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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.187 by elmex, Tue Jan 13 13:29:57 2009 UTC vs.
Revision 1.252 by root, Sat Apr 10 04:54:09 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/** 37static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 38{
44 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 40 {
58 arch_flag = op->subtype & 1; 41 set (WEAPON);
59 name_flag = op->subtype & 2; 42 set (ARMOUR);
60 race_flag = op->subtype & 4; 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
61 } 61 }
62 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
63 { 69 {
64 arch_flag = 1; 70 set (EXIT);
65 name_flag = 1; 71 set (BOOK);
66 race_flag = 1; 72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 84 }
85} apply_types_player_only;
68 86
69 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
70 * name or race that matches. 88// be applied at all. used by e.g. apply below.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77 89
78 /* If the director has slaying set, only affect objects where none 90static const struct apply_types : typeset
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87}
88
89/**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94static int
95apply_id_altar (object *money, object *altar, object *pl)
96{ 91{
97 dynbuf_text buf; 92 apply_types ()
98 93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 { 94 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 95 set (T_HANDLE);
129 { 96 set (TRIGGER);
130 if (operate_altar (altar, &money)) 97 set (SCROLL);
131 { 98 set (POTION);
132 identify (id); 99 set (CLOSE_CON);
133 100 set (CONTAINER);
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 101 set (LAMP);
135 if (id->msg) 102 set (TORCH);
136 buf << "The item has a story:\r" << id->msg << "\n\n"; 103 set (DRINK);
137 104 set (FOOD);
138 /* If no more money, might as well quit now */ 105 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 106 set (POISON);
140 break; 107 set (POWER_CRYSTAL);
141 } 108 set (ITEM_TRANSFORMER);
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 } 109 }
149 110} apply_types;
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156}
157
158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162void
163handle_apply_yield (object *tmp)
164{
165 if (shstr_tmp 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 op->failmsg ("Yech! Your lungs are on fire!");
321 create_exploding_ball_at (op, op->level);
322 }
323 else
324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
325
326 tmp->decrease ();
327
328 /* if youre dead, no point in doing this... */
329 if (!QUERY_FLAG (op, FLAG_REMOVED))
330 op->update_stats ();
331
332 return 1;
333 }
334
335 /* Deal with protection potions */
336 force = NULL;
337 for (i = 0; i < NROFATTACKS; i++)
338 {
339 if (tmp->resist[i])
340 {
341 if (!force)
342 force = get_archetype (FORCE_NAME);
343
344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
345 force->type = POTION_EFFECT;
346 break; /* Only need to find one protection since we copy entire batch */
347 }
348 }
349
350 /* This is a protection potion */
351 if (force)
352 {
353 /* cursed items last longer */
354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
355 {
356 force->stats.food *= 10;
357 for (i = 0; i < NROFATTACKS; i++)
358 if (force->resist[i] > 0)
359 force->resist[i] = -force->resist[i]; /* prot => vuln */
360 }
361
362 force->speed_left = -1;
363 force = insert_ob_in_ob (force, op);
364 CLEAR_FLAG (tmp, FLAG_APPLIED);
365 SET_FLAG (force, FLAG_APPLIED);
366 change_abil (op, force);
367 tmp->decrease ();
368 return 1;
369 }
370
371 /* Only thing left are the stat potions */
372 if (op->type == PLAYER)
373 { /* only for players */
374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
377 CLEAR_FLAG (tmp, FLAG_APPLIED);
378 else
379 SET_FLAG (tmp, FLAG_APPLIED);
380
381 if (!change_abil (op, tmp))
382 op->statusmsg ("Nothing happened.");
383 }
384
385 /* CLEAR_FLAG is so that if the character has other potions
386 * that were grouped with the one consumed, his
387 * stat will not be raised by them. fix_player just clears
388 * up all the stats.
389 */
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 op->update_stats ();
392 tmp->decrease ();
393 return 1;
394}
395 111
396/**************************************************************************** 112/****************************************************************************
397 * Weapon improvement code follows 113 * Weapon improvement code follows
398 ****************************************************************************/ 114 ****************************************************************************/
115
116/**
117 * This function just checks whether who can handle equipping an item
118 * with item_power.
119 */
120static bool
121check_item_power (object *who, int item_power)
122{
123 if (who->type == PLAYER
124 && item_power
125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126 return false;
127 else
128 return true;
129}
399 130
400/** 131/**
401 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
402 */ 133 */
403static int 134static int
453 op = op->below; 184 op = op->below;
454 } 185 }
455} 186}
456 187
457/** 188/**
458 * This checks to see of the player (who) is sufficient level to use a weapon
459 * with improvs improvements (typically last_eat). We take an int here
460 * instead of the object so that the improvement code can pass along the
461 * increased value to see if the object is usuable.
462 * we return 1 (true) if the player can use the weapon.
463 */
464static int
465check_weapon_power (const object *who, int improvs)
466{
467/* Old code is below (commented out). Basically, since weapons are the only
468 * object players really have any control to improve, it's a bit harsh to
469 * require high level in some combat skill, so we just use overall level.
470 */
471#if 1
472 if (((who->level / 5) + 5) >= improvs)
473 return 1;
474 else
475 return 0;
476
477#else
478 int level = 0;
479
480 /* The skill system hands out wc and dam bonuses to fighters
481 * more generously than the old system (see fix_player). Thus
482 * we need to curtail the power of player enchanted weapons.
483 * I changed this to 1 improvement per "fighter" level/5 -b.t.
484 * Note: Nothing should break by allowing this ratio to be different or
485 * using normal level - it is just a matter of play balance.
486 */
487 if (who->type == PLAYER)
488 {
489 object *wc_obj = NULL;
490
491 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
492 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
493 level = wc_obj->level;
494
495 if (!level)
496 {
497 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
498 level = who->level;
499 }
500 }
501 else
502 level = who->level;
503
504 return (improvs <= ((level / 5) + 5));
505#endif
506}
507
508/**
509 * Returns how many items of type improver->slaying there are under op. 189 * Returns how many items of type improver->slaying there are under op.
510 * Will display a message if none found, and 1 if improver->slaying is NULL. 190 * Will display a message if none found, and 1 if improver->slaying is NULL.
511 */ 191 */
512static int 192static int
513check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
517 if (improver->slaying) 197 if (improver->slaying)
518 { 198 {
519 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
520 if (count < 1) 200 if (count < 1)
521 { 201 {
522 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
523 return 0; 203 return 0;
524 } 204 }
525 } 205 }
526 else 206 else
527 count = 1; 207 count = 1;
566 246
567/** 247/**
568 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
569 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
570 */ 250 */
571int 251static int
572prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
573{ 253{
574 int sacrifice_count, i; 254 int sacrifice_count, i;
575 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
576 256
629 * 309 *
630 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
631 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
632 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
633 */ 313 */
634int 314static int
635improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
636{ 316{
637 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
638 318
639 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
640 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
641 321
642 if (weapon->level == 0) 322 if (weapon->level == 0)
643 { 323 {
644 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
645 return 0; 327 return 0;
646 } 328 }
647 329
648 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
649 { 332 {
650 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
651 return 0; 334 return 0;
652 } 335 }
653 336
654 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 337 if (QUERY_FLAG (weapon, FLAG_APPLIED)
338 && !check_item_power (op, weapon->item_power + 1))
655 { 339 {
656 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
657 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
658 "really want to improve it."); 342 "really want to improve it.");
659 return 0; 343 return 0;
708 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
709 393
710 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
711 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
712 { 396 {
713 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
714 return 0; 398 return 0;
715 } 399 }
716 400
717 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
718 weapon->item_power++; 402 weapon->item_power++;
737/** 421/**
738 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
739 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
740 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
741 */ 425 */
742int 426static int
743check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
744{ 428{
745 object *otmp; 429 object *otmp;
746 430
747 if (op->type != PLAYER) 431 if (op->type != PLAYER)
794 * the armour value of the piece of equipment exceed either 478 * the armour value of the piece of equipment exceed either
795 * the users level or 90) 479 * the users level or 90)
796 * Modified by MSW for partial resistance. Only support 480 * Modified by MSW for partial resistance. Only support
797 * changing of physical area right now. 481 * changing of physical area right now.
798 */ 482 */
799int 483static int
800improve_armour (object *op, object *improver, object *armour) 484improve_armour (object *op, object *improver, object *armour)
801{ 485{
802 object *tmp; 486 object *tmp;
803 487
804 if (armour->magic >= settings.armor_max_enchant) 488 if (armour->magic >= settings.armor_max_enchant)
888 * Takes one type of items and makes another. 572 * Takes one type of items and makes another.
889 * converter is the object that is doing the conversion. 573 * converter is the object that is doing the conversion.
890 * item is the object that triggered the converter - if it is not 574 * item is the object that triggered the converter - if it is not
891 * what the converter wants, this will not do anything. 575 * what the converter wants, this will not do anything.
892 */ 576 */
893static int 577int
894convert_item (object *item, object *converter) 578convert_item (object *item, object *converter)
895{ 579{
896 sint64 nr, price_in; 580 sint64 nr = 0, price_in;
897 581
898 if (item->flag [FLAG_UNPAID]) 582 if (item->flag [FLAG_UNPAID])
899 return 0; 583 return 0;
900 584
901 shstr conv_from = converter->slaying; 585 shstr conv_from = converter->slaying;
902 archetype *conv_to = converter->other_arch; 586 archetype *conv_to = converter->other_arch;
903 sint64 need = converter->stats.food; 587 sint64 need = converter->stats.food;
904 sint64 give = converter->stats.sp; 588 sint64 give = converter->stats.sp;
905 589
982 item->nrof *= nr; 666 item->nrof *= nr;
983 667
984 if (converter->flag [FLAG_PRECIOUS]) 668 if (converter->flag [FLAG_PRECIOUS])
985 SET_FLAG (item, FLAG_UNPAID); 669 SET_FLAG (item, FLAG_UNPAID);
986 670
987 if (is_in_shop (converter)) 671 if (converter->is_in_shop ())
988 { 672 {
989 // converters on shop floors don't work anymore, bug lets check for it 673 // converters on shop floors don't work anymore, bug lets check for it
990 // and report in case someone still does it. 674 // and report in case someone still does it.
991 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 675 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
992 converter->debug_desc ()); 676 converter->debug_desc ());
1015 * Handle apply on containers. 699 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 700 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 701 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 702 * added the alchemical cauldron to the code -b.t.
1019 */ 703 */
1020int 704static int
1021apply_container (object *op, object *sack) 705apply_container (object *op, object *sack)
1022{ 706{
1023 if (op->type != PLAYER || !op->contr->ns) 707 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */ 708 return 0; /* This might change */
1025 709
1038 } 722 }
1039 723
1040 // already applied == open on ground, or open in inv, or active in inv 724 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 725 if (sack->flag [FLAG_APPLIED])
1042 { 726 {
1043 if (op->container == sack) 727 if (op->container_ () == sack)
1044 { 728 {
1045 // open on ground or inv, so close 729 // open on ground or inv, so close
1046 op->close_container (); 730 op->close_container ();
1047 return 1; 731 return 1;
1048 } 732 }
1049 else if (!sack->env) 733 else if (!sack->env)
1050 { 734 {
1051 // active, but not ours: some other player has opened it 735 // active, but not ours: some other player has opened it
1052 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 736 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1053 return 1; 737 return 1;
1054 } 738 }
1055 739
1056 // fall through to opening it (active in inv) 740 // fall through to opening it (active in inv)
1057 } 741 }
1091{ 775{
1092 /* Only players can make sacrifices on spell casting altars. */ 776 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER)) 777 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0; 778 return 0;
1095 779
1096 if (operate_altar (altar, &sacrifice)) 780 if (operate_altar (altar, &sacrifice, originator))
1097 { 781 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet 782 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * with an altar. We call it a Potion - altars are stationary - it 783 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 784 * is up to map designers to use them properly.
1101 */ 785 */
1137 821
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 822 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 823
1140 bool has_unpaid = false; 824 bool has_unpaid = false;
1141 825
1142 // quite inefficient to do this here twice, but the api doesn'T lend itself to 826 // quite inefficient to do this here twice, but the api doesn't lend itself to
1143 // a quick and small change :( 827 // a quick and small change :(
1144 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 828 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1145 if (item->flag [FLAG_UNPAID]) 829 if (item->flag [FLAG_UNPAID])
1146 { 830 {
1147 has_unpaid = true; 831 has_unpaid = true;
1195 /* this is only used for players */ 879 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1197 881
1198 if (has_unpaid) 882 if (has_unpaid)
1199 op->contr->play_sound (sound_find ("shop_buy")); 883 op->contr->play_sound (sound_find ("shop_buy"));
1200 else if (is_in_shop (op)) 884 else if (op->is_in_shop ())
1201 op->contr->play_sound (sound_find ("shop_enter")); 885 op->contr->play_sound (sound_find ("shop_enter"));
1202 else 886 else
1203 op->contr->play_sound (sound_find ("shop_leave")); 887 op->contr->play_sound (sound_find ("shop_leave"));
1204 888
1205 if (shop_mat->msg) 889 if (shop_mat->msg)
1206 op->statusmsg (shop_mat->msg); 890 op->statusmsg (shop_mat->msg);
1207 /* This check below is a bit simplistic - generally it should be correct, 891 /* This check below is a bit simplistic - generally it should be correct,
1208 * but there is never a guarantee that the bottom space on the map is 892 * but there is never a guarantee that the bottom space on the map is
1209 * actually the shop floor. 893 * actually the shop floor.
1210 */ 894 */
1211 else if (!rv && !is_in_shop (op)) 895 else if (!rv && !op->is_in_shop ())
1212 { 896 {
1213 opinion = shopkeeper_approval (op->map, op); 897 opinion = shopkeeper_approval (op->map, op);
1214 898
1215 op->statusmsg ( 899 op->statusmsg (
1216 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 900 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1335 EXIT_Y (trap) + freearr_y[dir], 1019 EXIT_Y (trap) + freearr_y[dir],
1336 0, victim); 1020 0, victim);
1337} 1021}
1338 1022
1339/** 1023/**
1340 * 'victim' moves onto 'trap'
1341 * 'victim' leaves 'trap'
1342 * effect is determined by move_on/move_off of trap and move_type of victime.
1343 *
1344 * originator: Player, monster or other object that caused 'victim' to move
1345 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1346 * However, some types of traps require an originator to function.
1347 */
1348void
1349move_apply (object *trap, object *victim, object *originator)
1350{
1351 static int recursion_depth = 0;
1352
1353 /* Only exits affect DMs. */
1354 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1355 return;
1356
1357 /* move_apply() is the most likely candidate for causing unwanted and
1358 * possibly unlimited recursion.
1359 */
1360 /* The following was changed because it was causing perfeclty correct
1361 * maps to fail. 1) it's not an error to recurse:
1362 * rune detonates, summoning monster. monster lands on nearby rune.
1363 * nearby rune detonates. This sort of recursion is expected and
1364 * proper. This code was causing needless crashes.
1365 */
1366 if (recursion_depth >= 500)
1367 {
1368 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1369 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1370 return;
1371 }
1372
1373 recursion_depth++;
1374 if (trap->head)
1375 trap = trap->head;
1376
1377 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1378 goto leave;
1379
1380 switch (trap->type)
1381 {
1382 case PLAYERMOVER:
1383 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1384 {
1385 if (!trap->stats.maxsp)
1386 trap->stats.maxsp = 2;
1387
1388 /* Is this correct? From the docs, it doesn't look like it
1389 * should be divided by trap->speed
1390 */
1391 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1392
1393 /* Just put in some sanity check. I think there is a bug in the
1394 * above with some objects have zero speed, and thus the player
1395 * getting permanently paralyzed.
1396 */
1397 if (victim->speed_left < -50.f)
1398 victim->speed_left = -50.f;
1399 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1400 }
1401 goto leave;
1402
1403 case SPINNER:
1404 if (victim->direction)
1405 {
1406 victim->direction = absdir (victim->direction - trap->stats.sp);
1407 update_turn_face (victim);
1408 }
1409 goto leave;
1410
1411 case DIRECTOR:
1412 if (victim->direction && !should_director_abort (trap, victim))
1413 {
1414 victim->direction = trap->stats.sp;
1415 update_turn_face (victim);
1416 }
1417 goto leave;
1418
1419 case BUTTON:
1420 case PEDESTAL:
1421 update_button (trap, originator);
1422 goto leave;
1423
1424 case ALTAR:
1425 /* sacrifice victim on trap */
1426 apply_altar (trap, victim, originator);
1427 goto leave;
1428
1429 case THROWN_OBJ:
1430 if (trap->inv == NULL)
1431 goto leave;
1432 /* fallthrough */
1433
1434 case ARROW:
1435 /* bad bug: monster throw a object, make a step forwards, step on object ,
1436 * trigger this here and get hit by own missile - and will be own enemy.
1437 * Victim then is his own enemy and will start to kill herself (this is
1438 * removed) but we have not synced victim and his missile. To avoid senseless
1439 * action, we avoid hits here
1440 */
1441 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1442 hit_with_arrow (trap, victim);
1443 goto leave;
1444
1445 case SPELL_EFFECT:
1446 apply_spell_effect (trap, victim);
1447 goto leave;
1448
1449 case TRAPDOOR:
1450 {
1451 int max, sound_was_played;
1452 object *ab, *ab_next;
1453
1454 if (!trap->value)
1455 {
1456 int tot;
1457
1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1460 tot += ab->head_ ()->total_weight ();
1461
1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1463 goto leave;
1464
1465 SET_ANIMATION (trap, trap->value);
1466 update_object (trap, UP_OBJ_FACE);
1467 }
1468
1469 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1470 {
1471 /* need to set this up, since if we do transfer the object,
1472 * ab->above would be bogus
1473 */
1474 ab_next = ab->above;
1475
1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1477 {
1478 if (!sound_was_played)
1479 {
1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1481 sound_was_played = 1;
1482 }
1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1485 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1486 }
1487 }
1488 goto leave;
1489 }
1490
1491 case CONVERTER:
1492 if (convert_item (victim, trap) < 0)
1493 {
1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1496 }
1497
1498 goto leave;
1499
1500 case TRIGGER_BUTTON:
1501 case TRIGGER_PEDESTAL:
1502 case TRIGGER_ALTAR:
1503 check_trigger (trap, victim);
1504 goto leave;
1505
1506 case DEEP_SWAMP:
1507 walk_on_deep_swamp (trap, victim);
1508 goto leave;
1509
1510 case CHECK_INV:
1511 check_inv (victim, trap);
1512 goto leave;
1513
1514 case HOLE:
1515 move_apply_hole (trap, victim);
1516 goto leave;
1517
1518 case EXIT:
1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1520 {
1521 /* Basically, don't show exits leading to random maps the
1522 * players output.
1523 */
1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1525 victim->statusmsg (trap->msg, NDI_NAVY);
1526
1527 trap->play_sound (trap->sound);
1528 victim->enter_exit (trap);
1529 }
1530 goto leave;
1531
1532 case ENCOUNTER:
1533 /* may be some leftovers on this */
1534 goto leave;
1535
1536 case SHOP_MAT:
1537 apply_shop_mat (trap, victim);
1538 goto leave;
1539
1540 /* Drop a certain amount of gold, and have one item identified */
1541 case IDENTIFY_ALTAR:
1542 apply_id_altar (victim, trap, originator);
1543 goto leave;
1544
1545 case SIGN:
1546 if (victim->type != PLAYER && trap->stats.food > 0)
1547 goto leave; /* monsters musn't apply magic_mouths with counters */
1548
1549 apply_sign (victim, trap, 1);
1550 goto leave;
1551
1552 case CONTAINER:
1553 apply_container (victim, trap);
1554 goto leave;
1555
1556 case RUNE:
1557 case TRAP:
1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1559 spring_trap (trap, victim);
1560 goto leave;
1561
1562 default:
1563 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1565 goto leave;
1566 }
1567
1568leave:
1569 recursion_depth--;
1570}
1571
1572/**
1573 * Handles reading a regular (ie not containing a spell) book.
1574 */
1575static void
1576apply_book (object *op, object *tmp)
1577{
1578 int lev_diff;
1579 object *skill_ob;
1580
1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1582 {
1583 op->failmsg ("You are unable to read while blind!");
1584 return;
1585 }
1586
1587 if (!tmp->msg)
1588 {
1589 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1590 return;
1591 }
1592
1593 /* need a literacy skill to read stuff! */
1594 skill_ob = find_skill_by_name (op, tmp->skill);
1595 if (!skill_ob)
1596 {
1597 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1598 return;
1599 }
1600
1601 lev_diff = tmp->level - (skill_ob->level + 5);
1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1603 {
1604 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1607 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1609 : "This book is totally beyond your comprehension.");
1610 return;
1611 }
1612
1613 readable_message_type *msgType = get_readable_message_type (tmp);
1614
1615 if (player *pl = op->contr)
1616 if (client *ns = pl->ns)
1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1618
1619 /* gain xp from reading */
1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1621 { /* only if not read before */
1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1623
1624 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1625 {
1626 /*exp_gain *= 2; because they just identified it too */
1627 SET_FLAG (tmp, FLAG_IDENTIFIED);
1628
1629 if (object *pl = tmp->visible_to ())
1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1631 }
1632
1633 change_exp (op, exp_gain, skill_ob->skill, 0);
1634 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1635 }
1636}
1637
1638/**
1639 * Handles the applying of a skill scroll, calling learn_skill straight.
1640 * op is the person learning the skill, tmp is the skill scroll object
1641 */
1642static void
1643apply_skillscroll (object *op, object *tmp)
1644{
1645 switch (learn_skill (op, tmp))
1646 {
1647 case 0:
1648 op->play_sound (sound_find ("generic_fail"));
1649 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1650 break;
1651
1652 case 1:
1653 tmp->decrease ();
1654 op->play_sound (sound_find ("skill_learn"));
1655 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1656 break;
1657
1658 default:
1659 tmp->decrease ();
1660 op->play_sound (sound_find ("generic_fail"));
1661 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1662 break;
1663 }
1664}
1665
1666/**
1667 * Actually makes op learn spell.
1668 * Informs player of what happens.
1669 */
1670void
1671do_learn_spell (object *op, object *spell, int special_prayer)
1672{
1673 object *tmp;
1674
1675 if (op->type != PLAYER)
1676 {
1677 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1678 return;
1679 }
1680
1681 /* Upgrade special prayers to normal prayers */
1682 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1683 {
1684 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1685 {
1686 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1687 return;
1688 }
1689 return;
1690 }
1691
1692 op->contr->play_sound (sound_find ("learn_spell"));
1693
1694 tmp = spell->clone ();
1695 insert_ob_in_ob (tmp, op);
1696
1697 if (special_prayer)
1698 SET_FLAG (tmp, FLAG_STARTEQUIP);
1699
1700 esrv_add_spells (op->contr, tmp);
1701}
1702
1703/**
1704 * Erases spell from player's inventory.
1705 */
1706void
1707do_forget_spell (object *op, const char *spell)
1708{
1709 object *spob;
1710
1711 if (op->type != PLAYER)
1712 {
1713 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1714 return;
1715 }
1716 if ((spob = check_spell_known (op, spell)) == NULL)
1717 {
1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1719 return;
1720 }
1721
1722 op->failmsg (format ("You lose knowledge of %s.", spell));
1723 player_unready_range_ob (op->contr, spob);
1724 esrv_remove_spell (op->contr, spob);
1725 spob->destroy ();
1726}
1727
1728/**
1729 * Handles player applying a spellbook.
1730 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1731 * stuff like that. Random learning failure too.
1732 */
1733static void
1734apply_spellbook (object *op, object *tmp)
1735{
1736 object *skop, *spell, *spell_skill;
1737
1738 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1739 {
1740 op->failmsg ("You are unable to read while blind.");
1741 return;
1742 }
1743
1744 /* artifact_spellbooks have 'slaying' field point to a spell name,
1745 * instead of having their spell stored in stats.sp. These are
1746 * legacy spellbooks
1747 */
1748 if (tmp->slaying)
1749 {
1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1751 if (!spell)
1752 {
1753 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1754 return;
1755 }
1756 else
1757 insert_ob_in_ob (spell, tmp);
1758
1759 tmp->slaying = 0;
1760 }
1761
1762 skop = find_skill_by_name (op, tmp->skill);
1763
1764 /* need a literacy skill to learn spells. Also, having a literacy level
1765 * lower than the spell will make learning the spell more difficult */
1766 if (!skop)
1767 {
1768 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1769 return;
1770 }
1771
1772 spell = tmp->inv;
1773
1774 if (!spell)
1775 {
1776 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1777 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1778 return;
1779 }
1780
1781 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1782 {
1783 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1784 return;
1785 }
1786
1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1788
1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1790 identify (tmp);
1791
1792 /* I removed the check for special_prayer_mark here - it didn't make
1793 * a lot of sense - special prayers are not found in spellbooks, and
1794 * if the player doesn't know the spell, doesn't make a lot of sense that
1795 * they would have a special prayer mark.
1796 */
1797 if (check_spell_known (op, spell->name))
1798 {
1799 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1800 return;
1801 }
1802
1803 if (spell->skill)
1804 {
1805 spell_skill = find_skill_by_name (op, spell->skill);
1806
1807 if (!spell_skill)
1808 {
1809 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1810 return;
1811 }
1812
1813 if (spell_skill->level < spell->level)
1814 {
1815 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1816 return;
1817 }
1818 }
1819
1820 /* Logic as follows
1821 *
1822 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1823 *
1824 * 2- The learner's skill level in literacy adjusts the chance to learn
1825 * a spell.
1826 *
1827 * 3 -Automatically fail to learn if you read while confused
1828 *
1829 * Overall, chances are the same but a player will find having a high
1830 * literacy rate very useful! -b.t.
1831 */
1832 if (QUERY_FLAG (op, FLAG_CONFUSED))
1833 {
1834 op->failmsg ("In your confused state you flub the wording of the text!");
1835 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1836 }
1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1838 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1839 {
1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1841 do_learn_spell (op, spell, 0);
1842
1843 /* xp gain to literacy for spell learning */
1844 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1845 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1846 }
1847 else
1848 {
1849 op->contr->play_sound (sound_find ("fumble_spell"));
1850 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1851 }
1852
1853 tmp->decrease ();
1854}
1855
1856/**
1857 * Handles applying a spell scroll.
1858 */
1859void
1860apply_scroll (object *op, object *tmp, int dir)
1861{
1862 object *skop;
1863
1864 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1865 {
1866 op->failmsg ("You are unable to read while blind.");
1867 return;
1868 }
1869
1870 if (!tmp->inv || tmp->inv->type != SPELL)
1871 {
1872 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1873 return;
1874 }
1875
1876 if (op->type == PLAYER)
1877 {
1878 /* players need a literacy skill to read stuff! */
1879 int exp_gain = 0;
1880
1881 /* hard code literacy - tmp->skill points to where the exp
1882 * should go for anything killed by the spell.
1883 */
1884 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1885
1886 if (!skop)
1887 {
1888 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1889 return;
1890 }
1891
1892 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1893 change_exp (op, exp_gain, skop->skill, 0);
1894 }
1895
1896 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1897 identify (tmp);
1898
1899 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1900
1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
1902 tmp->decrease ();
1903}
1904
1905/**
1906 * Applies a treasure object - by default, chest. op
1907 * is the person doing the applying, tmp is the treasure
1908 * chest.
1909 */
1910static void
1911apply_treasure (object *op, object *tmp)
1912{
1913 /* Nice side effect of this treasure creation method is that the treasure
1914 * for the chest is done when the chest is created, and put into the chest
1915 * inventory. So that when the chest burns up, the items still exist. Also
1916 * prevents people from moving chests to more difficult maps to get better
1917 * treasure
1918 */
1919 object *treas = tmp->inv;
1920
1921 if (!treas)
1922 {
1923 op->statusmsg ("The chest was empty.");
1924 tmp->decrease ();
1925 return;
1926 }
1927
1928 while (tmp->inv)
1929 {
1930 treas = tmp->inv;
1931 treas->remove ();
1932
1933 treas->x = op->x;
1934 treas->y = op->y;
1935 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1936
1937 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1938 spring_trap (treas, op);
1939
1940 /* If either player or container was destroyed, no need to do
1941 * further processing. I think this should be enclused with
1942 * spring trap above, as I don't think there is otherwise
1943 * any way for the treasure chest or player to get killed.
1944 */
1945 if (op->destroyed () || tmp->destroyed ())
1946 break;
1947 }
1948
1949 if (!tmp->destroyed () && !tmp->inv)
1950 tmp->decrease (true);
1951}
1952
1953/**
1954 * op eats food.
1955 * If player, takes care of messages and dragon special food.
1956 */
1957static void
1958apply_food (object *op, object *tmp)
1959{
1960 int capacity_remaining;
1961
1962 if (op->type != PLAYER)
1963 op->stats.hp = op->stats.maxhp;
1964 else
1965 {
1966 /* check if this is a dragon (player), eating some flesh */
1967 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1968 ;
1969 else
1970 {
1971 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
1974 if (tmp->type == FOOD || tmp->type == FLESH)
1975 op->failmsg ("You feel full, but what a waste of food!");
1976 else
1977 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 }
1979
1980 tmp->play_sound (
1981 tmp->sound
1982 ? tmp->sound
1983 : tmp->type == DRINK
1984 ? sound_find ("eat_drink")
1985 : sound_find ("eat_food")
1986 );
1987
1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1989 {
1990 const char *buf;
1991
1992 if (!is_dragon_pl (op))
1993 {
1994 /* eating message for normal players */
1995 if (tmp->type == DRINK)
1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1997 else
1998 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1999 }
2000 else
2001 /* eating message for dragon players */
2002 buf = format ("The %s tasted terrible!", &tmp->name);
2003
2004 op->statusmsg (buf);
2005
2006 capacity_remaining = 999 - op->stats.food;
2007 op->stats.food += tmp->stats.food;
2008 if (capacity_remaining < tmp->stats.food)
2009 op->stats.hp += capacity_remaining / 50;
2010 else
2011 op->stats.hp += tmp->stats.food / 50;
2012
2013 if (op->stats.hp > op->stats.maxhp)
2014 op->stats.hp = op->stats.maxhp;
2015 if (op->stats.food > 999)
2016 op->stats.food = 999;
2017 }
2018
2019 /* special food hack -b.t. */
2020 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2021 eat_special_food (op, tmp);
2022 }
2023 }
2024
2025 handle_apply_yield (tmp);
2026 tmp->decrease ();
2027}
2028
2029/**
2030 * A dragon is eating some flesh. If the flesh contains resistances,
2031 * there is a chance for the dragon's skin to get improved.
2032 *
2033 * attributes:
2034 * object *op the object (dragon player) eating the flesh
2035 * object *meal the flesh item, getting chewed in dragon's mouth
2036 * return:
2037 * int 1 if eating successful, 0 if it doesn't work
2038 */
2039int
2040dragon_eat_flesh (object *op, object *meal)
2041{
2042 object *skin = NULL; /* pointer to dragon skin force */
2043 object *abil = NULL; /* pointer to dragon ability force */
2044 object *tmp = NULL; /* tmp. object */
2045
2046 double chance; /* improvement-chance of one resistance type */
2047 double totalchance = 1; /* total chance of gaining one resistance */
2048 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2049 double mbonus = 0; /* monster bonus */
2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2051 int winners = 0; /* number of winners */
2052 int i; /* index */
2053
2054 /* let's make sure and doublecheck the parameters */
2055 if (meal->type != FLESH || !is_dragon_pl (op))
2056 return 0;
2057
2058 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2059 from the player's inventory */
2060 for (tmp = op->inv; tmp; tmp = tmp->below)
2061 if (tmp->type == FORCE)
2062 if (tmp->arch->archname == shstr_dragon_skin_force)
2063 skin = tmp;
2064 else if (tmp->arch->archname == shstr_dragon_ability_force)
2065 abil = tmp;
2066
2067 /* if either skin or ability are missing, this is an old player
2068 which is not to be considered a dragon -> bail out */
2069 if (skin == NULL || abil == NULL)
2070 return 0;
2071
2072 /* now start by filling stomache and health, according to food-value */
2073 if ((999 - op->stats.food) < meal->stats.food)
2074 op->stats.hp += (999 - op->stats.food) / 50;
2075 else
2076 op->stats.hp += meal->stats.food / 50;
2077
2078 if (op->stats.hp > op->stats.maxhp)
2079 op->stats.hp = op->stats.maxhp;
2080
2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2082
2083 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2084
2085 /* on to the interesting part: chances for adding resistance */
2086 for (i = 0; i < NROFATTACKS; i++)
2087 {
2088 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2089 {
2090 /* got positive resistance, now calculate improvement chance (0-100) */
2091
2092 /* this bonus makes resistance increase easier at lower levels */
2093 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2094 if (i == abil->stats.exp)
2095 bonus += 5; /* additional bonus for resistance of ability-focus */
2096
2097 /* monster bonus increases with level, because high-level
2098 flesh is too rare */
2099 mbonus = op->level * 20. / ((double) settings.max_level);
2100
2101 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2102 ((double) settings.max_level)) - skin->resist[i];
2103
2104 if (chance >= 0.)
2105 chance += 1.;
2106 else
2107 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2108
2109 /* chance is proportional to amount of resistance (max. 50) */
2110 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2111
2112 /* doubled chance for resistance of ability-focus */
2113 if (i == abil->stats.exp)
2114 chance = MIN (100., chance * 2.);
2115
2116 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2117 if (rndm (10000) < (unsigned int) (chance * 100))
2118 {
2119 atnr_winner[winners] = i;
2120 winners++;
2121 }
2122
2123 if (chance >= 0.01)
2124 totalchance *= 1 - chance / 100;
2125
2126 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2127 }
2128 }
2129
2130 /* inverse totalchance as until now we have the failure-chance */
2131 totalchance = 100 - totalchance * 100;
2132
2133 /* print message according to totalchance */
2134 const char *buf;
2135 if (totalchance > 50.)
2136 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2137 else if (totalchance > 10.)
2138 buf = format ("The %s tasted very good.", &meal->name);
2139 else if (totalchance > 1.)
2140 buf = format ("The %s tasted good.", &meal->name);
2141 else if (totalchance > 0.1)
2142 buf = format ("The %s tasted bland.", &meal->name);
2143 else if (totalchance >= 0.01)
2144 buf = format ("The %s had a boring taste.", &meal->name);
2145 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2146 buf = format ("The %s tasted strange.", &meal->name);
2147 else
2148 buf = format ("The %s had no taste.", &meal->name);
2149
2150 op->statusmsg (buf);
2151
2152 /* now choose a winner if we have any */
2153 i = -1;
2154 if (winners > 0)
2155 i = atnr_winner [rndm (winners)];
2156
2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2158 {
2159 /* resistance increased! */
2160 skin->resist[i]++;
2161 op->update_stats ();
2162
2163 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2164 }
2165
2166 /* if this flesh contains a new ability focus, we mark it
2167 into the ability_force and it will take effect on next level */
2168 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2169 {
2170 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2171
2172 if (meal->last_eat != abil->stats.exp)
2173 op->statusmsg (format (
2174 "Your metabolism prepares to focus on %s!\n"
2175 "The change will happen at level %d.",
2176 change_resist_msg[meal->last_eat],
2177 abil->level + 1
2178 ));
2179 else
2180 {
2181 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2182 abil->last_eat = 0;
2183 }
2184 }
2185
2186 return 1;
2187}
2188
2189/**
2190 * Handles applying an improve armor scroll.
2191 * Does some sanity checks, then calls improve_armour.
2192 */
2193static void
2194apply_armour_improver (object *op, object *tmp)
2195{
2196 object *armor;
2197
2198 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2199 {
2200 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2201 return;
2202 }
2203
2204 armor = find_marked_object (op);
2205
2206 if (!armor)
2207 {
2208 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2209 return;
2210 }
2211
2212 if (armor->type != ARMOUR
2213 && armor->type != CLOAK
2214 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2215 {
2216 op->failmsg ("Your marked item is not armour!\n");
2217 return;
2218 }
2219
2220 op->statusmsg ("Applying armour enchantment.");
2221 improve_armour (op, tmp, armor);
2222}
2223
2224void
2225apply_poison (object *op, object *tmp)
2226{
2227 // need to do it now when it is still on the map
2228 handle_apply_yield (tmp);
2229
2230 object *poison = tmp->split (1);
2231
2232 if (op->type == PLAYER)
2233 {
2234 op->contr->play_sound (sound_find ("drink_poison"));
2235 op->failmsg ("Yech! That tasted poisonous!");
2236 op->contr->killer = poison;
2237 }
2238
2239 if (poison->stats.hp > 0)
2240 {
2241 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2243 }
2244
2245 op->stats.food -= op->stats.food / 4;
2246 poison->destroy ();
2247}
2248
2249/**
2250 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2251 * A valid 2 way exit means:
2252 * -You can come back (there is another exit at the other side)
2253 * -You are
2254 * ° the owner of the exit
2255 * ° or in the same party as the owner
2256 *
2257 * Note: a owner in a 2 way exit is saved as the owner's name
2258 * in the field exit->name cause the field exit->owner doesn't
2259 * survive in the swapping (in fact the whole exit doesn't survive).
2260 */
2261int
2262is_legal_2ways_exit (object *op, object *exit)
2263{
2264 if (exit->stats.exp != 1)
2265 return 1; /*This is not a 2 way, so it is legal */
2266
2267#if 0 //TODO
2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2269 return 0; /* This is a reset town portal */
2270#endif
2271
2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2273
2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2275
2276 if (exitmap)
2277 {
2278 exitmap->load_sync ();
2279
2280 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2281
2282 if (!tmp)
2283 return 0;
2284
2285 for (; tmp; tmp = tmp->above)
2286 {
2287 if (tmp->type != EXIT)
2288 continue; /*Not an exit */
2289
2290 if (!EXIT_PATH (tmp))
2291 continue; /*Not a valid exit */
2292
2293 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2294 continue; /*Not in the same place */
2295
2296 if (exit->map->path != EXIT_PATH (tmp))
2297 continue; /*Not in the same map */
2298
2299 /* From here we have found the exit is valid. However we do
2300 * here the check of the exit owner. It is important for the
2301 * town portals to prevent strangers from visiting your appartments
2302 */
2303 if (!exit->race)
2304 return 1; /*No owner, free for all! */
2305
2306 object *exit_owner = 0;
2307
2308 for_all_players (pp)
2309 {
2310 if (!pp->ob)
2311 continue;
2312
2313 if (pp->ob->name != exit->race)
2314 continue;
2315
2316 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2317 break;
2318 }
2319
2320 if (!exit_owner)
2321 return 0; /* No more owner */
2322
2323 if (exit_owner->contr == op->contr)
2324 return 1; /*It is your exit */
2325
2326 if (exit_owner && /*There is a owner */
2327 (op->contr) && /*A player tries to pass */
2328 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2329 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2330 return 0;
2331
2332 return 1;
2333 }
2334 }
2335
2336 return 0;
2337}
2338
2339/**
2340 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement.
2343 *
2344 * who - the player
2345 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found
2347 */
2348object *auto_apply_lighter (object *who, object *op, object *lighter)
2349{
2350 if (lighter == 0)
2351 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 {
2354 if (tmp->type == LIGHTER)
2355 {
2356 lighter = tmp;
2357 break;
2358 }
2359 }
2360
2361 if (!lighter)
2362 {
2363 who->failmsg (format (
2364 "You can't light up the %s with your bare hands! "
2365 "H<You need a lighter in your inventory, for example a flint and steel.>",
2366 &op->name));
2367 return 0;
2368 }
2369 }
2370
2371 // last_eat == 0 means the lighter is not being used up!
2372 if (lighter->last_eat && lighter->stats.food)
2373 {
2374 /* lighter gets used up */
2375 lighter = lighter->split ();
2376 lighter->stats.food--;
2377 who->insert (lighter);
2378 }
2379 else if (lighter->last_eat)
2380 {
2381 /* no charges left in lighter */
2382 who->failmsg (format (
2383 "You attempt to light the %s with a used up %s.",
2384 &op->name, &lighter->name));
2385 return 0;
2386 }
2387
2388 return lighter;
2389}
2390
2391/**
2392 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t.
2395 */
2396void
2397apply_lighter (object *who, object *lighter)
2398{
2399 object *item;
2400 int is_player_env = 0;
2401
2402 item = find_marked_object (who);
2403 if (item)
2404 {
2405 if (!auto_apply_lighter (who, 0, lighter))
2406 return;
2407
2408 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple
2410 * objects at once.
2411 */
2412
2413 save_throw_object (item, AT_FIRE, who);
2414
2415 if (item->destroyed ()
2416 || ((item->type == LAMP || item->type == TORCH)
2417 && item->glow_radius > 0))
2418 who->statusmsg (format (
2419 "You light the %s with the %s.",
2420 &item->name, &lighter->name));
2421 else
2422 who->failmsg (format (
2423 "You attempt to light the %s with the %s and fail.",
2424 &item->name, &lighter->name));
2425 }
2426 else
2427 who->failmsg ("You need to mark a lightable object.");
2428}
2429
2430/**
2431 * This function generates a cursed effect for cursed lamps and torches.
2432 */
2433void player_apply_lamp_cursed_effect (object *who, object *op)
2434{
2435 if (op->level)
2436 {
2437 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!",
2439 &op->name));
2440 create_exploding_ball_at (who, op->level);
2441 }
2442 else
2443 {
2444 who->failmsg (format (
2445 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2446 &op->name));
2447 }
2448
2449 op->destroy ();
2450}
2451
2452/**
2453 * Apply for players and lamps
2454 *
2455 * who - the player
2456 * op - the lamp
2457 */
2458void player_apply_lamp (object *who, object *op)
2459{
2460 bool switch_on = op->glow_radius ? false : true;
2461
2462 if (switch_on)
2463 {
2464 object *lighter = 0;
2465
2466 if (op->flag [FLAG_IS_LIGHTABLE]
2467 && !(lighter = auto_apply_lighter (who, op, 0)))
2468 return;
2469
2470 if (op->stats.food < 1)
2471 {
2472 if (op->type == LAMP)
2473 who->failmsg (format (
2474 "The %s is out of fuel! "
2475 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2476 &op->name));
2477 else
2478 who->failmsg (format (
2479 "The %s is burnt out! "
2480 "H<Torches and similar items burn out and become worthless.>",
2481 &op->name));
2482 return;
2483 }
2484
2485 if (op->flag [FLAG_CURSED])
2486 {
2487 player_apply_lamp_cursed_effect (who, op);
2488 return;
2489 }
2490
2491 if (lighter)
2492 who->statusmsg (format (
2493 "You light up the %s with the %s.", &op->name, &lighter->name));
2494 else
2495 who->statusmsg (format ("You light up the %s.", &op->name));
2496 }
2497 else
2498 {
2499 if (op->flag [FLAG_CURSED])
2500 {
2501 player_apply_lamp_cursed_effect (who, op);
2502 return;
2503 }
2504
2505 if (op->type == TORCH)
2506 {
2507 if (!op->flag [FLAG_IS_LIGHTABLE])
2508 {
2509 who->statusmsg (format (
2510 "You put out the %s. "
2511 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2512 &op->name, &op->name));
2513 }
2514 else
2515 who->statusmsg (format (
2516 "You put out the %s."
2517 "H<Torches wear out if you put them out.>",
2518 &op->name));
2519 }
2520 else
2521 who->statusmsg (format ("You turn off the %s.", &op->name));
2522 }
2523
2524 apply_lamp (op, switch_on);
2525}
2526
2527void get_animation_from_arch (object *op, arch_ptr a)
2528{
2529 op->animation_id = a->animation_id;
2530 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2531 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2532 op->anim_speed = a->anim_speed;
2533 op->last_anim = 0;
2534 op->state = 0;
2535 op->face = a->face;
2536
2537 if (NUM_ANIMATIONS(op) > 1)
2538 {
2539 SET_ANIMATION(op, 0);
2540 animate_object (op, op->direction);
2541 }
2542 else
2543 update_object (op, UP_OBJ_FACE);
2544}
2545
2546/**
2547 * Apply for LAMPs and TORCHes.
2548 *
2549 * op - the lamp
2550 * switch_on - a flag which says whether the lamp should be switched on or off
2551 */
2552void apply_lamp (object *op, bool switch_on)
2553{
2554 op->set_glow_radius (switch_on ? op->range : 0);
2555 op->set_speed (switch_on ? op->arch->speed : 0);
2556
2557 // torches wear out if you put them out
2558 if (op->type == TORCH && !switch_on)
2559 {
2560 if (op->flag [FLAG_IS_LIGHTABLE])
2561 {
2562 op->stats.food -= (double) op->arch->stats.food / 15;
2563 if (op->stats.food < 0)
2564 op->stats.food = 0;
2565 }
2566 else
2567 op->stats.food = 0;
2568 }
2569
2570 // lamps and torched get worthless when used up
2571 if (op->stats.food <= 0)
2572 op->value = 0;
2573
2574 // FIXME: This is a hack to make the more sane torches and lamps
2575 // still animated ;-/
2576 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578
2579 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2581}
2582
2583/**
2584 * Main apply handler.
2585 *
2586 * Checks for unpaid items before applying.
2587 *
2588 * Return value:
2589 * 0: player or monster can't apply objects of that type
2590 * 1: has been applied, or there was an error applying the object
2591 * 2: objects of that type can't be applied if not in inventory
2592 *
2593 * who is the object that is causing object to be applied, op is the object
2594 * being applied.
2595 *
2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2597 * them in this function - they are passed to apply_special
2598 */
2599int
2600manual_apply (object *who, object *op, int aflag)
2601{
2602 op = op->head_ ();
2603
2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2605 {
2606 if (who->type == PLAYER)
2607 {
2608 examine (who, op);
2609 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2610 return 1;
2611 }
2612 else
2613 return 0; /* monsters just skip unpaid items */
2614 }
2615
2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2617 return RESULT_INT (0);
2618
2619 switch (op->type)
2620 {
2621 case CF_HANDLE:
2622 who->play_sound (sound_find ("turn_handle"));
2623 who->statusmsg ("You turn the handle.");
2624 op->value = op->value ? 0 : 1;
2625 SET_ANIMATION (op, op->value);
2626 update_object (op, UP_OBJ_FACE);
2627 push_button (op, who);
2628 return 1;
2629
2630 case TRIGGER:
2631 if (check_trigger (op, who))
2632 {
2633 who->statusmsg ("You turn the handle.");
2634 who->play_sound (sound_find ("turn_handle"));
2635 }
2636 else
2637 who->failmsg ("The handle doesn't move.");
2638
2639 return 1;
2640
2641 case EXIT:
2642 if (who->type != PLAYER)
2643 return 0;
2644
2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2647 else
2648 {
2649 /* Don't display messages for random maps. */
2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2651 who->statusmsg (op->msg, NDI_NAVY);
2652
2653 who->enter_exit (op);
2654 }
2655
2656 return 1;
2657
2658 case INSCRIBABLE:
2659 who->statusmsg (op->msg);
2660 // maybe show a spell menu to chose from or something like that
2661 return 1;
2662
2663 case SIGN:
2664 apply_sign (who, op, 0);
2665 return 1;
2666
2667 case BOOK:
2668 if (who->type == PLAYER)
2669 {
2670 apply_book (who, op);
2671 return 1;
2672 }
2673 else
2674 return 0;
2675
2676 case SKILLSCROLL:
2677 if (who->type == PLAYER)
2678 {
2679 apply_skillscroll (who, op);
2680 return 1;
2681 }
2682 else
2683 return 0;
2684
2685 case SPELLBOOK:
2686 if (who->type == PLAYER)
2687 {
2688 apply_spellbook (who, op);
2689 return 1;
2690 }
2691 else
2692 return 0;
2693
2694 case SCROLL:
2695 apply_scroll (who, op, 0);
2696 return 1;
2697
2698 case POTION:
2699 apply_potion (who, op);
2700 return 1;
2701
2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2703 //TODO: remove, as it is unsed?
2704 case CLOSE_CON:
2705 apply_container (who, op->env);
2706 return 1;
2707
2708 case CONTAINER:
2709 apply_container (who, op);
2710 return 1;
2711
2712 case TREASURE:
2713 if (who->type == PLAYER)
2714 {
2715 apply_treasure (who, op);
2716 return 1;
2717 }
2718 else
2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2725
2726 case WEAPON:
2727 case ARMOUR:
2728 case BOOTS:
2729 case GLOVES:
2730 case AMULET:
2731 case GIRDLE:
2732 case BRACERS:
2733 case SHIELD:
2734 case HELMET:
2735 case RING:
2736 case CLOAK:
2737 case WAND:
2738 case ROD:
2739 case HORN:
2740 case SKILL:
2741 case BOW:
2742 case BUILDER:
2743 case SKILL_TOOL:
2744 if (op->env != who)
2745 return 2; /* not in inventory */
2746
2747 apply_special (who, op, aflag);
2748 return 1;
2749
2750 case DRINK:
2751 case FOOD:
2752 case FLESH:
2753 apply_food (who, op);
2754 return 1;
2755
2756 case POISON:
2757 apply_poison (who, op);
2758 return 1;
2759
2760 case SAVEBED:
2761 return 1;
2762
2763 case ARMOUR_IMPROVER:
2764 if (who->type == PLAYER)
2765 {
2766 apply_armour_improver (who, op);
2767 return 1;
2768 }
2769 else
2770 return 0;
2771
2772 case WEAPON_IMPROVER:
2773 check_improve_weapon (who, op);
2774 return 1;
2775
2776 case CLOCK:
2777 if (who->type == PLAYER)
2778 {
2779 char buf[MAX_BUF];
2780 timeofday_t tod;
2781
2782 get_tod (&tod);
2783 who->play_sound (sound_find ("sound_clock"));
2784 who->statusmsg (format (
2785 "It is %d minute%s past %d o'clock %s",
2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2787 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2788 ));
2789 return 1;
2790 }
2791 else
2792 return 0;
2793
2794 case MENU:
2795 if (who->type == PLAYER)
2796 {
2797 shop_listing (op, who);
2798 return 1;
2799 }
2800 else
2801 return 0;
2802
2803 case POWER_CRYSTAL:
2804 apply_power_crystal (who, op); /* see egoitem.c */
2805 return 1;
2806
2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2808 if (who->type == PLAYER)
2809 {
2810 apply_lighter (who, op);
2811 return 1;
2812 }
2813 else
2814 return 0;
2815
2816 case ITEM_TRANSFORMER:
2817 apply_item_transformer (who, op);
2818 return 1;
2819
2820 default:
2821 return 0;
2822 }
2823}
2824
2825/* quiet suppresses the "don't know how to apply" and "you must get it first"
2826 * messages as needed by player_apply_below(). But there can still be
2827 * "but you are floating high above the ground" messages.
2828 *
2829 * Same return value as apply() function.
2830 */
2831int
2832player_apply (object *pl, object *op, int aflag, int quiet)
2833{
2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2835 {
2836 /* player is flying and applying object not in inventory */
2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2838 {
2839 pl->failmsg ("But you are floating high above the ground! "
2840 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2841 "or waiting till the levitation effect wears off.>");
2842 return 0;
2843 }
2844 }
2845
2846 pl->contr->last_used = op;
2847
2848 int tmp = manual_apply (pl, op, aflag);
2849
2850 if (!quiet)
2851 {
2852 if (tmp == 0)
2853 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2854 else if (tmp == 2)
2855 pl->failmsg ("You must get it first!\n");
2856 }
2857
2858 return tmp;
2859}
2860
2861/**
2862 * player_apply_below attempts to apply the object 'below' the player.
2863 * If the player has an open container, we use that for below, otherwise
2864 * we use the ground.
2865 */
2866void
2867player_apply_below (object *pl)
2868{
2869 int floors = 0;
2870
2871 /* If using a container, set the starting item to be the top
2872 * item in the container. Otherwise, use the map.
2873 * This is perhaps more complicated. However, I want to make sure that
2874 * we don't use a corrupt pointer for the next object, so we get the
2875 * next object in the stack before applying. This is can only be a
2876 * problem if player_apply() has a bug in that it uses the object but does
2877 * not return a proper value.
2878 */
2879 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2880 {
2881 next = tmp->below;
2882
2883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2884 floors++;
2885 else if (floors > 0)
2886 return; /* process only floor objects after first floor object */
2887
2888 /* If it is visible, player can apply it. If it is applied by
2889 * person moving on it, also activate. Added code to make it
2890 * so that at least one of players movement types be that which
2891 * the item needs.
2892 */
2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2894 if (player_apply (pl, tmp, 0, 1) == 1)
2895 return;
2896
2897 if (floors >= 2)
2898 return; /* process at most two floor objects */
2899 }
2900}
2901
2902/**
2903 * Unapplies specified item. 1024 * Unapplies specified item.
2904 * No check done on cursed/damned. 1025 * No check done on cursed/damned.
2905 * Break this out of apply_special - this is just done 1026 * Break this out of apply_special - this is just done
2906 * to keep the size of apply_special to a more managable size. 1027 * to keep the size of apply_special to a more managable size.
2907 */ 1028 */
2908static int 1029static bool
2909unapply_special (object *who, object *op, int aflags) 1030unapply_special (object *who, object *op, int aflags)
2910{ 1031{
2911 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1032 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2912 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1033 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2913 return RESULT_INT (0); 1034 return RESULT_INT (0);
2914 1035
2915 CLEAR_FLAG (op, FLAG_APPLIED); 1036 if (who->current_weapon == op)
1037 who->current_weapon = 0;
1038
1039 op->flag [FLAG_APPLIED] = false;
2916 1040
2917 switch (op->type) 1041 switch (op->type)
2918 { 1042 {
2919 case SKILL_TOOL: 1043 case SKILL:
1044 if (player *pl = who->contr)
1045 if (op->invisible)
1046 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1047 else
1048 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1049
1050 change_abil (who, op);
1051 who->flag [FLAG_READY_SKILL] = false;
1052 break;
1053
1054 case WEAPON:
1055 who->statusmsg (format ("You unwield %s.", query_name (op)));
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_WEAPON] = false;
1058
2920 // unapplying a skill tool should also unapply the skill it governs 1059 // unapplying a weapon or skill tool should also unapply the skill it governs
2921 // but this is hard, as it shouldn't do so when the skill can 1060 // but this is hard, as it shouldn't do so when the skill can
2922 // be used for other reasons 1061 // be used for other reasons
2923 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1062 if (who->chosen_skill)
2924 if (tmp->skill == op->skill 1063 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2925 && tmp->type == SKILL
2926 && tmp->flag [FLAG_APPLIED]
2927 && !tmp->flag [FLAG_CAN_USE_SKILL])
2928 unapply_special (who, tmp, 0); 1064 unapply_special (who, op, 0);
2929 1065
2930 change_abil (who, op);
2931 break; 1066 break;
2932 1067
1068 case BOW:
2933 case WEAPON: 1069 case WAND:
1070 case ROD:
1071 case HORN:
1072 case RANGED:
2934 if (player *pl = who->contr) 1073 if (player *pl = who->contr)
2935 if (op == pl->combat_ob)
2936 {
2937 pl->combat_ob = 0;
2938 who->change_weapon (pl->ranged_ob);
2939 }
2940
2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2942
2943 change_abil (who, op);
2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2945 break;
2946
2947 case SKILL:
2948 if (who->contr)
2949 { 1074 {
2950 if (IS_COMBAT_SKILL (op->subtype)) 1075 who->statusmsg (format ("You unready %s.", query_name (op)));
2951 who->change_weapon (who->contr->combat_ob = 0); 1076 change_abil (who, op);
2952 else if (IS_RANGED_SKILL (op->subtype)) 1077 }
2953 who->change_weapon (who->contr->ranged_ob = 0); 1078 else
1079 {
1080 who->change_skill (0);
2954 1081
2955 if (op->invisible) 1082 if (op->type == BOW)
2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1083 op->flag [FLAG_READY_BOW ] = false;
2957 else 1084 else
2958 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1085 op->flag [FLAG_READY_RANGE] = false;
2959 } 1086 }
2960 1087
2961 change_abil (who, op);
2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2963 break; 1088 break;
2964 1089
2965 case ARMOUR: 1090 case ARMOUR:
2966 case HELMET: 1091 case HELMET:
2967 case SHIELD: 1092 case SHIELD:
2974 case CLOAK: 1099 case CLOAK:
2975 who->statusmsg (format ("You unwear %s.", query_name (op))); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2976 change_abil (who, op); 1101 change_abil (who, op);
2977 break; 1102 break;
2978 1103
1104 case SPELL:
2979 case BOW: 1105 case BUILDER:
2980 case WAND:
2981 case ROD:
2982 case HORN:
2983 if (player *pl = who->contr)
2984 {
2985 if (op == pl->ranged_ob)
2986 {
2987 pl->ranged_ob = 0;
2988 who->change_weapon (pl->combat_ob);
2989 }
2990
2991 who->statusmsg (format ("You unready %s.", query_name (op))); 1106 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 }
2993 else
2994 {
2995 who->change_skill (0);
2996
2997 if (op->type == BOW)
2998 CLEAR_FLAG (who, FLAG_READY_BOW);
2999 else
3000 CLEAR_FLAG (who, FLAG_READY_RANGE);
3001 }
3002
3003 break; 1107 break;
3004 1108
3005 case BUILDER: 1109 //case SKILL_TOOL://TODO
3006 if (who->contr)
3007 who->statusmsg (format ("You unready %s.", query_name (op)));
3008 break;
3009
3010 default: 1110 default:
3011 who->statusmsg (format ("You unapply %s.", query_name (op))); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
3012 break; 1112 break;
3013 } 1113 }
3014 1114
3016 if (object *pl = op->visible_to ()) 1116 if (object *pl = op->visible_to ())
3017 esrv_send_item (pl, op); 1117 esrv_send_item (pl, op);
3018 1118
3019 who->update_stats (); 1119 who->update_stats ();
3020 1120
3021 return 0; 1121 return 1;
3022} 1122}
3023 1123
3024/** 1124/**
3025 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
3038static object * 1138static object *
3039get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
3040{ 1140{
3041 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
3042 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
3043 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
3044 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3045 return tmp; 1145 return tmp;
3046 1146
3047 return 0; 1147 return 0;
3048} 1148}
3049 1149
3062#define CANNOT_REMOVE_CURSED \ 1162#define CANNOT_REMOVE_CURSED \
3063 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3064 "Praying over an altar, scrolls of remove curse/damnation, " \ 1164 "Praying over an altar, scrolls of remove curse/damnation, " \
3065 "priests or even other players might help.>" 1165 "priests or even other players might help.>"
3066 1166
3067int 1167static bool
3068unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
3069{ 1169{
3070 if (op->is_range ()) 1170 if (op->is_range ())
3071 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3081 { 1181 {
3082 /* In this case, we want to try and remove a cursed item. 1182 /* In this case, we want to try and remove a cursed item.
3083 * While we know it won't work, we want unapply_special to 1183 * While we know it won't work, we want unapply_special to
3084 * at least generate the message. 1184 * at least generate the message.
3085 */ 1185 */
3086 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1186 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3087 return 1; 1187 return 1;
3088 } 1188 }
3089 1189
3090 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3091 { 1191 {
3125 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
3126 * Note this could be annoying if this is just one of a few, 1226 * Note this could be annoying if this is just one of a few,
3127 * so it may not be critical (eg, putting on a ring and you have 1227 * so it may not be critical (eg, putting on a ring and you have
3128 * one cursed ring.) 1228 * one cursed ring.)
3129 */ 1229 */
3130 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1230 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3131 } 1231 }
3132 1232
3133 last = tmp->below; 1233 last = tmp->below;
3134 } 1234 }
3135 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1235 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3194 continue; 1294 continue;
3195 } 1295 }
3196 1296
3197 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3198 if (!tmp1) 1298 if (!tmp1)
3199 {
3200#if 0
3201 /* This is sort of an error, but happens a lot when old players
3202 * join in with more stuff equipped than they are now allowed.
3203 */
3204 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3205#endif
3206 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
3207 }
3208 else 1300 else
3209 { 1301 {
3210 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3211 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3212 * to apply multiple objects 1304 * to apply multiple objects
3292 */ 1384 */
3293 1385
3294#define LACK_ITEM_POWER \ 1386#define LACK_ITEM_POWER \
3295 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3296 1388
3297int 1389static bool
3298apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3299{ 1391{
3300 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3301 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3302 1394
3303 if (who == NULL) 1395 if (who == NULL)
3304 { 1396 {
3305 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3306 return 1; 1398 return 1;
3307 } 1399 }
3308 1400
1401 //TODO: remove these when apply_special is no longer exposed
3309 if (op->env != who) 1402 if (op->env != who)
3310 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3311 1404
3312 /* trying to unequip op */ 1405 /* trying to unequip op */
3313 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (QUERY_FLAG (op, FLAG_APPLIED))
3316 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3317 return 0; 1410 return 0;
3318 1411
3319 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1412 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3320 { 1413 {
3321 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1414 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3322 return 1; 1415 return 1;
3323 } 1416 }
3324 1417
3325 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3326 } 1419 }
3327 else if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3328 return 0; 1421 return 0;
3329 1422
3330 // if the item is combat/ranged, wield the relevant slot first
3331 // to resolve conflicts.
3332 if (player *pl = who->contr)
3333 switch (op->slottype ())
3334 {
3335 case slot_combat: who->change_weapon (pl->combat_ob); break;
3336 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3337 }
3338
3339 splay (op); 1423 splay (op);
3340 1424
3341 /* Can't just apply this object. Lets see what not and what to do */ 1425 /* Can't just apply this object. Lets see what not and what to do */
3342 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3343 { 1427 {
3344 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3345 { 1429 {
3346 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1430 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3347 return 1; 1431 return 1;
3348 } 1432 }
3349 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3350 { 1434 {
3351 who->failmsg (format ( 1435 who->failmsgf (
3352 "You have a prohibition against using a %s. " 1436 "You have a prohibition against using a %s. "
3353 "H<Your belief, profession or class prevents you from applying this item.>", 1437 "H<Your belief, profession or class prevents you from applying this item.>",
3354 query_name (op) 1438 query_name (op)
3355 )); 1439 );
3356 return 1; 1440 return 1;
3357 } 1441 }
3358 1442
3359 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3360 { 1444 {
3376 } 1460 }
3377 } 1461 }
3378 1462
3379 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3380 { 1464 {
1465 // try to ready attached skill first
3381 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3382 1467
3383 if (!skop) 1468 if (!skop)
3384 { 1469 {
3385 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1470 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3386 return 1; 1471 return 1;
3387 } 1472 }
3388 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3389 /* While experience will be credited properly, we want to change the
3390 * skill so that the dam and wc get updated
3391 */ 1474 {
3392 who->change_skill (skop); 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 return 1;
1477 }
3393 } 1478 }
3394 1479
3395 if (who->type == PLAYER 1480 if (!check_item_power (who, op->item_power))
3396 && op->item_power
3397 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3398 { 1481 {
3399 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3400 return 1; 1483 return 1;
3401 } 1484 }
3402 1485
3403 /* Ok. We are now at the state where we can apply the new object. 1486 /* Ok. We are now at the state where we can apply the new object.
3404 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3405 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3406 */ 1489 */
1490
1491 // split away all the other items from the stack, so only one item is left
3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3408 1493
3409 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3410 return RESULT_INT (0); 1495 return RESULT_INT (0);
3411 1496
3412 switch (op->type) 1497 switch (op->type)
3413 { 1498 {
3414 case WEAPON: 1499 case WEAPON:
3415 if (!check_weapon_power (who, op->last_eat)) 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3416 {
3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418
3419 if (tmp)
3420 insert_ob_in_ob (tmp, who);
3421
3422 return 1;
3423 }
3424
3425 //TODO: this obviously fails for players using a shorter prefix
3426 // i.e. "R" can use Ragnarok's sword.
3427 if (op->level && !op->name.starts_with (who->name))
3428 { 1501 {
3429 /* if the weapon does not have the name as the character, can't use it. */ 1502 /* if the weapon does not have the name as the character, can't use it. */
3430 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1503 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3432 1505 "H<Its name indicates that it belongs to somebody else.>");
3433 if (tmp) 1506 if (tmp) who->insert (tmp);
3434 insert_ob_in_ob (tmp, who);
3435
3436 return 1; 1507 return 1;
3437 } 1508 }
3438 1509
3439 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3440 { 1513 {
3441 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1514 who->statusmsg (format ("You wield %s.", query_name (op)));
3442 return 1; 1515 change_abil (who, op);
3443 } 1516 }
3444 1517 else
3445 SET_FLAG (op, FLAG_APPLIED);
3446 who->change_skill (skop); 1518 who->change_skill (skop);
3447 1519
3448 if (who->contr) 1520 op->flag [FLAG_READY_WEAPON] = true;
3449 who->change_weapon (who->contr->combat_ob = op);
3450
3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3452
3453 SET_FLAG (who, FLAG_READY_WEAPON);
3454 change_abil (who, op);
3455 break; 1521 break;
3456 1522
3457 case ARMOUR: 1523 case ARMOUR:
3458 case HELMET: 1524 case HELMET:
3459 case SHIELD: 1525 case SHIELD:
3468 who->statusmsg (format ("You wear %s.", query_name (op))); 1534 who->statusmsg (format ("You wear %s.", query_name (op)));
3469 change_abil (who, op); 1535 change_abil (who, op);
3470 break; 1536 break;
3471 1537
3472 case SKILL_TOOL: 1538 case SKILL_TOOL:
3473 // applying a skill tool also readies the skill 1539 // applying a skill tool does not ready the skill
1540 // if something needs the skill, it has to ready it itself
1541 //TODO: unapplying should unapply the skill, though
3474 SET_FLAG (op, FLAG_APPLIED); 1542 SET_FLAG (op, FLAG_APPLIED);
1543 break;
3475 1544
1545 case SKILL:
3476 if (!(aflags & AP_NO_READY)) 1546 if (!(aflags & AP_NO_SLOT))
3477 { 1547 {
3478 skop = find_skill_by_name (who, op->skill); 1548 // skill is used on it's own, as opposed to being a chosen_skill
3479 if (!skop->flag [FLAG_APPLIED]) 1549
3480 apply_special (who, skop, AP_APPLY); 1550 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1551 {
1552 who->failmsgf (
1553 "You feel as if you wanted to do something funny, but you can't remember what. "
1554 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1555 "It cannot be used on its own.>",
1556 &op->skill
1557 );
1558 if (tmp) who->insert (tmp);
1559 return 1;
1560 }
1561
1562 if (skill_flags [op->subtype] & SF_AUTARK
1563 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1564 {
1565 if (skill_flags [op->subtype] & SF_USE)
1566 who->failmsgf (
1567 "You feel as if you wanted to do something funny, but you can't remember what. "
1568 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1569 &op->skill, &op->skill
1570 );
1571 else
1572 who->failmsgf (
1573 "You feel as if you wanted to do something funny, but you can't remember what. "
1574 "H<The %s skill cannot be readied or used, it is always active.>",
1575 &op->skill
1576 );
1577
1578 if (tmp) who->insert (tmp);
1579
1580 return 1;
1581 }
1582
1583 if (who->contr)
1584 if (op->invisible)
1585 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1586 else
1587 who->statusmsg (format ("You ready %s.", query_name (op)));
3481 } 1588 }
1589
1590 SET_FLAG (who, FLAG_READY_SKILL);
1591 SET_FLAG (op, FLAG_APPLIED);
1592 change_abil (who, op);
3482 break; 1593 break;
3483 1594
3484 case SKILL:
3485 if (player *pl = who->contr)
3486 {
3487 if (IS_COMBAT_SKILL (op->subtype))
3488 {
3489 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3490 {
3491 for (object *item = who->inv; item; item = item->below)
3492 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3493 {
3494 if (item->skill == op->skill)
3495 {
3496 who->change_weapon (pl->combat_ob = item);
3497 goto found_weapon;
3498 }
3499 }
3500
3501 who->failmsg (format (
3502 "You need to apply a '%s' melee weapon before readying this skill. "
3503 "H<Some skills need an item, in this case a melee weapon, to function.>",
3504 &op->skill
3505 ));
3506 return 1;
3507
3508 found_weapon:;
3509 }
3510 else
3511 who->change_weapon (pl->combat_ob = op);
3512 }
3513 else if (IS_RANGED_SKILL (op->subtype))
3514 {
3515 if (skill_flags [op->subtype] & SF_NEED_BOW)
3516 {
3517 for (object *item = who->inv; item; item = item->below)
3518 if (item->type == BOW && item->flag [FLAG_APPLIED])
3519 {
3520 //TODO: bows should/must all have skill missile weapon right now
3521 who->change_weapon (pl->ranged_ob = item);
3522 goto found_bow;
3523 }
3524
3525 who->failmsg (
3526 "You need to apply a missile weapon before readying this skill. "
3527 "H<Some skills need an item, in this case a missile weapon, to function.>"
3528 );
3529 return 1;
3530
3531 found_bow:;
3532 }
3533 else
3534 who->change_weapon (pl->ranged_ob = op);
3535 }
3536
3537 if (!op->invisible)
3538 {
3539 who->statusmsg (format (
3540 "You ready %s."
3541 "You can now use the skill: %s.",
3542 query_name (op),
3543 &op->skill
3544 ));
3545 }
3546 else
3547 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3548 }
3549 else
3550 {
3551 SET_FLAG (op, FLAG_APPLIED);
3552 change_abil (who, op);
3553 who->chosen_skill = op;
3554 SET_FLAG (who, FLAG_READY_SKILL);
3555 }
3556
3557 break;
3558
3559 case BOW: 1595 case BOW:
3560 if (!check_weapon_power (who, op->last_eat)) 1596 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3561 {
3562 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3563
3564 if (tmp)
3565 insert_ob_in_ob (tmp, who);
3566
3567 return 1;
3568 }
3569
3570 if (op->level && !op->name.starts_with (who->name))
3571 { 1597 {
3572 who->failmsg ("The weapon does not recognize you as its owner. " 1598 who->failmsg ("The weapon does not recognize you as its owner. "
3573 "H<Its name indicates that it belongs to somebody else.>"); 1599 "H<Its name indicates that it belongs to somebody else.>");
3574 if (tmp) 1600 if (tmp) who->insert (tmp);
3575 insert_ob_in_ob (tmp, who);
3576
3577 return 1; 1601 return 1;
3578 } 1602 }
1603
1604 if (player *pl = who->contr)
1605 {
1606 op->flag [FLAG_APPLIED] = true;
1607 who->statusmsg (format ("You wield the %s.", query_name (op)));
1608 change_abil (who, op);
1609 }
1610 break;
1611
1612 case RANGED:
1613 if (player *pl = who->contr)
1614 {
1615 op->flag [FLAG_APPLIED] = true;
1616 who->statusmsg (format ("You applied the %s.", query_name (op)));
1617 }
1618 break;
1619
1620 case SPELL:
1621 if (player *pl = who->contr)
1622 {
1623 op->flag [FLAG_APPLIED] = true;
1624 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1625 }
1626 break;
3579 1627
3580 /*FALLTHROUGH*/ 1628 /*FALLTHROUGH*/
3581 case WAND: 1629 case WAND:
3582 case ROD: 1630 case ROD:
3583 case HORN: 1631 case HORN:
3584 /* check for skill, alter player status */ 1632 op->flag [FLAG_APPLIED] = true;
3585 1633
3586 if (!skop) 1634 if (player *pl = who->contr)
3587 { 1635 {
3588 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3589 return 1;
3590 }
3591
3592 SET_FLAG (op, FLAG_APPLIED);
3593 who->change_skill (skop);
3594
3595 if (who->contr)
3596 {
3597 who->contr->ranged_ob = op;
3598
3599 who->statusmsg (format ("You ready %s.", query_name (op))); 1636 who->statusmsg (format ("You ready %s.", query_name (op)));
3600 1637
3601 if (op->type == BOW) 1638 if (op->type == BOW)
3602 {
3603 who->current_weapon = op;
3604 change_abil (who, op);
3605 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1639 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3606 } 1640
1641 change_abil (who, op);
3607 } 1642 }
3608 else 1643 else
3609 { 1644 {
1645 who->change_skill (skop);
1646
3610 if (op->type == BOW) 1647 if (op->type == BOW)
3611 SET_FLAG (who, FLAG_READY_BOW); 1648 op->flag [FLAG_READY_BOW ] = true;
3612 else 1649 else
3613 SET_FLAG (who, FLAG_READY_RANGE); 1650 op->flag [FLAG_READY_RANGE] = true;
3614 } 1651 }
3615 1652
3616 break; 1653 break;
3617 1654
3618 case BUILDER: 1655 case BUILDER:
3619 if (who->type == PLAYER) 1656 if (player *pl = who->contr)
3620 { 1657 {
3621 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3622 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3623 unapply_special (who, who->contr->ranged_ob, 0);
3624
3625 who->statusmsg (format ("You ready your %s.", query_name (op))); 1658 who->statusmsg (format ("You ready your %s.", query_name (op)));
3626 1659 //TODO: change_abil?
3627 who->contr->ranged_ob = op;
3628 } 1660 }
3629 break; 1661 break;
3630 1662
3631 default: 1663 default:
3632 who->statusmsg (format ("You apply %s.", query_name (op))); 1664 who->statusmsg (format ("You apply %s.", query_name (op)));
3633 } 1665 }
3634 1666
3635 SET_FLAG (op, FLAG_APPLIED); 1667 SET_FLAG (op, FLAG_APPLIED);
3636 1668
3637 if (tmp)
3638 who->insert (tmp); 1669 if (tmp) who->insert (tmp);
3639 1670
3640 who->update_stats (); 1671 who->update_stats ();
3641 1672
3642 /* We exclude spell casting objects. The fire code will set the 1673 /* We exclude spell casting objects. The fire code will set the
3643 * been applied flag when they are used - until that point, 1674 * been applied flag when they are used - until that point,
3660 esrv_send_item (pl, op); 1691 esrv_send_item (pl, op);
3661 1692
3662 return 0; 1693 return 0;
3663} 1694}
3664 1695
1696/**
1697 * Check if op should abort moving victim because of it's race or slaying.
1698 * Returns 1 if it should abort, returns 0 if it should continue.
1699 */
3665int 1700int
3666monster_apply_special (object *who, object *op, int aflags) 1701should_director_abort (object *op, object *victim)
3667{ 1702{
3668 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1703 int arch_flag, name_flag, race_flag;
1704
1705 /* Get flags to determine what of arch, name, and race should be checked.
1706 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1707 * the next is the name flag, and the last is the race flag. Also note,
1708 * if subtype is set to zero, that also goes to defaults of all affecting
1709 * it. Examples:
1710 * subtype 1: only arch
1711 * subtype 3: arch or name
1712 * subtype 5: arch or race
1713 * subtype 7: all three
1714 */
1715 if (op->subtype)
1716 {
1717 arch_flag = op->subtype & 1;
1718 name_flag = op->subtype & 2;
1719 race_flag = op->subtype & 4;
1720 }
1721 else
1722 {
1723 arch_flag = 1;
1724 name_flag = 1;
1725 race_flag = 1;
1726 }
1727
1728 /* If the director has race set, only affect objects with a arch,
1729 * name or race that matches.
1730 */
1731 if ((op->race) &&
1732 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1733 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1734 ((!(victim->race && race_flag) || op->race != victim->race)))
3669 return 1; 1735 return 1;
3670 1736
1737 /* If the director has slaying set, only affect objects where none
1738 * of arch, name, or race match.
1739 */
1740 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1741 ((victim->name && name_flag && op->slaying == victim->name)) ||
1742 ((victim->race && race_flag && op->slaying == victim->race)))
1743 return 1;
1744
1745 return 0;
1746}
1747
1748/**
1749 * This handles a player dropping money on an altar to identify stuff.
1750 * It'll identify marked item, if none all items up to dropped money.
1751 * Return value: 1 if money was destroyed, 0 if not.
1752 */
1753static int
1754apply_id_altar (object *money, object *altar, object *pl)
1755{
1756 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1757
1758 if (!pl || pl->type != PLAYER)
1759 return 0;
1760
1761 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1762 * identifying' from being printed out more than it needs to be.
1763 */
1764 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1765 return 0;
1766
1767 /* if the player has a marked item, identify that if it needs to be
1768 * identified. If it doesn't, then go through the player inventory.
1769 */
1770 if (object *marked = find_marked_object (pl))
1771 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1772 {
1773 if (operate_altar (altar, &money, pl))
1774 {
1775 identify (marked);
1776
1777 buf.printf ("You have %s.\r", long_desc (marked, pl));
1778 if (marked->msg)
1779 buf << "The item has a story:\r" << marked->msg << "\n\n";
1780
1781 return !money;
1782 }
1783 }
1784
1785 for (object *id = pl->inv; id; id = id->below)
1786 {
1787 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1788 {
1789 if (operate_altar (altar, &money, pl))
1790 {
1791 identify (id);
1792
1793 buf.printf ("You have %s.\r", long_desc (id, pl));
1794 if (id->msg)
1795 buf << "The item has a story:\r" << id->msg << "\n\n";
1796
1797 /* If no more money, might as well quit now */
1798 if (!money || !check_altar_sacrifice (altar, money))
1799 break;
1800 }
1801 else
1802 {
1803 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1804 break;
1805 }
1806 }
1807 }
1808
1809 if (buf.empty ())
1810 pl->failmsg ("You have nothing that needs identifying");
1811 else
1812 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1813
1814 return !money;
1815}
1816
1817/**
1818 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1819 * matching item.
1820 **/
1821void
1822handle_apply_yield (object *tmp)
1823{
1824 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1825 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1826}
1827
1828/**
1829 * Handles applying a potion.
1830 */
1831int
1832apply_potion (object *op, object *tmp)
1833{
1834 int got_one = 0, i;
1835 object *force = 0;
1836
1837 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1838
1839 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1840 {
1841 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1842
1843 CLEAR_FLAG (tmp, FLAG_APPLIED);
1844 return 0;
1845 }
1846
1847 if (op->type == PLAYER)
1848 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1849 identify (tmp);
1850
1851 handle_apply_yield (tmp);
1852
1853 /* Potion of restoration - only for players */
1854 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1855 {
1856 object *depl;
1857 archetype *at;
1858
1859 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1860 {
1861 op->drain_stat ();
1862 op->update_stats ();
1863 tmp->decrease ();
1864 return 1;
1865 }
1866
1867 if (!(at = archetype::find (shstr_depletion)))
1868 {
1869 LOG (llevError, "Could not find archetype depletion\n");
1870 return 0;
1871 }
1872
1873 depl = present_arch_in_ob (at, op);
1874
1875 if (depl)
1876 {
1877 for (i = 0; i < NUM_STATS; i++)
1878 if (depl->stats.stat (i))
1879 op->statusmsg (restore_msg[i]);
1880
1881 depl->destroy ();
1882 op->update_stats ();
1883 }
1884 else
1885 op->statusmsg ("Your potion had no effect.");
1886
1887 tmp->decrease ();
1888 return 1;
1889 }
1890
1891 /* improvement potion - only for players */
1892 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1893 {
1894 for (i = 1; i < min (11, op->level); i++)
1895 {
1896 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1897 {
1898 if (op->contr->levhp[i] != 1)
1899 {
1900 op->contr->levhp[i] = 1;
1901 break;
1902 }
1903
1904 if (op->contr->levsp[i] != 1)
1905 {
1906 op->contr->levsp[i] = 1;
1907 break;
1908 }
1909
1910 if (op->contr->levgrace[i] != 1)
1911 {
1912 op->contr->levgrace[i] = 1;
1913 break;
1914 }
1915 }
1916 else
1917 {
1918 if (op->contr->levhp[i] < 9)
1919 {
1920 op->contr->levhp[i] = 9;
1921 break;
1922 }
1923
1924 if (op->contr->levsp[i] < 6)
1925 {
1926 op->contr->levsp[i] = 6;
1927 break;
1928 }
1929
1930 if (op->contr->levgrace[i] < 3)
1931 {
1932 op->contr->levgrace[i] = 3;
1933 break;
1934 }
1935 }
1936 }
1937
1938 /* Just makes checking easier */
1939 if (i < min (11, op->level))
1940 got_one = 1;
1941
1942 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1943 {
1944 if (got_one)
1945 {
1946 op->update_stats ();
1947 op->statusmsg ("The Gods smile upon you and remake you "
1948 "a little more in their image. "
1949 "You feel a little more perfect.", NDI_GREEN);
1950 }
1951 else
1952 op->statusmsg ("The potion had no effect - you are already perfect.");
1953 }
1954 else
1955 { /* cursed potion */
1956 if (got_one)
1957 {
1958 op->update_stats ();
1959 op->failmsg ("The Gods are angry and punish you.");
1960 }
1961 else
1962 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1963 }
1964
1965 tmp->decrease ();
1966 return 1;
1967 }
1968
1969
1970 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1971 * and heroism all fit into this category. Given the spell object code,
1972 * there is no limit to the number of spells that potions can be cast,
1973 * but direction is problematic to try and imbue fireball potions for example.
1974 */
1975 if (tmp->inv)
1976 {
1977 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1978 {
1979 op->failmsg ("Yech! Your lungs are on fire!");
1980 create_exploding_ball_at (op, op->level);
1981 }
1982 else
1983 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1984
1985 tmp->decrease ();
1986
1987 /* if youre dead, no point in doing this... */
1988 if (!QUERY_FLAG (op, FLAG_REMOVED))
1989 op->update_stats ();
1990
1991 return 1;
1992 }
1993
1994 /* Deal with protection potions */
1995 force = NULL;
1996 for (i = 0; i < NROFATTACKS; i++)
1997 {
1998 if (tmp->resist[i])
1999 {
2000 if (!force)
2001 force = get_archetype (FORCE_NAME);
2002
2003 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2004 force->type = POTION_EFFECT;
2005 break; /* Only need to find one protection since we copy entire batch */
2006 }
2007 }
2008
2009 /* This is a protection potion */
2010 if (force)
2011 {
2012 /* cursed items last longer */
2013 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2014 {
2015 force->stats.food *= 10;
2016 for (i = 0; i < NROFATTACKS; i++)
2017 if (force->resist[i] > 0)
2018 force->resist[i] = -force->resist[i]; /* prot => vuln */
2019 }
2020
2021 force->speed_left = -1;
2022 force = insert_ob_in_ob (force, op);
2023 CLEAR_FLAG (tmp, FLAG_APPLIED);
2024 SET_FLAG (force, FLAG_APPLIED);
2025 change_abil (op, force);
2026 tmp->decrease ();
2027 return 1;
2028 }
2029
2030 /* Only thing left are the stat potions */
2031 if (op->type == PLAYER)
2032 { /* only for players */
2033 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2034 || QUERY_FLAG (tmp, FLAG_DAMNED))
2035 && tmp->value != 0)
2036 CLEAR_FLAG (tmp, FLAG_APPLIED);
2037 else
2038 SET_FLAG (tmp, FLAG_APPLIED);
2039
2040 if (!change_abil (op, tmp))
2041 op->statusmsg ("Nothing happened.");
2042 }
2043
2044 /* CLEAR_FLAG is so that if the character has other potions
2045 * that were grouped with the one consumed, his
2046 * stat will not be raised by them. fix_player just clears
2047 * up all the stats.
2048 */
2049 CLEAR_FLAG (tmp, FLAG_APPLIED);
2050 op->update_stats ();
2051 tmp->decrease ();
2052 return 1;
2053}
2054
2055/**
2056 * 'victim' moves onto 'trap'
2057 * 'victim' leaves 'trap'
2058 * effect is determined by move_on/move_off of trap and move_type of victime.
2059 *
2060 * originator: Player, monster or other object that caused 'victim' to move
2061 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2062 * However, some types of traps require an originator to function.
2063 */
2064void
2065move_apply (object *trap, object *victim, object *originator)
2066{
2067 static int recursion_depth = 0;
2068
2069 /* Only exits affect DMs. */
2070 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2071 return;
2072
2073 /* move_apply() is the most likely candidate for causing unwanted and
2074 * possibly unlimited recursion.
2075 */
2076 /* The following was changed because it was causing perfectly correct
2077 * maps to fail. 1) it's not an error to recurse:
2078 * rune detonates, summoning monster. monster lands on nearby rune.
2079 * nearby rune detonates. This sort of recursion is expected and
2080 * proper. This code was causing needless crashes.
2081 */
2082 if (recursion_depth >= 500)
2083 {
2084 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2085 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2086 return;
2087 }
2088
2089 recursion_depth++;
2090 if (trap->head)
2091 trap = trap->head;
2092
2093 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2094 switch (trap->type)
2095 {
2096 case PLAYERMOVER:
2097 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2098 {
2099 if (!trap->stats.maxsp)
2100 trap->stats.maxsp = 2;
2101
2102 /* Is this correct? From the docs, it doesn't look like it
2103 * should be divided by trap->speed
2104 */
2105 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2106
2107 /* Just put in some sanity check. I think there is a bug in the
2108 * above with some objects have zero speed, and thus the player
2109 * getting permanently paralyzed.
2110 */
2111 if (victim->speed_left < -50.f)
2112 victim->speed_left = -50.f;
2113 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2114 }
2115 break;
2116
2117 case SPINNER:
2118 if (victim->direction)
2119 {
2120 victim->direction = absdir (victim->direction - trap->stats.sp);
2121 update_turn_face (victim);
2122 }
2123 break;
2124
2125 case DIRECTOR:
2126 if (victim->direction && !should_director_abort (trap, victim))
2127 {
2128 victim->direction = trap->stats.sp;
2129 update_turn_face (victim);
2130 }
2131 break;
2132
2133 case BUTTON:
2134 case PEDESTAL:
2135 case T_MATCH:
2136 update_button (trap, originator);
2137 break;
2138
2139 case ALTAR:
2140 /* sacrifice victim on trap */
2141 apply_altar (trap, victim, originator);
2142 break;
2143
2144 case THROWN_OBJ:
2145 if (trap->inv == NULL)
2146 break;
2147 /* fallthrough */
2148
2149 case ARROW:
2150 /* bad bug: monster throw a object, make a step forwards, step on object ,
2151 * trigger this here and get hit by own missile - and will be own enemy.
2152 * Victim then is his own enemy and will start to kill herself (this is
2153 * removed) but we have not synced victim and his missile. To avoid senseless
2154 * action, we avoid hits here
2155 */
2156 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2157 && trap->owner != victim)
2158 hit_with_arrow (trap, victim);
2159 break;
2160
2161 case SPELL_EFFECT:
2162 apply_spell_effect (trap, victim);
2163 break;
2164
2165 case TRAPDOOR:
2166 {
2167 int max, sound_was_played;
2168 object *ab, *ab_next;
2169
2170 if (!trap->value)
2171 {
2172 int tot;
2173
2174 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2175 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2176 tot += ab->head_ ()->total_weight ();
2177
2178 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2179 break;
2180
2181 SET_ANIMATION (trap, trap->value);
2182 update_object (trap, UP_OBJ_FACE);
2183 }
2184
2185 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2186 {
2187 /* need to set this up, since if we do transfer the object,
2188 * ab->above would be bogus
2189 */
2190 ab_next = ab->above;
2191
2192 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2193 {
2194 if (!sound_was_played)
2195 {
2196 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2197 sound_was_played = 1;
2198 }
2199
2200 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2201 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2202 }
2203 }
2204 break;
2205 }
2206
2207 case CONVERTER:
2208 if (convert_item (victim, trap) < 0)
2209 {
2210 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2211 archetype::get (shstr_burnout)->insert_at (trap, trap);
2212 }
2213
2214 break;
2215
2216 case TRIGGER_BUTTON:
2217 case TRIGGER_PEDESTAL:
2218 case TRIGGER_ALTAR:
2219 check_trigger (trap, victim, originator);
2220 break;
2221
2222 case DEEP_SWAMP:
2223 walk_on_deep_swamp (trap, victim);
2224 break;
2225
2226 case CHECK_INV:
2227 check_inv (victim, trap);
2228 break;
2229
2230 case HOLE:
2231 move_apply_hole (trap, victim);
2232 break;
2233
2234 case EXIT:
2235 if (victim->type == PLAYER && EXIT_PATH (trap))
2236 {
2237 /* Basically, don't show exits leading to random maps the
2238 * players output.
2239 */
2240 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2241 victim->statusmsg (trap->msg, NDI_NAVY);
2242
2243 trap->play_sound (trap->sound);
2244 victim->enter_exit (trap);
2245 }
2246 break;
2247
2248 case ENCOUNTER:
2249 /* may be some leftovers on this */
2250 break;
2251
2252 case SHOP_MAT:
2253 apply_shop_mat (trap, victim);
2254 break;
2255
2256 /* Drop a certain amount of gold, and have one item identified */
2257 case IDENTIFY_ALTAR:
2258 apply_id_altar (victim, trap, originator);
2259 break;
2260
2261 case SIGN:
2262 if (victim->type != PLAYER && trap->stats.food > 0)
2263 break; /* monsters musn't apply magic_mouths with counters */
2264
2265 apply_sign (victim, trap, 1);
2266 break;
2267
2268 case CONTAINER:
2269 apply_container (victim, trap);
2270 break;
2271
2272 case RUNE:
2273 case TRAP:
2274 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2275 spring_trap (trap, victim);
2276 break;
2277
2278 default:
2279 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2280 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2281 break;
2282 }
2283
2284 recursion_depth--;
2285}
2286
2287/**
2288 * Handles reading a regular (ie not containing a spell) book.
2289 */
2290static void
2291apply_book (object *op, object *tmp)
2292{
2293 int lev_diff;
2294 object *skill_ob;
2295
2296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2297 {
2298 op->failmsg ("You are unable to read while blind!");
2299 return;
2300 }
2301
2302 if (!tmp->msg)
2303 {
2304 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2305 return;
2306 }
2307
2308 /* need a literacy skill to read stuff! */
2309 skill_ob = find_skill_by_name (op, tmp->skill);
2310 if (!skill_ob)
2311 {
2312 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2313 return;
2314 }
2315
2316 lev_diff = tmp->level - (skill_ob->level + 5);
2317 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2318 {
2319 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2320 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2321 : lev_diff < 5 ? "This book is beyond your comprehension."
2322 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2323 : lev_diff < 15 ? "This book is way beyond your comprehension."
2324 : "This book is totally beyond your comprehension.");
2325 return;
2326 }
2327
2328 // we currently don't use the message types for anything.
2329 // readable_message_type *msgType = get_readable_message_type (tmp);
2330
2331 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2332
2333 if (player *pl = op->contr)
2334 if (client *ns = pl->ns)
2335 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2336
2337 /* gain xp from reading */
2338 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2339 { /* only if not read before */
2340 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2341
2342 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2343 {
2344 /*exp_gain *= 2; because they just identified it too */
2345 SET_FLAG (tmp, FLAG_IDENTIFIED);
2346
2347 if (object *pl = tmp->visible_to ())
2348 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2349 }
2350
2351 change_exp (op, exp_gain, skill_ob->skill, 0);
2352 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2353 }
2354}
2355
2356/**
2357 * op made some mistake with a scroll, this takes care of punishment.
2358 * scroll_failure()- hacked directly from spell_failure
2359 */
2360static void
2361scroll_failure (object *op, int failure, int power)
2362{
2363 if (abs (failure / 4) > power)
2364 power = abs (failure / 4); /* set minimum effect */
2365
2366 if (failure <= -1 && failure > -15)
2367 { /* wonder */
2368 object *tmp;
2369
2370 op->failmsg ("Your spell warps!");
2371 tmp = get_archetype (SPELL_WONDER);
2372 cast_wonder (op, op, 0, tmp);
2373 tmp->destroy ();
2374 }
2375 else if (failure <= -15 && failure > -35)
2376 { /* drain mana */
2377 op->failmsg ("Your mana is drained!");
2378 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2379 if (op->stats.sp < 0)
2380 op->stats.sp = 0;
2381 }
2382 else if (settings.spell_failure_effects == TRUE)
2383 {
2384 if (failure <= -35 && failure > -60)
2385 { /* confusion */
2386 op->failmsg ("The magic recoils on you!");
2387 confuse_player (op, op, power);
2388 }
2389 else if (failure <= -60 && failure > -70)
2390 { /* paralysis */
2391 op->failmsg ("The magic recoils and paralyzes you!");
2392 paralyze_player (op, op, power);
2393 }
2394 else if (failure <= -70 && failure > -80)
2395 { /* blind */
2396 op->failmsg ("The magic recoils on you!");
2397 blind_player (op, op, power);
2398 }
2399 else if (failure <= -80)
2400 { /* blast the immediate area */
2401 object *tmp = get_archetype (LOOSE_MANA);
2402 cast_magic_storm (op, tmp, power);
2403 op->failmsg ("You unleash uncontrolled mana!");
2404 tmp->destroy ();
2405 }
2406 }
2407}
2408
2409/**
2410 * Handles the applying of a skill scroll, calling learn_skill straight.
2411 * op is the person learning the skill, tmp is the skill scroll object
2412 */
2413static void
2414apply_skillscroll (object *op, object *tmp)
2415{
2416 switch (learn_skill (op, tmp))
2417 {
2418 case 0:
2419 op->play_sound (sound_find ("generic_fail"));
2420 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2421 break;
2422
2423 case 1:
2424 tmp->decrease ();
2425 op->play_sound (sound_find ("skill_learn"));
2426 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2427 break;
2428
2429 default:
2430 tmp->decrease ();
2431 op->play_sound (sound_find ("generic_fail"));
2432 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2433 break;
2434 }
2435}
2436
2437/**
2438 * Actually makes op learn spell.
2439 * Informs player of what happens.
2440 */
2441void
2442do_learn_spell (object *op, object *spell, int special_prayer)
2443{
2444 object *tmp;
2445
2446 if (op->type != PLAYER)
2447 {
2448 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2449 return;
2450 }
2451
2452 /* Upgrade special prayers to normal prayers */
2453 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2454 {
2455 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2456 {
2457 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2458 return;
2459 }
2460 return;
2461 }
2462
2463 op->contr->play_sound (sound_find ("learn_spell"));
2464
2465 tmp = spell->clone ();
2466 insert_ob_in_ob (tmp, op);
2467
2468 if (special_prayer)
2469 SET_FLAG (tmp, FLAG_STARTEQUIP);
2470
2471 esrv_add_spells (op->contr, tmp);
2472}
2473
2474/**
2475 * Erases spell from player's inventory.
2476 */
2477void
2478do_forget_spell (object *op, const char *spell)
2479{
2480 object *spob;
2481
2482 if (op->type != PLAYER)
2483 {
2484 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2485 return;
2486 }
2487 if ((spob = check_spell_known (op, spell)) == NULL)
2488 {
2489 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2490 return;
2491 }
2492
2493 op->failmsgf ("You lose knowledge of %s.", spell);
2494 esrv_remove_spell (op->contr, spob);
2495 spob->destroy ();
2496}
2497
2498/**
2499 * Handles player applying a spellbook.
2500 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2501 * stuff like that. Random learning failure too.
2502 */
2503static void
2504apply_spellbook (object *op, object *tmp)
2505{
2506 object *skop, *spell, *spell_skill;
2507
2508 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->failmsg ("You are unable to read while blind.");
2511 return;
2512 }
2513
2514 /* artifact_spellbooks have 'slaying' field point to a spell name,
2515 * instead of having their spell stored in stats.sp. These are
2516 * legacy spellbooks
2517 */
2518 if (tmp->slaying)
2519 {
2520 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2521
2522 if (!spell)
2523 {
2524 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2525 return;
2526 }
2527 else
2528 insert_ob_in_ob (spell, tmp);
2529
2530 tmp->slaying = 0;
2531 }
2532
2533 skop = find_skill_by_name (op, tmp->skill);
2534
2535 /* need a literacy skill to learn spells. Also, having a literacy level
2536 * lower than the spell will make learning the spell more difficult */
2537 if (!skop)
2538 {
2539 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2540 return;
2541 }
2542
2543 spell = tmp->inv;
2544
2545 if (!spell)
2546 {
2547 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2548 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2549 return;
2550 }
2551
2552 int learn_level = sqrtf (spell->level) * 1.5f;
2553 if (skop->level < learn_level)
2554 {
2555 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2556 &tmp->skill, learn_level);
2557 return;
2558 }
2559
2560 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2561
2562 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2563 identify (tmp);
2564
2565 /* I removed the check for special_prayer_mark here - it didn't make
2566 * a lot of sense - special prayers are not found in spellbooks, and
2567 * if the player doesn't know the spell, doesn't make a lot of sense that
2568 * they would have a special prayer mark.
2569 */
2570 if (check_spell_known (op, spell->name))
2571 {
2572 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2573 return;
2574 }
2575
2576 if (spell->skill)
2577 {
2578 spell_skill = find_skill_by_name (op, spell->skill);
2579
2580 if (!spell_skill)
2581 {
2582 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2583 return;
2584 }
2585
2586 if (spell_skill->level < spell->level)
2587 {
2588 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2589 return;
2590 }
2591 }
2592
2593 /* Logic as follows
2594 *
2595 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2596 *
2597 * 2- The learner's skill level in literacy adjusts the chance to learn
2598 * a spell.
2599 *
2600 * 3 -Automatically fail to learn if you read while confused
2601 *
2602 * Overall, chances are the same but a player will find having a high
2603 * literacy rate very useful! -b.t.
2604 */
2605 if (QUERY_FLAG (op, FLAG_CONFUSED))
2606 {
2607 op->failmsg ("In your confused state you flub the wording of the text!");
2608 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2609 }
2610 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2611 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2612 {
2613 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2614 do_learn_spell (op, spell, 0);
2615
2616 /* xp gain to literacy for spell learning */
2617 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2618 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2619 }
2620 else
2621 {
2622 op->contr->play_sound (sound_find ("fumble_spell"));
2623 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2624 }
2625
2626 tmp->decrease ();
2627}
2628
2629/**
2630 * Handles applying a spell scroll.
2631 */
2632void
2633apply_scroll (object *op, object *tmp, int dir)
2634{
2635 object *skop;
2636
2637 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2638 {
2639 op->failmsg ("You are unable to read while blind.");
2640 return;
2641 }
2642
2643 if (!tmp->inv || tmp->inv->type != SPELL)
2644 {
2645 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2646 return;
2647 }
2648
2649 if (op->type == PLAYER)
2650 {
2651 /* players need a literacy skill to read stuff! */
2652 int exp_gain = 0;
2653
2654 /* hard code literacy - tmp->skill points to where the exp
2655 * should go for anything killed by the spell.
2656 */
2657 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2658
2659 if (!skop)
2660 {
2661 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]);
2662 return;
2663 }
2664
2665 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2666 change_exp (op, exp_gain, skop->skill, 0);
2667 }
2668
2669 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2670 identify (tmp);
2671
2672 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2673
2674 cast_spell (op, tmp, dir, tmp->inv, NULL);
2675 tmp->decrease ();
2676}
2677
2678/**
2679 * Applies a treasure object - by default, chest. op
2680 * is the person doing the applying, tmp is the treasure
2681 * chest.
2682 */
2683static void
2684apply_treasure (object *op, object *tmp)
2685{
2686 /* Nice side effect of this treasure creation method is that the treasure
2687 * for the chest is done when the chest is created, and put into the chest
2688 * inventory. So that when the chest burns up, the items still exist. Also
2689 * prevents people from moving chests to more difficult maps to get better
2690 * treasure
2691 */
2692 object *treas = tmp->inv;
2693
2694 if (!treas)
2695 {
2696 op->statusmsg ("The chest was empty.");
2697 tmp->decrease ();
2698 return;
2699 }
2700
2701 while (tmp->inv)
2702 {
2703 treas = tmp->inv;
2704 treas->remove ();
2705
2706 treas->x = op->x;
2707 treas->y = op->y;
2708 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2709
2710 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2711 spring_trap (treas, op);
2712
2713 /* If either player or container was destroyed, no need to do
2714 * further processing. I think this should be enclused with
2715 * spring trap above, as I don't think there is otherwise
2716 * any way for the treasure chest or player to get killed.
2717 */
2718 if (op->destroyed () || tmp->destroyed ())
2719 break;
2720 }
2721
2722 if (!tmp->destroyed () && !tmp->inv)
2723 tmp->decrease (true);
2724}
2725
2726/**
2727 * A dragon is eating some flesh. If the flesh contains resistances,
2728 * there is a chance for the dragon's skin to get improved.
2729 *
2730 * attributes:
2731 * object *op the object (dragon player) eating the flesh
2732 * object *meal the flesh item, getting chewed in dragon's mouth
2733 * return:
2734 * int 1 if eating successful, 0 if it doesn't work
2735 */
2736static int
2737dragon_eat_flesh (object *op, object *meal)
2738{
2739 object *skin = NULL; /* pointer to dragon skin force */
2740 object *abil = NULL; /* pointer to dragon ability force */
2741 object *tmp = NULL; /* tmp. object */
2742
2743 double chance; /* improvement-chance of one resistance type */
2744 double totalchance = 1; /* total chance of gaining one resistance */
2745 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2746 double mbonus = 0; /* monster bonus */
2747 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2748 int winners = 0; /* number of winners */
2749 int i; /* index */
2750
2751 /* let's make sure and doublecheck the parameters */
2752 if (meal->type != FLESH || !op->is_dragon ())
2753 return 0;
2754
2755 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2756 from the player's inventory */
2757 for (tmp = op->inv; tmp; tmp = tmp->below)
2758 if (tmp->type == FORCE)
2759 if (tmp->arch->archname == shstr_dragon_skin_force)
2760 skin = tmp;
2761 else if (tmp->arch->archname == shstr_dragon_ability_force)
2762 abil = tmp;
2763
2764 /* if either skin or ability are missing, this is an old player
2765 which is not to be considered a dragon -> bail out */
2766 if (skin == NULL || abil == NULL)
2767 return 0;
2768
2769 /* now start by filling stomache and health, according to food-value */
2770 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2771 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2772 else
2773 op->stats.hp += meal->stats.food / 50;
2774
2775 min_it (op->stats.hp, op->stats.maxhp);
2776 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2777
2778 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2779
2780 /* on to the interesting part: chances for adding resistance */
2781 for (i = 0; i < NROFATTACKS; i++)
2782 {
2783 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2784 {
2785 /* got positive resistance, now calculate improvement chance (0-100) */
2786
2787 /* this bonus makes resistance increase easier at lower levels */
2788 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2789 if (i == abil->stats.exp)
2790 bonus += 5; /* additional bonus for resistance of ability-focus */
2791
2792 /* monster bonus increases with level, because high-level
2793 flesh is too rare */
2794 mbonus = op->level * 20. / ((double) settings.max_level);
2795
2796 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2797 ((double)settings.max_level)) - skin->resist[i];
2798
2799 if (chance >= 0.)
2800 chance += 1.;
2801 else
2802 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2803
2804 /* chance is proportional to amount of resistance (max. 50) */
2805 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2806
2807 /* doubled chance for resistance of ability-focus */
2808 if (i == abil->stats.exp)
2809 chance = min (100., chance * 2.);
2810
2811 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2812 if (rndm (10000) < (unsigned int)(chance * 100))
2813 {
2814 atnr_winner[winners] = i;
2815 winners++;
2816 }
2817
2818 if (chance >= 0.01)
2819 totalchance *= 1 - chance / 100;
2820
2821 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2822 }
2823 }
2824
2825 /* inverse totalchance as until now we have the failure-chance */
2826 totalchance = 100 - totalchance * 100;
2827
2828 /* print message according to totalchance */
2829 const char *buf;
2830 if (totalchance > 50.)
2831 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2832 else if (totalchance > 10.)
2833 buf = format ("The %s tasted very good.", &meal->name);
2834 else if (totalchance > 1.)
2835 buf = format ("The %s tasted good.", &meal->name);
2836 else if (totalchance > 0.1)
2837 buf = format ("The %s tasted bland.", &meal->name);
2838 else if (totalchance >= 0.01)
2839 buf = format ("The %s had a boring taste.", &meal->name);
2840 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2841 buf = format ("The %s tasted strange.", &meal->name);
2842 else
2843 buf = format ("The %s had no taste.", &meal->name);
2844
2845 op->statusmsg (buf);
2846
2847 /* now choose a winner if we have any */
2848 i = -1;
2849 if (winners > 0)
2850 i = atnr_winner [rndm (winners)];
2851
2852 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2853 {
2854 /* resistance increased! */
2855 skin->resist[i]++;
2856 op->update_stats ();
2857
2858 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2859 }
2860
2861 /* if this flesh contains a new ability focus, we mark it
2862 into the ability_force and it will take effect on next level */
2863 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2864 {
2865 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2866
2867 if (meal->last_eat != abil->stats.exp)
2868 op->statusmsg (format (
2869 "Your metabolism prepares to focus on %s!\n"
2870 "The change will happen at level %d.",
2871 change_resist_msg[meal->last_eat],
2872 abil->level + 1
2873 ));
2874 else
2875 {
2876 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2877 abil->last_eat = 0;
2878 }
2879 }
2880
2881 return 1;
2882}
2883
2884/**
2885 * op eats food.
2886 * If player, takes care of messages and dragon special food.
2887 */
2888static void
2889apply_food (object *op, object *tmp)
2890{
2891 int capacity_remaining;
2892
2893 if (op->type != PLAYER)
2894 op->stats.hp = op->stats.maxhp;
2895 else
2896 {
2897 /* check if this is a dragon (player), eating some flesh */
2898 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2899 ;
2900 else
2901 {
2902 /* usual case - no dragon meal: */
2903 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2904 {
2905 if (tmp->type == FOOD || tmp->type == FLESH)
2906 op->failmsg ("You feel full, but what a waste of food!");
2907 else
2908 op->statusmsg ("Most of the drink goes down your face not your throat!");
2909 }
2910
2911 tmp->play_sound (
2912 tmp->sound
2913 ? tmp->sound
2914 : tmp->type == DRINK
2915 ? sound_find ("eat_drink")
2916 : sound_find ("eat_food")
2917 );
2918
2919 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2920 {
2921 const char *buf;
2922
2923 if (!op->is_dragon ())
2924 {
2925 /* eating message for normal players */
2926 if (tmp->type == DRINK)
2927 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2928 else
2929 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2930 }
2931 else
2932 /* eating message for dragon players */
2933 buf = format ("The %s tasted terrible!", &tmp->name);
2934
2935 op->statusmsg (buf);
2936
2937 capacity_remaining = MAX_FOOD - op->stats.food;
2938 op->stats.food += tmp->stats.food;
2939 if (capacity_remaining < tmp->stats.food)
2940 op->stats.hp += capacity_remaining / 50;
2941 else
2942 op->stats.hp += tmp->stats.food / 50;
2943
2944 min_it (op->stats.hp, op->stats.maxhp);
2945 min_it (op->stats.food, MAX_FOOD);
2946 }
2947
2948 /* special food hack -b.t. */
2949 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2950 eat_special_food (op, tmp);
2951 }
2952 }
2953
2954 handle_apply_yield (tmp);
2955 tmp->decrease ();
2956}
2957
2958/**
2959 * Handles applying an improve armor scroll.
2960 * Does some sanity checks, then calls improve_armour.
2961 */
2962static void
2963apply_armour_improver (object *op, object *tmp)
2964{
2965 object *armor;
2966
2967 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2968 {
2969 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2970 return;
2971 }
2972
2973 armor = find_marked_object (op);
2974
2975 if (!armor)
2976 {
2977 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2978 return;
2979 }
2980
2981 if (armor->type != ARMOUR
2982 && armor->type != CLOAK
2983 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2984 {
2985 op->failmsg ("Your marked item is not armour!\n");
2986 return;
2987 }
2988
2989 op->statusmsg ("Applying armour enchantment.");
2990 improve_armour (op, tmp, armor);
2991}
2992
2993void
2994apply_poison (object *op, object *tmp)
2995{
2996 // need to do it now when it is still on the map
2997 handle_apply_yield (tmp);
2998
2999 object *poison = tmp->split (1);
3000
3001 if (op->type == PLAYER)
3002 {
3003 op->contr->play_sound (sound_find ("drink_poison"));
3004 op->failmsg ("Yech! That tasted poisonous!");
3005 op->contr->killer = poison;
3006 }
3007
3008 if (poison->stats.hp > 0)
3009 {
3010 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012 }
3013
3014 op->stats.food -= op->stats.food / 4;
3015 poison->destroy ();
3016}
3017
3018/**
3019 * This function will try to apply a lighter and in case no lighter
3020 * is specified it will try to find a lighter in the players inventory,
3021 * and inform him about this requirement.
3022 *
3023 * who - the player
3024 * op - the item we want to light
3025 * lighter - the lighter or 0 if a lighter has yet to be found
3026 */
3027static object *
3028auto_apply_lighter (object *who, object *op, object *lighter)
3029{
3030 if (lighter == 0)
3031 {
3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3033 {
3034 if (tmp->type == LIGHTER)
3035 {
3036 lighter = tmp;
3037 break;
3038 }
3039 }
3040
3041 if (!lighter)
3042 {
3043 who->failmsgf (
3044 "You can't light up the %s with your bare hands! "
3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 &op->name
3047 );
3048 return 0;
3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3054 {
3055 /* lighter gets used up */
3056 lighter = lighter->split ();
3057 lighter->stats.food--;
3058 who->insert (lighter);
3059 }
3060 else if (lighter->last_eat)
3061 {
3062 /* no charges left in lighter */
3063 who->failmsgf (
3064 "You attempt to light the %s with a used up %s.",
3065 &op->name, &lighter->name
3066 );
3067 return 0;
3068 }
3069
3070 return lighter;
3071}
3072
3073/**
3074 * Designed primarily to light torches/lanterns/etc.
3075 * Also burns up burnable material too. First object in the inventory is
3076 * the selected object to "burn". -b.t.
3077 */
3078static void
3079apply_lighter (object *who, object *lighter)
3080{
3081 object *item;
3082 int is_player_env = 0;
3083
3084 item = find_marked_object (who);
3085 if (item)
3086 {
3087 if (!auto_apply_lighter (who, item, lighter))
3088 return;
3089
3090 /* Perhaps we should split what we are trying to light on fire?
3091 * I can't see many times when you would want to light multiple
3092 * objects at once.
3093 */
3094
3095 save_throw_object (item, AT_FIRE, who);
3096
3097 if (item->destroyed ()
3098 || ((item->type == LAMP || item->type == TORCH)
3099 && item->glow_radius > 0))
3100 who->statusmsg (format (
3101 "You light the %s with the %s.",
3102 &item->name, &lighter->name
3103 ));
3104 else
3105 who->failmsgf (
3106 "You attempt to light the %s with the %s and fail.",
3107 &item->name, &lighter->name
3108 );
3109 }
3110 else
3111 who->failmsg ("You need to mark a lightable object.");
3112}
3113
3114/**
3115 * This function generates a cursed effect for cursed lamps and torches.
3116 */
3117static void
3118player_apply_lamp_cursed_effect (object *who, object *op)
3119{
3120 if (op->level)
3121 {
3122 who->failmsgf (
3123 "The %s was cursed, it explodes in a big fireball!",
3124 &op->name
3125 );
3126 create_exploding_ball_at (who, op->level);
3127 }
3128 else
3129 {
3130 who->failmsgf (
3131 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3132 &op->name
3133 );
3134 }
3135
3136 op->destroy ();
3137}
3138
3139/**
3140 * Apply for players and lamps
3141 *
3142 * who - the player
3143 * op - the lamp
3144 */
3145static void
3146player_apply_lamp (object *who, object *op)
3147{
3148 bool switch_on = op->glow_radius ? false : true;
3149
3150 if (switch_on)
3151 {
3152 object *lighter = 0;
3153
3154 if (op->flag [FLAG_IS_LIGHTABLE]
3155 && !(lighter = auto_apply_lighter (who, op, 0)))
3156 return;
3157
3158 if (op->stats.food < 1)
3159 {
3160 if (op->type == LAMP)
3161 who->failmsgf (
3162 "The %s is out of fuel! "
3163 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3164 &op->name
3165 );
3166 else
3167 who->failmsgf (
3168 "The %s is burnt out! "
3169 "H<Torches and similar items burn out and become worthless.>",
3170 &op->name
3171 );
3172 return;
3173 }
3174
3175 if (op->flag [FLAG_CURSED])
3176 {
3177 player_apply_lamp_cursed_effect (who, op);
3178 return;
3179 }
3180
3181 if (lighter)
3182 who->statusmsg (format (
3183 "You light up the %s with the %s.", &op->name, &lighter->name));
3184 else
3185 who->statusmsg (format ("You light up the %s.", &op->name));
3186 }
3187 else
3188 {
3189 if (op->flag [FLAG_CURSED])
3190 {
3191 player_apply_lamp_cursed_effect (who, op);
3192 return;
3193 }
3194
3195 if (op->type == TORCH)
3196 {
3197 if (!op->flag [FLAG_IS_LIGHTABLE])
3198 {
3199 who->statusmsg (format (
3200 "You put out the %s. "
3201 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3202 &op->name, &op->name));
3203 }
3204 else
3205 who->statusmsg (format (
3206 "You put out the %s."
3207 "H<Torches wear out if you put them out.>",
3208 &op->name));
3209 }
3210 else
3211 who->statusmsg (format ("You turn off the %s.", &op->name));
3212 }
3213
3214 apply_lamp (op, switch_on);
3215}
3216
3217void get_animation_from_arch (object *op, arch_ptr a)
3218{
3219 op->animation_id = a->animation_id;
3220 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3221 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3222 op->anim_speed = a->anim_speed;
3223 op->last_anim = 0;
3224 op->state = 0;
3225 op->face = a->face;
3226
3227 if (NUM_ANIMATIONS(op) > 1)
3228 {
3229 SET_ANIMATION(op, 0);
3230 animate_object (op, op->direction);
3231 }
3232 else
3233 update_object (op, UP_OBJ_FACE);
3234}
3235
3236/**
3237 * Apply for LAMPs and TORCHes.
3238 *
3239 * op - the lamp
3240 * switch_on - a flag which says whether the lamp should be switched on or off
3241 */
3242void apply_lamp (object *op, bool switch_on)
3243{
3244 op->set_glow_radius (switch_on ? op->range : 0);
3245 op->set_speed (switch_on ? op->arch->speed : 0);
3246
3247 // torches wear out if you put them out
3248 if (op->type == TORCH && !switch_on)
3249 {
3250 if (op->flag [FLAG_IS_LIGHTABLE])
3251 {
3252 op->stats.food -= (double) op->arch->stats.food / 15;
3253 if (op->stats.food < 0)
3254 op->stats.food = 0;
3255 }
3256 else
3257 op->stats.food = 0;
3258 }
3259
3260 // lamps and torched get worthless when used up
3261 if (op->stats.food <= 0)
3262 op->value = 0;
3263
3264 // FIXME: This is a hack to make the more sane torches and lamps
3265 // still animated ;-/
3266 if (op->other_arch)
3267 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3268
3269 if (object *pl = op->visible_to ())
3270 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3271}
3272
3273/**
3274 * This handles items of type 'transformer'.
3275 * Basically those items, used with a marked item, transform both items into something
3276 * else.
3277 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3278 * Change information is contained in the 'slaying' field of the marked item.
3279 * The format is as follow: transformer:[number ]yield[;transformer:...].
3280 * This way an item can be transformed in many things, and/or many objects.
3281 * The 'slaying' field for transformer is used as verb for the action.
3282 */
3283static void
3284apply_item_transformer (object *pl, object *transformer)
3285{
3286 object *marked;
3287 object *new_item;
3288 const char *find;
3289 char *separator;
3290 int yield;
3291 char got[MAX_BUF];
3292 int len;
3293
3294 if (!pl || !transformer)
3295 return;
3296
3297 marked = find_marked_object (pl);
3298
3299 if (!marked)
3300 {
3301 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3302 return;
3303 }
3304
3305 if (!marked->slaying)
3306 {
3307 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3308 return;
3309 }
3310
3311 /* check whether they are compatible or not */
3312 find = strstr (&marked->slaying, transformer->arch->archname);
3313 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3314 {
3315 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3316 return;
3317 }
3318
3319 find += strlen (transformer->arch->archname) + 1;
3320 /* Item can be used, now find how many and what it yields */
3321 if (isdigit (*(find)))
3322 {
3323 yield = atoi (find);
3324 if (yield < 1)
3325 {
3326 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3327 yield = 1;
3328 }
3329 }
3330 else
3331 yield = 1;
3332
3333 while (isdigit (*find))
3334 find++;
3335
3336 while (*find == ' ')
3337 find++;
3338
3339 memset (got, 0, MAX_BUF);
3340
3341 if ((separator = (char *) strchr (find, ';')))
3342 len = separator - find;
3343 else
3344 len = strlen (find);
3345
3346 min_it (len, MAX_BUF - 1);
3347
3348 strcpy (got, find);
3349 got[len] = '\0';
3350
3351 /* Now create new item, remove used ones when required. */
3352 new_item = get_archetype (got);
3353 if (!new_item)
3354 {
3355 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3356 return;
3357 }
3358
3359 new_item->nrof = yield;
3360
3361 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3362
3363 pl->insert (new_item);
3364 /* Eat up one item */
3365 marked->decrease ();
3366
3367 /* Eat one transformer if needed */
3368 if (transformer->stats.food)
3369 if (--transformer->stats.food == 0)
3370 transformer->decrease ();
3371}
3372
3373/**
3374 * Main apply handler.
3375 *
3376 * Checks for unpaid items before applying.
3377 *
3378 * Return value is currently not used
3379 *
3380 * who is the object that is causing object to be applied, op is the object
3381 * being applied.
3382 *
3383 * aflag is special (always apply/unapply) flags. Nothing is done with
3384 * them in this function - they are passed to apply_special
3385 */
3386static bool
3387manual_apply (object *who, object *op, int aflag)
3388{
3389 op = op->head_ ();
3390
3391 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 {
3393 if (who->contr)
3394 {
3395 examine (who, op);
3396 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397 return 1;
3398 }
3399 else
3400 return 0; /* monsters just skip unpaid items */
3401 }
3402
3403 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404 return RESULT_INT (0);
3405 else if (apply_types_inv_only [op->type])
3406 {
3407 // special item, using slot system, needs to be in inv
3408 if (op->env == who)
3671 return apply_special (who, op, aflags); 3409 return apply_special (who, op, aflag);
3410
3411 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3412 }
3413 else if (!who->contr && apply_types_player_only [op->type])
3414 return 0; // monsters shouldn't try to apply player-only stuff
3415 else if (apply_types [op->type])
3416 {
3417 // ordinary stuff, may be on the floor
3418 switch (op->type)
3419 {
3420 case T_HANDLE:
3421 who->play_sound (sound_find ("turn_handle"));
3422 who->statusmsg ("You turn the handle.");
3423 op->value = op->value ? 0 : 1;
3424 SET_ANIMATION (op, op->value);
3425 update_object (op, UP_OBJ_FACE);
3426 push_button (op, who);
3427 break;
3428
3429 case TRIGGER:
3430 if (check_trigger (op, who, who))
3431 {
3432 who->statusmsg ("You turn the handle.");
3433 who->play_sound (sound_find ("turn_handle"));
3434 }
3435 else
3436 who->failmsg ("The handle doesn't move.");
3437
3438 break;
3439
3440 case EXIT:
3441 if (!EXIT_PATH (op))
3442 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3443 else
3444 {
3445 /* Don't display messages for random maps. */
3446 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447 who->statusmsg (op->msg, NDI_NAVY);
3448
3449 who->enter_exit (op);
3450 }
3451
3452 break;
3453
3454 case INSCRIBABLE:
3455 who->statusmsg (op->msg);
3456 // maybe show a spell menu to chose from or something like that
3457 break;
3458
3459 case SIGN:
3460 apply_sign (who, op, 0);
3461 break;
3462
3463 case BOOK:
3464 apply_book (who, op);
3465 break;
3466
3467 case SKILLSCROLL:
3468 apply_skillscroll (who, op);
3469 break;
3470
3471 case SPELLBOOK:
3472 apply_spellbook (who, op);
3473 break;
3474
3475 case SCROLL:
3476 apply_scroll (who, op, 0);
3477 break;
3478
3479 case POTION:
3480 apply_potion (who, op);
3481 break;
3482
3483 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484 //TODO: remove, as it is unsed?
3485 case CLOSE_CON:
3486 apply_container (who, op->env);
3487 break;
3488
3489 case CONTAINER:
3490 apply_container (who, op);
3491 break;
3492
3493 case TREASURE:
3494 apply_treasure (who, op);
3495 break;
3496
3497 case LAMP:
3498 case TORCH:
3499 player_apply_lamp (who, op);
3500 break;
3501
3502 case DRINK:
3503 case FOOD:
3504 case FLESH:
3505 apply_food (who, op);
3506 break;
3507
3508 case POISON:
3509 apply_poison (who, op);
3510 break;
3511
3512 case SAVEBED:
3513 break;
3514
3515 case ARMOUR_IMPROVER:
3516 apply_armour_improver (who, op);
3517 break;
3518
3519 case WEAPON_IMPROVER:
3520 check_improve_weapon (who, op);
3521 break;
3522
3523 case CLOCK:
3524 {
3525 char buf[MAX_BUF];
3526 timeofday_t tod;
3527
3528 get_tod (&tod);
3529 who->play_sound (sound_find ("sound_clock"));
3530 who->statusmsg (format (
3531 "It is %d minute%s past %d o'clock %s",
3532 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3533 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3534 ));
3535 }
3536 break;
3537
3538 case MENU:
3539 shop_listing (op, who);
3540 break;
3541
3542 case POWER_CRYSTAL:
3543 apply_power_crystal (who, op); /* see egoitem.c */
3544 break;
3545
3546 case LIGHTER: /* for lighting torches/lanterns/etc */
3547 apply_lighter (who, op);
3548 break;
3549
3550 case ITEM_TRANSFORMER:
3551 apply_item_transformer (who, op);
3552 break;
3553 }
3554
3555 return 1;
3556 }
3557 else
3558 {
3559 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3560 return 0;
3561 }
3562}
3563
3564/**
3565 * player_apply_below attempts to apply the object 'below' the player.
3566 * If the player has an open container, we use that for below, otherwise
3567 * we use the ground.
3568 */
3569void
3570player_apply_below (object *pl)
3571{
3572 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3573
3574 /* If using a container, set the starting item to be the top
3575 * item in the container. Otherwise, use the map.
3576 */
3577
3578 // first try to apply "applyables"
3579 for (object *tmp = top; tmp; tmp = tmp->below)
3580 if (!tmp->invisible && apply_types [tmp->type])
3581 {
3582 // If it is visible, player can apply it.
3583 pl->apply (tmp);
3584 return;
3585 }
3586
3587 while (top && top->invisible)
3588 top = top->below;
3589
3590 if (!top || top->flag [FLAG_IS_FLOOR])
3591 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3592 "H<There is nothing here that you can apply.>");
3593 else
3594 // next, try to explain the topmost object
3595 switch (top->type)
3596 {
3597 // TODO: all this should move to examine
3598 case ALTAR:
3599 case IDENTIFY_ALTAR:
3600 case TRIGGER_ALTAR:
3601 case CONVERTER:
3602 //case TRIGGER_PEDESTAL:
3603 pl->failmsgf (
3604 "You see no obvious mechanism on the %s."
3605 "H<You have to drop one or more specific items here.>",
3606 query_short_name (top)
3607 );
3608 break;
3609
3610 case BUTTON:
3611 case TRIGGER_BUTTON:
3612 pl->failmsgf (
3613 "The %s looks as if you could activate it with somehting heavy. "
3614 "H<You must put enough items here to activate it.>",
3615 query_short_name (top)
3616 );
3617 break;
3618
3619 default:
3620 examine (pl, top);
3621 break;
3622 }
3623}
3624
3625// saner interface, returns successful status
3626bool
3627object::apply (object *ob, int aflags)
3628{
3629 if (!ob) // simplifies a lot of callers
3630 return true;
3631
3632 if (contr)
3633 {
3634 if (!ob->env && (move_type & MOVE_FLYING))
3635 {
3636 /* player is flying and applying object not in inventory */
3637 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3638 {
3639 failmsg ("But you are floating high above the ground! "
3640 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3641 "or waiting till the levitation effect wears off.>");
3642 return 0;
3643 }
3644 }
3645
3646 contr->last_used = ob;
3647 }
3648
3649 bool want_apply =
3650 aflags & AP_APPLY ? true
3651 : aflags & AP_UNAPPLY ? false
3652 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3653
3654 object_ptr *slot = 0;
3655
3656 // detect the slot, if this is a player
3657 if (contr && !(aflags & AP_NO_SLOT))
3658 {
3659 object *oslot;
3660
3661 switch (ob->type)
3662 {
3663 case WEAPON:
3664 slot = &contr->combat_ob;
3665 oslot = contr->ranged_ob;
3666 break;
3667
3668 case BOW:
3669 case RANGED:
3670 case SPELL:
3671 case WAND:
3672 case ROD:
3673 case HORN:
3674 case BUILDER:
3675 slot = &contr->ranged_ob;
3676 oslot = contr->combat_ob;
3677 break;
3678
3679 // oh, the humanity
3680 case SKILL:
3681 if (aflags & AP_NO_SLOT)
3682 break;
3683
3684 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3685 break;
3686
3687 if (skill_flags [ob->subtype] & SF_COMBAT)
3688 {
3689 slot = &contr->combat_ob;
3690 oslot = contr->ranged_ob;
3691 }
3692 else if (skill_flags [ob->subtype] & SF_RANGED)
3693 {
3694 slot = &contr->ranged_ob;
3695 oslot = contr->combat_ob;
3696 }
3697
3698 break;
3699 }
3700
3701 // now handle slot exclusions
3702 if (slot)
3703 {
3704 // only one slot can be active
3705 if (want_apply)
3706 {
3707 // clear slot unless we are in it already
3708 if (*slot != ob)
3709 apply (*slot, AP_UNAPPLY);
3710
3711 // unapply other slot, because we want to become active
3712 apply (oslot, AP_UNAPPLY);
3713 }
3714
3715 // clear item from slot if applied
3716 if (!want_apply && current_weapon == ob)
3717 current_weapon = 0;
3718 }
3719 }
3720
3721 if (ob->flag [FLAG_APPLIED] != want_apply)
3722 manual_apply (this, ob, aflags);
3723
3724 if (ob->flag [FLAG_APPLIED] != want_apply)
3725 return false;
3726
3727 if (slot && want_apply)
3728 current_weapon = *slot = ob;
3729
3730 return true;
3672} 3731}
3673 3732
3674/** 3733/**
3675 * Map was just loaded, handle op's initialisation. 3734 * Map was just loaded, handle op's initialisation.
3676 * 3735 *
3783 * treasure again for this object 3842 * treasure again for this object
3784 */ 3843 */
3785 invtmp->randomitems = NULL; 3844 invtmp->randomitems = NULL;
3786 } 3845 }
3787 } 3846 }
3847
3788 /* This is really temporary - the code at the bottom will 3848 /* This is really temporary - the code at the bottom will
3789 * also set randomitems to null. The problem is there are bunches 3849 * also set randomitems to null. The problem is there are bunches
3790 * of maps/players already out there with items that have spells 3850 * of maps/players already out there with items that have spells
3791 * which haven't had the randomitems set to null yet. 3851 * which haven't had the randomitems set to null yet.
3792 * MSW 2004-05-13 3852 * MSW 2004-05-13
3796 * Ryo 2004-08-16 3856 * Ryo 2004-08-16
3797 */ 3857 */
3798 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3858 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3799 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3859 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3800 tmp->randomitems = NULL; 3860 tmp->randomitems = NULL;
3801
3802 } 3861 }
3803 3862
3804 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3863 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3805 auto_apply (tmp); 3864 auto_apply (tmp);
3806 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3865 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3839 } 3898 }
3840 3899
3841 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3900 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3842 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3901 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3843 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3902 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3844 check_trigger (tmp, tmp->above); 3903 check_trigger (tmp, tmp->above, tmp->above);
3845} 3904}
3846 3905
3847/** 3906/**
3848 * Handles player eating food that temporarily changes status (resistances, stats). 3907 * Handles player eating food that temporarily changes status (resistances, stats).
3849 * This used to call cast_change_attr(), but 3908 * This used to call cast_change_attr(), but
3854eat_special_food (object *who, object *food) 3913eat_special_food (object *who, object *food)
3855{ 3914{
3856 object *force; 3915 object *force;
3857 int i, did_one = 0; 3916 int i, did_one = 0;
3858 3917
3859 force = get_archetype (FORCE_NAME); 3918 char buf[64];
3919 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3920 shstr key (buf);
3860 3921
3861 for (i = 0; i < NUM_STATS; i++)
3862 if (sint8 k = food->stats.stat (i))
3863 {
3864 force->stats.stat (i) = k;
3865 did_one = 1;
3866 }
3867
3868 /* check if we can protect the eater */
3869 for (i = 0; i < NROFATTACKS; i++)
3870 {
3871 if (food->resist[i] > 0)
3872 {
3873 force->resist[i] = food->resist[i] / 2;
3874 did_one = 1;
3875 }
3876 }
3877
3878 if (did_one)
3879 {
3880 force->set_speed (0.1);
3881 /* bigger morsel of food = longer effect time */ 3922 /* bigger morsel of food = longer effect time */
3882 force->duration = food->stats.food / 5; 3923 int duration = TIME2TICK (food->stats.food);
3883 SET_FLAG (force, FLAG_APPLIED); 3924
3884 change_abil (who, force); 3925 if (force = who->force_find (key))
3885 insert_ob_in_ob (force, who); 3926 {
3927 if (duration > fabs (force->speed_left / force->speed))
3928 {
3929 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3930 force->force_set_timer (duration);
3931 }
3932 else
3933 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3934
3935 return;
3886 } 3936 }
3887 else 3937 else
3938 {
3939 force = who->force_add (key, duration);
3940 force->name = key;
3941
3942 /* check if the food affects a stat */
3943 for (i = 0; i < NUM_STATS; i++)
3944 if (sint8 k = food->stats.stat (i))
3945 {
3946 force->stats.stat (i) = k;
3947 did_one = 1;
3948 }
3949
3950 /* check if we can protect the eater */
3951 for (i = 0; i < NROFATTACKS; i++)
3952 {
3953 if (food->resist[i] > 0)
3954 {
3955 force->resist[i] = food->resist[i];
3956 did_one = 1;
3957 }
3958 }
3959
3960 if (did_one)
3961 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3963
3964 /* make the force take effect and report effects to user */
3965 change_abil (who, force);
3966 }
3967 else
3888 force->destroy (); 3968 force->destroy ();
3969 }
3889 3970
3890 /* check for hp, sp change */ 3971 /* check for hp, sp change */
3891 if (food->stats.hp != 0) 3972 if (food->stats.hp != 0)
3892 { 3973 {
3893 if (QUERY_FLAG (food, FLAG_CURSED)) 3974 if (QUERY_FLAG (food, FLAG_CURSED))
3923 /* place limit on max sp from food? */ 4004 /* place limit on max sp from food? */
3924 } 4005 }
3925 } 4006 }
3926 4007
3927 who->update_stats (); 4008 who->update_stats ();
3928}
3929
3930
3931/**
3932 * op made some mistake with a scroll, this takes care of punishment.
3933 * scroll_failure()- hacked directly from spell_failure
3934 */
3935void
3936scroll_failure (object *op, int failure, int power)
3937{
3938 if (abs (failure / 4) > power)
3939 power = abs (failure / 4); /* set minimum effect */
3940
3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3943 object *tmp;
3944
3945 op->failmsg ("Your spell warps!");
3946 tmp = get_archetype (SPELL_WONDER);
3947 cast_wonder (op, op, 0, tmp);
3948 tmp->destroy ();
3949 }
3950 else if (failure <= -15 && failure > -35)
3951 { /* drain mana */
3952 op->failmsg ("Your mana is drained!");
3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3957 else if (settings.spell_failure_effects == TRUE)
3958 {
3959 if (failure <= -35 && failure > -60)
3960 { /* confusion */
3961 op->failmsg ("The magic recoils on you!");
3962 confuse_player (op, op, power);
3963 }
3964 else if (failure <= -60 && failure > -70)
3965 { /* paralysis */
3966 op->failmsg ("The magic recoils and paralyzes you!");
3967 paralyze_player (op, op, power);
3968 }
3969 else if (failure <= -70 && failure > -80)
3970 { /* blind */
3971 op->failmsg ("The magic recoils on you!");
3972 blind_player (op, op, power);
3973 }
3974 else if (failure <= -80)
3975 { /* blast the immediate area */
3976 object *tmp = get_archetype (LOOSE_MANA);
3977 cast_magic_storm (op, tmp, power);
3978 op->failmsg ("You unleash uncontrolled mana!");
3979 tmp->destroy ();
3980 }
3981 }
3982} 4009}
3983 4010
3984void 4011void
3985apply_changes_to_player (object *pl, object *change) 4012apply_changes_to_player (object *pl, object *change)
3986{ 4013{
4063 break; 4090 break;
4064 } 4091 }
4065 } 4092 }
4066} 4093}
4067 4094
4068/**
4069 * This handles items of type 'transformer'.
4070 * Basically those items, used with a marked item, transform both items into something
4071 * else.
4072 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4073 * Change information is contained in the 'slaying' field of the marked item.
4074 * The format is as follow: transformer:[number ]yield[;transformer:...].
4075 * This way an item can be transformed in many things, and/or many objects.
4076 * The 'slaying' field for transformer is used as verb for the action.
4077 */
4078void
4079apply_item_transformer (object *pl, object *transformer)
4080{
4081 object *marked;
4082 object *new_item;
4083 char *find;
4084 char *separator;
4085 int yield;
4086 char got[MAX_BUF];
4087 int len;
4088
4089 if (!pl || !transformer)
4090 return;
4091
4092 marked = find_marked_object (pl);
4093
4094 if (!marked)
4095 {
4096 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4097 return;
4098 }
4099
4100 if (!marked->slaying)
4101 {
4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4103 return;
4104 }
4105
4106 /* check whether they are compatible or not */
4107 find = strstr (&marked->slaying, transformer->arch->archname);
4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4109 {
4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4111 return;
4112 }
4113
4114 find += strlen (transformer->arch->archname) + 1;
4115 /* Item can be used, now find how many and what it yields */
4116 if (isdigit (*(find)))
4117 {
4118 yield = atoi (find);
4119 if (yield < 1)
4120 {
4121 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4122 yield = 1;
4123 }
4124 }
4125 else
4126 yield = 1;
4127
4128 while (isdigit (*find))
4129 find++;
4130
4131 while (*find == ' ')
4132 find++;
4133
4134 memset (got, 0, MAX_BUF);
4135
4136 if ((separator = strchr (find, ';')) != NULL)
4137 len = separator - find;
4138 else
4139 len = strlen (find);
4140
4141 if (len > MAX_BUF - 1)
4142 len = MAX_BUF - 1;
4143
4144 strcpy (got, find);
4145 got[len] = '\0';
4146
4147 /* Now create new item, remove used ones when required. */
4148 new_item = get_archetype (got);
4149 if (!new_item)
4150 {
4151 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4152 return;
4153 }
4154
4155 new_item->nrof = yield;
4156
4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4158
4159 pl->insert (new_item);
4160 /* Eat up one item */
4161 marked->decrease ();
4162
4163 /* Eat one transformer if needed */
4164 if (transformer->stats.food)
4165 if (--transformer->stats.food == 0)
4166 transformer->decrease ();
4167}
4168

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