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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.172 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.252 by root, Sat Apr 10 04:54:09 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 (EXIT);
65 name_flag = 1; 71 set (BOOK);
66 race_flag = 1; 72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 84 }
85} apply_types_player_only;
68 86
69 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
70 * name or race that matches. 88// 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 89
78 /* If the director has slaying set, only affect objects where none 90static 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{ 91{
97 dynbuf_text buf; 92 apply_types ()
98 93 : 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 { 94 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 95 set (T_HANDLE);
129 { 96 set (TRIGGER);
130 if (operate_altar (altar, &money)) 97 set (SCROLL);
131 { 98 set (POTION);
132 identify (id); 99 set (CLOSE_CON);
133 100 set (CONTAINER);
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 101 set (LAMP);
135 if (id->msg) 102 set (TORCH);
136 buf << "The item has a story:\r" << id->msg << "\n\n"; 103 set (DRINK);
137 104 set (FOOD);
138 /* If no more money, might as well quit now */ 105 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 106 set (POISON);
140 break; 107 set (POWER_CRYSTAL);
141 } 108 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 } 109 }
149 110} 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}
402 111
403/**************************************************************************** 112/****************************************************************************
404 * Weapon improvement code follows 113 * Weapon improvement code follows
405 ****************************************************************************/ 114 ****************************************************************************/
406 115
407/** 116/**
117 * This function just checks whether who can handle equipping an item
118 * with item_power.
119 */
120static bool
121check_item_power (object *who, int item_power)
122{
123 if (who->type == PLAYER
124 && item_power
125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126 return false;
127 else
128 return true;
129}
130
131/**
408 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
409 */ 133 */
410static int 134static int
411check_item (object *op, const char *item) 135check_item (object *op, shstr_cmp item)
412{ 136{
413 int count = 0; 137 int count = 0;
414 138
415 if (!item) 139 if (!item)
416 return 0; 140 return 0;
417 141
418 for (op = op->below; op; op = op->below) 142 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 143 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 144 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 146 count += op->number_of ();
429 }
430 }
431 }
432 147
433 return count; 148 return count;
434} 149}
435 150
436/** 151/**
438 * op is typically the player, which is only 153 * op is typically the player, which is only
439 * really used to determine what space to look at. 154 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
441 */ 156 */
442static void 157static void
443eat_item (object *op, const char *item, uint32 nrof) 158eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 159{
445 object *prev; 160 object *prev;
446 161
447 prev = op; 162 prev = op;
448 op = op->below; 163 op = op->below;
449 164
450 while (op) 165 while (op)
451 { 166 {
452 if (strcmp (op->arch->archname, item) == 0) 167 if (op->arch->archname == item)
453 { 168 {
454 if (op->nrof >= nrof) 169 if (op->nrof >= nrof)
455 { 170 {
456 op->decrease (nrof); 171 op->decrease (nrof);
457 return; 172 return;
469 op = op->below; 184 op = op->below;
470 } 185 }
471} 186}
472 187
473/** 188/**
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. 189 * 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. 190 * Will display a message if none found, and 1 if improver->slaying is NULL.
527 */ 191 */
528static int 192static int
529check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
533 if (improver->slaying) 197 if (improver->slaying)
534 { 198 {
535 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
536 if (count < 1) 200 if (count < 1)
537 { 201 {
538 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
539 return 0; 203 return 0;
540 } 204 }
541 } 205 }
542 else 206 else
543 count = 1; 207 count = 1;
582 246
583/** 247/**
584 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
586 */ 250 */
587int 251static int
588prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
589{ 253{
590 int sacrifice_count, i; 254 int sacrifice_count, i;
591 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
592 256
645 * 309 *
646 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
649 */ 313 */
650int 314static int
651improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
652{ 316{
653 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
654 318
655 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
657 321
658 if (weapon->level == 0) 322 if (weapon->level == 0)
659 { 323 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 327 return 0;
662 } 328 }
663 329
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 332 {
666 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 334 return 0;
668 } 335 }
669 336
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 337 if (QUERY_FLAG (weapon, FLAG_APPLIED)
338 && !check_item_power (op, weapon->item_power + 1))
671 { 339 {
672 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 342 "really want to improve it.");
675 return 0; 343 return 0;
724 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
725 393
726 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
728 { 396 {
729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
730 return 0; 398 return 0;
731 } 399 }
732 400
733 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
734 weapon->item_power++; 402 weapon->item_power++;
753/** 421/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
756 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
757 */ 425 */
758int 426static int
759check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
760{ 428{
761 object *otmp; 429 object *otmp;
762 430
763 if (op->type != PLAYER) 431 if (op->type != PLAYER)
810 * the armour value of the piece of equipment exceed either 478 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 479 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 480 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 481 * changing of physical area right now.
814 */ 482 */
815int 483static int
816improve_armour (object *op, object *improver, object *armour) 484improve_armour (object *op, object *improver, object *armour)
817{ 485{
818 object *tmp; 486 object *tmp;
819 487
820 if (armour->magic >= settings.armor_max_enchant) 488 if (armour->magic >= settings.armor_max_enchant)
904 * Takes one type of items and makes another. 572 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 573 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not 574 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything. 575 * what the converter wants, this will not do anything.
908 */ 576 */
909static int 577int
910convert_item (object *item, object *converter) 578convert_item (object *item, object *converter)
911{ 579{
912 sint64 nr, price_in; 580 sint64 nr = 0, price_in;
913 581
914 if (item->flag [FLAG_UNPAID]) 582 if (item->flag [FLAG_UNPAID])
915 return 0; 583 return 0;
916 584
917 shstr conv_from = converter->slaying; 585 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 586 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 587 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 588 sint64 give = converter->stats.sp;
921 589
995 item->nrof = give; 663 item->nrof = give;
996 664
997 if (nr) 665 if (nr)
998 item->nrof *= nr; 666 item->nrof *= nr;
999 667
1000 if (is_in_shop (converter)) 668 if (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID); 669 SET_FLAG (item, FLAG_UNPAID);
670
671 if (converter->is_in_shop ())
672 {
673 // converters on shop floors don't work anymore, bug lets check for it
674 // and report in case someone still does it.
675 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
676 converter->debug_desc ());
677 SET_FLAG (item, FLAG_UNPAID);
678 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 679 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 680 {
1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 681 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 682 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1006 /** 683 /**
1022 * Handle apply on containers. 699 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 700 * By Eneq(@csd.uu.se).
1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 701 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025 * added the alchemical cauldron to the code -b.t. 702 * added the alchemical cauldron to the code -b.t.
1026 */ 703 */
1027int 704static int
1028apply_container (object *op, object *sack) 705apply_container (object *op, object *sack)
1029{ 706{
1030 if (op->type != PLAYER || !op->contr->ns) 707 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 708 return 0; /* This might change */
1032 709
1045 } 722 }
1046 723
1047 // already applied == open on ground, or open in inv, or active in inv 724 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED]) 725 if (sack->flag [FLAG_APPLIED])
1049 { 726 {
1050 if (op->container == sack) 727 if (op->container_ () == sack)
1051 { 728 {
1052 // open on ground or inv, so close 729 // open on ground or inv, so close
1053 op->close_container (); 730 op->close_container ();
1054 return 1; 731 return 1;
1055 } 732 }
1056 else if (!sack->env) 733 else if (!sack->env)
1057 { 734 {
1058 // active, but not ours: some other player has opened it 735 // active, but not ours: some other player has opened it
1059 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 736 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1060 return 1; 737 return 1;
1061 } 738 }
1062 739
1063 // fall through to opening it (active in inv) 740 // fall through to opening it (active in inv)
1064 } 741 }
1098{ 775{
1099 /* Only players can make sacrifices on spell casting altars. */ 776 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 777 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 778 return 0;
1102 779
1103 if (operate_altar (altar, &sacrifice)) 780 if (operate_altar (altar, &sacrifice, originator))
1104 { 781 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 782 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * with an altar. We call it a Potion - altars are stationary - it 783 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly. 784 * is up to map designers to use them properly.
1108 */ 785 */
1117/* push_button (altar);*/ 794/* push_button (altar);*/
1118 } 795 }
1119 else 796 else
1120 { 797 {
1121 altar->value = 1; /* works only once */ 798 altar->value = 1; /* works only once */
1122 push_button (altar); 799 push_button (altar, originator);
1123 } 800 }
1124 801
1125 return !sacrifice; 802 return !sacrifice;
1126 } 803 }
1127 else 804 else
1144 821
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 822 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 823
1147 bool has_unpaid = false; 824 bool has_unpaid = false;
1148 825
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to 826 // quite inefficient to do this here twice, but the api doesn't lend itself to
1150 // a quick and small change :( 827 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 828 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 829 if (item->flag [FLAG_UNPAID])
1153 { 830 {
1154 has_unpaid = true; 831 has_unpaid = true;
1155 break; 832 break;
1156 } 833 }
1157 834
1158 if (op->type != PLAYER) 835 if (!op->is_player ())
1159 { 836 {
1160 /* Remove all the unpaid objects that may be carried here. 837 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 838 * This could be pets or monsters that are somehow in
1162 * the shop. 839 * the shop.
1163 */ 840 */
1167 844
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 845 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 { 846 {
1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 847 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171 848
849 if (i >= 0)
1172 tmp->remove (); 850 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 } 851 }
1182 } 852 }
1183 853
1184 /* Don't teleport things like spell effects */ 854 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 855 if (QUERY_FLAG (op, FLAG_NO_PICK))
1196 if (i != -1) 866 if (i != -1)
1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 867 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1198 868
1199 return 0; 869 return 0;
1200 } 870 }
871
1201 /* Removed code that checked for multipart objects - it appears that 872 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 873 * the teleport function should be able to handle this just fine.
1203 */ 874 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 875 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 876 }
1208 /* this is only used for players */ 879 /* this is only used for players */
1209 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1210 881
1211 if (has_unpaid) 882 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy")); 883 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op)) 884 else if (op->is_in_shop ())
1214 op->contr->play_sound (sound_find ("shop_enter")); 885 op->contr->play_sound (sound_find ("shop_enter"));
1215 else 886 else
1216 op->contr->play_sound (sound_find ("shop_leave")); 887 op->contr->play_sound (sound_find ("shop_leave"));
1217 888
1218 if (shop_mat->msg) 889 if (shop_mat->msg)
1219 op->statusmsg (shop_mat->msg); 890 op->statusmsg (shop_mat->msg);
1220 /* This check below is a bit simplistic - generally it should be correct, 891 /* 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 892 * but there is never a guarantee that the bottom space on the map is
1222 * actually the shop floor. 893 * actually the shop floor.
1223 */ 894 */
1224 else if (!rv && !is_in_shop (op)) 895 else if (!rv && !op->is_in_shop ())
1225 { 896 {
1226 opinion = shopkeeper_approval (op->map, op); 897 opinion = shopkeeper_approval (op->map, op);
1227 898
1228 op->statusmsg ( 899 op->statusmsg (
1229 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 900 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1260 * Handles applying a sign. 931 * Handles applying a sign.
1261 */ 932 */
1262static void 933static void
1263apply_sign (object *op, object *sign, int autoapply) 934apply_sign (object *op, object *sign, int autoapply)
1264{ 935{
936 if (!op->is_player())
937 return;
938
1265 if (sign->has_dialogue ()) 939 if (sign->has_dialogue ())
1266 { 940 {
1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name)); 941 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1268 return; 942 return;
1269 } 943 }
1270 944
1271 if (!sign->msg) 945 if (!sign->msg)
1272 { 946 {
1273 op->statusmsg ("Nothing is written on it."); 947 op->contr->infobox (MSG_CHANNEL ("examine"),
948 format ("T<%s>\n\n Nothing %sis written on it.",
949 &sign->name,
950 sign->name == sign->arch->name ? "" : "else "));
1274 return; 951 return;
1275 } 952 }
1276 953
1277 if (sign->stats.food) 954 if (sign->stats.food)
1278 { 955 {
1279 if (sign->last_eat >= sign->stats.food) 956 if (sign->last_eat >= sign->stats.food)
1280 { 957 {
1281 if (!sign->move_on) 958 if (!sign->move_on)
1282 op->statusmsg ("You cannot read it anymore."); 959 op->failmsg ("You cannot read it anymore.");
1283 960
1284 return; 961 return;
1285 } 962 }
1286 963
1287 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 964 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1305 if (sign->sound) 982 if (sign->sound)
1306 ns->play_sound (sign->sound); 983 ns->play_sound (sign->sound);
1307 else if (autoapply) 984 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice")); 985 ns->play_sound (sound_find ("msg_voice"));
1309 986
1310 if (ns->can_msg)
1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); 987 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 } 988 }
1319} 989}
1320 990
1321static void 991static void
1322move_apply_hole (object *trap, object *victim) 992move_apply_hole (object *trap, object *victim)
1349 EXIT_Y (trap) + freearr_y[dir], 1019 EXIT_Y (trap) + freearr_y[dir],
1350 0, victim); 1020 0, victim);
1351} 1021}
1352 1022
1353/** 1023/**
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%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 (true);
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. 1024 * Unapplies specified item.
2676 * No check done on cursed/damned. 1025 * No check done on cursed/damned.
2677 * Break this out of apply_special - this is just done 1026 * Break this out of apply_special - this is just done
2678 * to keep the size of apply_special to a more managable size. 1027 * to keep the size of apply_special to a more managable size.
2679 */ 1028 */
2680static int 1029static bool
2681unapply_special (object *who, object *op, int aflags) 1030unapply_special (object *who, object *op, int aflags)
2682{ 1031{
2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1032 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1033 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 return RESULT_INT (0); 1034 return RESULT_INT (0);
2686 1035
2687 CLEAR_FLAG (op, FLAG_APPLIED); 1036 if (who->current_weapon == op)
1037 who->current_weapon = 0;
1038
1039 op->flag [FLAG_APPLIED] = false;
2688 1040
2689 switch (op->type) 1041 switch (op->type)
2690 { 1042 {
2691 case SKILL_TOOL: 1043 case SKILL:
1044 if (player *pl = who->contr)
1045 if (op->invisible)
1046 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1047 else
1048 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1049
1050 change_abil (who, op);
1051 who->flag [FLAG_READY_SKILL] = false;
1052 break;
1053
1054 case WEAPON:
1055 who->statusmsg (format ("You unwield %s.", query_name (op)));
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_WEAPON] = false;
1058
2692 // unapplying a skill tool should also unapply the skill it governs 1059 // 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 1060 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons 1061 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1062 if (who->chosen_skill)
2696 if (tmp->skill == op->skill 1063 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); 1064 unapply_special (who, op, 0);
2701 1065
2702 change_abil (who, op);
2703 break; 1066 break;
2704 1067
1068 case BOW:
2705 case WEAPON: 1069 case WAND:
1070 case ROD:
1071 case HORN:
1072 case RANGED:
2706 if (player *pl = who->contr) 1073 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 { 1074 {
2722 if (IS_COMBAT_SKILL (op->subtype)) 1075 who->statusmsg (format ("You unready %s.", query_name (op)));
2723 who->change_weapon (who->contr->combat_ob = 0); 1076 change_abil (who, op);
2724 else if (IS_RANGED_SKILL (op->subtype)) 1077 }
2725 who->change_weapon (who->contr->ranged_ob = 0); 1078 else
1079 {
1080 who->change_skill (0);
2726 1081
2727 if (op->invisible) 1082 if (op->type == BOW)
2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1083 op->flag [FLAG_READY_BOW ] = false;
2729 else 1084 else
2730 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1085 op->flag [FLAG_READY_RANGE] = false;
2731 } 1086 }
2732 1087
2733 change_abil (who, op);
2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735 break; 1088 break;
2736 1089
2737 case ARMOUR: 1090 case ARMOUR:
2738 case HELMET: 1091 case HELMET:
2739 case SHIELD: 1092 case SHIELD:
2746 case CLOAK: 1099 case CLOAK:
2747 who->statusmsg (format ("You unwear %s.", query_name (op))); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2748 change_abil (who, op); 1101 change_abil (who, op);
2749 break; 1102 break;
2750 1103
2751 case LAMP: 1104 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: 1105 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))); 1106 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; 1107 break;
2808 1108
2809 case BUILDER: 1109 //case SKILL_TOOL://TODO
2810 if (who->contr)
2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2812 break;
2813
2814 default: 1110 default:
2815 who->statusmsg (format ("You unapply %s.", query_name (op))); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 break; 1112 break;
2817 } 1113 }
2818 1114
2820 if (object *pl = op->visible_to ()) 1116 if (object *pl = op->visible_to ())
2821 esrv_send_item (pl, op); 1117 esrv_send_item (pl, op);
2822 1118
2823 who->update_stats (); 1119 who->update_stats ();
2824 1120
2825 return 0; 1121 return 1;
2826} 1122}
2827 1123
2828/** 1124/**
2829 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2830 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2842static object * 1138static object *
2843get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
2844{ 1140{
2845 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
2846 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
2847 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
2848 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2849 return tmp; 1145 return tmp;
2850 1146
2851 return 0; 1147 return 0;
2852} 1148}
2853 1149
2866#define CANNOT_REMOVE_CURSED \ 1162#define CANNOT_REMOVE_CURSED \
2867 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1163 "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, " \ 1164 "Praying over an altar, scrolls of remove curse/damnation, " \
2869 "priests or even other players might help.>" 1165 "priests or even other players might help.>"
2870 1166
2871int 1167static bool
2872unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
2873{ 1169{
2874 if (op->is_range ()) 1170 if (op->is_range ())
2875 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2885 { 1181 {
2886 /* In this case, we want to try and remove a cursed item. 1182 /* In this case, we want to try and remove a cursed item.
2887 * While we know it won't work, we want unapply_special to 1183 * While we know it won't work, we want unapply_special to
2888 * at least generate the message. 1184 * at least generate the message.
2889 */ 1185 */
2890 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1186 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2891 return 1; 1187 return 1;
2892 } 1188 }
2893 1189
2894 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2895 { 1191 {
2929 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
2930 * Note this could be annoying if this is just one of a few, 1226 * Note this could be annoying if this is just one of a few,
2931 * so it may not be critical (eg, putting on a ring and you have 1227 * so it may not be critical (eg, putting on a ring and you have
2932 * one cursed ring.) 1228 * one cursed ring.)
2933 */ 1229 */
2934 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1230 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2935 } 1231 }
2936 1232
2937 last = tmp->below; 1233 last = tmp->below;
2938 } 1234 }
2939 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1235 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2998 continue; 1294 continue;
2999 } 1295 }
3000 1296
3001 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3002 if (!tmp1) 1298 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; 1299 retval |= CAN_APPLY_NEVER;
3011 }
3012 else 1300 else
3013 { 1301 {
3014 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3015 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3016 * to apply multiple objects 1304 * to apply multiple objects
3096 */ 1384 */
3097 1385
3098#define LACK_ITEM_POWER \ 1386#define LACK_ITEM_POWER \
3099 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3100 1388
3101int 1389static bool
3102apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3103{ 1391{
3104 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3105 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3106 1394
3107 if (who == NULL) 1395 if (who == NULL)
3108 { 1396 {
3109 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3110 return 1; 1398 return 1;
3111 } 1399 }
3112 1400
1401 //TODO: remove these when apply_special is no longer exposed
3113 if (op->env != who) 1402 if (op->env != who)
3114 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3115 1404
3116 /* trying to unequip op */ 1405 /* trying to unequip op */
3117 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (QUERY_FLAG (op, FLAG_APPLIED))
3120 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3121 return 0; 1410 return 0;
3122 1411
3123 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1412 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3124 { 1413 {
3125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1414 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3126 return 1; 1415 return 1;
3127 } 1416 }
3128 1417
3129 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3130 } 1419 }
3131 else if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3132 return 0; 1421 return 0;
3133 1422
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); 1423 splay (op);
3144 1424
3145 /* Can't just apply this object. Lets see what not and what to do */ 1425 /* Can't just apply this object. Lets see what not and what to do */
3146 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3147 { 1427 {
3148 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3149 { 1429 {
3150 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1430 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; 1431 return 1;
3152 } 1432 }
3153 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3154 { 1434 {
3155 who->failmsg (format ( 1435 who->failmsgf (
3156 "You have a prohibition against using a %s. " 1436 "You have a prohibition against using a %s. "
3157 "H<Your belief, profession or class prevents you from applying this item.>", 1437 "H<Your belief, profession or class prevents you from applying this item.>",
3158 query_name (op) 1438 query_name (op)
3159 )); 1439 );
3160 return 1; 1440 return 1;
3161 } 1441 }
3162 1442
3163 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3164 { 1444 {
3180 } 1460 }
3181 } 1461 }
3182 1462
3183 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3184 { 1464 {
1465 // try to ready attached skill first
3185 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3186 1467
3187 if (!skop) 1468 if (!skop)
3188 { 1469 {
3189 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1470 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3190 return 1; 1471 return 1;
3191 } 1472 }
3192 else 1473 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 */ 1474 {
3196 who->change_skill (skop); 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 return 1;
1477 }
3197 } 1478 }
3198 1479
3199 if (who->type == PLAYER 1480 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 { 1481 {
3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3204 return 1; 1483 return 1;
3205 } 1484 }
3206 1485
3207 /* Ok. We are now at the state where we can apply the new object. 1486 /* Ok. We are now at the state where we can apply the new object.
3208 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3209 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3210 */ 1489 */
1490
1491 // 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; 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3212 1493
3213 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3214 return RESULT_INT (0); 1495 return RESULT_INT (0);
3215 1496
3216 switch (op->type) 1497 switch (op->type)
3217 { 1498 {
3218 case WEAPON: 1499 case WEAPON:
3219 if (!check_weapon_power (who, op->last_eat)) 1500 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 { 1501 {
3233 /* if the weapon does not have the name as the character, can't use it. */ 1502 /* if the weapon does not have the name as the character, can't use it. */
3234 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1503 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3236 1505 "H<Its name indicates that it belongs to somebody else.>");
3237 if (tmp) 1506 if (tmp) who->insert (tmp);
3238 insert_ob_in_ob (tmp, who);
3239
3240 return 1; 1507 return 1;
3241 } 1508 }
3242 1509
3243 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3244 { 1513 {
3245 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1514 who->statusmsg (format ("You wield %s.", query_name (op)));
3246 return 1; 1515 change_abil (who, op);
3247 } 1516 }
3248 1517 else
3249 SET_FLAG (op, FLAG_APPLIED);
3250 who->change_skill (skop); 1518 who->change_skill (skop);
3251 1519
3252 if (who->contr) 1520 op->flag [FLAG_READY_WEAPON] = true;
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; 1521 break;
3260 1522
3261 case ARMOUR: 1523 case ARMOUR:
3262 case HELMET: 1524 case HELMET:
3263 case SHIELD: 1525 case SHIELD:
3271 SET_FLAG (op, FLAG_APPLIED); 1533 SET_FLAG (op, FLAG_APPLIED);
3272 who->statusmsg (format ("You wear %s.", query_name (op))); 1534 who->statusmsg (format ("You wear %s.", query_name (op)));
3273 change_abil (who, op); 1535 change_abil (who, op);
3274 break; 1536 break;
3275 1537
1538 case SKILL_TOOL:
1539 // applying a skill tool does not ready the skill
1540 // if something needs the skill, it has to ready it itself
1541 //TODO: unapplying should unapply the skill, though
1542 SET_FLAG (op, FLAG_APPLIED);
1543 break;
1544
3276 case LAMP: 1545 case SKILL:
3277 if (op->stats.food < 1) 1546 if (!(aflags & AP_NO_SLOT))
3278 { 1547 {
1548 // skill is used on it's own, as opposed to being a chosen_skill
1549
1550 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1551 {
3279 who->failmsg (format ( 1552 who->failmsgf (
3280 "Your %s is out of fuel! " 1553 "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.>", 1554 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3282 &op->name 1555 "It cannot be used on its own.>",
1556 &op->skill
3283 )); 1557 );
1558 if (tmp) who->insert (tmp);
3284 return 1; 1559 return 1;
1560 }
1561
1562 if (skill_flags [op->subtype] & SF_AUTARK
1563 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1564 {
1565 if (skill_flags [op->subtype] & SF_USE)
1566 who->failmsgf (
1567 "You feel as if you wanted to do something funny, but you can't remember what. "
1568 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1569 &op->skill, &op->skill
1570 );
1571 else
1572 who->failmsgf (
1573 "You feel as if you wanted to do something funny, but you can't remember what. "
1574 "H<The %s skill cannot be readied or used, it is always active.>",
1575 &op->skill
1576 );
1577
1578 if (tmp) who->insert (tmp);
1579
1580 return 1;
1581 }
1582
1583 if (who->contr)
1584 if (op->invisible)
1585 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1586 else
1587 who->statusmsg (format ("You ready %s.", query_name (op)));
3285 } 1588 }
3286 1589
3287 who->statusmsg (format ("You turn on your %s.", &op->name)); 1590 SET_FLAG (who, 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); 1591 SET_FLAG (op, FLAG_APPLIED);
3319 1592 change_abil (who, op);
3320 if (!(aflags & AP_NO_READY))
3321 {
3322 skop = find_skill_by_name (who, op->skill);
3323 if (!skop->flag [FLAG_APPLIED])
3324 apply_special (who, skop, AP_APPLY);
3325 }
3326 break; 1593 break;
3327 1594
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: 1595 case BOW:
3404 if (!check_weapon_power (who, op->last_eat)) 1596 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 { 1597 {
3416 who->failmsg ("The weapon does not recognize you as its owner. " 1598 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>"); 1599 "H<Its name indicates that it belongs to somebody else.>");
3418 if (tmp) 1600 if (tmp) who->insert (tmp);
3419 insert_ob_in_ob (tmp, who);
3420
3421 return 1; 1601 return 1;
3422 } 1602 }
1603
1604 if (player *pl = who->contr)
1605 {
1606 op->flag [FLAG_APPLIED] = true;
1607 who->statusmsg (format ("You wield the %s.", query_name (op)));
1608 change_abil (who, op);
1609 }
1610 break;
1611
1612 case RANGED:
1613 if (player *pl = who->contr)
1614 {
1615 op->flag [FLAG_APPLIED] = true;
1616 who->statusmsg (format ("You applied the %s.", query_name (op)));
1617 }
1618 break;
1619
1620 case SPELL:
1621 if (player *pl = who->contr)
1622 {
1623 op->flag [FLAG_APPLIED] = true;
1624 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1625 }
1626 break;
3423 1627
3424 /*FALLTHROUGH*/ 1628 /*FALLTHROUGH*/
3425 case WAND: 1629 case WAND:
3426 case ROD: 1630 case ROD:
3427 case HORN: 1631 case HORN:
3428 /* check for skill, alter player status */ 1632 op->flag [FLAG_APPLIED] = true;
3429 1633
3430 if (!skop) 1634 if (player *pl = who->contr)
3431 { 1635 {
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))); 1636 who->statusmsg (format ("You ready %s.", query_name (op)));
3444 1637
3445 if (op->type == BOW) 1638 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))); 1639 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3450 } 1640
1641 change_abil (who, op);
3451 } 1642 }
3452 else 1643 else
3453 { 1644 {
1645 who->change_skill (skop);
1646
3454 if (op->type == BOW) 1647 if (op->type == BOW)
3455 SET_FLAG (who, FLAG_READY_BOW); 1648 op->flag [FLAG_READY_BOW ] = true;
3456 else 1649 else
3457 SET_FLAG (who, FLAG_READY_RANGE); 1650 op->flag [FLAG_READY_RANGE] = true;
3458 } 1651 }
3459 1652
3460 break; 1653 break;
3461 1654
3462 case BUILDER: 1655 case BUILDER:
3463 if (who->type == PLAYER) 1656 if (player *pl = who->contr)
3464 { 1657 {
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))); 1658 who->statusmsg (format ("You ready your %s.", query_name (op)));
3470 1659 //TODO: change_abil?
3471 who->contr->ranged_ob = op;
3472 } 1660 }
3473 break; 1661 break;
3474 1662
3475 default: 1663 default:
3476 who->statusmsg (format ("You apply %s.", query_name (op))); 1664 who->statusmsg (format ("You apply %s.", query_name (op)));
3477 } 1665 }
3478 1666
3479 SET_FLAG (op, FLAG_APPLIED); 1667 SET_FLAG (op, FLAG_APPLIED);
3480 1668
3481 if (tmp)
3482 who->insert (tmp); 1669 if (tmp) who->insert (tmp);
3483 1670
3484 who->update_stats (); 1671 who->update_stats ();
3485 1672
3486 /* We exclude spell casting objects. The fire code will set the 1673 /* We exclude spell casting objects. The fire code will set the
3487 * been applied flag when they are used - until that point, 1674 * been applied flag when they are used - until that point,
3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1680 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3494 if (who->type == PLAYER) 1681 if (who->type == PLAYER)
3495 { 1682 {
3496 who->failmsg ( 1683 who->failmsg (
3497 "Oops, it feels deadly cold! " 1684 "Oops, it feels deadly cold! "
3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1685 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3499 ); 1686 );
3500 SET_FLAG (op, FLAG_KNOWN_CURSED); 1687 SET_FLAG (op, FLAG_KNOWN_CURSED);
3501 } 1688 }
3502 1689
3503 if (object *pl = op->visible_to ()) 1690 if (object *pl = op->visible_to ())
3504 esrv_send_item (pl, op); 1691 esrv_send_item (pl, op);
3505 1692
3506 return 0; 1693 return 0;
3507} 1694}
3508 1695
1696/**
1697 * Check if op should abort moving victim because of it's race or slaying.
1698 * Returns 1 if it should abort, returns 0 if it should continue.
1699 */
3509int 1700int
3510monster_apply_special (object *who, object *op, int aflags) 1701should_director_abort (object *op, object *victim)
3511{ 1702{
3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1703 int arch_flag, name_flag, race_flag;
1704
1705 /* Get flags to determine what of arch, name, and race should be checked.
1706 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1707 * the next is the name flag, and the last is the race flag. Also note,
1708 * if subtype is set to zero, that also goes to defaults of all affecting
1709 * it. Examples:
1710 * subtype 1: only arch
1711 * subtype 3: arch or name
1712 * subtype 5: arch or race
1713 * subtype 7: all three
1714 */
1715 if (op->subtype)
1716 {
1717 arch_flag = op->subtype & 1;
1718 name_flag = op->subtype & 2;
1719 race_flag = op->subtype & 4;
1720 }
1721 else
1722 {
1723 arch_flag = 1;
1724 name_flag = 1;
1725 race_flag = 1;
1726 }
1727
1728 /* If the director has race set, only affect objects with a arch,
1729 * name or race that matches.
1730 */
1731 if ((op->race) &&
1732 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1733 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1734 ((!(victim->race && race_flag) || op->race != victim->race)))
3513 return 1; 1735 return 1;
3514 1736
1737 /* If the director has slaying set, only affect objects where none
1738 * of arch, name, or race match.
1739 */
1740 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1741 ((victim->name && name_flag && op->slaying == victim->name)) ||
1742 ((victim->race && race_flag && op->slaying == victim->race)))
1743 return 1;
1744
1745 return 0;
1746}
1747
1748/**
1749 * This handles a player dropping money on an altar to identify stuff.
1750 * It'll identify marked item, if none all items up to dropped money.
1751 * Return value: 1 if money was destroyed, 0 if not.
1752 */
1753static int
1754apply_id_altar (object *money, object *altar, object *pl)
1755{
1756 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1757
1758 if (!pl || pl->type != PLAYER)
1759 return 0;
1760
1761 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1762 * identifying' from being printed out more than it needs to be.
1763 */
1764 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1765 return 0;
1766
1767 /* if the player has a marked item, identify that if it needs to be
1768 * identified. If it doesn't, then go through the player inventory.
1769 */
1770 if (object *marked = find_marked_object (pl))
1771 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1772 {
1773 if (operate_altar (altar, &money, pl))
1774 {
1775 identify (marked);
1776
1777 buf.printf ("You have %s.\r", long_desc (marked, pl));
1778 if (marked->msg)
1779 buf << "The item has a story:\r" << marked->msg << "\n\n";
1780
1781 return !money;
1782 }
1783 }
1784
1785 for (object *id = pl->inv; id; id = id->below)
1786 {
1787 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1788 {
1789 if (operate_altar (altar, &money, pl))
1790 {
1791 identify (id);
1792
1793 buf.printf ("You have %s.\r", long_desc (id, pl));
1794 if (id->msg)
1795 buf << "The item has a story:\r" << id->msg << "\n\n";
1796
1797 /* If no more money, might as well quit now */
1798 if (!money || !check_altar_sacrifice (altar, money))
1799 break;
1800 }
1801 else
1802 {
1803 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1804 break;
1805 }
1806 }
1807 }
1808
1809 if (buf.empty ())
1810 pl->failmsg ("You have nothing that needs identifying");
1811 else
1812 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1813
1814 return !money;
1815}
1816
1817/**
1818 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1819 * matching item.
1820 **/
1821void
1822handle_apply_yield (object *tmp)
1823{
1824 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1825 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1826}
1827
1828/**
1829 * Handles applying a potion.
1830 */
1831int
1832apply_potion (object *op, object *tmp)
1833{
1834 int got_one = 0, i;
1835 object *force = 0;
1836
1837 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1838
1839 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1840 {
1841 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1842
1843 CLEAR_FLAG (tmp, FLAG_APPLIED);
1844 return 0;
1845 }
1846
1847 if (op->type == PLAYER)
1848 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1849 identify (tmp);
1850
1851 handle_apply_yield (tmp);
1852
1853 /* Potion of restoration - only for players */
1854 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1855 {
1856 object *depl;
1857 archetype *at;
1858
1859 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1860 {
1861 op->drain_stat ();
1862 op->update_stats ();
1863 tmp->decrease ();
1864 return 1;
1865 }
1866
1867 if (!(at = archetype::find (shstr_depletion)))
1868 {
1869 LOG (llevError, "Could not find archetype depletion\n");
1870 return 0;
1871 }
1872
1873 depl = present_arch_in_ob (at, op);
1874
1875 if (depl)
1876 {
1877 for (i = 0; i < NUM_STATS; i++)
1878 if (depl->stats.stat (i))
1879 op->statusmsg (restore_msg[i]);
1880
1881 depl->destroy ();
1882 op->update_stats ();
1883 }
1884 else
1885 op->statusmsg ("Your potion had no effect.");
1886
1887 tmp->decrease ();
1888 return 1;
1889 }
1890
1891 /* improvement potion - only for players */
1892 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1893 {
1894 for (i = 1; i < min (11, op->level); i++)
1895 {
1896 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1897 {
1898 if (op->contr->levhp[i] != 1)
1899 {
1900 op->contr->levhp[i] = 1;
1901 break;
1902 }
1903
1904 if (op->contr->levsp[i] != 1)
1905 {
1906 op->contr->levsp[i] = 1;
1907 break;
1908 }
1909
1910 if (op->contr->levgrace[i] != 1)
1911 {
1912 op->contr->levgrace[i] = 1;
1913 break;
1914 }
1915 }
1916 else
1917 {
1918 if (op->contr->levhp[i] < 9)
1919 {
1920 op->contr->levhp[i] = 9;
1921 break;
1922 }
1923
1924 if (op->contr->levsp[i] < 6)
1925 {
1926 op->contr->levsp[i] = 6;
1927 break;
1928 }
1929
1930 if (op->contr->levgrace[i] < 3)
1931 {
1932 op->contr->levgrace[i] = 3;
1933 break;
1934 }
1935 }
1936 }
1937
1938 /* Just makes checking easier */
1939 if (i < min (11, op->level))
1940 got_one = 1;
1941
1942 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1943 {
1944 if (got_one)
1945 {
1946 op->update_stats ();
1947 op->statusmsg ("The Gods smile upon you and remake you "
1948 "a little more in their image. "
1949 "You feel a little more perfect.", NDI_GREEN);
1950 }
1951 else
1952 op->statusmsg ("The potion had no effect - you are already perfect.");
1953 }
1954 else
1955 { /* cursed potion */
1956 if (got_one)
1957 {
1958 op->update_stats ();
1959 op->failmsg ("The Gods are angry and punish you.");
1960 }
1961 else
1962 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1963 }
1964
1965 tmp->decrease ();
1966 return 1;
1967 }
1968
1969
1970 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1971 * and heroism all fit into this category. Given the spell object code,
1972 * there is no limit to the number of spells that potions can be cast,
1973 * but direction is problematic to try and imbue fireball potions for example.
1974 */
1975 if (tmp->inv)
1976 {
1977 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1978 {
1979 op->failmsg ("Yech! Your lungs are on fire!");
1980 create_exploding_ball_at (op, op->level);
1981 }
1982 else
1983 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1984
1985 tmp->decrease ();
1986
1987 /* if youre dead, no point in doing this... */
1988 if (!QUERY_FLAG (op, FLAG_REMOVED))
1989 op->update_stats ();
1990
1991 return 1;
1992 }
1993
1994 /* Deal with protection potions */
1995 force = NULL;
1996 for (i = 0; i < NROFATTACKS; i++)
1997 {
1998 if (tmp->resist[i])
1999 {
2000 if (!force)
2001 force = get_archetype (FORCE_NAME);
2002
2003 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2004 force->type = POTION_EFFECT;
2005 break; /* Only need to find one protection since we copy entire batch */
2006 }
2007 }
2008
2009 /* This is a protection potion */
2010 if (force)
2011 {
2012 /* cursed items last longer */
2013 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2014 {
2015 force->stats.food *= 10;
2016 for (i = 0; i < NROFATTACKS; i++)
2017 if (force->resist[i] > 0)
2018 force->resist[i] = -force->resist[i]; /* prot => vuln */
2019 }
2020
2021 force->speed_left = -1;
2022 force = insert_ob_in_ob (force, op);
2023 CLEAR_FLAG (tmp, FLAG_APPLIED);
2024 SET_FLAG (force, FLAG_APPLIED);
2025 change_abil (op, force);
2026 tmp->decrease ();
2027 return 1;
2028 }
2029
2030 /* Only thing left are the stat potions */
2031 if (op->type == PLAYER)
2032 { /* only for players */
2033 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2034 || QUERY_FLAG (tmp, FLAG_DAMNED))
2035 && tmp->value != 0)
2036 CLEAR_FLAG (tmp, FLAG_APPLIED);
2037 else
2038 SET_FLAG (tmp, FLAG_APPLIED);
2039
2040 if (!change_abil (op, tmp))
2041 op->statusmsg ("Nothing happened.");
2042 }
2043
2044 /* CLEAR_FLAG is so that if the character has other potions
2045 * that were grouped with the one consumed, his
2046 * stat will not be raised by them. fix_player just clears
2047 * up all the stats.
2048 */
2049 CLEAR_FLAG (tmp, FLAG_APPLIED);
2050 op->update_stats ();
2051 tmp->decrease ();
2052 return 1;
2053}
2054
2055/**
2056 * 'victim' moves onto 'trap'
2057 * 'victim' leaves 'trap'
2058 * effect is determined by move_on/move_off of trap and move_type of victime.
2059 *
2060 * originator: Player, monster or other object that caused 'victim' to move
2061 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2062 * However, some types of traps require an originator to function.
2063 */
2064void
2065move_apply (object *trap, object *victim, object *originator)
2066{
2067 static int recursion_depth = 0;
2068
2069 /* Only exits affect DMs. */
2070 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2071 return;
2072
2073 /* move_apply() is the most likely candidate for causing unwanted and
2074 * possibly unlimited recursion.
2075 */
2076 /* The following was changed because it was causing perfectly correct
2077 * maps to fail. 1) it's not an error to recurse:
2078 * rune detonates, summoning monster. monster lands on nearby rune.
2079 * nearby rune detonates. This sort of recursion is expected and
2080 * proper. This code was causing needless crashes.
2081 */
2082 if (recursion_depth >= 500)
2083 {
2084 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2085 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2086 return;
2087 }
2088
2089 recursion_depth++;
2090 if (trap->head)
2091 trap = trap->head;
2092
2093 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2094 switch (trap->type)
2095 {
2096 case PLAYERMOVER:
2097 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2098 {
2099 if (!trap->stats.maxsp)
2100 trap->stats.maxsp = 2;
2101
2102 /* Is this correct? From the docs, it doesn't look like it
2103 * should be divided by trap->speed
2104 */
2105 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2106
2107 /* Just put in some sanity check. I think there is a bug in the
2108 * above with some objects have zero speed, and thus the player
2109 * getting permanently paralyzed.
2110 */
2111 if (victim->speed_left < -50.f)
2112 victim->speed_left = -50.f;
2113 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2114 }
2115 break;
2116
2117 case SPINNER:
2118 if (victim->direction)
2119 {
2120 victim->direction = absdir (victim->direction - trap->stats.sp);
2121 update_turn_face (victim);
2122 }
2123 break;
2124
2125 case DIRECTOR:
2126 if (victim->direction && !should_director_abort (trap, victim))
2127 {
2128 victim->direction = trap->stats.sp;
2129 update_turn_face (victim);
2130 }
2131 break;
2132
2133 case BUTTON:
2134 case PEDESTAL:
2135 case T_MATCH:
2136 update_button (trap, originator);
2137 break;
2138
2139 case ALTAR:
2140 /* sacrifice victim on trap */
2141 apply_altar (trap, victim, originator);
2142 break;
2143
2144 case THROWN_OBJ:
2145 if (trap->inv == NULL)
2146 break;
2147 /* fallthrough */
2148
2149 case ARROW:
2150 /* bad bug: monster throw a object, make a step forwards, step on object ,
2151 * trigger this here and get hit by own missile - and will be own enemy.
2152 * Victim then is his own enemy and will start to kill herself (this is
2153 * removed) but we have not synced victim and his missile. To avoid senseless
2154 * action, we avoid hits here
2155 */
2156 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2157 && trap->owner != victim)
2158 hit_with_arrow (trap, victim);
2159 break;
2160
2161 case SPELL_EFFECT:
2162 apply_spell_effect (trap, victim);
2163 break;
2164
2165 case TRAPDOOR:
2166 {
2167 int max, sound_was_played;
2168 object *ab, *ab_next;
2169
2170 if (!trap->value)
2171 {
2172 int tot;
2173
2174 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2175 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2176 tot += ab->head_ ()->total_weight ();
2177
2178 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2179 break;
2180
2181 SET_ANIMATION (trap, trap->value);
2182 update_object (trap, UP_OBJ_FACE);
2183 }
2184
2185 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2186 {
2187 /* need to set this up, since if we do transfer the object,
2188 * ab->above would be bogus
2189 */
2190 ab_next = ab->above;
2191
2192 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2193 {
2194 if (!sound_was_played)
2195 {
2196 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2197 sound_was_played = 1;
2198 }
2199
2200 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2201 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2202 }
2203 }
2204 break;
2205 }
2206
2207 case CONVERTER:
2208 if (convert_item (victim, trap) < 0)
2209 {
2210 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2211 archetype::get (shstr_burnout)->insert_at (trap, trap);
2212 }
2213
2214 break;
2215
2216 case TRIGGER_BUTTON:
2217 case TRIGGER_PEDESTAL:
2218 case TRIGGER_ALTAR:
2219 check_trigger (trap, victim, originator);
2220 break;
2221
2222 case DEEP_SWAMP:
2223 walk_on_deep_swamp (trap, victim);
2224 break;
2225
2226 case CHECK_INV:
2227 check_inv (victim, trap);
2228 break;
2229
2230 case HOLE:
2231 move_apply_hole (trap, victim);
2232 break;
2233
2234 case EXIT:
2235 if (victim->type == PLAYER && EXIT_PATH (trap))
2236 {
2237 /* Basically, don't show exits leading to random maps the
2238 * players output.
2239 */
2240 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2241 victim->statusmsg (trap->msg, NDI_NAVY);
2242
2243 trap->play_sound (trap->sound);
2244 victim->enter_exit (trap);
2245 }
2246 break;
2247
2248 case ENCOUNTER:
2249 /* may be some leftovers on this */
2250 break;
2251
2252 case SHOP_MAT:
2253 apply_shop_mat (trap, victim);
2254 break;
2255
2256 /* Drop a certain amount of gold, and have one item identified */
2257 case IDENTIFY_ALTAR:
2258 apply_id_altar (victim, trap, originator);
2259 break;
2260
2261 case SIGN:
2262 if (victim->type != PLAYER && trap->stats.food > 0)
2263 break; /* monsters musn't apply magic_mouths with counters */
2264
2265 apply_sign (victim, trap, 1);
2266 break;
2267
2268 case CONTAINER:
2269 apply_container (victim, trap);
2270 break;
2271
2272 case RUNE:
2273 case TRAP:
2274 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2275 spring_trap (trap, victim);
2276 break;
2277
2278 default:
2279 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2280 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2281 break;
2282 }
2283
2284 recursion_depth--;
2285}
2286
2287/**
2288 * Handles reading a regular (ie not containing a spell) book.
2289 */
2290static void
2291apply_book (object *op, object *tmp)
2292{
2293 int lev_diff;
2294 object *skill_ob;
2295
2296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2297 {
2298 op->failmsg ("You are unable to read while blind!");
2299 return;
2300 }
2301
2302 if (!tmp->msg)
2303 {
2304 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2305 return;
2306 }
2307
2308 /* need a literacy skill to read stuff! */
2309 skill_ob = find_skill_by_name (op, tmp->skill);
2310 if (!skill_ob)
2311 {
2312 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2313 return;
2314 }
2315
2316 lev_diff = tmp->level - (skill_ob->level + 5);
2317 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2318 {
2319 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2320 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2321 : lev_diff < 5 ? "This book is beyond your comprehension."
2322 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2323 : lev_diff < 15 ? "This book is way beyond your comprehension."
2324 : "This book is totally beyond your comprehension.");
2325 return;
2326 }
2327
2328 // we currently don't use the message types for anything.
2329 // readable_message_type *msgType = get_readable_message_type (tmp);
2330
2331 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2332
2333 if (player *pl = op->contr)
2334 if (client *ns = pl->ns)
2335 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2336
2337 /* gain xp from reading */
2338 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2339 { /* only if not read before */
2340 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2341
2342 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2343 {
2344 /*exp_gain *= 2; because they just identified it too */
2345 SET_FLAG (tmp, FLAG_IDENTIFIED);
2346
2347 if (object *pl = tmp->visible_to ())
2348 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2349 }
2350
2351 change_exp (op, exp_gain, skill_ob->skill, 0);
2352 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2353 }
2354}
2355
2356/**
2357 * op made some mistake with a scroll, this takes care of punishment.
2358 * scroll_failure()- hacked directly from spell_failure
2359 */
2360static void
2361scroll_failure (object *op, int failure, int power)
2362{
2363 if (abs (failure / 4) > power)
2364 power = abs (failure / 4); /* set minimum effect */
2365
2366 if (failure <= -1 && failure > -15)
2367 { /* wonder */
2368 object *tmp;
2369
2370 op->failmsg ("Your spell warps!");
2371 tmp = get_archetype (SPELL_WONDER);
2372 cast_wonder (op, op, 0, tmp);
2373 tmp->destroy ();
2374 }
2375 else if (failure <= -15 && failure > -35)
2376 { /* drain mana */
2377 op->failmsg ("Your mana is drained!");
2378 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2379 if (op->stats.sp < 0)
2380 op->stats.sp = 0;
2381 }
2382 else if (settings.spell_failure_effects == TRUE)
2383 {
2384 if (failure <= -35 && failure > -60)
2385 { /* confusion */
2386 op->failmsg ("The magic recoils on you!");
2387 confuse_player (op, op, power);
2388 }
2389 else if (failure <= -60 && failure > -70)
2390 { /* paralysis */
2391 op->failmsg ("The magic recoils and paralyzes you!");
2392 paralyze_player (op, op, power);
2393 }
2394 else if (failure <= -70 && failure > -80)
2395 { /* blind */
2396 op->failmsg ("The magic recoils on you!");
2397 blind_player (op, op, power);
2398 }
2399 else if (failure <= -80)
2400 { /* blast the immediate area */
2401 object *tmp = get_archetype (LOOSE_MANA);
2402 cast_magic_storm (op, tmp, power);
2403 op->failmsg ("You unleash uncontrolled mana!");
2404 tmp->destroy ();
2405 }
2406 }
2407}
2408
2409/**
2410 * Handles the applying of a skill scroll, calling learn_skill straight.
2411 * op is the person learning the skill, tmp is the skill scroll object
2412 */
2413static void
2414apply_skillscroll (object *op, object *tmp)
2415{
2416 switch (learn_skill (op, tmp))
2417 {
2418 case 0:
2419 op->play_sound (sound_find ("generic_fail"));
2420 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2421 break;
2422
2423 case 1:
2424 tmp->decrease ();
2425 op->play_sound (sound_find ("skill_learn"));
2426 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2427 break;
2428
2429 default:
2430 tmp->decrease ();
2431 op->play_sound (sound_find ("generic_fail"));
2432 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2433 break;
2434 }
2435}
2436
2437/**
2438 * Actually makes op learn spell.
2439 * Informs player of what happens.
2440 */
2441void
2442do_learn_spell (object *op, object *spell, int special_prayer)
2443{
2444 object *tmp;
2445
2446 if (op->type != PLAYER)
2447 {
2448 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2449 return;
2450 }
2451
2452 /* Upgrade special prayers to normal prayers */
2453 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2454 {
2455 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2456 {
2457 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2458 return;
2459 }
2460 return;
2461 }
2462
2463 op->contr->play_sound (sound_find ("learn_spell"));
2464
2465 tmp = spell->clone ();
2466 insert_ob_in_ob (tmp, op);
2467
2468 if (special_prayer)
2469 SET_FLAG (tmp, FLAG_STARTEQUIP);
2470
2471 esrv_add_spells (op->contr, tmp);
2472}
2473
2474/**
2475 * Erases spell from player's inventory.
2476 */
2477void
2478do_forget_spell (object *op, const char *spell)
2479{
2480 object *spob;
2481
2482 if (op->type != PLAYER)
2483 {
2484 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2485 return;
2486 }
2487 if ((spob = check_spell_known (op, spell)) == NULL)
2488 {
2489 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2490 return;
2491 }
2492
2493 op->failmsgf ("You lose knowledge of %s.", spell);
2494 esrv_remove_spell (op->contr, spob);
2495 spob->destroy ();
2496}
2497
2498/**
2499 * Handles player applying a spellbook.
2500 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2501 * stuff like that. Random learning failure too.
2502 */
2503static void
2504apply_spellbook (object *op, object *tmp)
2505{
2506 object *skop, *spell, *spell_skill;
2507
2508 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->failmsg ("You are unable to read while blind.");
2511 return;
2512 }
2513
2514 /* artifact_spellbooks have 'slaying' field point to a spell name,
2515 * instead of having their spell stored in stats.sp. These are
2516 * legacy spellbooks
2517 */
2518 if (tmp->slaying)
2519 {
2520 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2521
2522 if (!spell)
2523 {
2524 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2525 return;
2526 }
2527 else
2528 insert_ob_in_ob (spell, tmp);
2529
2530 tmp->slaying = 0;
2531 }
2532
2533 skop = find_skill_by_name (op, tmp->skill);
2534
2535 /* need a literacy skill to learn spells. Also, having a literacy level
2536 * lower than the spell will make learning the spell more difficult */
2537 if (!skop)
2538 {
2539 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2540 return;
2541 }
2542
2543 spell = tmp->inv;
2544
2545 if (!spell)
2546 {
2547 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2548 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2549 return;
2550 }
2551
2552 int learn_level = sqrtf (spell->level) * 1.5f;
2553 if (skop->level < learn_level)
2554 {
2555 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2556 &tmp->skill, learn_level);
2557 return;
2558 }
2559
2560 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2561
2562 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2563 identify (tmp);
2564
2565 /* I removed the check for special_prayer_mark here - it didn't make
2566 * a lot of sense - special prayers are not found in spellbooks, and
2567 * if the player doesn't know the spell, doesn't make a lot of sense that
2568 * they would have a special prayer mark.
2569 */
2570 if (check_spell_known (op, spell->name))
2571 {
2572 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2573 return;
2574 }
2575
2576 if (spell->skill)
2577 {
2578 spell_skill = find_skill_by_name (op, spell->skill);
2579
2580 if (!spell_skill)
2581 {
2582 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2583 return;
2584 }
2585
2586 if (spell_skill->level < spell->level)
2587 {
2588 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2589 return;
2590 }
2591 }
2592
2593 /* Logic as follows
2594 *
2595 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2596 *
2597 * 2- The learner's skill level in literacy adjusts the chance to learn
2598 * a spell.
2599 *
2600 * 3 -Automatically fail to learn if you read while confused
2601 *
2602 * Overall, chances are the same but a player will find having a high
2603 * literacy rate very useful! -b.t.
2604 */
2605 if (QUERY_FLAG (op, FLAG_CONFUSED))
2606 {
2607 op->failmsg ("In your confused state you flub the wording of the text!");
2608 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2609 }
2610 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2611 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2612 {
2613 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2614 do_learn_spell (op, spell, 0);
2615
2616 /* xp gain to literacy for spell learning */
2617 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2618 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2619 }
2620 else
2621 {
2622 op->contr->play_sound (sound_find ("fumble_spell"));
2623 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2624 }
2625
2626 tmp->decrease ();
2627}
2628
2629/**
2630 * Handles applying a spell scroll.
2631 */
2632void
2633apply_scroll (object *op, object *tmp, int dir)
2634{
2635 object *skop;
2636
2637 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2638 {
2639 op->failmsg ("You are unable to read while blind.");
2640 return;
2641 }
2642
2643 if (!tmp->inv || tmp->inv->type != SPELL)
2644 {
2645 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2646 return;
2647 }
2648
2649 if (op->type == PLAYER)
2650 {
2651 /* players need a literacy skill to read stuff! */
2652 int exp_gain = 0;
2653
2654 /* hard code literacy - tmp->skill points to where the exp
2655 * should go for anything killed by the spell.
2656 */
2657 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2658
2659 if (!skop)
2660 {
2661 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]);
2662 return;
2663 }
2664
2665 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2666 change_exp (op, exp_gain, skop->skill, 0);
2667 }
2668
2669 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2670 identify (tmp);
2671
2672 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2673
2674 cast_spell (op, tmp, dir, tmp->inv, NULL);
2675 tmp->decrease ();
2676}
2677
2678/**
2679 * Applies a treasure object - by default, chest. op
2680 * is the person doing the applying, tmp is the treasure
2681 * chest.
2682 */
2683static void
2684apply_treasure (object *op, object *tmp)
2685{
2686 /* Nice side effect of this treasure creation method is that the treasure
2687 * for the chest is done when the chest is created, and put into the chest
2688 * inventory. So that when the chest burns up, the items still exist. Also
2689 * prevents people from moving chests to more difficult maps to get better
2690 * treasure
2691 */
2692 object *treas = tmp->inv;
2693
2694 if (!treas)
2695 {
2696 op->statusmsg ("The chest was empty.");
2697 tmp->decrease ();
2698 return;
2699 }
2700
2701 while (tmp->inv)
2702 {
2703 treas = tmp->inv;
2704 treas->remove ();
2705
2706 treas->x = op->x;
2707 treas->y = op->y;
2708 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2709
2710 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2711 spring_trap (treas, op);
2712
2713 /* If either player or container was destroyed, no need to do
2714 * further processing. I think this should be enclused with
2715 * spring trap above, as I don't think there is otherwise
2716 * any way for the treasure chest or player to get killed.
2717 */
2718 if (op->destroyed () || tmp->destroyed ())
2719 break;
2720 }
2721
2722 if (!tmp->destroyed () && !tmp->inv)
2723 tmp->decrease (true);
2724}
2725
2726/**
2727 * A dragon is eating some flesh. If the flesh contains resistances,
2728 * there is a chance for the dragon's skin to get improved.
2729 *
2730 * attributes:
2731 * object *op the object (dragon player) eating the flesh
2732 * object *meal the flesh item, getting chewed in dragon's mouth
2733 * return:
2734 * int 1 if eating successful, 0 if it doesn't work
2735 */
2736static int
2737dragon_eat_flesh (object *op, object *meal)
2738{
2739 object *skin = NULL; /* pointer to dragon skin force */
2740 object *abil = NULL; /* pointer to dragon ability force */
2741 object *tmp = NULL; /* tmp. object */
2742
2743 double chance; /* improvement-chance of one resistance type */
2744 double totalchance = 1; /* total chance of gaining one resistance */
2745 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2746 double mbonus = 0; /* monster bonus */
2747 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2748 int winners = 0; /* number of winners */
2749 int i; /* index */
2750
2751 /* let's make sure and doublecheck the parameters */
2752 if (meal->type != FLESH || !op->is_dragon ())
2753 return 0;
2754
2755 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2756 from the player's inventory */
2757 for (tmp = op->inv; tmp; tmp = tmp->below)
2758 if (tmp->type == FORCE)
2759 if (tmp->arch->archname == shstr_dragon_skin_force)
2760 skin = tmp;
2761 else if (tmp->arch->archname == shstr_dragon_ability_force)
2762 abil = tmp;
2763
2764 /* if either skin or ability are missing, this is an old player
2765 which is not to be considered a dragon -> bail out */
2766 if (skin == NULL || abil == NULL)
2767 return 0;
2768
2769 /* now start by filling stomache and health, according to food-value */
2770 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2771 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2772 else
2773 op->stats.hp += meal->stats.food / 50;
2774
2775 min_it (op->stats.hp, op->stats.maxhp);
2776 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2777
2778 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2779
2780 /* on to the interesting part: chances for adding resistance */
2781 for (i = 0; i < NROFATTACKS; i++)
2782 {
2783 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2784 {
2785 /* got positive resistance, now calculate improvement chance (0-100) */
2786
2787 /* this bonus makes resistance increase easier at lower levels */
2788 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2789 if (i == abil->stats.exp)
2790 bonus += 5; /* additional bonus for resistance of ability-focus */
2791
2792 /* monster bonus increases with level, because high-level
2793 flesh is too rare */
2794 mbonus = op->level * 20. / ((double) settings.max_level);
2795
2796 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2797 ((double)settings.max_level)) - skin->resist[i];
2798
2799 if (chance >= 0.)
2800 chance += 1.;
2801 else
2802 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2803
2804 /* chance is proportional to amount of resistance (max. 50) */
2805 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2806
2807 /* doubled chance for resistance of ability-focus */
2808 if (i == abil->stats.exp)
2809 chance = min (100., chance * 2.);
2810
2811 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2812 if (rndm (10000) < (unsigned int)(chance * 100))
2813 {
2814 atnr_winner[winners] = i;
2815 winners++;
2816 }
2817
2818 if (chance >= 0.01)
2819 totalchance *= 1 - chance / 100;
2820
2821 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2822 }
2823 }
2824
2825 /* inverse totalchance as until now we have the failure-chance */
2826 totalchance = 100 - totalchance * 100;
2827
2828 /* print message according to totalchance */
2829 const char *buf;
2830 if (totalchance > 50.)
2831 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2832 else if (totalchance > 10.)
2833 buf = format ("The %s tasted very good.", &meal->name);
2834 else if (totalchance > 1.)
2835 buf = format ("The %s tasted good.", &meal->name);
2836 else if (totalchance > 0.1)
2837 buf = format ("The %s tasted bland.", &meal->name);
2838 else if (totalchance >= 0.01)
2839 buf = format ("The %s had a boring taste.", &meal->name);
2840 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2841 buf = format ("The %s tasted strange.", &meal->name);
2842 else
2843 buf = format ("The %s had no taste.", &meal->name);
2844
2845 op->statusmsg (buf);
2846
2847 /* now choose a winner if we have any */
2848 i = -1;
2849 if (winners > 0)
2850 i = atnr_winner [rndm (winners)];
2851
2852 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2853 {
2854 /* resistance increased! */
2855 skin->resist[i]++;
2856 op->update_stats ();
2857
2858 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2859 }
2860
2861 /* if this flesh contains a new ability focus, we mark it
2862 into the ability_force and it will take effect on next level */
2863 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2864 {
2865 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2866
2867 if (meal->last_eat != abil->stats.exp)
2868 op->statusmsg (format (
2869 "Your metabolism prepares to focus on %s!\n"
2870 "The change will happen at level %d.",
2871 change_resist_msg[meal->last_eat],
2872 abil->level + 1
2873 ));
2874 else
2875 {
2876 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2877 abil->last_eat = 0;
2878 }
2879 }
2880
2881 return 1;
2882}
2883
2884/**
2885 * op eats food.
2886 * If player, takes care of messages and dragon special food.
2887 */
2888static void
2889apply_food (object *op, object *tmp)
2890{
2891 int capacity_remaining;
2892
2893 if (op->type != PLAYER)
2894 op->stats.hp = op->stats.maxhp;
2895 else
2896 {
2897 /* check if this is a dragon (player), eating some flesh */
2898 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2899 ;
2900 else
2901 {
2902 /* usual case - no dragon meal: */
2903 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2904 {
2905 if (tmp->type == FOOD || tmp->type == FLESH)
2906 op->failmsg ("You feel full, but what a waste of food!");
2907 else
2908 op->statusmsg ("Most of the drink goes down your face not your throat!");
2909 }
2910
2911 tmp->play_sound (
2912 tmp->sound
2913 ? tmp->sound
2914 : tmp->type == DRINK
2915 ? sound_find ("eat_drink")
2916 : sound_find ("eat_food")
2917 );
2918
2919 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2920 {
2921 const char *buf;
2922
2923 if (!op->is_dragon ())
2924 {
2925 /* eating message for normal players */
2926 if (tmp->type == DRINK)
2927 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2928 else
2929 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2930 }
2931 else
2932 /* eating message for dragon players */
2933 buf = format ("The %s tasted terrible!", &tmp->name);
2934
2935 op->statusmsg (buf);
2936
2937 capacity_remaining = MAX_FOOD - op->stats.food;
2938 op->stats.food += tmp->stats.food;
2939 if (capacity_remaining < tmp->stats.food)
2940 op->stats.hp += capacity_remaining / 50;
2941 else
2942 op->stats.hp += tmp->stats.food / 50;
2943
2944 min_it (op->stats.hp, op->stats.maxhp);
2945 min_it (op->stats.food, MAX_FOOD);
2946 }
2947
2948 /* special food hack -b.t. */
2949 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2950 eat_special_food (op, tmp);
2951 }
2952 }
2953
2954 handle_apply_yield (tmp);
2955 tmp->decrease ();
2956}
2957
2958/**
2959 * Handles applying an improve armor scroll.
2960 * Does some sanity checks, then calls improve_armour.
2961 */
2962static void
2963apply_armour_improver (object *op, object *tmp)
2964{
2965 object *armor;
2966
2967 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2968 {
2969 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2970 return;
2971 }
2972
2973 armor = find_marked_object (op);
2974
2975 if (!armor)
2976 {
2977 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2978 return;
2979 }
2980
2981 if (armor->type != ARMOUR
2982 && armor->type != CLOAK
2983 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2984 {
2985 op->failmsg ("Your marked item is not armour!\n");
2986 return;
2987 }
2988
2989 op->statusmsg ("Applying armour enchantment.");
2990 improve_armour (op, tmp, armor);
2991}
2992
2993void
2994apply_poison (object *op, object *tmp)
2995{
2996 // need to do it now when it is still on the map
2997 handle_apply_yield (tmp);
2998
2999 object *poison = tmp->split (1);
3000
3001 if (op->type == PLAYER)
3002 {
3003 op->contr->play_sound (sound_find ("drink_poison"));
3004 op->failmsg ("Yech! That tasted poisonous!");
3005 op->contr->killer = poison;
3006 }
3007
3008 if (poison->stats.hp > 0)
3009 {
3010 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012 }
3013
3014 op->stats.food -= op->stats.food / 4;
3015 poison->destroy ();
3016}
3017
3018/**
3019 * This function will try to apply a lighter and in case no lighter
3020 * is specified it will try to find a lighter in the players inventory,
3021 * and inform him about this requirement.
3022 *
3023 * who - the player
3024 * op - the item we want to light
3025 * lighter - the lighter or 0 if a lighter has yet to be found
3026 */
3027static object *
3028auto_apply_lighter (object *who, object *op, object *lighter)
3029{
3030 if (lighter == 0)
3031 {
3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3033 {
3034 if (tmp->type == LIGHTER)
3035 {
3036 lighter = tmp;
3037 break;
3038 }
3039 }
3040
3041 if (!lighter)
3042 {
3043 who->failmsgf (
3044 "You can't light up the %s with your bare hands! "
3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 &op->name
3047 );
3048 return 0;
3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3054 {
3055 /* lighter gets used up */
3056 lighter = lighter->split ();
3057 lighter->stats.food--;
3058 who->insert (lighter);
3059 }
3060 else if (lighter->last_eat)
3061 {
3062 /* no charges left in lighter */
3063 who->failmsgf (
3064 "You attempt to light the %s with a used up %s.",
3065 &op->name, &lighter->name
3066 );
3067 return 0;
3068 }
3069
3070 return lighter;
3071}
3072
3073/**
3074 * Designed primarily to light torches/lanterns/etc.
3075 * Also burns up burnable material too. First object in the inventory is
3076 * the selected object to "burn". -b.t.
3077 */
3078static void
3079apply_lighter (object *who, object *lighter)
3080{
3081 object *item;
3082 int is_player_env = 0;
3083
3084 item = find_marked_object (who);
3085 if (item)
3086 {
3087 if (!auto_apply_lighter (who, item, lighter))
3088 return;
3089
3090 /* Perhaps we should split what we are trying to light on fire?
3091 * I can't see many times when you would want to light multiple
3092 * objects at once.
3093 */
3094
3095 save_throw_object (item, AT_FIRE, who);
3096
3097 if (item->destroyed ()
3098 || ((item->type == LAMP || item->type == TORCH)
3099 && item->glow_radius > 0))
3100 who->statusmsg (format (
3101 "You light the %s with the %s.",
3102 &item->name, &lighter->name
3103 ));
3104 else
3105 who->failmsgf (
3106 "You attempt to light the %s with the %s and fail.",
3107 &item->name, &lighter->name
3108 );
3109 }
3110 else
3111 who->failmsg ("You need to mark a lightable object.");
3112}
3113
3114/**
3115 * This function generates a cursed effect for cursed lamps and torches.
3116 */
3117static void
3118player_apply_lamp_cursed_effect (object *who, object *op)
3119{
3120 if (op->level)
3121 {
3122 who->failmsgf (
3123 "The %s was cursed, it explodes in a big fireball!",
3124 &op->name
3125 );
3126 create_exploding_ball_at (who, op->level);
3127 }
3128 else
3129 {
3130 who->failmsgf (
3131 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3132 &op->name
3133 );
3134 }
3135
3136 op->destroy ();
3137}
3138
3139/**
3140 * Apply for players and lamps
3141 *
3142 * who - the player
3143 * op - the lamp
3144 */
3145static void
3146player_apply_lamp (object *who, object *op)
3147{
3148 bool switch_on = op->glow_radius ? false : true;
3149
3150 if (switch_on)
3151 {
3152 object *lighter = 0;
3153
3154 if (op->flag [FLAG_IS_LIGHTABLE]
3155 && !(lighter = auto_apply_lighter (who, op, 0)))
3156 return;
3157
3158 if (op->stats.food < 1)
3159 {
3160 if (op->type == LAMP)
3161 who->failmsgf (
3162 "The %s is out of fuel! "
3163 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3164 &op->name
3165 );
3166 else
3167 who->failmsgf (
3168 "The %s is burnt out! "
3169 "H<Torches and similar items burn out and become worthless.>",
3170 &op->name
3171 );
3172 return;
3173 }
3174
3175 if (op->flag [FLAG_CURSED])
3176 {
3177 player_apply_lamp_cursed_effect (who, op);
3178 return;
3179 }
3180
3181 if (lighter)
3182 who->statusmsg (format (
3183 "You light up the %s with the %s.", &op->name, &lighter->name));
3184 else
3185 who->statusmsg (format ("You light up the %s.", &op->name));
3186 }
3187 else
3188 {
3189 if (op->flag [FLAG_CURSED])
3190 {
3191 player_apply_lamp_cursed_effect (who, op);
3192 return;
3193 }
3194
3195 if (op->type == TORCH)
3196 {
3197 if (!op->flag [FLAG_IS_LIGHTABLE])
3198 {
3199 who->statusmsg (format (
3200 "You put out the %s. "
3201 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3202 &op->name, &op->name));
3203 }
3204 else
3205 who->statusmsg (format (
3206 "You put out the %s."
3207 "H<Torches wear out if you put them out.>",
3208 &op->name));
3209 }
3210 else
3211 who->statusmsg (format ("You turn off the %s.", &op->name));
3212 }
3213
3214 apply_lamp (op, switch_on);
3215}
3216
3217void get_animation_from_arch (object *op, arch_ptr a)
3218{
3219 op->animation_id = a->animation_id;
3220 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3221 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3222 op->anim_speed = a->anim_speed;
3223 op->last_anim = 0;
3224 op->state = 0;
3225 op->face = a->face;
3226
3227 if (NUM_ANIMATIONS(op) > 1)
3228 {
3229 SET_ANIMATION(op, 0);
3230 animate_object (op, op->direction);
3231 }
3232 else
3233 update_object (op, UP_OBJ_FACE);
3234}
3235
3236/**
3237 * Apply for LAMPs and TORCHes.
3238 *
3239 * op - the lamp
3240 * switch_on - a flag which says whether the lamp should be switched on or off
3241 */
3242void apply_lamp (object *op, bool switch_on)
3243{
3244 op->set_glow_radius (switch_on ? op->range : 0);
3245 op->set_speed (switch_on ? op->arch->speed : 0);
3246
3247 // torches wear out if you put them out
3248 if (op->type == TORCH && !switch_on)
3249 {
3250 if (op->flag [FLAG_IS_LIGHTABLE])
3251 {
3252 op->stats.food -= (double) op->arch->stats.food / 15;
3253 if (op->stats.food < 0)
3254 op->stats.food = 0;
3255 }
3256 else
3257 op->stats.food = 0;
3258 }
3259
3260 // lamps and torched get worthless when used up
3261 if (op->stats.food <= 0)
3262 op->value = 0;
3263
3264 // FIXME: This is a hack to make the more sane torches and lamps
3265 // still animated ;-/
3266 if (op->other_arch)
3267 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3268
3269 if (object *pl = op->visible_to ())
3270 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3271}
3272
3273/**
3274 * This handles items of type 'transformer'.
3275 * Basically those items, used with a marked item, transform both items into something
3276 * else.
3277 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3278 * Change information is contained in the 'slaying' field of the marked item.
3279 * The format is as follow: transformer:[number ]yield[;transformer:...].
3280 * This way an item can be transformed in many things, and/or many objects.
3281 * The 'slaying' field for transformer is used as verb for the action.
3282 */
3283static void
3284apply_item_transformer (object *pl, object *transformer)
3285{
3286 object *marked;
3287 object *new_item;
3288 const char *find;
3289 char *separator;
3290 int yield;
3291 char got[MAX_BUF];
3292 int len;
3293
3294 if (!pl || !transformer)
3295 return;
3296
3297 marked = find_marked_object (pl);
3298
3299 if (!marked)
3300 {
3301 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3302 return;
3303 }
3304
3305 if (!marked->slaying)
3306 {
3307 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3308 return;
3309 }
3310
3311 /* check whether they are compatible or not */
3312 find = strstr (&marked->slaying, transformer->arch->archname);
3313 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3314 {
3315 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3316 return;
3317 }
3318
3319 find += strlen (transformer->arch->archname) + 1;
3320 /* Item can be used, now find how many and what it yields */
3321 if (isdigit (*(find)))
3322 {
3323 yield = atoi (find);
3324 if (yield < 1)
3325 {
3326 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3327 yield = 1;
3328 }
3329 }
3330 else
3331 yield = 1;
3332
3333 while (isdigit (*find))
3334 find++;
3335
3336 while (*find == ' ')
3337 find++;
3338
3339 memset (got, 0, MAX_BUF);
3340
3341 if ((separator = (char *) strchr (find, ';')))
3342 len = separator - find;
3343 else
3344 len = strlen (find);
3345
3346 min_it (len, MAX_BUF - 1);
3347
3348 strcpy (got, find);
3349 got[len] = '\0';
3350
3351 /* Now create new item, remove used ones when required. */
3352 new_item = get_archetype (got);
3353 if (!new_item)
3354 {
3355 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3356 return;
3357 }
3358
3359 new_item->nrof = yield;
3360
3361 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3362
3363 pl->insert (new_item);
3364 /* Eat up one item */
3365 marked->decrease ();
3366
3367 /* Eat one transformer if needed */
3368 if (transformer->stats.food)
3369 if (--transformer->stats.food == 0)
3370 transformer->decrease ();
3371}
3372
3373/**
3374 * Main apply handler.
3375 *
3376 * Checks for unpaid items before applying.
3377 *
3378 * Return value is currently not used
3379 *
3380 * who is the object that is causing object to be applied, op is the object
3381 * being applied.
3382 *
3383 * aflag is special (always apply/unapply) flags. Nothing is done with
3384 * them in this function - they are passed to apply_special
3385 */
3386static bool
3387manual_apply (object *who, object *op, int aflag)
3388{
3389 op = op->head_ ();
3390
3391 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 {
3393 if (who->contr)
3394 {
3395 examine (who, op);
3396 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397 return 1;
3398 }
3399 else
3400 return 0; /* monsters just skip unpaid items */
3401 }
3402
3403 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404 return RESULT_INT (0);
3405 else if (apply_types_inv_only [op->type])
3406 {
3407 // special item, using slot system, needs to be in inv
3408 if (op->env == who)
3515 return apply_special (who, op, aflags); 3409 return apply_special (who, op, aflag);
3410
3411 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3412 }
3413 else if (!who->contr && apply_types_player_only [op->type])
3414 return 0; // monsters shouldn't try to apply player-only stuff
3415 else if (apply_types [op->type])
3416 {
3417 // ordinary stuff, may be on the floor
3418 switch (op->type)
3419 {
3420 case T_HANDLE:
3421 who->play_sound (sound_find ("turn_handle"));
3422 who->statusmsg ("You turn the handle.");
3423 op->value = op->value ? 0 : 1;
3424 SET_ANIMATION (op, op->value);
3425 update_object (op, UP_OBJ_FACE);
3426 push_button (op, who);
3427 break;
3428
3429 case TRIGGER:
3430 if (check_trigger (op, who, who))
3431 {
3432 who->statusmsg ("You turn the handle.");
3433 who->play_sound (sound_find ("turn_handle"));
3434 }
3435 else
3436 who->failmsg ("The handle doesn't move.");
3437
3438 break;
3439
3440 case EXIT:
3441 if (!EXIT_PATH (op))
3442 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3443 else
3444 {
3445 /* Don't display messages for random maps. */
3446 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447 who->statusmsg (op->msg, NDI_NAVY);
3448
3449 who->enter_exit (op);
3450 }
3451
3452 break;
3453
3454 case INSCRIBABLE:
3455 who->statusmsg (op->msg);
3456 // maybe show a spell menu to chose from or something like that
3457 break;
3458
3459 case SIGN:
3460 apply_sign (who, op, 0);
3461 break;
3462
3463 case BOOK:
3464 apply_book (who, op);
3465 break;
3466
3467 case SKILLSCROLL:
3468 apply_skillscroll (who, op);
3469 break;
3470
3471 case SPELLBOOK:
3472 apply_spellbook (who, op);
3473 break;
3474
3475 case SCROLL:
3476 apply_scroll (who, op, 0);
3477 break;
3478
3479 case POTION:
3480 apply_potion (who, op);
3481 break;
3482
3483 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484 //TODO: remove, as it is unsed?
3485 case CLOSE_CON:
3486 apply_container (who, op->env);
3487 break;
3488
3489 case CONTAINER:
3490 apply_container (who, op);
3491 break;
3492
3493 case TREASURE:
3494 apply_treasure (who, op);
3495 break;
3496
3497 case LAMP:
3498 case TORCH:
3499 player_apply_lamp (who, op);
3500 break;
3501
3502 case DRINK:
3503 case FOOD:
3504 case FLESH:
3505 apply_food (who, op);
3506 break;
3507
3508 case POISON:
3509 apply_poison (who, op);
3510 break;
3511
3512 case SAVEBED:
3513 break;
3514
3515 case ARMOUR_IMPROVER:
3516 apply_armour_improver (who, op);
3517 break;
3518
3519 case WEAPON_IMPROVER:
3520 check_improve_weapon (who, op);
3521 break;
3522
3523 case CLOCK:
3524 {
3525 char buf[MAX_BUF];
3526 timeofday_t tod;
3527
3528 get_tod (&tod);
3529 who->play_sound (sound_find ("sound_clock"));
3530 who->statusmsg (format (
3531 "It is %d minute%s past %d o'clock %s",
3532 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3533 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3534 ));
3535 }
3536 break;
3537
3538 case MENU:
3539 shop_listing (op, who);
3540 break;
3541
3542 case POWER_CRYSTAL:
3543 apply_power_crystal (who, op); /* see egoitem.c */
3544 break;
3545
3546 case LIGHTER: /* for lighting torches/lanterns/etc */
3547 apply_lighter (who, op);
3548 break;
3549
3550 case ITEM_TRANSFORMER:
3551 apply_item_transformer (who, op);
3552 break;
3553 }
3554
3555 return 1;
3556 }
3557 else
3558 {
3559 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3560 return 0;
3561 }
3562}
3563
3564/**
3565 * player_apply_below attempts to apply the object 'below' the player.
3566 * If the player has an open container, we use that for below, otherwise
3567 * we use the ground.
3568 */
3569void
3570player_apply_below (object *pl)
3571{
3572 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3573
3574 /* If using a container, set the starting item to be the top
3575 * item in the container. Otherwise, use the map.
3576 */
3577
3578 // first try to apply "applyables"
3579 for (object *tmp = top; tmp; tmp = tmp->below)
3580 if (!tmp->invisible && apply_types [tmp->type])
3581 {
3582 // If it is visible, player can apply it.
3583 pl->apply (tmp);
3584 return;
3585 }
3586
3587 while (top && top->invisible)
3588 top = top->below;
3589
3590 if (!top || top->flag [FLAG_IS_FLOOR])
3591 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3592 "H<There is nothing here that you can apply.>");
3593 else
3594 // next, try to explain the topmost object
3595 switch (top->type)
3596 {
3597 // TODO: all this should move to examine
3598 case ALTAR:
3599 case IDENTIFY_ALTAR:
3600 case TRIGGER_ALTAR:
3601 case CONVERTER:
3602 //case TRIGGER_PEDESTAL:
3603 pl->failmsgf (
3604 "You see no obvious mechanism on the %s."
3605 "H<You have to drop one or more specific items here.>",
3606 query_short_name (top)
3607 );
3608 break;
3609
3610 case BUTTON:
3611 case TRIGGER_BUTTON:
3612 pl->failmsgf (
3613 "The %s looks as if you could activate it with somehting heavy. "
3614 "H<You must put enough items here to activate it.>",
3615 query_short_name (top)
3616 );
3617 break;
3618
3619 default:
3620 examine (pl, top);
3621 break;
3622 }
3623}
3624
3625// saner interface, returns successful status
3626bool
3627object::apply (object *ob, int aflags)
3628{
3629 if (!ob) // simplifies a lot of callers
3630 return true;
3631
3632 if (contr)
3633 {
3634 if (!ob->env && (move_type & MOVE_FLYING))
3635 {
3636 /* player is flying and applying object not in inventory */
3637 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3638 {
3639 failmsg ("But you are floating high above the ground! "
3640 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3641 "or waiting till the levitation effect wears off.>");
3642 return 0;
3643 }
3644 }
3645
3646 contr->last_used = ob;
3647 }
3648
3649 bool want_apply =
3650 aflags & AP_APPLY ? true
3651 : aflags & AP_UNAPPLY ? false
3652 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3653
3654 object_ptr *slot = 0;
3655
3656 // detect the slot, if this is a player
3657 if (contr && !(aflags & AP_NO_SLOT))
3658 {
3659 object *oslot;
3660
3661 switch (ob->type)
3662 {
3663 case WEAPON:
3664 slot = &contr->combat_ob;
3665 oslot = contr->ranged_ob;
3666 break;
3667
3668 case BOW:
3669 case RANGED:
3670 case SPELL:
3671 case WAND:
3672 case ROD:
3673 case HORN:
3674 case BUILDER:
3675 slot = &contr->ranged_ob;
3676 oslot = contr->combat_ob;
3677 break;
3678
3679 // oh, the humanity
3680 case SKILL:
3681 if (aflags & AP_NO_SLOT)
3682 break;
3683
3684 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3685 break;
3686
3687 if (skill_flags [ob->subtype] & SF_COMBAT)
3688 {
3689 slot = &contr->combat_ob;
3690 oslot = contr->ranged_ob;
3691 }
3692 else if (skill_flags [ob->subtype] & SF_RANGED)
3693 {
3694 slot = &contr->ranged_ob;
3695 oslot = contr->combat_ob;
3696 }
3697
3698 break;
3699 }
3700
3701 // now handle slot exclusions
3702 if (slot)
3703 {
3704 // only one slot can be active
3705 if (want_apply)
3706 {
3707 // clear slot unless we are in it already
3708 if (*slot != ob)
3709 apply (*slot, AP_UNAPPLY);
3710
3711 // unapply other slot, because we want to become active
3712 apply (oslot, AP_UNAPPLY);
3713 }
3714
3715 // clear item from slot if applied
3716 if (!want_apply && current_weapon == ob)
3717 current_weapon = 0;
3718 }
3719 }
3720
3721 if (ob->flag [FLAG_APPLIED] != want_apply)
3722 manual_apply (this, ob, aflags);
3723
3724 if (ob->flag [FLAG_APPLIED] != want_apply)
3725 return false;
3726
3727 if (slot && want_apply)
3728 current_weapon = *slot = ob;
3729
3730 return true;
3516} 3731}
3517 3732
3518/** 3733/**
3519 * Map was just loaded, handle op's initialisation. 3734 * Map was just loaded, handle op's initialisation.
3520 * 3735 *
3627 * treasure again for this object 3842 * treasure again for this object
3628 */ 3843 */
3629 invtmp->randomitems = NULL; 3844 invtmp->randomitems = NULL;
3630 } 3845 }
3631 } 3846 }
3847
3632 /* This is really temporary - the code at the bottom will 3848 /* This is really temporary - the code at the bottom will
3633 * also set randomitems to null. The problem is there are bunches 3849 * also set randomitems to null. The problem is there are bunches
3634 * of maps/players already out there with items that have spells 3850 * of maps/players already out there with items that have spells
3635 * which haven't had the randomitems set to null yet. 3851 * which haven't had the randomitems set to null yet.
3636 * MSW 2004-05-13 3852 * MSW 2004-05-13
3640 * Ryo 2004-08-16 3856 * Ryo 2004-08-16
3641 */ 3857 */
3642 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3858 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3643 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3859 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3644 tmp->randomitems = NULL; 3860 tmp->randomitems = NULL;
3645
3646 } 3861 }
3647 3862
3648 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3863 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3649 auto_apply (tmp); 3864 auto_apply (tmp);
3650 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3865 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3683 } 3898 }
3684 3899
3685 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3900 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3686 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3901 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3687 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3902 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3688 check_trigger (tmp, tmp->above); 3903 check_trigger (tmp, tmp->above, tmp->above);
3689} 3904}
3690 3905
3691/** 3906/**
3692 * Handles player eating food that temporarily changes status (resistances, stats). 3907 * Handles player eating food that temporarily changes status (resistances, stats).
3693 * This used to call cast_change_attr(), but 3908 * This used to call cast_change_attr(), but
3698eat_special_food (object *who, object *food) 3913eat_special_food (object *who, object *food)
3699{ 3914{
3700 object *force; 3915 object *force;
3701 int i, did_one = 0; 3916 int i, did_one = 0;
3702 3917
3703 force = get_archetype (FORCE_NAME); 3918 char buf[64];
3919 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3920 shstr key (buf);
3704 3921
3705 for (i = 0; i < NUM_STATS; i++)
3706 if (sint8 k = food->stats.stat (i))
3707 {
3708 force->stats.stat (i) = k;
3709 did_one = 1;
3710 }
3711
3712 /* check if we can protect the eater */
3713 for (i = 0; i < NROFATTACKS; i++)
3714 {
3715 if (food->resist[i] > 0)
3716 {
3717 force->resist[i] = food->resist[i] / 2;
3718 did_one = 1;
3719 }
3720 }
3721
3722 if (did_one)
3723 {
3724 force->set_speed (0.1);
3725 /* bigger morsel of food = longer effect time */ 3922 /* bigger morsel of food = longer effect time */
3726 force->duration = food->stats.food / 5; 3923 int duration = TIME2TICK (food->stats.food);
3727 SET_FLAG (force, FLAG_APPLIED); 3924
3728 change_abil (who, force); 3925 if (force = who->force_find (key))
3729 insert_ob_in_ob (force, who); 3926 {
3927 if (duration > fabs (force->speed_left / force->speed))
3928 {
3929 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3930 force->force_set_timer (duration);
3931 }
3932 else
3933 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3934
3935 return;
3730 } 3936 }
3731 else 3937 else
3938 {
3939 force = who->force_add (key, duration);
3940 force->name = key;
3941
3942 /* check if the food affects a stat */
3943 for (i = 0; i < NUM_STATS; i++)
3944 if (sint8 k = food->stats.stat (i))
3945 {
3946 force->stats.stat (i) = k;
3947 did_one = 1;
3948 }
3949
3950 /* check if we can protect the eater */
3951 for (i = 0; i < NROFATTACKS; i++)
3952 {
3953 if (food->resist[i] > 0)
3954 {
3955 force->resist[i] = food->resist[i];
3956 did_one = 1;
3957 }
3958 }
3959
3960 if (did_one)
3961 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3963
3964 /* make the force take effect and report effects to user */
3965 change_abil (who, force);
3966 }
3967 else
3732 force->destroy (); 3968 force->destroy ();
3969 }
3733 3970
3734 /* check for hp, sp change */ 3971 /* check for hp, sp change */
3735 if (food->stats.hp != 0) 3972 if (food->stats.hp != 0)
3736 { 3973 {
3737 if (QUERY_FLAG (food, FLAG_CURSED)) 3974 if (QUERY_FLAG (food, FLAG_CURSED))
3767 /* place limit on max sp from food? */ 4004 /* place limit on max sp from food? */
3768 } 4005 }
3769 } 4006 }
3770 4007
3771 who->update_stats (); 4008 who->update_stats ();
3772}
3773
3774/**
3775 * Designed primarily to light torches/lanterns/etc.
3776 * Also burns up burnable material too. First object in the inventory is
3777 * the selected object to "burn". -b.t.
3778 */
3779void
3780apply_lighter (object *who, object *lighter)
3781{
3782 object *item;
3783 int is_player_env = 0;
3784
3785 item = find_marked_object (who);
3786 if (item)
3787 {
3788 if (lighter->last_eat && lighter->stats.food)
3789 { /* lighter gets used up */
3790 object *oneLighter = lighter->split ();
3791 oneLighter->stats.food--;
3792 who->insert (oneLighter);
3793 }
3794 else if (lighter->last_eat)
3795 {
3796 /* no charges left in lighter */
3797 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3798 return;
3799 }
3800
3801 /* Perhaps we should split what we are trying to light on fire?
3802 * I can't see many times when you would want to light multiple
3803 * objects at once.
3804 */
3805
3806 if (who == item->in_player ())
3807 is_player_env = 1;
3808
3809 save_throw_object (item, AT_FIRE, who);
3810
3811 if (item->destroyed ())
3812 {
3813 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3814 /* Need to update the player so that the players glow radius
3815 * gets changed.
3816 */
3817 if (is_player_env)
3818 who->update_stats ();
3819 }
3820 else
3821 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3822 }
3823 else
3824 who->failmsg ("You need to mark a lightable object.");
3825}
3826
3827/**
3828 * op made some mistake with a scroll, this takes care of punishment.
3829 * scroll_failure()- hacked directly from spell_failure
3830 */
3831void
3832scroll_failure (object *op, int failure, int power)
3833{
3834 if (abs (failure / 4) > power)
3835 power = abs (failure / 4); /* set minimum effect */
3836
3837 if (failure <= -1 && failure > -15)
3838 { /* wonder */
3839 object *tmp;
3840
3841 op->failmsg ("Your spell warps!");
3842 tmp = get_archetype (SPELL_WONDER);
3843 cast_wonder (op, op, 0, tmp);
3844 tmp->destroy ();
3845 }
3846 else if (failure <= -15 && failure > -35)
3847 { /* drain mana */
3848 op->failmsg ("Your mana is drained!");
3849 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3850 if (op->stats.sp < 0)
3851 op->stats.sp = 0;
3852 }
3853 else if (settings.spell_failure_effects == TRUE)
3854 {
3855 if (failure <= -35 && failure > -60)
3856 { /* confusion */
3857 op->failmsg ("The magic recoils on you!");
3858 confuse_player (op, op, power);
3859 }
3860 else if (failure <= -60 && failure > -70)
3861 { /* paralysis */
3862 op->failmsg ("The magic recoils and paralyzes you!");
3863 paralyze_player (op, op, power);
3864 }
3865 else if (failure <= -70 && failure > -80)
3866 { /* blind */
3867 op->failmsg ("The magic recoils on you!");
3868 blind_player (op, op, power);
3869 }
3870 else if (failure <= -80)
3871 { /* blast the immediate area */
3872 object *tmp = get_archetype (LOOSE_MANA);
3873 cast_magic_storm (op, tmp, power);
3874 op->failmsg ("You unleash uncontrolled mana!");
3875 tmp->destroy ();
3876 }
3877 }
3878} 4009}
3879 4010
3880void 4011void
3881apply_changes_to_player (object *pl, object *change) 4012apply_changes_to_player (object *pl, object *change)
3882{ 4013{
3930 } 4061 }
3931 4062
3932 /* insert the randomitems from the change's treasurelist into 4063 /* insert the randomitems from the change's treasurelist into
3933 * the player ref: player.c 4064 * the player ref: player.c
3934 */ 4065 */
3935 if (change->randomitems != NULL) 4066 if (change->randomitems)
3936 give_initial_items (pl, change->randomitems); 4067 give_initial_items (pl, change->randomitems);
3937 4068
3938 /* set up the face, for some races. */ 4069 /* set up the face, for some races. */
3939 4070
3940 /* first, look for the force object banning 4071 /* first, look for the force object banning
3941 * changing the face. Certain races never change face with class. 4072 * changing the face. Certain races never change face with class.
3942 */ 4073 */
3943 for (walk = pl->inv; walk != NULL; walk = walk->below) 4074 for (walk = pl->inv; walk; walk = walk->below)
3944 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4075 if (walk->name == shstr_NOCLASSFACECHANGE)
3945 flag_change_face = 0; 4076 flag_change_face = 0;
3946 4077
3947 if (flag_change_face) 4078 if (flag_change_face)
3948 { 4079 {
3949 pl->face = change->face; 4080 pl->face = change->face;
3951 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4082 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3952 } 4083 }
3953 4084
3954 /* check the special case of can't use weapons */ 4085 /* check the special case of can't use weapons */
3955 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4086 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3956 if (!strcmp (change->name, "monk")) 4087 if (change->name == shstr_monk)
3957 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4088 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3958 4089
3959 break; 4090 break;
3960 } 4091 }
3961 } 4092 }
3962} 4093}
3963 4094
3964/**
3965 * This handles items of type 'transformer'.
3966 * Basically those items, used with a marked item, transform both items into something
3967 * else.
3968 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3969 * Change information is contained in the 'slaying' field of the marked item.
3970 * The format is as follow: transformer:[number ]yield[;transformer:...].
3971 * This way an item can be transformed in many things, and/or many objects.
3972 * The 'slaying' field for transformer is used as verb for the action.
3973 */
3974void
3975apply_item_transformer (object *pl, object *transformer)
3976{
3977 object *marked;
3978 object *new_item;
3979 char *find;
3980 char *separator;
3981 int yield;
3982 char got[MAX_BUF];
3983 int len;
3984
3985 if (!pl || !transformer)
3986 return;
3987
3988 marked = find_marked_object (pl);
3989
3990 if (!marked)
3991 {
3992 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3993 return;
3994 }
3995
3996 if (!marked->slaying)
3997 {
3998 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3999 return;
4000 }
4001
4002 /* check whether they are compatible or not */
4003 find = strstr (marked->slaying, transformer->arch->archname);
4004 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4005 {
4006 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4007 return;
4008 }
4009
4010 find += strlen (transformer->arch->archname) + 1;
4011 /* Item can be used, now find how many and what it yields */
4012 if (isdigit (*(find)))
4013 {
4014 yield = atoi (find);
4015 if (yield < 1)
4016 {
4017 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4018 yield = 1;
4019 }
4020 }
4021 else
4022 yield = 1;
4023
4024 while (isdigit (*find))
4025 find++;
4026
4027 while (*find == ' ')
4028 find++;
4029
4030 memset (got, 0, MAX_BUF);
4031
4032 if ((separator = strchr (find, ';')) != NULL)
4033 len = separator - find;
4034 else
4035 len = strlen (find);
4036
4037 if (len > MAX_BUF - 1)
4038 len = MAX_BUF - 1;
4039
4040 strcpy (got, find);
4041 got[len] = '\0';
4042
4043 /* Now create new item, remove used ones when required. */
4044 new_item = get_archetype (got);
4045 if (!new_item)
4046 {
4047 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4048 return;
4049 }
4050
4051 new_item->nrof = yield;
4052
4053 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4054
4055 pl->insert (new_item);
4056 /* Eat up one item */
4057 marked->decrease ();
4058
4059 /* Eat one transformer if needed */
4060 if (transformer->stats.food)
4061 if (--transformer->stats.food == 0)
4062 transformer->decrease ();
4063}
4064

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