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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.178 by root, Sun Dec 28 15:28:47 2008 UTC vs.
Revision 1.265 by root, Tue May 18 01:45:16 2010 UTC

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

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