ob;
3689 }
3690 else if (skill_flags [ob->subtype] & SF_RANGED)
3691 {
3692 slot = &contr->ranged_ob;
3693 oslot = contr->combat_ob;
3694 }
3695
3696 break;
3697 }
3698
3699 // now handle slot exclusions
3700 if (slot)
3701 {
3702 // only one slot can be active
3703 if (want_apply)
3704 {
3705 // clear slot unless we are in it already
3706 if (*slot != ob)
3707 apply (*slot, AP_UNAPPLY);
3708
3709 // unapply other slot, because we want to become active
3710 apply (oslot, AP_UNAPPLY);
3711 }
3712
3713 // clear item from slot if applied
3714 if (!want_apply && current_weapon == ob)
3715 current_weapon = 0;
3716 }
3717 }
3718
3719 if (ob->flag [FLAG_APPLIED] != want_apply)
3720 manual_apply (this, ob, aflags);
3721
3722 if (ob->flag [FLAG_APPLIED] != want_apply)
3723 return false;
3724
3725 if (slot && want_apply)
3726 current_weapon = *slot = ob;
3727
3728 return true;
3516} 3729}
3517 3730
3518/** 3731/**
3519 * Map was just loaded, handle op's initialisation. 3732 * Map was just loaded, handle op's initialisation.
3520 * 3733 *
3524auto_apply (object *op) 3737auto_apply (object *op)
3525{ 3738{
3526 object *tmp = NULL, *tmp2; 3739 object *tmp = NULL, *tmp2;
3527 int i; 3740 int i;
3528 3741
3529 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3742 op->clr_flag (FLAG_AUTO_APPLY);
3530 3743
3531 switch (op->type) 3744 switch (op->type)
3532 { 3745 {
3533 case SHOP_FLOOR: 3746 case SHOP_FLOOR:
3534 if (!op->has_random_items ()) 3747 if (!op->has_random_items ())
3544 == NULL && --i); 3757 == NULL && --i);
3545 3758
3546 if (tmp == NULL) 3759 if (tmp == NULL)
3547 return 0; 3760 return 0;
3548 3761
3549 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3762 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3550 { 3763 {
3551 tmp->destroy (); 3764 tmp->destroy ();
3552 tmp = NULL; 3765 tmp = NULL;
3553 } 3766 }
3554 } 3767 }
3555 while (!tmp); 3768 while (!tmp);
3556 3769
3557 tmp->x = op->x; 3770 tmp->x = op->x;
3558 tmp->y = op->y; 3771 tmp->y = op->y;
3559 SET_FLAG (tmp, FLAG_UNPAID); 3772 tmp->set_flag (FLAG_UNPAID);
3560 insert_ob_in_map (tmp, op->map, NULL, 0); 3773 insert_ob_in_map (tmp, op->map, NULL, 0);
3561 identify (tmp); 3774 identify (tmp);
3562 break; 3775 break;
3563 3776
3564 case TREASURE: 3777 case TREASURE:
3565 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3778 if (op->flag [FLAG_IS_A_TEMPLATE])
3566 return 0; 3779 return 0;
3567 3780
3568 while (op->stats.hp-- > 0) 3781 while (op->stats.hp-- > 0)
3569 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3782 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3570 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3783 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3572 /* If we generated an object and put it in this object inventory, 3785 /* If we generated an object and put it in this object inventory,
3573 * move it to the parent object as the current object is about 3786 * move it to the parent object as the current object is about
3574 * to disappear. An example of this item is the random_* stuff 3787 * to disappear. An example of this item is the random_* stuff
3575 * that is put inside other objects. 3788 * that is put inside other objects.
3576 */ 3789 */
3577 for (tmp = op->inv; tmp; tmp = tmp2)
3578 {
3579 tmp2 = tmp->below;
3580 tmp->remove ();
3581
3582 if (op->env) 3790 if (op->env)
3583 insert_ob_in_ob (tmp, op->env); 3791 while (op->inv)
3584 else 3792 op->env->insert (op->inv);
3585 tmp->destroy ();
3586 }
3587 3793
3588 op->destroy (); 3794 op->destroy ();
3589 break; 3795 break;
3590 } 3796 }
3591 3797
3615 3821
3616 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3822 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3617 { 3823 {
3618 invnext = invtmp->below; 3824 invnext = invtmp->below;
3619 3825
3620 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3826 if (invtmp->flag [FLAG_AUTO_APPLY])
3621 auto_apply (invtmp); 3827 auto_apply (invtmp);
3622 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3828 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3623 { 3829 {
3624 while (invtmp->stats.hp-- > 0) 3830 while (invtmp->stats.hp-- > 0)
3625 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3831 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3634 * treasure again for this object 3840 * treasure again for this object
3635 */ 3841 */
3636 invtmp->randomitems = NULL; 3842 invtmp->randomitems = NULL;
3637 } 3843 }
3638 } 3844 }
3845
3639 /* This is really temporary - the code at the bottom will 3846 /* This is really temporary - the code at the bottom will
3640 * also set randomitems to null. The problem is there are bunches 3847 * also set randomitems to null. The problem is there are bunches
3641 * of maps/players already out there with items that have spells 3848 * of maps/players already out there with items that have spells
3642 * which haven't had the randomitems set to null yet. 3849 * which haven't had the randomitems set to null yet.
3643 * MSW 2004-05-13 3850 * MSW 2004-05-13
3647 * Ryo 2004-08-16 3854 * Ryo 2004-08-16
3648 */ 3855 */
3649 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3856 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3650 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3857 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3651 tmp->randomitems = NULL; 3858 tmp->randomitems = NULL;
3652
3653 } 3859 }
3654 3860
3655 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3861 if (tmp->flag [FLAG_AUTO_APPLY])
3656 auto_apply (tmp); 3862 auto_apply (tmp);
3657 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3863 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3658 { 3864 {
3659 while ((tmp->stats.hp--) > 0) 3865 while ((tmp->stats.hp--) > 0)
3660 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3866 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3662 } 3868 }
3663 else if (tmp->type == TIMED_GATE) 3869 else if (tmp->type == TIMED_GATE)
3664 { 3870 {
3665 object *head = tmp->head != NULL ? tmp->head : tmp; 3871 object *head = tmp->head != NULL ? tmp->head : tmp;
3666 3872
3667 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3873 if (head->flag [FLAG_IS_LINKED])
3668 tmp->set_speed (0); 3874 tmp->set_speed (0);
3669 } 3875 }
3670 /* This function can be called everytime a map is loaded, even when 3876 /* This function can be called everytime a map is loaded, even when
3671 * swapping back in. As such, we don't want to create the treasure 3877 * swapping back in. As such, we don't want to create the treasure
3672 * over and ove again, so after we generate the treasure, blank out 3878 * over and ove again, so after we generate the treasure, blank out
3690 } 3896 }
3691 3897
3692 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3898 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3693 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3899 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3694 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3900 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3695 check_trigger (tmp, tmp->above); 3901 check_trigger (tmp, tmp->above, tmp->above);
3696} 3902}
3697 3903
3698/** 3904/**
3699 * Handles player eating food that temporarily changes status (resistances, stats). 3905 * Handles player eating food that temporarily changes status (resistances, stats).
3700 * This used to call cast_change_attr(), but 3906 * This used to call cast_change_attr(), but
3705eat_special_food (object *who, object *food) 3911eat_special_food (object *who, object *food)
3706{ 3912{
3707 object *force; 3913 object *force;
3708 int i, did_one = 0; 3914 int i, did_one = 0;
3709 3915
3710 force = get_archetype (FORCE_NAME); 3916 char buf[64];
3917 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3918 shstr key (buf);
3711 3919
3712 for (i = 0; i < NUM_STATS; i++)
3713 if (sint8 k = food->stats.stat (i))
3714 {
3715 force->stats.stat (i) = k;
3716 did_one = 1;
3717 }
3718
3719 /* check if we can protect the eater */
3720 for (i = 0; i < NROFATTACKS; i++)
3721 {
3722 if (food->resist[i] > 0)
3723 {
3724 force->resist[i] = food->resist[i] / 2;
3725 did_one = 1;
3726 }
3727 }
3728
3729 if (did_one)
3730 {
3731 force->set_speed (0.1);
3732 /* bigger morsel of food = longer effect time */ 3920 /* bigger morsel of food = longer effect time */
3733 force->duration = food->stats.food / 5; 3921 int duration = TIME2TICK (food->stats.food);
3734 SET_FLAG (force, FLAG_APPLIED); 3922
3735 change_abil (who, force); 3923 if (force = who->force_find (key))
3736 insert_ob_in_ob (force, who); 3924 {
3925 if (duration > fabs (force->speed_left / force->speed))
3926 {
3927 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3928 force->force_set_timer (duration);
3929 }
3930 else
3931 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3932
3933 return;
3737 } 3934 }
3738 else 3935 else
3936 {
3937 force = who->force_add (key, duration);
3938 force->name = key;
3939
3940 /* check if the food affects a stat */
3941 for (i = 0; i < NUM_STATS; i++)
3942 if (sint8 k = food->stats.stat (i))
3943 {
3944 force->stats.stat (i) = k;
3945 did_one = 1;
3946 }
3947
3948 /* check if we can protect the eater */
3949 for (i = 0; i < NROFATTACKS; i++)
3950 {
3951 if (food->resist[i] > 0)
3952 {
3953 force->resist[i] = food->resist[i];
3954 did_one = 1;
3955 }
3956 }
3957
3958 if (did_one)
3959 {
3960 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3961
3962 /* make the force take effect and report effects to user */
3963 change_abil (who, force);
3964 }
3965 else
3739 force->destroy (); 3966 force->destroy ();
3967 }
3740 3968
3741 /* check for hp, sp change */ 3969 /* check for hp, sp change */
3742 if (food->stats.hp != 0) 3970 if (food->stats.hp != 0)
3743 { 3971 {
3744 if (QUERY_FLAG (food, FLAG_CURSED)) 3972 if (food->flag [FLAG_CURSED])
3745 { 3973 {
3746 who->contr->killer = food; 3974 who->contr->killer = food;
3747 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3975 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3748 who->failmsg ("Eck!...that was poisonous!"); 3976 who->failmsg ("Eck!...that was poisonous!");
3749 } 3977 }
3758 } 3986 }
3759 } 3987 }
3760 3988
3761 if (food->stats.sp != 0) 3989 if (food->stats.sp != 0)
3762 { 3990 {
3763 if (QUERY_FLAG (food, FLAG_CURSED)) 3991 if (food->flag [FLAG_CURSED])
3764 { 3992 {
3765 who->failmsg ("You are drained of mana!"); 3993 who->failmsg ("You are drained of mana!");
3766 who->stats.sp -= food->stats.sp; 3994 who->stats.sp -= food->stats.sp;
3767 if (who->stats.sp < 0) 3995 if (who->stats.sp < 0)
3768 who->stats.sp = 0; 3996 who->stats.sp = 0;
3774 /* place limit on max sp from food? */ 4002 /* place limit on max sp from food? */
3775 } 4003 }
3776 } 4004 }
3777 4005
3778 who->update_stats (); 4006 who->update_stats ();
3779}
3780
3781/**
3782 * Designed primarily to light torches/lanterns/etc.
3783 * Also burns up burnable material too. First object in the inventory is
3784 * the selected object to "burn". -b.t.
3785 */
3786void
3787apply_lighter (object *who, object *lighter)
3788{
3789 object *item;
3790 int is_player_env = 0;
3791
3792 item = find_marked_object (who);
3793 if (item)
3794 {
3795 if (lighter->last_eat && lighter->stats.food)
3796 { /* lighter gets used up */
3797 object *oneLighter = lighter->split ();
3798 oneLighter->stats.food--;
3799 who->insert (oneLighter);
3800 }
3801 else if (lighter->last_eat)
3802 {
3803 /* no charges left in lighter */
3804 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3805 return;
3806 }
3807
3808 /* Perhaps we should split what we are trying to light on fire?
3809 * I can't see many times when you would want to light multiple
3810 * objects at once.
3811 */
3812
3813 if (who == item->in_player ())
3814 is_player_env = 1;
3815
3816 save_throw_object (item, AT_FIRE, who);
3817
3818 if (item->destroyed ())
3819 {
3820 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3821 /* Need to update the player so that the players glow radius
3822 * gets changed.
3823 */
3824 if (is_player_env)
3825 who->update_stats ();
3826 }
3827 else
3828 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3829 }
3830 else
3831 who->failmsg ("You need to mark a lightable object.");
3832}
3833
3834/**
3835 * op made some mistake with a scroll, this takes care of punishment.
3836 * scroll_failure()- hacked directly from spell_failure
3837 */
3838void
3839scroll_failure (object *op, int failure, int power)
3840{
3841 if (abs (failure / 4) > power)
3842 power = abs (failure / 4); /* set minimum effect */
3843
3844 if (failure <= -1 && failure > -15)
3845 { /* wonder */
3846 object *tmp;
3847
3848 op->failmsg ("Your spell warps!");
3849 tmp = get_archetype (SPELL_WONDER);
3850 cast_wonder (op, op, 0, tmp);
3851 tmp->destroy ();
3852 }
3853 else if (failure <= -15 && failure > -35)
3854 { /* drain mana */
3855 op->failmsg ("Your mana is drained!");
3856 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3857 if (op->stats.sp < 0)
3858 op->stats.sp = 0;
3859 }
3860 else if (settings.spell_failure_effects == TRUE)
3861 {
3862 if (failure <= -35 && failure > -60)
3863 { /* confusion */
3864 op->failmsg ("The magic recoils on you!");
3865 confuse_player (op, op, power);
3866 }
3867 else if (failure <= -60 && failure > -70)
3868 { /* paralysis */
3869 op->failmsg ("The magic recoils and paralyzes you!");
3870 paralyze_player (op, op, power);
3871 }
3872 else if (failure <= -70 && failure > -80)
3873 { /* blind */
3874 op->failmsg ("The magic recoils on you!");
3875 blind_player (op, op, power);
3876 }
3877 else if (failure <= -80)
3878 { /* blast the immediate area */
3879 object *tmp = get_archetype (LOOSE_MANA);
3880 cast_magic_storm (op, tmp, power);
3881 op->failmsg ("You unleash uncontrolled mana!");
3882 tmp->destroy ();
3883 }
3884 }
3885} 4007}
3886 4008
3887void 4009void
3888apply_changes_to_player (object *pl, object *change) 4010apply_changes_to_player (object *pl, object *change)
3889{ 4011{
3937 } 4059 }
3938 4060
3939 /* insert the randomitems from the change's treasurelist into 4061 /* insert the randomitems from the change's treasurelist into
3940 * the player ref: player.c 4062 * the player ref: player.c
3941 */ 4063 */
3942 if (change->randomitems != NULL) 4064 if (change->randomitems)
3943 give_initial_items (pl, change->randomitems); 4065 give_initial_items (pl, change->randomitems);
3944 4066
3945 /* set up the face, for some races. */ 4067 /* set up the face, for some races. */
3946 4068
3947 /* first, look for the force object banning 4069 /* first, look for the force object banning
3948 * changing the face. Certain races never change face with class. 4070 * changing the face. Certain races never change face with class.
3949 */ 4071 */
3950 for (walk = pl->inv; walk != NULL; walk = walk->below) 4072 for (walk = pl->inv; walk; walk = walk->below)
3951 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4073 if (walk->name == shstr_NOCLASSFACECHANGE)
3952 flag_change_face = 0; 4074 flag_change_face = 0;
3953 4075
3954 if (flag_change_face) 4076 if (flag_change_face)
3955 { 4077 {
3956 pl->face = change->face; 4078 pl->face = change->face;
3957 pl->animation_id = change->animation_id; 4079 pl->animation_id = change->animation_id;
3958 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4080 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3959 } 4081 }
3960 4082
3961 /* check the special case of can't use weapons */ 4083 /* check the special case of can't use weapons */
3962 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4084 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3963 if (!strcmp (change->name, "monk")) 4085 if (change->name == shstr_monk)
3964 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4086 pl->clr_flag (FLAG_USE_WEAPON);
3965 4087
3966 break; 4088 break;
3967 } 4089 }
3968 } 4090 }
3969} 4091}
3970 4092
3971/**
3972 * This handles items of type 'transformer'.
3973 * Basically those items, used with a marked item, transform both items into something
3974 * else.
3975 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3976 * Change information is contained in the 'slaying' field of the marked item.
3977 * The format is as follow: transformer:[number ]yield[;transformer:...].
3978 * This way an item can be transformed in many things, and/or many objects.
3979 * The 'slaying' field for transformer is used as verb for the action.
3980 */
3981void
3982apply_item_transformer (object *pl, object *transformer)
3983{
3984 object *marked;
3985 object *new_item;
3986 char *find;
3987 char *separator;
3988 int yield;
3989 char got[MAX_BUF];
3990 int len;
3991
3992 if (!pl || !transformer)
3993 return;
3994
3995 marked = find_marked_object (pl);
3996
3997 if (!marked)
3998 {
3999 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4000 return;
4001 }
4002
4003 if (!marked->slaying)
4004 {
4005 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4006 return;
4007 }
4008
4009 /* check whether they are compatible or not */
4010 find = strstr (marked->slaying, transformer->arch->archname);
4011 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4012 {
4013 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4014 return;
4015 }
4016
4017 find += strlen (transformer->arch->archname) + 1;
4018 /* Item can be used, now find how many and what it yields */
4019 if (isdigit (*(find)))
4020 {
4021 yield = atoi (find);
4022 if (yield < 1)
4023 {
4024 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4025 yield = 1;
4026 }
4027 }
4028 else
4029 yield = 1;
4030
4031 while (isdigit (*find))
4032 find++;
4033
4034 while (*find == ' ')
4035 find++;
4036
4037 memset (got, 0, MAX_BUF);
4038
4039 if ((separator = strchr (find, ';')) != NULL)
4040 len = separator - find;
4041 else
4042 len = strlen (find);
4043
4044 if (len > MAX_BUF - 1)
4045 len = MAX_BUF - 1;
4046
4047 strcpy (got, find);
4048 got[len] = '\0';
4049
4050 /* Now create new item, remove used ones when required. */
4051 new_item = get_archetype (got);
4052 if (!new_item)
4053 {
4054 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4055 return;
4056 }
4057
4058 new_item->nrof = yield;
4059
4060 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4061
4062 pl->insert (new_item);
4063 /* Eat up one item */
4064 marked->decrease ();
4065
4066 /* Eat one transformer if needed */
4067 if (transformer->stats.food)
4068 if (--transformer->stats.food == 0)
4069 transformer->decrease ();
4070}
4071

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