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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 1.266 by root, Tue May 25 02:49:11 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 item->insert_at (converter, 0, INS_NO_WALK_ON);
696
1027 return 1; 697 return 1;
1028} 698}
1029 699
1030/** 700/**
1031 * Handle apply on containers. 701 * Handle apply on containers.
1032 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1033 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1034 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1035 */ 705 */
1036int 706static int
1037apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1038{ 708{
1039 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1040 return 0; /* This might change */ 710 return 0; /* This might change */
1041 711
1054 } 724 }
1055 725
1056 // already applied == open on ground, or open in inv, or active in inv 726 // already applied == open on ground, or open in inv, or active in inv
1057 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1058 { 728 {
1059 if (op->container == sack) 729 if (op->container_ () == sack)
1060 { 730 {
1061 // open on ground or inv, so close 731 // open on ground or inv, so close
1062 op->close_container (); 732 op->close_container ();
1063 return 1; 733 return 1;
1064 } 734 }
1065 else if (!sack->env) 735 else if (!sack->env)
1066 { 736 {
1067 // active, but not ours: some other player has opened it 737 // active on floor, but not ours: some other player has opened it
738 // normally this only happens to dms standing on the same space.
739 // but it doesn't hurt to handle it.
1068 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 740 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1069 return 1; 741 return 1;
1070 } 742 }
743 }
1071 744
1072 // fall through to opening it (active in inv) 745 // it's locked?
746 if (sack->slaying)
1073 } 747 {
1074 else if (sack->env) 748 if (object *tmp = find_key (op, op, sack))
749 {
750 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
751 }
752 else
753 {
754 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
755 esrv_update_item (UPD_FLAGS, op, sack);
756 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
757 return 1;
758 }
759 }
760
761 if (sack->env && !sack->flag [FLAG_APPLIED])
1075 { 762 {
1076 // it is in our env, so activate it, do not open yet 763 // it is in our env, so activate it, do not open yet
1077 op->close_container (); 764 op->close_container ();
1078 sack->flag [FLAG_APPLIED] = 1; 765 sack->flag [FLAG_APPLIED] = true;
1079 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
1080 op->statusmsg (format ("You ready %s.", query_name (sack))); 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1081 return 1;
1082 }
1083
1084 // it's locked?
1085 if (sack->slaying)
1086 { 768 }
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 769 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); 770 op->open_container (sack);
1097 771
1098 return 1; 772 return 1;
1099} 773}
1100 774
1101/** 775/**
1107{ 781{
1108 /* Only players can make sacrifices on spell casting altars. */ 782 /* Only players can make sacrifices on spell casting altars. */
1109 if (altar->inv && (!originator || originator->type != PLAYER)) 783 if (altar->inv && (!originator || originator->type != PLAYER))
1110 return 0; 784 return 0;
1111 785
1112 if (operate_altar (altar, &sacrifice)) 786 if (operate_altar (altar, &sacrifice, originator))
1113 { 787 {
1114 /* Simple check. Unfortunately, it means you can't cast magic bullet 788 /* Simple check. Unfortunately, it means you can't cast magic bullet
1115 * with an altar. We call it a Potion - altars are stationary - it 789 * with an altar. We call it a Potion - altars are stationary - it
1116 * is up to map designers to use them properly. 790 * is up to map designers to use them properly.
1117 */ 791 */
1126/* push_button (altar);*/ 800/* push_button (altar);*/
1127 } 801 }
1128 else 802 else
1129 { 803 {
1130 altar->value = 1; /* works only once */ 804 altar->value = 1; /* works only once */
1131 push_button (altar); 805 push_button (altar, originator);
1132 } 806 }
1133 807
1134 return !sacrifice; 808 return !sacrifice;
1135 } 809 }
1136 else 810 else
1149{ 823{
1150 int rv = 0; 824 int rv = 0;
1151 double opinion; 825 double opinion;
1152 object *tmp, *next; 826 object *tmp, *next;
1153 827
1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1155 829
1156 bool has_unpaid = false; 830 bool has_unpaid = false;
1157 831
1158 // quite inefficient to do this here twice, but the api doesn'T lend itself to 832 // quite inefficient to do this here twice, but the api doesn't lend itself to
1159 // a quick and small change :( 833 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 834 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID]) 835 if (item->flag [FLAG_UNPAID])
1162 { 836 {
1163 has_unpaid = true; 837 has_unpaid = true;
1172 */ 846 */
1173 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1174 { 848 {
1175 next = tmp->below; 849 next = tmp->below;
1176 850
1177 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1178 { 852 {
1179 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 853 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1180 854
1181 if (i >= 0) 855 if (i >= 0)
1182 tmp->move (i); 856 tmp->move (i);
1183 } 857 }
1184 } 858 }
1185 859
1186 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1187 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1188 return 0; 862 return 0;
1189 863
1190 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1191 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1192 */ 866 */
1193 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1194 { 868 {
1195 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* 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); 870 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1197 871
1198 if (i != -1) 872 if (i != -1)
1211 /* this is only used for players */ 885 /* this is only used for players */
1212 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1213 887
1214 if (has_unpaid) 888 if (has_unpaid)
1215 op->contr->play_sound (sound_find ("shop_buy")); 889 op->contr->play_sound (sound_find ("shop_buy"));
1216 else if (is_in_shop (op)) 890 else if (op->is_in_shop ())
1217 op->contr->play_sound (sound_find ("shop_enter")); 891 op->contr->play_sound (sound_find ("shop_enter"));
1218 else 892 else
1219 op->contr->play_sound (sound_find ("shop_leave")); 893 op->contr->play_sound (sound_find ("shop_leave"));
1220 894
1221 if (shop_mat->msg) 895 if (shop_mat->msg)
1222 op->statusmsg (shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1223 /* This check below is a bit simplistic - generally it should be correct, 897 /* 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 898 * but there is never a guarantee that the bottom space on the map is
1225 * actually the shop floor. 899 * actually the shop floor.
1226 */ 900 */
1227 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1228 { 902 {
1229 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1230 904
1231 op->statusmsg ( 905 op->statusmsg (
1232 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1253 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1254 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 928 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1255 } 929 }
1256 } 930 }
1257 931
1258 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1259 return rv; 933 return rv;
1260} 934}
1261 935
1262/** 936/**
1263 * Handles applying a sign. 937 * Handles applying a sign.
1264 */ 938 */
1265static void 939static void
1266apply_sign (object *op, object *sign, int autoapply) 940apply_sign (object *op, object *sign, int autoapply)
1267{ 941{
942 if (!op->is_player())
943 return;
944
1268 if (sign->has_dialogue ()) 945 if (sign->has_dialogue ())
1269 { 946 {
1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); 947 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1271 return; 948 return;
1272 } 949 }
1288 op->failmsg ("You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
1289 966
1290 return; 967 return;
1291 } 968 }
1292 969
1293 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1294 sign->last_eat++; 971 sign->last_eat++;
1295 } 972 }
1296 973
1297 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 974 /* 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 975 * 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 976 * move_on is zero, it needs to be manually applied (doesn't talk
1300 * to us). 977 * to us).
1301 */ 978 */
1302 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 979 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1303 { 980 {
1304 op->failmsg ("You are unable to read while blind!"); 981 op->failmsg ("You are unable to read while blind!");
1305 return; 982 return;
1306 } 983 }
1307 984
1348 EXIT_Y (trap) + freearr_y[dir], 1025 EXIT_Y (trap) + freearr_y[dir],
1349 0, victim); 1026 0, victim);
1350} 1027}
1351 1028
1352/** 1029/**
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. 1030 * Unapplies specified item.
2668 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2669 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2670 * to keep the size of apply_special to a more managable size. 1033 * to keep the size of apply_special to a more managable size.
2671 */ 1034 */
2672static int 1035static bool
2673unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2674{ 1037{
2675 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2676 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2677 return RESULT_INT (0); 1040 return RESULT_INT (0);
2678 1041
2679 CLEAR_FLAG (op, FLAG_APPLIED); 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
1044
1045 op->flag [FLAG_APPLIED] = false;
2680 1046
2681 switch (op->type) 1047 switch (op->type)
2682 { 1048 {
2683 case SKILL_TOOL: 1049 case SKILL:
1050 if (player *pl = who->contr)
1051 if (op->invisible)
1052 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1053 else
1054 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1055
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_SKILL] = false;
1058 break;
1059
1060 case WEAPON:
1061 who->statusmsg (format ("You unwield %s.", query_name (op)));
1062 change_abil (who, op);
1063 who->flag [FLAG_READY_WEAPON] = false;
1064
2684 // unapplying a skill tool should also unapply the skill it governs 1065 // 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 1066 // but this is hard, as it shouldn't do so when the skill can
2686 // be used for other reasons 1067 // be used for other reasons
2687 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1068 //TODO: really?
2688 if (tmp->skill == op->skill 1069 if (who->chosen_skill)
2689 && tmp->type == SKILL 1070 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); 1071 unapply_special (who, who->chosen_skill, 0);
2693 1072
2694 change_abil (who, op);
2695 break; 1073 break;
2696 1074
1075 case RANGED:
1076 case BOW:
2697 case WEAPON: 1077 case WAND:
1078 case ROD:
1079 case HORN:
2698 if (player *pl = who->contr) 1080 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 { 1081 {
2714 if (IS_COMBAT_SKILL (op->subtype)) 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
2715 who->change_weapon (who->contr->combat_ob = 0); 1083 change_abil (who, op);
2716 else if (IS_RANGED_SKILL (op->subtype)) 1084 }
2717 who->change_weapon (who->contr->ranged_ob = 0); 1085 else
2718 1086 {
2719 if (op->invisible) 1087 if (op->type == BOW)
2720 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1088 op->flag [FLAG_READY_BOW ] = false;
2721 else 1089 else
2722 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1090 op->flag [FLAG_READY_RANGE] = false;
2723 } 1091 }
2724 1092
2725 change_abil (who, op);
2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break; 1093 break;
2728 1094
2729 case ARMOUR: 1095 case ARMOUR:
2730 case HELMET: 1096 case HELMET:
2731 case SHIELD: 1097 case SHIELD:
2738 case CLOAK: 1104 case CLOAK:
2739 who->statusmsg (format ("You unwear %s.", query_name (op))); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
2740 change_abil (who, op); 1106 change_abil (who, op);
2741 break; 1107 break;
2742 1108
2743 case LAMP: 1109 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: 1110 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))); 1111 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; 1112 break;
2798 1113
2799 case BUILDER: 1114 //case SKILL_TOOL://TODO
2800 if (who->contr)
2801 who->statusmsg (format ("You unready %s.", query_name (op)));
2802 break;
2803
2804 default: 1115 default:
2805 who->statusmsg (format ("You unapply %s.", query_name (op))); 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
2806 break; 1117 break;
2807 } 1118 }
2808 1119
2810 if (object *pl = op->visible_to ()) 1121 if (object *pl = op->visible_to ())
2811 esrv_send_item (pl, op); 1122 esrv_send_item (pl, op);
2812 1123
2813 who->update_stats (); 1124 who->update_stats ();
2814 1125
2815 return 0; 1126 return 1;
2816} 1127}
2817 1128
2818/** 1129/**
2819 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
2820 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
2832static object * 1143static object *
2833get_next_item_from_body_location (int loc, object *start) 1144get_next_item_from_body_location (int loc, object *start)
2834{ 1145{
2835 for (object *tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
2836 if (tmp->flag [FLAG_APPLIED] 1147 if (tmp->flag [FLAG_APPLIED]
2837 && tmp->slot[loc].info 1148 && tmp->slot [loc].info
2838 && (!tmp->invisible || tmp->type == SKILL)) 1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2839 return tmp; 1150 return tmp;
2840 1151
2841 return 0; 1152 return 0;
2842} 1153}
2843 1154
2856#define CANNOT_REMOVE_CURSED \ 1167#define CANNOT_REMOVE_CURSED \
2857 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1168 "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, " \ 1169 "Praying over an altar, scrolls of remove curse/damnation, " \
2859 "priests or even other players might help.>" 1170 "priests or even other players might help.>"
2860 1171
2861int 1172static bool
2862unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
2863{ 1174{
2864 if (op->is_range ()) 1175 if (op->is_range ())
2865 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2866 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 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))) 1178 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2868 { 1179 {
2869 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
2870 who->failmsg (query_name (tmp)); 1181 who->failmsg (query_name (tmp));
2871 else 1182 else
2872 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
2875 { 1186 {
2876 /* In this case, we want to try and remove a cursed item. 1187 /* 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 1188 * While we know it won't work, we want unapply_special to
2878 * at least generate the message. 1189 * at least generate the message.
2879 */ 1190 */
2880 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1191 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2881 return 1; 1192 return 1;
2882 } 1193 }
2883 1194
2884 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2885 { 1196 {
2905#endif 1216#endif
2906 return 1; 1217 return 1;
2907 } 1218 }
2908 1219
2909 /* If we are just printing, we don't care about cursed status */ 1220 /* 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)))) 1221 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2911 { 1222 {
2912 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
2913 who->failmsg (query_name (tmp)); 1224 who->failmsg (query_name (tmp));
2914 else 1225 else
2915 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
2919 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
2920 * Note this could be annoying if this is just one of a few, 1231 * 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 1232 * so it may not be critical (eg, putting on a ring and you have
2922 * one cursed ring.) 1233 * one cursed ring.)
2923 */ 1234 */
2924 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2925 } 1236 }
2926 1237
2927 last = tmp->below; 1238 last = tmp->below;
2928 } 1239 }
2929 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1240 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2988 continue; 1299 continue;
2989 } 1300 }
2990 1301
2991 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2992 if (!tmp1) 1303 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; 1304 retval |= CAN_APPLY_NEVER;
3001 }
3002 else 1305 else
3003 { 1306 {
3004 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
3005 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
3006 * to apply multiple objects 1309 * to apply multiple objects
3035 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3036 * because you can't control those just by body location - bows, shields, 1339 * 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 1340 * and weapons all use the same slot. Similar for horn/rod/wand - they
3038 * all use the same location. 1341 * all use the same location.
3039 */ 1342 */
3040 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3041 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3042 1345
3043 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3044 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3045 1348
3046 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3047 { 1350 {
3048 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1351 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3049 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3050 1353
3051 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3052 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3053 1356
3054 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3055 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3056 1359
3057 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3058 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3059 } 1362 }
3060 1363
3061 return retval; 1364 return retval;
3062} 1365}
3086 */ 1389 */
3087 1390
3088#define LACK_ITEM_POWER \ 1391#define LACK_ITEM_POWER \
3089 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1392 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3090 1393
3091int 1394static bool
3092apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3093{ 1396{
3094 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3095 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *tmp2, *skop = NULL;
3096 1399
3097 if (who == NULL) 1400 if (who == NULL)
3098 { 1401 {
3099 LOG (llevError, "apply_special() from object without environment.\n"); 1402 LOG (llevError, "apply_special() from object without environment.\n");
3100 return 1; 1403 return 1;
3101 } 1404 }
3102 1405
1406 //TODO: remove these when apply_special is no longer exposed
3103 if (op->env != who) 1407 if (op->env != who)
3104 return 1; /* op is not in inventory */ 1408 return 1; /* op is not in inventory */
3105 1409
3106 /* trying to unequip op */ 1410 /* trying to unequip op */
3107 if (QUERY_FLAG (op, FLAG_APPLIED)) 1411 if (op->flag [FLAG_APPLIED])
3108 { 1412 {
3109 /* always apply, so no reason to unapply */ 1413 /* always apply, so no reason to unapply */
3110 if (basic_flag == AP_APPLY) 1414 if (basic_flag == AP_APPLY)
3111 return 0; 1415 return 0;
3112 1416
3113 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1417 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3114 { 1418 {
3115 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1419 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3116 return 1; 1420 return 1;
3117 } 1421 }
3118 1422
3119 return unapply_special (who, op, aflags); 1423 return unapply_special (who, op, aflags);
3120 } 1424 }
3121 else if (basic_flag == AP_UNAPPLY) 1425 else if (basic_flag == AP_UNAPPLY)
3122 return 0; 1426 return 0;
3123 1427
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); 1428 splay (op);
3134 1429
3135 /* Can't just apply this object. Lets see what not and what to do */ 1430 /* Can't just apply this object. Lets see what not and what to do */
3136 if (int i = can_apply_object (who, op)) 1431 if (int i = can_apply_object (who, op))
3137 { 1432 {
3138 if (i & CAN_APPLY_NEVER) 1433 if (i & CAN_APPLY_NEVER)
3139 { 1434 {
3140 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1435 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; 1436 return 1;
3142 } 1437 }
3143 else if (i & CAN_APPLY_RESTRICTION) 1438 else if (i & CAN_APPLY_RESTRICTION)
3144 { 1439 {
3145 who->failmsg (format ( 1440 who->failmsgf (
3146 "You have a prohibition against using a %s. " 1441 "You have a prohibition against using a %s. "
3147 "H<Your belief, profession or class prevents you from applying this item.>", 1442 "H<Your belief, profession or class prevents you from applying this item.>",
3148 query_name (op) 1443 query_name (op)
3149 )); 1444 );
3150 return 1; 1445 return 1;
3151 } 1446 }
3152 1447
3153 if (who->type != PLAYER) 1448 if (who->type != PLAYER)
3154 { 1449 {
3170 } 1465 }
3171 } 1466 }
3172 1467
3173 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1468 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3174 { 1469 {
1470 // try to ready attached skill first
3175 skop = find_skill_by_name (who, op->skill); 1471 skop = find_skill_by_name (who, op->skill);
3176 1472
3177 if (!skop) 1473 if (!skop)
3178 { 1474 {
3179 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1475 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3180 return 1; 1476 return 1;
3181 } 1477 }
3182 else 1478 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 */ 1479 {
3186 who->change_skill (skop); 1480 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1481 return 1;
1482 }
3187 } 1483 }
3188 1484
3189 if (who->type == PLAYER 1485 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 { 1486 {
3193 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1487 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3194 return 1; 1488 return 1;
3195 } 1489 }
3196 1490
3197 /* Ok. We are now at the state where we can apply the new object. 1491 /* 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_... 1492 * Note that we don't have the checks for can_use_...
3199 * below - that is already taken care of by can_apply_object. 1493 * below - that is already taken care of by can_apply_object.
3200 */ 1494 */
1495
1496 // 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; 1497 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3202 1498
3203 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1499 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3204 return RESULT_INT (0); 1500 return RESULT_INT (0);
3205 1501
3206 switch (op->type) 1502 switch (op->type)
3207 { 1503 {
3208 case WEAPON: 1504 case WEAPON:
3209 if (!check_weapon_power (who, op->last_eat)) 1505 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 { 1506 {
3223 /* if the weapon does not have the name as the character, can't use it. */ 1507 /* 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) */ 1508 /* (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.>"); 1509 who->failmsg ("The weapon does not recognize you as its owner. "
3226 1510 "H<Its name indicates that it belongs to somebody else.>");
3227 if (tmp) 1511 if (tmp) who->insert (tmp);
3228 insert_ob_in_ob (tmp, who);
3229
3230 return 1; 1512 return 1;
3231 } 1513 }
3232 1514
3233 if (!skop) 1515 op->flag [FLAG_APPLIED] = true;
1516
1517 if (player *pl = who->contr)
3234 { 1518 {
3235 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1519 who->statusmsg (format ("You wield %s.", query_name (op)));
3236 return 1; 1520 change_abil (who, op);
3237 } 1521 }
3238 1522
3239 SET_FLAG (op, FLAG_APPLIED); 1523 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; 1524 break;
3250 1525
3251 case ARMOUR: 1526 case ARMOUR:
3252 case HELMET: 1527 case HELMET:
3253 case SHIELD: 1528 case SHIELD:
3256 case GIRDLE: 1531 case GIRDLE:
3257 case BRACERS: 1532 case BRACERS:
3258 case CLOAK: 1533 case CLOAK:
3259 case RING: 1534 case RING:
3260 case AMULET: 1535 case AMULET:
3261 SET_FLAG (op, FLAG_APPLIED); 1536 op->set_flag (FLAG_APPLIED);
3262 who->statusmsg (format ("You wear %s.", query_name (op))); 1537 who->statusmsg (format ("You wear %s.", query_name (op)));
3263 change_abil (who, op); 1538 change_abil (who, op);
3264 break; 1539 break;
3265 1540
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: 1541 case SKILL_TOOL:
3307 // applying a skill tool also readies the skill 1542 // applying a skill tool does not ready the skill
3308 SET_FLAG (op, FLAG_APPLIED); 1543 // if something needs the skill, it has to ready it itself
3309 1544 //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]) 1545 op->set_flag (FLAG_APPLIED);
3314 apply_special (who, skop, AP_APPLY);
3315 }
3316 break; 1546 break;
3317 1547
3318 case SKILL: 1548 case SKILL:
3319 if (player *pl = who->contr) 1549 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) 1550 if (op->invisible)
3372 { 1551 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 1552 else
3381 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1553 who->statusmsg (format ("You ready %s.", query_name (op)));
3382 } 1554
3383 else 1555 who->set_flag (FLAG_READY_SKILL);
3384 { 1556 op->set_flag (FLAG_APPLIED);
3385 SET_FLAG (op, FLAG_APPLIED);
3386 change_abil (who, op); 1557 change_abil (who, op);
3387 who->chosen_skill = op;
3388 SET_FLAG (who, FLAG_READY_SKILL);
3389 }
3390
3391 break; 1558 break;
3392 1559
3393 case BOW: 1560 case BOW:
3394 if (!check_weapon_power (who, op->last_eat)) 1561 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 { 1562 {
3406 who->failmsg ("The weapon does not recognize you as its owner. " 1563 who->failmsg ("The weapon does not recognize you as its owner. "
3407 "H<Its name indicates that it belongs to somebody else.>"); 1564 "H<Its name indicates that it belongs to somebody else.>");
3408 if (tmp) 1565 if (tmp) who->insert (tmp);
3409 insert_ob_in_ob (tmp, who);
3410
3411 return 1; 1566 return 1;
3412 } 1567 }
1568
1569 if (player *pl = who->contr)
1570 {
1571 op->flag [FLAG_APPLIED] = true;
1572 who->statusmsg (format ("You wield the %s.", query_name (op)));
1573 change_abil (who, op);
1574 }
1575 break;
1576
1577 case RANGED:
1578 if (player *pl = who->contr)
1579 {
1580 op->flag [FLAG_APPLIED] = true;
1581 who->statusmsg (format ("You applied the %s.", query_name (op)));
1582 }
1583 break;
1584
1585 case SPELL:
1586 if (player *pl = who->contr)
1587 {
1588 op->flag [FLAG_APPLIED] = true;
1589 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1590 }
1591 break;
3413 1592
3414 /*FALLTHROUGH*/ 1593 /*FALLTHROUGH*/
3415 case WAND: 1594 case WAND:
3416 case ROD: 1595 case ROD:
3417 case HORN: 1596 case HORN:
3418 /* check for skill, alter player status */ 1597 op->flag [FLAG_APPLIED] = true;
3419 1598
3420 if (!skop) 1599 if (player *pl = who->contr)
3421 { 1600 {
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))); 1601 who->statusmsg (format ("You ready %s.", query_name (op)));
3434 1602
3435 if (op->type == BOW) 1603 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))); 1604 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3440 } 1605
1606 change_abil (who, op);
3441 } 1607 }
3442 else 1608 else
3443 { 1609 {
3444 if (op->type == BOW) 1610 if (op->type == BOW)
3445 SET_FLAG (who, FLAG_READY_BOW); 1611 op->flag [FLAG_READY_BOW ] = true;
3446 else 1612 else
3447 SET_FLAG (who, FLAG_READY_RANGE); 1613 op->flag [FLAG_READY_RANGE] = true;
3448 } 1614 }
3449 1615
3450 break; 1616 break;
3451 1617
3452 case BUILDER: 1618 case BUILDER:
3453 if (who->type == PLAYER) 1619 if (player *pl = who->contr)
3454 { 1620 {
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))); 1621 who->statusmsg (format ("You ready your %s.", query_name (op)));
3460 1622 //TODO: change_abil?
3461 who->contr->ranged_ob = op;
3462 } 1623 }
3463 break; 1624 break;
3464 1625
3465 default: 1626 default:
3466 who->statusmsg (format ("You apply %s.", query_name (op))); 1627 who->statusmsg (format ("You apply %s.", query_name (op)));
3467 } 1628 }
3468 1629
3469 SET_FLAG (op, FLAG_APPLIED); 1630 op->set_flag (FLAG_APPLIED);
3470 1631
3471 if (tmp)
3472 who->insert (tmp); 1632 if (tmp) who->insert (tmp);
3473 1633
3474 who->update_stats (); 1634 who->update_stats ();
3475 1635
3476 /* We exclude spell casting objects. The fire code will set the 1636 /* We exclude spell casting objects. The fire code will set the
3477 * been applied flag when they are used - until that point, 1637 * been applied flag when they are used - until that point,
3478 * you don't know anything about them. 1638 * you don't know anything about them.
3479 */ 1639 */
3480 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1640 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3481 SET_FLAG (op, FLAG_BEEN_APPLIED); 1641 op->set_flag (FLAG_BEEN_APPLIED);
3482 1642
3483 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1643 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3484 if (who->type == PLAYER) 1644 if (who->type == PLAYER)
3485 { 1645 {
3486 who->failmsg ( 1646 who->failmsg (
3487 "Oops, it feels deadly cold! " 1647 "Oops, it feels deadly cold! "
3488 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1648 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3489 ); 1649 );
3490 SET_FLAG (op, FLAG_KNOWN_CURSED); 1650 op->set_flag (FLAG_KNOWN_CURSED);
3491 } 1651 }
3492 1652
3493 if (object *pl = op->visible_to ()) 1653 if (object *pl = op->visible_to ())
3494 esrv_send_item (pl, op); 1654 esrv_send_item (pl, op);
3495 1655
3496 return 0; 1656 return 0;
3497} 1657}
3498 1658
1659/**
1660 * Check if op should abort moving victim because of it's race or slaying.
1661 * Returns 1 if it should abort, returns 0 if it should continue.
1662 */
3499int 1663int
3500monster_apply_special (object *who, object *op, int aflags) 1664should_director_abort (object *op, object *victim)
3501{ 1665{
3502 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1666 int arch_flag, name_flag, race_flag;
1667
1668 /* Get flags to determine what of arch, name, and race should be checked.
1669 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1670 * the next is the name flag, and the last is the race flag. Also note,
1671 * if subtype is set to zero, that also goes to defaults of all affecting
1672 * it. Examples:
1673 * subtype 1: only arch
1674 * subtype 3: arch or name
1675 * subtype 5: arch or race
1676 * subtype 7: all three
1677 */
1678 if (op->subtype)
1679 {
1680 arch_flag = op->subtype & 1;
1681 name_flag = op->subtype & 2;
1682 race_flag = op->subtype & 4;
1683 }
1684 else
1685 {
1686 arch_flag = 1;
1687 name_flag = 1;
1688 race_flag = 1;
1689 }
1690
1691 /* If the director has race set, only affect objects with a arch,
1692 * name or race that matches.
1693 */
1694 if ((op->race) &&
1695 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1696 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1697 ((!(victim->race && race_flag) || op->race != victim->race)))
3503 return 1; 1698 return 1;
3504 1699
1700 /* If the director has slaying set, only affect objects where none
1701 * of arch, name, or race match.
1702 */
1703 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1704 ((victim->name && name_flag && op->slaying == victim->name)) ||
1705 ((victim->race && race_flag && op->slaying == victim->race)))
1706 return 1;
1707
1708 return 0;
1709}
1710
1711/**
1712 * This handles a player dropping money on an altar to identify stuff.
1713 * It'll identify marked item, if none all items up to dropped money.
1714 * Return value: 1 if money was destroyed, 0 if not.
1715 */
1716static int
1717apply_id_altar (object *money, object *altar, object *pl)
1718{
1719 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1720
1721 if (!pl || pl->type != PLAYER)
1722 return 0;
1723
1724 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1725 * identifying' from being printed out more than it needs to be.
1726 */
1727 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1728 return 0;
1729
1730 /* if the player has a marked item, identify that if it needs to be
1731 * identified. If it doesn't, then go through the player inventory.
1732 */
1733 if (object *marked = pl->mark ())
1734 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1735 {
1736 if (operate_altar (altar, &money, pl))
1737 {
1738 identify (marked);
1739
1740 buf.printf ("You have %s.\r", long_desc (marked, pl));
1741 if (marked->msg)
1742 buf << "The item has a story:\r" << marked->msg << "\n\n";
1743
1744 return !money;
1745 }
1746 }
1747
1748 for (object *id = pl->inv; id; id = id->below)
1749 {
1750 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1751 {
1752 if (operate_altar (altar, &money, pl))
1753 {
1754 identify (id);
1755
1756 buf.printf ("You have %s.\r", long_desc (id, pl));
1757 if (id->msg)
1758 buf << "The item has a story:\r" << id->msg << "\n\n";
1759
1760 /* If no more money, might as well quit now */
1761 if (!money || !check_altar_sacrifice (altar, money))
1762 break;
1763 }
1764 else
1765 {
1766 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1767 break;
1768 }
1769 }
1770 }
1771
1772 if (buf.empty ())
1773 pl->failmsg ("You have nothing that needs identifying");
1774 else
1775 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1776
1777 return !money;
1778}
1779
1780/**
1781 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1782 * matching item.
1783 **/
1784void
1785handle_apply_yield (object *tmp)
1786{
1787 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1788 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1789}
1790
1791/**
1792 * Handles applying a potion.
1793 */
1794int
1795apply_potion (object *op, object *tmp)
1796{
1797 int got_one = 0, i;
1798 object *force = 0;
1799
1800 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1801
1802 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1803 {
1804 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1805
1806 tmp->clr_flag (FLAG_APPLIED);
1807 return 0;
1808 }
1809
1810 if (op->type == PLAYER)
1811 if (!tmp->flag [FLAG_IDENTIFIED])
1812 identify (tmp);
1813
1814 handle_apply_yield (tmp);
1815
1816 /* Potion of restoration - only for players */
1817 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1818 {
1819 object *depl;
1820 archetype *at;
1821
1822 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1823 {
1824 op->drain_stat ();
1825 op->update_stats ();
1826 tmp->decrease ();
1827 return 1;
1828 }
1829
1830 if (!(at = archetype::find (shstr_depletion)))
1831 {
1832 LOG (llevError, "Could not find archetype depletion\n");
1833 return 0;
1834 }
1835
1836 depl = present_arch_in_ob (at, op);
1837
1838 if (depl)
1839 {
1840 for (i = 0; i < NUM_STATS; i++)
1841 if (depl->stats.stat (i))
1842 op->statusmsg (restore_msg[i]);
1843
1844 depl->destroy ();
1845 op->update_stats ();
1846 }
1847 else
1848 op->statusmsg ("Your potion had no effect.");
1849
1850 tmp->decrease ();
1851 return 1;
1852 }
1853
1854 /* improvement potion - only for players */
1855 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1856 {
1857 for (i = 1; i < min (11, op->level); i++)
1858 {
1859 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1860 {
1861 if (op->contr->levhp[i] != 1)
1862 {
1863 op->contr->levhp[i] = 1;
1864 break;
1865 }
1866
1867 if (op->contr->levsp[i] != 1)
1868 {
1869 op->contr->levsp[i] = 1;
1870 break;
1871 }
1872
1873 if (op->contr->levgrace[i] != 1)
1874 {
1875 op->contr->levgrace[i] = 1;
1876 break;
1877 }
1878 }
1879 else
1880 {
1881 if (op->contr->levhp[i] < 9)
1882 {
1883 op->contr->levhp[i] = 9;
1884 break;
1885 }
1886
1887 if (op->contr->levsp[i] < 6)
1888 {
1889 op->contr->levsp[i] = 6;
1890 break;
1891 }
1892
1893 if (op->contr->levgrace[i] < 3)
1894 {
1895 op->contr->levgrace[i] = 3;
1896 break;
1897 }
1898 }
1899 }
1900
1901 /* Just makes checking easier */
1902 if (i < min (11, op->level))
1903 got_one = 1;
1904
1905 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1906 {
1907 if (got_one)
1908 {
1909 op->update_stats ();
1910 op->statusmsg ("The Gods smile upon you and remake you "
1911 "a little more in their image. "
1912 "You feel a little more perfect.", NDI_GREEN);
1913 }
1914 else
1915 op->statusmsg ("The potion had no effect - you are already perfect.");
1916 }
1917 else
1918 { /* cursed potion */
1919 if (got_one)
1920 {
1921 op->update_stats ();
1922 op->failmsg ("The Gods are angry and punish you.");
1923 }
1924 else
1925 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1926 }
1927
1928 tmp->decrease ();
1929 return 1;
1930 }
1931
1932
1933 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1934 * and heroism all fit into this category. Given the spell object code,
1935 * there is no limit to the number of spells that potions can be cast,
1936 * but direction is problematic to try and imbue fireball potions for example.
1937 */
1938 if (tmp->inv)
1939 {
1940 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1941 {
1942 op->failmsg ("Yech! Your lungs are on fire!");
1943 create_exploding_ball_at (op, op->level);
1944 }
1945 else
1946 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1947
1948 tmp->decrease ();
1949
1950 /* if youre dead, no point in doing this... */
1951 if (!op->flag [FLAG_REMOVED])
1952 op->update_stats ();
1953
1954 return 1;
1955 }
1956
1957 /* Deal with protection potions */
1958 force = NULL;
1959 for (i = 0; i < NROFATTACKS; i++)
1960 {
1961 if (tmp->resist[i])
1962 {
1963 if (!force)
1964 force = get_archetype (FORCE_NAME);
1965
1966 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1967 force->type = POTION_EFFECT;
1968 break; /* Only need to find one protection since we copy entire batch */
1969 }
1970 }
1971
1972 /* This is a protection potion */
1973 if (force)
1974 {
1975 /* cursed items last longer */
1976 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1977 {
1978 force->stats.food *= 10;
1979 for (i = 0; i < NROFATTACKS; i++)
1980 if (force->resist[i] > 0)
1981 force->resist[i] = -force->resist[i]; /* prot => vuln */
1982 }
1983
1984 force->speed_left = -1;
1985 force = insert_ob_in_ob (force, op);
1986 tmp->clr_flag (FLAG_APPLIED);
1987 force->set_flag (FLAG_APPLIED);
1988 change_abil (op, force);
1989 tmp->decrease ();
1990 return 1;
1991 }
1992
1993 /* Only thing left are the stat potions */
1994 if (op->type == PLAYER)
1995 { /* only for players */
1996 if ((tmp->flag [FLAG_CURSED]
1997 || tmp->flag [FLAG_DAMNED])
1998 && tmp->value != 0)
1999 tmp->clr_flag (FLAG_APPLIED);
2000 else
2001 tmp->set_flag (FLAG_APPLIED);
2002
2003 if (!change_abil (op, tmp))
2004 op->statusmsg ("Nothing happened.");
2005 }
2006
2007 /* CLEAR_FLAG is so that if the character has other potions
2008 * that were grouped with the one consumed, his
2009 * stat will not be raised by them. fix_player just clears
2010 * up all the stats.
2011 */
2012 tmp->clr_flag (FLAG_APPLIED);
2013 op->update_stats ();
2014 tmp->decrease ();
2015 return 1;
2016}
2017
2018/**
2019 * 'victim' moves onto 'trap'
2020 * 'victim' leaves 'trap'
2021 * effect is determined by move_on/move_off of trap and move_type of victime.
2022 *
2023 * originator: Player, monster or other object that caused 'victim' to move
2024 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2025 * However, some types of traps require an originator to function.
2026 */
2027void
2028move_apply (object *trap, object *victim, object *originator)
2029{
2030 static int recursion_depth = 0;
2031
2032 trap = trap->head_ ();
2033
2034 /* Only exits affect DMs. */
2035 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2036 return;
2037
2038 /* move_apply() is the most likely candidate for causing unwanted and
2039 * possibly unlimited recursion.
2040 */
2041
2042 /* The following was changed because it was causing perfectly correct
2043 * maps to fail. 1) it's not an error to recurse:
2044 * rune detonates, summoning monster. monster lands on nearby rune.
2045 * nearby rune detonates. This sort of recursion is expected and
2046 * proper. This code was causing needless crashes.
2047 */
2048 if (recursion_depth >= 500)
2049 {
2050 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2051 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2052 return;
2053 }
2054
2055 recursion_depth++;
2056
2057 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2058 switch (trap->type)
2059 {
2060 case PLAYERMOVER:
2061 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2062 {
2063 if (!trap->stats.maxsp)
2064 trap->stats.maxsp = 2;
2065
2066 /* Is this correct? From the docs, it doesn't look like it
2067 * should be divided by trap->speed
2068 */
2069 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2070
2071 /* Just put in some sanity check. I think there is a bug in the
2072 * above with some objects have zero speed, and thus the player
2073 * getting permanently paralyzed.
2074 */
2075 victim->speed_left = max (-50.f, victim->speed_left);
2076 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2077 }
2078 break;
2079
2080 case SPINNER:
2081 if (victim->direction)
2082 {
2083 victim->direction = absdir (victim->direction - trap->stats.sp);
2084 update_turn_face (victim);
2085 }
2086 break;
2087
2088 case DIRECTOR:
2089 if (victim->direction && !should_director_abort (trap, victim))
2090 {
2091 victim->direction = trap->stats.sp;
2092 update_turn_face (victim);
2093 }
2094 break;
2095
2096 case BUTTON:
2097 case PEDESTAL:
2098 case T_MATCH:
2099 update_button (trap, originator);
2100 break;
2101
2102 case ALTAR:
2103 /* sacrifice victim on trap */
2104 apply_altar (trap, victim, originator);
2105 break;
2106
2107 case THROWN_OBJ:
2108 if (trap->inv == NULL)
2109 break;
2110 /* fallthrough */
2111
2112 case ARROW:
2113 /* bad bug: monster throw a object, make a step forwards, step on object ,
2114 * trigger this here and get hit by own missile - and will be own enemy.
2115 * Victim then is his own enemy and will start to kill herself (this is
2116 * removed) but we have not synced victim and his missile. To avoid senseless
2117 * action, we avoid hits here
2118 */
2119 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2120 && trap->owner != victim)
2121 hit_with_arrow (trap, victim);
2122 break;
2123
2124 case SPELL_EFFECT:
2125 apply_spell_effect (trap, victim);
2126 break;
2127
2128 case TRAPDOOR:
2129 {
2130 int max, sound_was_played;
2131 object *ab, *ab_next;
2132
2133 if (!trap->value)
2134 {
2135 int tot;
2136
2137 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2138 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2139 tot += ab->head_ ()->total_weight ();
2140
2141 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2142 break;
2143
2144 SET_ANIMATION (trap, trap->value);
2145 update_object (trap, UP_OBJ_FACE);
2146 }
2147
2148 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2149 {
2150 /* need to set this up, since if we do transfer the object,
2151 * ab->above would be bogus
2152 */
2153 ab_next = ab->above;
2154
2155 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2156 {
2157 if (!sound_was_played)
2158 {
2159 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2160 sound_was_played = 1;
2161 }
2162
2163 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2164 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2165 }
2166 }
2167 break;
2168 }
2169
2170 case CONVERTER:
2171 if (convert_item (victim, trap) < 0)
2172 {
2173 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2174 archetype::get (shstr_burnout)->insert_at (trap, trap);
2175 }
2176
2177 break;
2178
2179 case TRIGGER_BUTTON:
2180 case TRIGGER_PEDESTAL:
2181 case TRIGGER_ALTAR:
2182 check_trigger (trap, victim, originator);
2183 break;
2184
2185 case DEEP_SWAMP:
2186 walk_on_deep_swamp (trap, victim);
2187 break;
2188
2189 case CHECK_INV:
2190 check_inv (victim, trap);
2191 break;
2192
2193 case HOLE:
2194 move_apply_hole (trap, victim);
2195 break;
2196
2197 case EXIT:
2198 if (victim->type == PLAYER && EXIT_PATH (trap))
2199 {
2200 /* Basically, don't show exits leading to random maps the
2201 * players output.
2202 */
2203 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2204 victim->statusmsg (trap->msg, NDI_NAVY);
2205
2206 trap->play_sound (trap->sound);
2207 victim->enter_exit (trap);
2208 }
2209 break;
2210
2211 case ENCOUNTER:
2212 /* may be some leftovers on this */
2213 break;
2214
2215 case SHOP_MAT:
2216 apply_shop_mat (trap, victim);
2217 break;
2218
2219 /* Drop a certain amount of gold, and have one item identified */
2220 case IDENTIFY_ALTAR:
2221 apply_id_altar (victim, trap, originator);
2222 break;
2223
2224 case SIGN:
2225 if (victim->type != PLAYER && trap->stats.food > 0)
2226 break; /* monsters musn't apply magic_mouths with counters */
2227
2228 apply_sign (victim, trap, 1);
2229 break;
2230
2231 case CONTAINER:
2232 apply_container (victim, trap);
2233 break;
2234
2235 case RUNE:
2236 case TRAP:
2237 if (trap->level && victim->flag [FLAG_ALIVE])
2238 spring_trap (trap, victim);
2239 break;
2240
2241 default:
2242 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2243 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2244 break;
2245 }
2246
2247 recursion_depth--;
2248}
2249
2250/**
2251 * Handles reading a regular (ie not containing a spell) book.
2252 */
2253static void
2254apply_book (object *op, object *tmp)
2255{
2256 int lev_diff;
2257 object *skill_ob;
2258
2259 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2260 {
2261 op->failmsg ("You are unable to read while blind!");
2262 return;
2263 }
2264
2265 if (!tmp->msg)
2266 {
2267 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2268 return;
2269 }
2270
2271 /* need a literacy skill to read stuff! */
2272 skill_ob = find_skill_by_name (op, tmp->skill);
2273 if (!skill_ob)
2274 {
2275 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2276 return;
2277 }
2278
2279 lev_diff = tmp->level - (skill_ob->level + 5);
2280 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2281 {
2282 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2283 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2284 : lev_diff < 5 ? "This book is beyond your comprehension."
2285 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2286 : lev_diff < 15 ? "This book is way beyond your comprehension."
2287 : "This book is totally beyond your comprehension.");
2288 return;
2289 }
2290
2291 // we currently don't use the message types for anything.
2292 // readable_message_type *msgType = get_readable_message_type (tmp);
2293
2294 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2295
2296 if (player *pl = op->contr)
2297 if (client *ns = pl->ns)
2298 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2299
2300 /* gain xp from reading */
2301 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2302 { /* only if not read before */
2303 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2304
2305 if (!tmp->flag [FLAG_IDENTIFIED])
2306 {
2307 /*exp_gain *= 2; because they just identified it too */
2308 tmp->set_flag (FLAG_IDENTIFIED);
2309
2310 if (object *pl = tmp->visible_to ())
2311 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2312 }
2313
2314 change_exp (op, exp_gain, skill_ob->skill, 0);
2315 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2316 }
2317}
2318
2319/**
2320 * op made some mistake with a scroll, this takes care of punishment.
2321 * scroll_failure()- hacked directly from spell_failure
2322 */
2323static void
2324scroll_failure (object *op, int failure, int power)
2325{
2326 if (abs (failure / 4) > power)
2327 power = abs (failure / 4); /* set minimum effect */
2328
2329 if (failure <= -1 && failure > -15)
2330 { /* wonder */
2331 object *tmp;
2332
2333 op->failmsg ("Your spell warps!");
2334 tmp = get_archetype (SPELL_WONDER);
2335 cast_wonder (op, op, 0, tmp);
2336 tmp->destroy ();
2337 }
2338 else if (failure <= -15 && failure > -35)
2339 { /* drain mana */
2340 op->failmsg ("Your mana is drained!");
2341 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2342 if (op->stats.sp < 0)
2343 op->stats.sp = 0;
2344 }
2345 else if (settings.spell_failure_effects == TRUE)
2346 {
2347 if (failure <= -35 && failure > -60)
2348 { /* confusion */
2349 op->failmsg ("The magic recoils on you!");
2350 confuse_player (op, op, power);
2351 }
2352 else if (failure <= -60 && failure > -70)
2353 { /* paralysis */
2354 op->failmsg ("The magic recoils and paralyzes you!");
2355 paralyze_player (op, op, power);
2356 }
2357 else if (failure <= -70 && failure > -80)
2358 { /* blind */
2359 op->failmsg ("The magic recoils on you!");
2360 blind_player (op, op, power);
2361 }
2362 else if (failure <= -80)
2363 { /* blast the immediate area */
2364 object *tmp = get_archetype (LOOSE_MANA);
2365 cast_magic_storm (op, tmp, power);
2366 op->failmsg ("You unleash uncontrolled mana!");
2367 tmp->destroy ();
2368 }
2369 }
2370}
2371
2372/**
2373 * Handles the applying of a skill scroll, calling learn_skill straight.
2374 * op is the person learning the skill, tmp is the skill scroll object
2375 */
2376static void
2377apply_skillscroll (object *op, object *tmp)
2378{
2379 switch (learn_skill (op, tmp))
2380 {
2381 case 0:
2382 op->play_sound (sound_find ("generic_fail"));
2383 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2384 break;
2385
2386 case 1:
2387 tmp->decrease ();
2388 op->play_sound (sound_find ("skill_learn"));
2389 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2390 break;
2391
2392 default:
2393 tmp->decrease ();
2394 op->play_sound (sound_find ("generic_fail"));
2395 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2396 break;
2397 }
2398}
2399
2400/**
2401 * Actually makes op learn spell.
2402 * Informs player of what happens.
2403 */
2404void
2405do_learn_spell (object *op, object *spell, int special_prayer)
2406{
2407 object *tmp;
2408
2409 if (op->type != PLAYER)
2410 {
2411 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2412 return;
2413 }
2414
2415 /* Upgrade special prayers to normal prayers */
2416 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2417 {
2418 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2419 {
2420 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2421 return;
2422 }
2423 return;
2424 }
2425
2426 op->contr->play_sound (sound_find ("learn_spell"));
2427
2428 tmp = spell->clone ();
2429 insert_ob_in_ob (tmp, op);
2430
2431 if (special_prayer)
2432 tmp->set_flag (FLAG_STARTEQUIP);
2433
2434 esrv_add_spells (op->contr, tmp);
2435}
2436
2437/**
2438 * Erases spell from player's inventory.
2439 */
2440void
2441do_forget_spell (object *op, const char *spell)
2442{
2443 object *spob;
2444
2445 if (op->type != PLAYER)
2446 {
2447 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2448 return;
2449 }
2450 if ((spob = check_spell_known (op, spell)) == NULL)
2451 {
2452 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2453 return;
2454 }
2455
2456 op->failmsgf ("You lose knowledge of %s.", spell);
2457 esrv_remove_spell (op->contr, spob);
2458 spob->destroy ();
2459}
2460
2461/**
2462 * Handles player applying a spellbook.
2463 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2464 * stuff like that. Random learning failure too.
2465 */
2466static void
2467apply_spellbook (object *op, object *tmp)
2468{
2469 object *skop, *spell, *spell_skill;
2470
2471 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2472 {
2473 op->failmsg ("You are unable to read while blind.");
2474 return;
2475 }
2476
2477 /* artifact_spellbooks have 'slaying' field point to a spell name,
2478 * instead of having their spell stored in stats.sp. These are
2479 * legacy spellbooks
2480 */
2481 if (tmp->slaying)
2482 {
2483 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2484
2485 if (!spell)
2486 {
2487 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2488 return;
2489 }
2490 else
2491 insert_ob_in_ob (spell, tmp);
2492
2493 tmp->slaying = 0;
2494 }
2495
2496 skop = find_skill_by_name (op, tmp->skill);
2497
2498 /* need a literacy skill to learn spells. Also, having a literacy level
2499 * lower than the spell will make learning the spell more difficult */
2500 if (!skop)
2501 {
2502 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2503 return;
2504 }
2505
2506 spell = tmp->inv;
2507
2508 if (!spell)
2509 {
2510 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2511 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2512 return;
2513 }
2514
2515 int learn_level = sqrtf (spell->level) * 1.5f;
2516 if (skop->level < learn_level)
2517 {
2518 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2519 &tmp->skill, learn_level);
2520 return;
2521 }
2522
2523 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2524
2525 if (!tmp->flag [FLAG_IDENTIFIED])
2526 identify (tmp);
2527
2528 /* I removed the check for special_prayer_mark here - it didn't make
2529 * a lot of sense - special prayers are not found in spellbooks, and
2530 * if the player doesn't know the spell, doesn't make a lot of sense that
2531 * they would have a special prayer mark.
2532 */
2533 if (check_spell_known (op, spell->name))
2534 {
2535 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2536 return;
2537 }
2538
2539 if (spell->skill)
2540 {
2541 spell_skill = find_skill_by_name (op, spell->skill);
2542
2543 if (!spell_skill)
2544 {
2545 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2546 return;
2547 }
2548
2549 if (spell_skill->level < spell->level)
2550 {
2551 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2552 return;
2553 }
2554 }
2555
2556 /* Logic as follows
2557 *
2558 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2559 *
2560 * 2- The learner's skill level in literacy adjusts the chance to learn
2561 * a spell.
2562 *
2563 * 3 -Automatically fail to learn if you read while confused
2564 *
2565 * Overall, chances are the same but a player will find having a high
2566 * literacy rate very useful! -b.t.
2567 */
2568 if (op->flag [FLAG_CONFUSED])
2569 {
2570 op->failmsg ("In your confused state you flub the wording of the text!");
2571 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2572 }
2573 else if (tmp->flag [FLAG_STARTEQUIP] ||
2574 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2575 {
2576 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2577 do_learn_spell (op, spell, 0);
2578
2579 /* xp gain to literacy for spell learning */
2580 if (!tmp->flag [FLAG_STARTEQUIP])
2581 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2582 }
2583 else
2584 {
2585 op->contr->play_sound (sound_find ("fumble_spell"));
2586 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2587 }
2588
2589 tmp->decrease ();
2590}
2591
2592/**
2593 * Handles applying a spell scroll.
2594 */
2595void
2596apply_scroll (object *op, object *tmp, int dir)
2597{
2598 object *skop;
2599
2600 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2601 {
2602 op->failmsg ("You are unable to read while blind.");
2603 return;
2604 }
2605
2606 if (!tmp->inv || tmp->inv->type != SPELL)
2607 {
2608 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2609 return;
2610 }
2611
2612 if (op->type == PLAYER)
2613 {
2614 /* players need a literacy skill to read stuff! */
2615 int exp_gain = 0;
2616
2617 /* hard code literacy - tmp->skill points to where the exp
2618 * should go for anything killed by the spell.
2619 */
2620 skop = find_skill_by_name (op, shstr_literacy);
2621
2622 if (!skop)
2623 {
2624 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2625 return;
2626 }
2627
2628 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2629 change_exp (op, exp_gain, skop->skill, 0);
2630 }
2631
2632 if (!tmp->flag [FLAG_IDENTIFIED])
2633 identify (tmp);
2634
2635 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2636
2637 cast_spell (op, tmp, dir, tmp->inv, NULL);
2638 tmp->decrease ();
2639}
2640
2641/**
2642 * Applies a treasure object - by default, chest. op
2643 * is the person doing the applying, tmp is the treasure
2644 * chest.
2645 */
2646static void
2647apply_treasure (object *op, object *tmp)
2648{
2649 /* Nice side effect of this treasure creation method is that the treasure
2650 * for the chest is done when the chest is created, and put into the chest
2651 * inventory. So that when the chest burns up, the items still exist. Also
2652 * prevents people from moving chests to more difficult maps to get better
2653 * treasure
2654 */
2655 object *treas = tmp->inv;
2656
2657 if (!treas)
2658 {
2659 op->statusmsg ("The chest was empty.");
2660 tmp->decrease ();
2661 return;
2662 }
2663
2664 while (tmp->inv)
2665 {
2666 treas = tmp->inv;
2667 treas->remove ();
2668
2669 treas->x = op->x;
2670 treas->y = op->y;
2671 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2672
2673 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2674 spring_trap (treas, op);
2675
2676 /* If either player or container was destroyed, no need to do
2677 * further processing. I think this should be enclused with
2678 * spring trap above, as I don't think there is otherwise
2679 * any way for the treasure chest or player to get killed.
2680 */
2681 if (op->destroyed () || tmp->destroyed ())
2682 break;
2683 }
2684
2685 if (!tmp->destroyed () && !tmp->inv)
2686 tmp->decrease (true);
2687}
2688
2689/**
2690 * A dragon is eating some flesh. If the flesh contains resistances,
2691 * there is a chance for the dragon's skin to get improved.
2692 *
2693 * attributes:
2694 * object *op the object (dragon player) eating the flesh
2695 * object *meal the flesh item, getting chewed in dragon's mouth
2696 * return:
2697 * int 1 if eating successful, 0 if it doesn't work
2698 */
2699static int
2700dragon_eat_flesh (object *op, object *meal)
2701{
2702 object *skin = NULL; /* pointer to dragon skin force */
2703 object *abil = NULL; /* pointer to dragon ability force */
2704 object *tmp = NULL; /* tmp. object */
2705
2706 double chance; /* improvement-chance of one resistance type */
2707 double totalchance = 1; /* total chance of gaining one resistance */
2708 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2709 double mbonus = 0; /* monster bonus */
2710 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2711 int winners = 0; /* number of winners */
2712 int i; /* index */
2713
2714 /* let's make sure and doublecheck the parameters */
2715 if (meal->type != FLESH || !op->is_dragon ())
2716 return 0;
2717
2718 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2719 from the player's inventory */
2720 for (tmp = op->inv; tmp; tmp = tmp->below)
2721 if (tmp->type == FORCE)
2722 if (tmp->arch->archname == shstr_dragon_skin_force)
2723 skin = tmp;
2724 else if (tmp->arch->archname == shstr_dragon_ability_force)
2725 abil = tmp;
2726
2727 /* if either skin or ability are missing, this is an old player
2728 which is not to be considered a dragon -> bail out */
2729 if (skin == NULL || abil == NULL)
2730 return 0;
2731
2732 /* now start by filling stomache and health, according to food-value */
2733 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2734 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2735 else
2736 op->stats.hp += meal->stats.food / 50;
2737
2738 min_it (op->stats.hp, op->stats.maxhp);
2739 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2740
2741 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2742
2743 /* on to the interesting part: chances for adding resistance */
2744 for (i = 0; i < NROFATTACKS; i++)
2745 {
2746 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2747 {
2748 /* got positive resistance, now calculate improvement chance (0-100) */
2749
2750 /* this bonus makes resistance increase easier at lower levels */
2751 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2752 if (i == abil->stats.exp)
2753 bonus += 5; /* additional bonus for resistance of ability-focus */
2754
2755 /* monster bonus increases with level, because high-level
2756 flesh is too rare */
2757 mbonus = op->level * 20. / ((double) settings.max_level);
2758
2759 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2760 ((double)settings.max_level)) - skin->resist[i];
2761
2762 if (chance >= 0.)
2763 chance += 1.;
2764 else
2765 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2766
2767 /* chance is proportional to amount of resistance (max. 50) */
2768 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2769
2770 /* doubled chance for resistance of ability-focus */
2771 if (i == abil->stats.exp)
2772 chance = min (100., chance * 2.);
2773
2774 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2775 if (rndm (10000) < (unsigned int)(chance * 100))
2776 {
2777 atnr_winner[winners] = i;
2778 winners++;
2779 }
2780
2781 if (chance >= 0.01)
2782 totalchance *= 1 - chance / 100;
2783
2784 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2785 }
2786 }
2787
2788 /* inverse totalchance as until now we have the failure-chance */
2789 totalchance = 100 - totalchance * 100;
2790
2791 /* print message according to totalchance */
2792 const char *buf;
2793 if (totalchance > 50.)
2794 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2795 else if (totalchance > 10.)
2796 buf = format ("The %s tasted very good.", &meal->name);
2797 else if (totalchance > 1.)
2798 buf = format ("The %s tasted good.", &meal->name);
2799 else if (totalchance > 0.1)
2800 buf = format ("The %s tasted bland.", &meal->name);
2801 else if (totalchance >= 0.01)
2802 buf = format ("The %s had a boring taste.", &meal->name);
2803 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2804 buf = format ("The %s tasted strange.", &meal->name);
2805 else
2806 buf = format ("The %s had no taste.", &meal->name);
2807
2808 op->statusmsg (buf);
2809
2810 /* now choose a winner if we have any */
2811 i = -1;
2812 if (winners > 0)
2813 i = atnr_winner [rndm (winners)];
2814
2815 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2816 {
2817 /* resistance increased! */
2818 skin->resist[i]++;
2819 op->update_stats ();
2820
2821 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2822 }
2823
2824 /* if this flesh contains a new ability focus, we mark it
2825 into the ability_force and it will take effect on next level */
2826 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2827 {
2828 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2829
2830 if (meal->last_eat != abil->stats.exp)
2831 op->statusmsg (format (
2832 "Your metabolism prepares to focus on %s!\n"
2833 "The change will happen at level %d.",
2834 change_resist_msg[meal->last_eat],
2835 abil->level + 1
2836 ));
2837 else
2838 {
2839 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2840 abil->last_eat = 0;
2841 }
2842 }
2843
2844 return 1;
2845}
2846
2847/**
2848 * op eats food.
2849 * If player, takes care of messages and dragon special food.
2850 */
2851static void
2852apply_food (object *op, object *tmp)
2853{
2854 int capacity_remaining;
2855
2856 if (op->type != PLAYER)
2857 op->stats.hp = op->stats.maxhp;
2858 else
2859 {
2860 /* check if this is a dragon (player), eating some flesh */
2861 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2862 ;
2863 else
2864 {
2865 /* usual case - no dragon meal: */
2866 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2867 {
2868 if (tmp->type == FOOD || tmp->type == FLESH)
2869 op->failmsg ("You feel full, but what a waste of food!");
2870 else
2871 op->statusmsg ("Most of the drink goes down your face not your throat!");
2872 }
2873
2874 tmp->play_sound (
2875 tmp->sound
2876 ? tmp->sound
2877 : tmp->type == DRINK
2878 ? sound_find ("eat_drink")
2879 : sound_find ("eat_food")
2880 );
2881
2882 if (!tmp->flag [FLAG_CURSED])
2883 {
2884 const char *buf;
2885
2886 if (!op->is_dragon ())
2887 {
2888 /* eating message for normal players */
2889 if (tmp->type == DRINK)
2890 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2891 else
2892 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2893 }
2894 else
2895 /* eating message for dragon players */
2896 buf = format ("The %s tasted terrible!", &tmp->name);
2897
2898 op->statusmsg (buf);
2899
2900 capacity_remaining = MAX_FOOD - op->stats.food;
2901 op->stats.food += tmp->stats.food;
2902 if (capacity_remaining < tmp->stats.food)
2903 op->stats.hp += capacity_remaining / 50;
2904 else
2905 op->stats.hp += tmp->stats.food / 50;
2906
2907 min_it (op->stats.hp, op->stats.maxhp);
2908 min_it (op->stats.food, MAX_FOOD);
2909 }
2910
2911 /* special food hack -b.t. */
2912 if (tmp->title || tmp->flag [FLAG_CURSED])
2913 eat_special_food (op, tmp);
2914 }
2915 }
2916
2917 handle_apply_yield (tmp);
2918 tmp->decrease ();
2919}
2920
2921/**
2922 * Handles applying an improve armor scroll.
2923 * Does some sanity checks, then calls improve_armour.
2924 */
2925static void
2926apply_armour_improver (object *op, object *tmp)
2927{
2928 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2929 {
2930 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2931 return;
2932 }
2933
2934 object *armor = op->mark ();
2935
2936 if (!armor)
2937 {
2938 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2939 return;
2940 }
2941
2942 if (armor->type != ARMOUR
2943 && armor->type != CLOAK
2944 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2945 {
2946 op->failmsg ("Your marked item is not armour!\n");
2947 return;
2948 }
2949
2950 if (!op->apply (armor, AP_UNAPPLY))
2951 {
2952 op->failmsg ("You are unable to take off your armour to improve it!");
2953 return;
2954 }
2955
2956 op->statusmsg ("Applying armour enchantment.");
2957 improve_armour (op, tmp, armor);
2958}
2959
2960void
2961apply_poison (object *op, object *tmp)
2962{
2963 // need to do it now when it is still on the map
2964 handle_apply_yield (tmp);
2965
2966 object *poison = tmp->split (1);
2967
2968 if (op->type == PLAYER)
2969 {
2970 op->contr->play_sound (sound_find ("drink_poison"));
2971 op->failmsg ("Yech! That tasted poisonous!");
2972 op->contr->killer = poison;
2973 }
2974
2975 if (poison->stats.hp > 0)
2976 {
2977 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2978 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2979 }
2980
2981 op->stats.food -= op->stats.food / 4;
2982 poison->destroy ();
2983}
2984
2985/**
2986 * This function will try to apply a lighter and in case no lighter
2987 * is specified it will try to find a lighter in the players inventory,
2988 * and inform him about this requirement.
2989 *
2990 * who - the player
2991 * op - the item we want to light
2992 * lighter - the lighter or 0 if a lighter has yet to be found
2993 */
2994static object *
2995auto_apply_lighter (object *who, object *op, object *lighter)
2996{
2997 if (lighter == 0)
2998 {
2999 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3000 {
3001 if (tmp->type == LIGHTER)
3002 {
3003 lighter = tmp;
3004 break;
3005 }
3006 }
3007
3008 if (!lighter)
3009 {
3010 who->failmsgf (
3011 "You can't light up the %s with your bare hands! "
3012 "H<You need a lighter in your inventory, for example a flint and steel.>",
3013 &op->name
3014 );
3015 return 0;
3016 }
3017 }
3018
3019 // last_eat == 0 means the lighter is not being used up!
3020 if (lighter->last_eat && lighter->stats.food)
3021 {
3022 /* lighter gets used up */
3023 lighter = lighter->split ();
3024 lighter->stats.food--;
3025 who->insert (lighter);
3026 }
3027 else if (lighter->last_eat)
3028 {
3029 /* no charges left in lighter */
3030 who->failmsgf (
3031 "You attempt to light the %s with a used up %s.",
3032 &op->name, &lighter->name
3033 );
3034 return 0;
3035 }
3036
3037 return lighter;
3038}
3039
3040/**
3041 * Designed primarily to light torches/lanterns/etc.
3042 * Also burns up burnable material too. First object in the inventory is
3043 * the selected object to "burn". -b.t.
3044 */
3045static void
3046apply_lighter (object *who, object *lighter)
3047{
3048 int is_player_env = 0;
3049
3050 if (object *item = who->mark ())
3051 {
3052 if (!auto_apply_lighter (who, item, lighter))
3053 return;
3054
3055 /* Perhaps we should split what we are trying to light on fire?
3056 * I can't see many times when you would want to light multiple
3057 * objects at once.
3058 */
3059
3060 save_throw_object (item, AT_FIRE, who);
3061
3062 if (item->destroyed ()
3063 || ((item->type == LAMP || item->type == TORCH)
3064 && item->glow_radius > 0))
3065 who->statusmsg (format (
3066 "You light the %s with the %s.",
3067 &item->name, &lighter->name
3068 ));
3069 else
3070 who->failmsgf (
3071 "You attempt to light the %s with the %s and fail.",
3072 &item->name, &lighter->name
3073 );
3074 }
3075 else
3076 who->failmsg ("You need to mark a lightable object.");
3077}
3078
3079/**
3080 * This function generates a cursed effect for cursed lamps and torches.
3081 */
3082static void
3083player_apply_lamp_cursed_effect (object *who, object *op)
3084{
3085 if (op->level)
3086 {
3087 who->failmsgf (
3088 "The %s was cursed, it explodes in a big fireball!",
3089 &op->name
3090 );
3091 create_exploding_ball_at (who, op->level);
3092 }
3093 else
3094 {
3095 who->failmsgf (
3096 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3097 &op->name
3098 );
3099 }
3100
3101 op->destroy ();
3102}
3103
3104/**
3105 * Apply for players and lamps
3106 *
3107 * who - the player
3108 * op - the lamp
3109 */
3110static void
3111player_apply_lamp (object *who, object *op)
3112{
3113 bool switch_on = op->glow_radius ? false : true;
3114
3115 if (switch_on)
3116 {
3117 object *lighter = 0;
3118
3119 if (op->flag [FLAG_IS_LIGHTABLE]
3120 && !(lighter = auto_apply_lighter (who, op, 0)))
3121 return;
3122
3123 if (op->stats.food < 1)
3124 {
3125 if (op->type == LAMP)
3126 who->failmsgf (
3127 "The %s is out of fuel! "
3128 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3129 &op->name
3130 );
3131 else
3132 who->failmsgf (
3133 "The %s is burnt out! "
3134 "H<Torches and similar items burn out and become worthless.>",
3135 &op->name
3136 );
3137 return;
3138 }
3139
3140 if (op->flag [FLAG_CURSED])
3141 {
3142 player_apply_lamp_cursed_effect (who, op);
3143 return;
3144 }
3145
3146 if (lighter)
3147 who->statusmsg (format (
3148 "You light up the %s with the %s.", &op->name, &lighter->name));
3149 else
3150 who->statusmsg (format ("You light up the %s.", &op->name));
3151 }
3152 else
3153 {
3154 if (op->flag [FLAG_CURSED])
3155 {
3156 player_apply_lamp_cursed_effect (who, op);
3157 return;
3158 }
3159
3160 if (op->type == TORCH)
3161 {
3162 if (!op->flag [FLAG_IS_LIGHTABLE])
3163 {
3164 who->statusmsg (format (
3165 "You put out the %s. "
3166 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3167 &op->name, &op->name));
3168 }
3169 else
3170 who->statusmsg (format (
3171 "You put out the %s."
3172 "H<Torches wear out if you put them out.>",
3173 &op->name));
3174 }
3175 else
3176 who->statusmsg (format ("You turn off the %s.", &op->name));
3177 }
3178
3179 apply_lamp (op, switch_on);
3180}
3181
3182void get_animation_from_arch (object *op, arch_ptr a)
3183{
3184 op->animation_id = a->animation_id;
3185 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3186 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3187 op->anim_speed = a->anim_speed;
3188 op->last_anim = 0;
3189 op->state = 0;
3190 op->face = a->face;
3191
3192 if (NUM_ANIMATIONS(op) > 1)
3193 {
3194 SET_ANIMATION(op, 0);
3195 animate_object (op, op->direction);
3196 }
3197 else
3198 update_object (op, UP_OBJ_FACE);
3199}
3200
3201/**
3202 * Apply for LAMPs and TORCHes.
3203 *
3204 * op - the lamp
3205 * switch_on - a flag which says whether the lamp should be switched on or off
3206 */
3207void apply_lamp (object *op, bool switch_on)
3208{
3209 op->set_glow_radius (switch_on ? op->range : 0);
3210 op->set_speed (switch_on ? op->arch->speed : 0);
3211
3212 // torches wear out if you put them out
3213 if (op->type == TORCH && !switch_on)
3214 {
3215 if (op->flag [FLAG_IS_LIGHTABLE])
3216 {
3217 op->stats.food -= (double) op->arch->stats.food / 15;
3218 if (op->stats.food < 0)
3219 op->stats.food = 0;
3220 }
3221 else
3222 op->stats.food = 0;
3223 }
3224
3225 // lamps and torched get worthless when used up
3226 if (op->stats.food <= 0)
3227 op->value = 0;
3228
3229 // FIXME: This is a hack to make the more sane torches and lamps
3230 // still animated ;-/
3231 if (op->other_arch)
3232 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3233
3234 if (object *pl = op->visible_to ())
3235 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3236}
3237
3238/**
3239 * This handles items of type 'transformer'.
3240 * Basically those items, used with a marked item, transform both items into something
3241 * else.
3242 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3243 * Change information is contained in the 'slaying' field of the marked item.
3244 * The format is as follow: transformer:[number ]yield[;transformer:...].
3245 * This way an item can be transformed in many things, and/or many objects.
3246 * The 'slaying' field for transformer is used as verb for the action.
3247 */
3248static void
3249apply_item_transformer (object *pl, object *transformer)
3250{
3251 object *new_item;
3252 const char *find;
3253 char *separator;
3254 int yield;
3255 char got[MAX_BUF];
3256 int len;
3257
3258 if (!pl || !transformer)
3259 return;
3260
3261 object *marked = pl->mark ();
3262
3263 if (!marked)
3264 {
3265 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3266 return;
3267 }
3268
3269 if (!marked->slaying)
3270 {
3271 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3272 return;
3273 }
3274
3275 /* check whether they are compatible or not */
3276 find = strstr (&marked->slaying, transformer->arch->archname);
3277 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3278 {
3279 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3280 return;
3281 }
3282
3283 find += strlen (transformer->arch->archname) + 1;
3284 /* Item can be used, now find how many and what it yields */
3285 if (isdigit (*(find)))
3286 {
3287 yield = atoi (find);
3288 if (yield < 1)
3289 {
3290 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3291 yield = 1;
3292 }
3293 }
3294 else
3295 yield = 1;
3296
3297 while (isdigit (*find))
3298 find++;
3299
3300 while (*find == ' ')
3301 find++;
3302
3303 memset (got, 0, MAX_BUF);
3304
3305 if ((separator = (char *) strchr (find, ';')))
3306 len = separator - find;
3307 else
3308 len = strlen (find);
3309
3310 min_it (len, MAX_BUF - 1);
3311
3312 strcpy (got, find);
3313 got[len] = '\0';
3314
3315 /* Now create new item, remove used ones when required. */
3316 new_item = get_archetype (got);
3317 if (!new_item)
3318 {
3319 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3320 return;
3321 }
3322
3323 new_item->nrof = yield;
3324
3325 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3326
3327 pl->insert (new_item);
3328 /* Eat up one item */
3329 marked->decrease ();
3330
3331 /* Eat one transformer if needed */
3332 if (transformer->stats.food)
3333 if (--transformer->stats.food == 0)
3334 transformer->decrease ();
3335}
3336
3337/**
3338 * Main apply handler.
3339 *
3340 * Checks for unpaid items before applying.
3341 *
3342 * Return value is currently not used
3343 *
3344 * who is the object that is causing object to be applied, op is the object
3345 * being applied.
3346 *
3347 * aflag is special (always apply/unapply) flags. Nothing is done with
3348 * them in this function - they are passed to apply_special
3349 */
3350static bool
3351manual_apply (object *who, object *op, int aflag)
3352{
3353 op = op->head_ ();
3354
3355 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3356 {
3357 if (who->contr)
3358 {
3359 examine (who, op);
3360 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3361 return 1;
3362 }
3363 else
3364 return 0; /* monsters just skip unpaid items */
3365 }
3366
3367 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3368 return RESULT_INT (0);
3369 else if (apply_types_inv_only [op->type])
3370 {
3371 // special item, using slot system, needs to be in inv
3372 if (op->env == who)
3505 return apply_special (who, op, aflags); 3373 return apply_special (who, op, aflag);
3374
3375 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3376 }
3377 else if (!who->contr && apply_types_player_only [op->type])
3378 return 0; // monsters shouldn't try to apply player-only stuff
3379 else if (apply_types [op->type])
3380 {
3381 // ordinary stuff, may be on the floor
3382 switch (op->type)
3383 {
3384 case T_HANDLE:
3385 who->play_sound (sound_find ("turn_handle"));
3386 who->statusmsg ("You turn the handle.");
3387 op->value = op->value ? 0 : 1;
3388 SET_ANIMATION (op, op->value);
3389 update_object (op, UP_OBJ_FACE);
3390 push_button (op, who);
3391 break;
3392
3393 case TRIGGER:
3394 if (check_trigger (op, who, who))
3395 {
3396 who->statusmsg ("You turn the handle.");
3397 who->play_sound (sound_find ("turn_handle"));
3398 }
3399 else
3400 who->failmsg ("The handle doesn't move.");
3401
3402 break;
3403
3404 case EXIT:
3405 if (!EXIT_PATH (op))
3406 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3407 else
3408 {
3409 /* Don't display messages for random maps. */
3410 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3411 who->statusmsg (op->msg, NDI_NAVY);
3412
3413 who->enter_exit (op);
3414 }
3415
3416 break;
3417
3418 case INSCRIBABLE:
3419 who->statusmsg (op->msg);
3420 // maybe show a spell menu to chose from or something like that
3421 break;
3422
3423 case SIGN:
3424 apply_sign (who, op, 0);
3425 break;
3426
3427 case BOOK:
3428 apply_book (who, op);
3429 break;
3430
3431 case SKILLSCROLL:
3432 apply_skillscroll (who, op);
3433 break;
3434
3435 case SPELLBOOK:
3436 apply_spellbook (who, op);
3437 break;
3438
3439 case SCROLL:
3440 apply_scroll (who, op, 0);
3441 break;
3442
3443 case POTION:
3444 apply_potion (who, op);
3445 break;
3446
3447 /* Eneq(@csd.uu.se): Handle apply on containers. */
3448 //TODO: remove, as it is unsed?
3449 case CLOSE_CON:
3450 apply_container (who, op->env);
3451 break;
3452
3453 case CONTAINER:
3454 apply_container (who, op);
3455 break;
3456
3457 case TREASURE:
3458 apply_treasure (who, op);
3459 break;
3460
3461 case LAMP:
3462 case TORCH:
3463 player_apply_lamp (who, op);
3464 break;
3465
3466 case DRINK:
3467 case FOOD:
3468 case FLESH:
3469 apply_food (who, op);
3470 break;
3471
3472 case POISON:
3473 apply_poison (who, op);
3474 break;
3475
3476 case SAVEBED:
3477 break;
3478
3479 case ARMOUR_IMPROVER:
3480 apply_armour_improver (who, op);
3481 break;
3482
3483 case WEAPON_IMPROVER:
3484 check_improve_weapon (who, op);
3485 break;
3486
3487 case CLOCK:
3488 {
3489 timeofday_t tod;
3490
3491 get_tod (&tod);
3492 who->play_sound (sound_find ("sound_clock"));
3493 who->statusmsg (format (
3494 "It is %d minute%s past %d o'clock %s",
3495 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3496 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3497 ));
3498 }
3499 break;
3500
3501 case MENU:
3502 shop_listing (op, who);
3503 break;
3504
3505 case POWER_CRYSTAL:
3506 apply_power_crystal (who, op); /* see egoitem.c */
3507 break;
3508
3509 case LIGHTER: /* for lighting torches/lanterns/etc */
3510 apply_lighter (who, op);
3511 break;
3512
3513 case ITEM_TRANSFORMER:
3514 apply_item_transformer (who, op);
3515 break;
3516 }
3517
3518 return 1;
3519 }
3520 else
3521 {
3522 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3523 return 0;
3524 }
3525}
3526
3527/**
3528 * player_apply_below attempts to apply the object 'below' the player.
3529 * If the player has an open container, we use that for below, otherwise
3530 * we use the ground.
3531 */
3532void
3533player_apply_below (object *pl)
3534{
3535 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3536
3537 /* If using a container, set the starting item to be the top
3538 * item in the container. Otherwise, use the map.
3539 */
3540
3541 // first try to apply "applyables"
3542 for (object *tmp = top; tmp; tmp = tmp->below)
3543 if (!tmp->invisible && apply_types [tmp->type])
3544 {
3545 // If it is visible, player can apply it.
3546 pl->apply (tmp);
3547 return;
3548 }
3549
3550 while (top && top->invisible)
3551 top = top->below;
3552
3553 if (!top || top->flag [FLAG_IS_FLOOR])
3554 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3555 "H<There is nothing here that you can apply.>");
3556 else
3557 // next, try to explain the topmost object
3558 switch (top->type)
3559 {
3560 // TODO: all this should move to examine
3561 case ALTAR:
3562 case IDENTIFY_ALTAR:
3563 case TRIGGER_ALTAR:
3564 case CONVERTER:
3565 //case TRIGGER_PEDESTAL:
3566 pl->failmsgf (
3567 "You see no obvious mechanism on the %s."
3568 "H<You have to drop one or more specific items here.>",
3569 query_short_name (top)
3570 );
3571 break;
3572
3573 case BUTTON:
3574 case TRIGGER_BUTTON:
3575 pl->failmsgf (
3576 "The %s looks as if you could activate it with somehting heavy. "
3577 "H<You must put enough items here to activate it.>",
3578 query_short_name (top)
3579 );
3580 break;
3581
3582 default:
3583 examine (pl, top);
3584 break;
3585 }
3586}
3587
3588// saner interface, returns successful status
3589bool
3590object::apply (object *ob, int aflags)
3591{
3592 if (!ob) // simplifies a lot of callers
3593 return true;
3594
3595 if (contr)
3596 {
3597 if (!ob->env && (move_type & MOVE_FLYING))
3598 {
3599 /* player is flying and applying object not in inventory */
3600 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3601 {
3602 failmsg ("But you are floating high above the ground! "
3603 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3604 "or waiting till the levitation effect wears off.>");
3605 return 0;
3606 }
3607 }
3608
3609 contr->last_used = ob;
3610 }
3611
3612 bool want_apply =
3613 aflags & AP_APPLY ? true
3614 : aflags & AP_UNAPPLY ? false
3615 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3616
3617 object_ptr *slot = 0;
3618
3619 // detect the slot, if this is a player
3620 if (contr && !(aflags & AP_NO_SLOT))
3621 {
3622 object *oslot;
3623
3624 switch (ob->type)
3625 {
3626 case WEAPON:
3627 slot = &contr->combat_ob;
3628 oslot = contr->ranged_ob;
3629 break;
3630
3631 case RANGED:
3632 case BOW:
3633 case SPELL:
3634 case WAND:
3635 case ROD:
3636 case HORN:
3637 case BUILDER:
3638 slot = &contr->ranged_ob;
3639 oslot = contr->combat_ob;
3640 break;
3641
3642 // oh, the humanity
3643 case SKILL:
3644 // skill is used on it's own, as opposed to being a chosen_skill
3645
3646 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3647 {
3648 failmsgf (
3649 "You feel as if you wanted to do something funny, but you can't remember what. "
3650 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3651 "It cannot be used on its own.>",
3652 &ob->skill
3653 );
3654 return 1;
3655 }
3656
3657 if (skill_flags [ob->subtype] & SF_AUTARK
3658 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3659 {
3660 if (skill_flags [ob->subtype] & SF_USE)
3661 failmsgf (
3662 "You feel as if you wanted to do something funny, but you can't remember what. "
3663 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3664 &ob->skill, &ob->skill
3665 );
3666 else
3667 failmsgf (
3668 "You feel as if you wanted to do something funny, but you can't remember what. "
3669 "H<The %s skill cannot be readied or used, it is always active.>",
3670 &ob->skill
3671 );
3672
3673 return 1;
3674 }
3675
3676 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3677 break;
3678
3679 if (skill_flags [ob->subtype] & SF_COMBAT)
3680 {
3681 slot = &contr->combat_ob;
3682 oslot = contr->ranged_ob;
3683 }
3684 else if (skill_flags [ob->subtype] & SF_RANGED)
3685 {
3686 slot = &contr->ranged_ob;
3687 oslot = contr->combat_ob;
3688 }
3689
3690 break;
3691 }
3692
3693 // now handle slot exclusions
3694 if (slot)
3695 {
3696 // only one slot can be active
3697 if (want_apply)
3698 {
3699 // clear slot unless we are in it already
3700 if (*slot != ob)
3701 apply (*slot, AP_UNAPPLY);
3702
3703 // unapply other slot, because we want to become active
3704 apply (oslot, AP_UNAPPLY);
3705 }
3706
3707 // clear item from slot if applied
3708 if (!want_apply && current_weapon == ob)
3709 current_weapon = 0;
3710 }
3711 }
3712
3713 if (ob->flag [FLAG_APPLIED] != want_apply)
3714 manual_apply (this, ob, aflags);
3715
3716 if (ob->flag [FLAG_APPLIED] != want_apply)
3717 return false;
3718
3719 if (slot && want_apply)
3720 current_weapon = *slot = ob;
3721
3722 return true;
3506} 3723}
3507 3724
3508/** 3725/**
3509 * Map was just loaded, handle op's initialisation. 3726 * Map was just loaded, handle op's initialisation.
3510 * 3727 *
3514auto_apply (object *op) 3731auto_apply (object *op)
3515{ 3732{
3516 object *tmp = NULL, *tmp2; 3733 object *tmp = NULL, *tmp2;
3517 int i; 3734 int i;
3518 3735
3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3736 op->clr_flag (FLAG_AUTO_APPLY);
3520 3737
3521 switch (op->type) 3738 switch (op->type)
3522 { 3739 {
3523 case SHOP_FLOOR: 3740 case SHOP_FLOOR:
3524 if (!op->has_random_items ()) 3741 if (!op->has_random_items ())
3534 == NULL && --i); 3751 == NULL && --i);
3535 3752
3536 if (tmp == NULL) 3753 if (tmp == NULL)
3537 return 0; 3754 return 0;
3538 3755
3539 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3756 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3540 { 3757 {
3541 tmp->destroy (); 3758 tmp->destroy ();
3542 tmp = NULL; 3759 tmp = NULL;
3543 } 3760 }
3544 } 3761 }
3545 while (!tmp); 3762 while (!tmp);
3546 3763
3547 tmp->x = op->x; 3764 tmp->x = op->x;
3548 tmp->y = op->y; 3765 tmp->y = op->y;
3549 SET_FLAG (tmp, FLAG_UNPAID); 3766 tmp->set_flag (FLAG_UNPAID);
3550 insert_ob_in_map (tmp, op->map, NULL, 0); 3767 insert_ob_in_map (tmp, op->map, NULL, 0);
3551 identify (tmp); 3768 identify (tmp);
3552 break; 3769 break;
3553 3770
3554 case TREASURE: 3771 case TREASURE:
3555 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3772 if (op->flag [FLAG_IS_A_TEMPLATE])
3556 return 0; 3773 return 0;
3557 3774
3558 while (op->stats.hp-- > 0) 3775 while (op->stats.hp-- > 0)
3559 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3776 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); 3777 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3598 3815
3599 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3816 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3600 { 3817 {
3601 invnext = invtmp->below; 3818 invnext = invtmp->below;
3602 3819
3603 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3820 if (invtmp->flag [FLAG_AUTO_APPLY])
3604 auto_apply (invtmp); 3821 auto_apply (invtmp);
3605 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3822 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3606 { 3823 {
3607 while (invtmp->stats.hp-- > 0) 3824 while (invtmp->stats.hp-- > 0)
3608 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3617 * treasure again for this object 3834 * treasure again for this object
3618 */ 3835 */
3619 invtmp->randomitems = NULL; 3836 invtmp->randomitems = NULL;
3620 } 3837 }
3621 } 3838 }
3839
3622 /* This is really temporary - the code at the bottom will 3840 /* This is really temporary - the code at the bottom will
3623 * also set randomitems to null. The problem is there are bunches 3841 * also set randomitems to null. The problem is there are bunches
3624 * of maps/players already out there with items that have spells 3842 * of maps/players already out there with items that have spells
3625 * which haven't had the randomitems set to null yet. 3843 * which haven't had the randomitems set to null yet.
3626 * MSW 2004-05-13 3844 * MSW 2004-05-13
3630 * Ryo 2004-08-16 3848 * Ryo 2004-08-16
3631 */ 3849 */
3632 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3850 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) 3851 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3634 tmp->randomitems = NULL; 3852 tmp->randomitems = NULL;
3635
3636 } 3853 }
3637 3854
3638 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3855 if (tmp->flag [FLAG_AUTO_APPLY])
3639 auto_apply (tmp); 3856 auto_apply (tmp);
3640 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3857 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3641 { 3858 {
3642 while ((tmp->stats.hp--) > 0) 3859 while ((tmp->stats.hp--) > 0)
3643 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3860 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3645 } 3862 }
3646 else if (tmp->type == TIMED_GATE) 3863 else if (tmp->type == TIMED_GATE)
3647 { 3864 {
3648 object *head = tmp->head != NULL ? tmp->head : tmp; 3865 object *head = tmp->head != NULL ? tmp->head : tmp;
3649 3866
3650 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3867 if (head->flag [FLAG_IS_LINKED])
3651 tmp->set_speed (0); 3868 tmp->set_speed (0);
3652 } 3869 }
3653 /* This function can be called everytime a map is loaded, even when 3870 /* 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 3871 * 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 3872 * over and ove again, so after we generate the treasure, blank out
3673 } 3890 }
3674 3891
3675 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3892 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3676 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3893 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3677 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3894 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3678 check_trigger (tmp, tmp->above); 3895 check_trigger (tmp, tmp->above, tmp->above);
3679} 3896}
3680 3897
3681/** 3898/**
3682 * Handles player eating food that temporarily changes status (resistances, stats). 3899 * Handles player eating food that temporarily changes status (resistances, stats).
3683 * This used to call cast_change_attr(), but 3900 * This used to call cast_change_attr(), but
3688eat_special_food (object *who, object *food) 3905eat_special_food (object *who, object *food)
3689{ 3906{
3690 object *force; 3907 object *force;
3691 int i, did_one = 0; 3908 int i, did_one = 0;
3692 3909
3693 force = get_archetype (FORCE_NAME); 3910 char buf[64];
3911 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3912 shstr key (buf);
3694 3913
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 */ 3914 /* bigger morsel of food = longer effect time */
3716 force->duration = food->stats.food / 5; 3915 int duration = TIME2TICK (food->stats.food);
3717 SET_FLAG (force, FLAG_APPLIED); 3916
3718 change_abil (who, force); 3917 if (force = who->force_find (key))
3719 insert_ob_in_ob (force, who); 3918 {
3919 if (duration > fabs (force->speed_left / force->speed))
3920 {
3921 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));
3922 force->force_set_timer (duration);
3923 }
3924 else
3925 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3926
3927 return;
3720 } 3928 }
3721 else 3929 else
3930 {
3931 force = who->force_add (key, duration);
3932 force->name = key;
3933
3934 /* check if the food affects a stat */
3935 for (i = 0; i < NUM_STATS; i++)
3936 if (sint8 k = food->stats.stat (i))
3937 {
3938 force->stats.stat (i) = k;
3939 did_one = 1;
3940 }
3941
3942 /* check if we can protect the eater */
3943 for (i = 0; i < NROFATTACKS; i++)
3944 {
3945 if (food->resist[i] > 0)
3946 {
3947 force->resist[i] = food->resist[i];
3948 did_one = 1;
3949 }
3950 }
3951
3952 if (did_one)
3953 {
3954 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));
3955
3956 /* make the force take effect and report effects to user */
3957 change_abil (who, force);
3958 }
3959 else
3722 force->destroy (); 3960 force->destroy ();
3961 }
3723 3962
3724 /* check for hp, sp change */ 3963 /* check for hp, sp change */
3725 if (food->stats.hp != 0) 3964 if (food->stats.hp != 0)
3726 { 3965 {
3727 if (QUERY_FLAG (food, FLAG_CURSED)) 3966 if (food->flag [FLAG_CURSED])
3728 { 3967 {
3729 who->contr->killer = food; 3968 who->contr->killer = food;
3730 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3969 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3731 who->failmsg ("Eck!...that was poisonous!"); 3970 who->failmsg ("Eck!...that was poisonous!");
3732 } 3971 }
3741 } 3980 }
3742 } 3981 }
3743 3982
3744 if (food->stats.sp != 0) 3983 if (food->stats.sp != 0)
3745 { 3984 {
3746 if (QUERY_FLAG (food, FLAG_CURSED)) 3985 if (food->flag [FLAG_CURSED])
3747 { 3986 {
3748 who->failmsg ("You are drained of mana!"); 3987 who->failmsg ("You are drained of mana!");
3749 who->stats.sp -= food->stats.sp; 3988 who->stats.sp -= food->stats.sp;
3750 if (who->stats.sp < 0) 3989 if (who->stats.sp < 0)
3751 who->stats.sp = 0; 3990 who->stats.sp = 0;
3757 /* place limit on max sp from food? */ 3996 /* place limit on max sp from food? */
3758 } 3997 }
3759 } 3998 }
3760 3999
3761 who->update_stats (); 4000 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} 4001}
3869 4002
3870void 4003void
3871apply_changes_to_player (object *pl, object *change) 4004apply_changes_to_player (object *pl, object *change)
3872{ 4005{
3920 } 4053 }
3921 4054
3922 /* insert the randomitems from the change's treasurelist into 4055 /* insert the randomitems from the change's treasurelist into
3923 * the player ref: player.c 4056 * the player ref: player.c
3924 */ 4057 */
3925 if (change->randomitems != NULL) 4058 if (change->randomitems)
3926 give_initial_items (pl, change->randomitems); 4059 give_initial_items (pl, change->randomitems);
3927 4060
3928 /* set up the face, for some races. */ 4061 /* set up the face, for some races. */
3929 4062
3930 /* first, look for the force object banning 4063 /* first, look for the force object banning
3931 * changing the face. Certain races never change face with class. 4064 * changing the face. Certain races never change face with class.
3932 */ 4065 */
3933 for (walk = pl->inv; walk != NULL; walk = walk->below) 4066 for (walk = pl->inv; walk; walk = walk->below)
3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4067 if (walk->name == shstr_NOCLASSFACECHANGE)
3935 flag_change_face = 0; 4068 flag_change_face = 0;
3936 4069
3937 if (flag_change_face) 4070 if (flag_change_face)
3938 { 4071 {
3939 pl->face = change->face; 4072 pl->face = change->face;
3940 pl->animation_id = change->animation_id; 4073 pl->animation_id = change->animation_id;
3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4074 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3942 } 4075 }
3943 4076
3944 /* check the special case of can't use weapons */ 4077 /* check the special case of can't use weapons */
3945 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4078 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3946 if (!strcmp (change->name, "monk")) 4079 if (change->name == shstr_monk)
3947 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4080 pl->clr_flag (FLAG_USE_WEAPON);
3948 4081
3949 break; 4082 break;
3950 } 4083 }
3951 } 4084 }
3952} 4085}
3953 4086
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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