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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.201 by root, Mon Oct 12 14:00:58 2009 UTC vs.
Revision 1.246 by root, Tue Apr 6 03:53:33 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/* Want this regardless of rplay. */ 35typedef bitset<NUM_TYPES> types_t;
36#include <sounds.h>
37 36
38/** 37// these must be in the inventory before they can be applied
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42int
43should_director_abort (object *op, object *victim)
44{
45 int arch_flag, name_flag, race_flag;
46 38
47 /* Get flags to determine what of arch, name, and race should be checked. 39static const struct may_attempt_inv : types_t
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 40{
49 * the next is the name flag, and the last is the race flag. Also note, 41 may_attempt_inv ()
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 { 42 {
59 arch_flag = op->subtype & 1; 43 set (WEAPON);
60 name_flag = op->subtype & 2; 44 set (ARMOUR);
61 race_flag = op->subtype & 4; 45 set (BOOTS);
46 set (GLOVES);
47 set (AMULET);
48 set (GIRDLE);
49 set (BRACERS);
50 set (SHIELD);
51 set (HELMET);
52 set (RING);
53 set (CLOAK);
54 set (WAND);
55 set (ROD);
56 set (HORN);
57 set (SKILL);
58 set (SPELL);
59 set (BOW);
60 set (RANGED);
61 set (BUILDER);
62 set (SKILL_TOOL);
62 } 63 }
63 else 64} may_attempt_inv;
65
66// these only make sense for the player
67
68static const struct may_attempt_player : types_t
69{
70 may_attempt_player ()
64 { 71 {
65 arch_flag = 1; 72 set (EXIT);
66 name_flag = 1; 73 set (BOOK);
67 race_flag = 1; 74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (TREASURE);
77 set (SAVEBED);
78 set (ARMOUR_IMPROVER);
79 set (WEAPON_IMPROVER);
80 set (CLOCK);
81 set (MENU);
82 set (LIGHTER); /* for lighting torches/lanterns/etc */
83 set (INSCRIBABLE);
84 set (SIGN);
85 set (BOOK);
68 } 86 }
87} may_attempt_player;
69 88
70 /* If the director has race set, only affect objects with a arch, 89// applying these _can_ be attempted, others cannot
71 * name or race that matches. 90// be applied at all. used by e.g. apply below.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78 91
79 /* If the director has slaying set, only affect objects where none 92static const struct may_attempt : types_t
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88}
89
90/**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95static int
96apply_id_altar (object *money, object *altar, object *pl)
97{ 93{
98 dynbuf_text &buf = msg_dynbuf; buf.clear (); 94 may_attempt ()
99 95 : types_t ((types_t)may_attempt_player | (types_t)may_attempt_inv)
100 if (!pl || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0;
108
109 /* if the player has a marked item, identify that if it needs to be
110 * identified. If it doesn't, then go through the player inventory.
111 */
112 if (object *marked = find_marked_object (pl))
113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money, pl))
116 {
117 identify (marked);
118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg)
121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122
123 return !money;
124 }
125 }
126
127 for (object *id = pl->inv; id; id = id->below)
128 { 96 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 97 set (T_HANDLE);
130 { 98 set (TRIGGER);
131 if (operate_altar (altar, &money, pl)) 99 set (SCROLL);
132 { 100 set (POTION);
133 identify (id); 101 set (CLOSE_CON);
134 102 set (CONTAINER);
135 buf.printf ("You have %s.\r", long_desc (id, pl)); 103 set (LAMP);
136 if (id->msg) 104 set (TORCH);
137 buf << "The item has a story:\r" << id->msg << "\n\n"; 105 set (DRINK);
138 106 set (FOOD);
139 /* If no more money, might as well quit now */ 107 set (FLESH);
140 if (!money || !check_altar_sacrifice (altar, money)) 108 set (POISON);
141 break; 109 set (POWER_CRYSTAL);
142 } 110 set (ITEM_TRANSFORMER);
143 else
144 {
145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
146 break;
147 }
148 }
149 } 111 }
150 112} may_attempt;
151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return !money;
157}
158
159/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163void
164handle_apply_yield (object *tmp)
165{
166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168}
169
170/**
171 * Handles applying a potion.
172 */
173int
174apply_potion (object *op, object *tmp)
175{
176 int got_one = 0, i;
177 object *force = 0, *floor = 0;
178
179 floor = GET_MAP_OB (op->map, op->x, op->y);
180
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
185 CLEAR_FLAG (tmp, FLAG_APPLIED);
186 return 0;
187 }
188
189 if (op->type == PLAYER)
190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
191 identify (tmp);
192
193 handle_apply_yield (tmp);
194
195 /* Potion of restoration - only for players */
196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
197 {
198 object *depl;
199 archetype *at;
200
201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
202 {
203 op->drain_stat ();
204 op->update_stats ();
205 tmp->decrease ();
206 return 1;
207 }
208
209 if (!(at = archetype::find (ARCH_DEPLETION)))
210 {
211 LOG (llevError, "Could not find archetype depletion\n");
212 return 0;
213 }
214
215 depl = present_arch_in_ob (at, op);
216
217 if (depl)
218 {
219 for (i = 0; i < NUM_STATS; i++)
220 if (depl->stats.stat (i))
221 op->statusmsg (restore_msg[i]);
222
223 depl->destroy ();
224 op->update_stats ();
225 }
226 else
227 op->statusmsg ("Your potion had no effect.");
228
229 tmp->decrease ();
230 return 1;
231 }
232
233 /* improvement potion - only for players */
234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 {
236 for (i = 1; i < MIN (11, op->level); i++)
237 {
238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 {
240 if (op->contr->levhp[i] != 1)
241 {
242 op->contr->levhp[i] = 1;
243 break;
244 }
245
246 if (op->contr->levsp[i] != 1)
247 {
248 op->contr->levsp[i] = 1;
249 break;
250 }
251
252 if (op->contr->levgrace[i] != 1)
253 {
254 op->contr->levgrace[i] = 1;
255 break;
256 }
257 }
258 else
259 {
260 if (op->contr->levhp[i] < 9)
261 {
262 op->contr->levhp[i] = 9;
263 break;
264 }
265
266 if (op->contr->levsp[i] < 6)
267 {
268 op->contr->levsp[i] = 6;
269 break;
270 }
271
272 if (op->contr->levgrace[i] < 3)
273 {
274 op->contr->levgrace[i] = 3;
275 break;
276 }
277 }
278 }
279
280 /* Just makes checking easier */
281 if (i < MIN (11, op->level))
282 got_one = 1;
283
284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 {
286 if (got_one)
287 {
288 op->update_stats ();
289 op->statusmsg ("The Gods smile upon you and remake you "
290 "a little more in their image. "
291 "You feel a little more perfect.", NDI_GREEN);
292 }
293 else
294 op->statusmsg ("The potion had no effect - you are already perfect.");
295 }
296 else
297 { /* cursed potion */
298 if (got_one)
299 {
300 op->update_stats ();
301 op->failmsg ("The Gods are angry and punish you.");
302 }
303 else
304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
305 }
306
307 tmp->decrease ();
308 return 1;
309 }
310
311
312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
313 * and heroism all fit into this category. Given the spell object code,
314 * there is no limit to the number of spells that potions can be cast,
315 * but direction is problematic to try and imbue fireball potions for example.
316 */
317 if (tmp->inv)
318 {
319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
320 {
321 op->failmsg ("Yech! Your lungs are on fire!");
322 create_exploding_ball_at (op, op->level);
323 }
324 else
325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
326
327 tmp->decrease ();
328
329 /* if youre dead, no point in doing this... */
330 if (!QUERY_FLAG (op, FLAG_REMOVED))
331 op->update_stats ();
332
333 return 1;
334 }
335
336 /* Deal with protection potions */
337 force = NULL;
338 for (i = 0; i < NROFATTACKS; i++)
339 {
340 if (tmp->resist[i])
341 {
342 if (!force)
343 force = get_archetype (FORCE_NAME);
344
345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
346 force->type = POTION_EFFECT;
347 break; /* Only need to find one protection since we copy entire batch */
348 }
349 }
350
351 /* This is a protection potion */
352 if (force)
353 {
354 /* cursed items last longer */
355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
356 {
357 force->stats.food *= 10;
358 for (i = 0; i < NROFATTACKS; i++)
359 if (force->resist[i] > 0)
360 force->resist[i] = -force->resist[i]; /* prot => vuln */
361 }
362
363 force->speed_left = -1;
364 force = insert_ob_in_ob (force, op);
365 CLEAR_FLAG (tmp, FLAG_APPLIED);
366 SET_FLAG (force, FLAG_APPLIED);
367 change_abil (op, force);
368 tmp->decrease ();
369 return 1;
370 }
371
372 /* Only thing left are the stat potions */
373 if (op->type == PLAYER)
374 { /* only for players */
375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
378 CLEAR_FLAG (tmp, FLAG_APPLIED);
379 else
380 SET_FLAG (tmp, FLAG_APPLIED);
381
382 if (!change_abil (op, tmp))
383 op->statusmsg ("Nothing happened.");
384 }
385
386 /* CLEAR_FLAG is so that if the character has other potions
387 * that were grouped with the one consumed, his
388 * stat will not be raised by them. fix_player just clears
389 * up all the stats.
390 */
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 op->update_stats ();
393 tmp->decrease ();
394 return 1;
395}
396 113
397/**************************************************************************** 114/****************************************************************************
398 * Weapon improvement code follows 115 * Weapon improvement code follows
399 ****************************************************************************/ 116 ****************************************************************************/
400 117
401/** 118/**
402 * This function just checks whether who can handle equipping an item 119 * This function just checks whether who can handle equipping an item
403 * with item_power. 120 * with item_power.
404 */ 121 */
405 122static bool
406bool
407check_item_power (object *who, int item_power) 123check_item_power (object *who, int item_power)
408{ 124{
409 if (who->type == PLAYER 125 if (who->type == PLAYER
410 && item_power 126 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level) 127 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
532 248
533/** 249/**
534 * This does the prepare weapon scroll. 250 * This does the prepare weapon scroll.
535 * Checks for sacrifice, and so on. 251 * Checks for sacrifice, and so on.
536 */ 252 */
537int 253static int
538prepare_weapon (object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
539{ 255{
540 int sacrifice_count, i; 256 int sacrifice_count, i;
541 char buf[MAX_BUF]; 257 char buf[MAX_BUF];
542 258
595 * 311 *
596 * We are hiding extra information about the weapon in the level and 312 * We are hiding extra information about the weapon in the level and
597 * last_eat numbers for an object. Hopefully this won't break anything ?? 313 * last_eat numbers for an object. Hopefully this won't break anything ??
598 * level == max improve last_eat == current improve 314 * level == max improve last_eat == current improve
599 */ 315 */
600int 316static int
601improve_weapon (object *op, object *improver, object *weapon) 317improve_weapon (object *op, object *improver, object *weapon)
602{ 318{
603 int sacrifice_count, sacrifice_needed = 0; 319 int sacrifice_count, sacrifice_needed = 0;
604 320
605 if (improver->stats.sp == IMPROVE_PREPARE) 321 if (improver->stats.sp == IMPROVE_PREPARE)
707/** 423/**
708 * Handles the applying of improve/prepare/enchant weapon scroll. 424 * Handles the applying of improve/prepare/enchant weapon scroll.
709 * Checks a few things (not on a non-magic square, marked weapon, ...), 425 * Checks a few things (not on a non-magic square, marked weapon, ...),
710 * then calls improve_weapon to do the dirty work. 426 * then calls improve_weapon to do the dirty work.
711 */ 427 */
712int 428static int
713check_improve_weapon (object *op, object *tmp) 429check_improve_weapon (object *op, object *tmp)
714{ 430{
715 object *otmp; 431 object *otmp;
716 432
717 if (op->type != PLAYER) 433 if (op->type != PLAYER)
764 * the armour value of the piece of equipment exceed either 480 * the armour value of the piece of equipment exceed either
765 * the users level or 90) 481 * the users level or 90)
766 * Modified by MSW for partial resistance. Only support 482 * Modified by MSW for partial resistance. Only support
767 * changing of physical area right now. 483 * changing of physical area right now.
768 */ 484 */
769int 485static int
770improve_armour (object *op, object *improver, object *armour) 486improve_armour (object *op, object *improver, object *armour)
771{ 487{
772 object *tmp; 488 object *tmp;
773 489
774 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
861 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
862 */ 578 */
863int 579int
864convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
865{ 581{
866 sint64 nr, price_in; 582 sint64 nr = 0, price_in;
867 583
868 if (item->flag [FLAG_UNPAID]) 584 if (item->flag [FLAG_UNPAID])
869 return 0; 585 return 0;
870 586
871 shstr conv_from = converter->slaying; 587 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch; 588 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food; 589 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp; 590 sint64 give = converter->stats.sp;
875 591
952 item->nrof *= nr; 668 item->nrof *= nr;
953 669
954 if (converter->flag [FLAG_PRECIOUS]) 670 if (converter->flag [FLAG_PRECIOUS])
955 SET_FLAG (item, FLAG_UNPAID); 671 SET_FLAG (item, FLAG_UNPAID);
956 672
957 if (is_in_shop (converter)) 673 if (converter->is_in_shop ())
958 { 674 {
959 // converters on shop floors don't work anymore, bug lets check for it 675 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it. 676 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ()); 678 converter->debug_desc ());
985 * Handle apply on containers. 701 * Handle apply on containers.
986 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
987 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
988 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
989 */ 705 */
990int 706static int
991apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
992{ 708{
993 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
994 return 0; /* This might change */ 710 return 0; /* This might change */
995 711
1008 } 724 }
1009 725
1010 // already applied == open on ground, or open in inv, or active in inv 726 // already applied == open on ground, or open in inv, or active in inv
1011 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1012 { 728 {
1013 if (op->container == sack) 729 if (op->container_ () == sack)
1014 { 730 {
1015 // open on ground or inv, so close 731 // open on ground or inv, so close
1016 op->close_container (); 732 op->close_container ();
1017 return 1; 733 return 1;
1018 } 734 }
1165 /* this is only used for players */ 881 /* this is only used for players */
1166 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1167 883
1168 if (has_unpaid) 884 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy")); 885 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op)) 886 else if (op->is_in_shop ())
1171 op->contr->play_sound (sound_find ("shop_enter")); 887 op->contr->play_sound (sound_find ("shop_enter"));
1172 else 888 else
1173 op->contr->play_sound (sound_find ("shop_leave")); 889 op->contr->play_sound (sound_find ("shop_leave"));
1174 890
1175 if (shop_mat->msg) 891 if (shop_mat->msg)
1176 op->statusmsg (shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1177 /* This check below is a bit simplistic - generally it should be correct, 893 /* This check below is a bit simplistic - generally it should be correct,
1178 * but there is never a guarantee that the bottom space on the map is 894 * but there is never a guarantee that the bottom space on the map is
1179 * actually the shop floor. 895 * actually the shop floor.
1180 */ 896 */
1181 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1182 { 898 {
1183 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1184 900
1185 op->statusmsg ( 901 op->statusmsg (
1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1305 EXIT_Y (trap) + freearr_y[dir], 1021 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim); 1022 0, victim);
1307} 1023}
1308 1024
1309/** 1025/**
1310 * 'victim' moves onto 'trap'
1311 * 'victim' leaves 'trap'
1312 * effect is determined by move_on/move_off of trap and move_type of victime.
1313 *
1314 * originator: Player, monster or other object that caused 'victim' to move
1315 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1316 * However, some types of traps require an originator to function.
1317 */
1318void
1319move_apply (object *trap, object *victim, object *originator)
1320{
1321 static int recursion_depth = 0;
1322
1323 /* Only exits affect DMs. */
1324 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1325 return;
1326
1327 /* move_apply() is the most likely candidate for causing unwanted and
1328 * possibly unlimited recursion.
1329 */
1330 /* The following was changed because it was causing perfeclty correct
1331 * maps to fail. 1) it's not an error to recurse:
1332 * rune detonates, summoning monster. monster lands on nearby rune.
1333 * nearby rune detonates. This sort of recursion is expected and
1334 * proper. This code was causing needless crashes.
1335 */
1336 if (recursion_depth >= 500)
1337 {
1338 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1339 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1340 return;
1341 }
1342
1343 recursion_depth++;
1344 if (trap->head)
1345 trap = trap->head;
1346
1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1348 switch (trap->type)
1349 {
1350 case PLAYERMOVER:
1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1422 if (!trap->value)
1423 {
1424 int tot;
1425
1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1441 */
1442 ab_next = ab->above;
1443
1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1445 {
1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1455 }
1456 break;
1457 }
1458
1459 case CONVERTER:
1460 if (convert_item (victim, trap) < 0)
1461 {
1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1464 }
1465
1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1488 {
1489 /* Basically, don't show exits leading to random maps the
1490 * players output.
1491 */
1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1494
1495 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap);
1497 }
1498 break;
1499
1500 case ENCOUNTER:
1501 /* may be some leftovers on this */
1502 break;
1503
1504 case SHOP_MAT:
1505 apply_shop_mat (trap, victim);
1506 break;
1507
1508 /* Drop a certain amount of gold, and have one item identified */
1509 case IDENTIFY_ALTAR:
1510 apply_id_altar (victim, trap, originator);
1511 break;
1512
1513 case SIGN:
1514 if (victim->type != PLAYER && trap->stats.food > 0)
1515 break; /* monsters musn't apply magic_mouths with counters */
1516
1517 apply_sign (victim, trap, 1);
1518 break;
1519
1520 case CONTAINER:
1521 apply_container (victim, trap);
1522 break;
1523
1524 case RUNE:
1525 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 spring_trap (trap, victim);
1528 break;
1529
1530 default:
1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1533 break;
1534 }
1535
1536 recursion_depth--;
1537}
1538
1539/**
1540 * Handles reading a regular (ie not containing a spell) book.
1541 */
1542static void
1543apply_book (object *op, object *tmp)
1544{
1545 int lev_diff;
1546 object *skill_ob;
1547
1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1549 {
1550 op->failmsg ("You are unable to read while blind!");
1551 return;
1552 }
1553
1554 if (!tmp->msg)
1555 {
1556 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1557 return;
1558 }
1559
1560 /* need a literacy skill to read stuff! */
1561 skill_ob = find_skill_by_name (op, tmp->skill);
1562 if (!skill_ob)
1563 {
1564 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1565 return;
1566 }
1567
1568 lev_diff = tmp->level - (skill_ob->level + 5);
1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1570 {
1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1576 : "This book is totally beyond your comprehension.");
1577 return;
1578 }
1579
1580 readable_message_type *msgType = get_readable_message_type (tmp);
1581
1582 if (player *pl = op->contr)
1583 if (client *ns = pl->ns)
1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1585
1586 /* gain xp from reading */
1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1588 { /* only if not read before */
1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1590
1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1592 {
1593 /*exp_gain *= 2; because they just identified it too */
1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1595
1596 if (object *pl = tmp->visible_to ())
1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1598 }
1599
1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 }
1603}
1604
1605/**
1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1607 * op is the person learning the skill, tmp is the skill scroll object
1608 */
1609static void
1610apply_skillscroll (object *op, object *tmp)
1611{
1612 switch (learn_skill (op, tmp))
1613 {
1614 case 0:
1615 op->play_sound (sound_find ("generic_fail"));
1616 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 break;
1618
1619 case 1:
1620 tmp->decrease ();
1621 op->play_sound (sound_find ("skill_learn"));
1622 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1623 break;
1624
1625 default:
1626 tmp->decrease ();
1627 op->play_sound (sound_find ("generic_fail"));
1628 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1629 break;
1630 }
1631}
1632
1633/**
1634 * Actually makes op learn spell.
1635 * Informs player of what happens.
1636 */
1637void
1638do_learn_spell (object *op, object *spell, int special_prayer)
1639{
1640 object *tmp;
1641
1642 if (op->type != PLAYER)
1643 {
1644 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1645 return;
1646 }
1647
1648 /* Upgrade special prayers to normal prayers */
1649 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1650 {
1651 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1652 {
1653 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1654 return;
1655 }
1656 return;
1657 }
1658
1659 op->contr->play_sound (sound_find ("learn_spell"));
1660
1661 tmp = spell->clone ();
1662 insert_ob_in_ob (tmp, op);
1663
1664 if (special_prayer)
1665 SET_FLAG (tmp, FLAG_STARTEQUIP);
1666
1667 esrv_add_spells (op->contr, tmp);
1668}
1669
1670/**
1671 * Erases spell from player's inventory.
1672 */
1673void
1674do_forget_spell (object *op, const char *spell)
1675{
1676 object *spob;
1677
1678 if (op->type != PLAYER)
1679 {
1680 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1681 return;
1682 }
1683 if ((spob = check_spell_known (op, spell)) == NULL)
1684 {
1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1686 return;
1687 }
1688
1689 op->failmsg (format ("You lose knowledge of %s.", spell));
1690 player_unready_range_ob (op->contr, spob);
1691 esrv_remove_spell (op->contr, spob);
1692 spob->destroy ();
1693}
1694
1695/**
1696 * Handles player applying a spellbook.
1697 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1698 * stuff like that. Random learning failure too.
1699 */
1700static void
1701apply_spellbook (object *op, object *tmp)
1702{
1703 object *skop, *spell, *spell_skill;
1704
1705 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1706 {
1707 op->failmsg ("You are unable to read while blind.");
1708 return;
1709 }
1710
1711 /* artifact_spellbooks have 'slaying' field point to a spell name,
1712 * instead of having their spell stored in stats.sp. These are
1713 * legacy spellbooks
1714 */
1715 if (tmp->slaying)
1716 {
1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1718 if (!spell)
1719 {
1720 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1721 return;
1722 }
1723 else
1724 insert_ob_in_ob (spell, tmp);
1725
1726 tmp->slaying = 0;
1727 }
1728
1729 skop = find_skill_by_name (op, tmp->skill);
1730
1731 /* need a literacy skill to learn spells. Also, having a literacy level
1732 * lower than the spell will make learning the spell more difficult */
1733 if (!skop)
1734 {
1735 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1736 return;
1737 }
1738
1739 spell = tmp->inv;
1740
1741 if (!spell)
1742 {
1743 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1744 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1745 return;
1746 }
1747
1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1750 {
1751 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1752 &tmp->skill, learn_level));
1753 return;
1754 }
1755
1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1757
1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1759 identify (tmp);
1760
1761 /* I removed the check for special_prayer_mark here - it didn't make
1762 * a lot of sense - special prayers are not found in spellbooks, and
1763 * if the player doesn't know the spell, doesn't make a lot of sense that
1764 * they would have a special prayer mark.
1765 */
1766 if (check_spell_known (op, spell->name))
1767 {
1768 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1769 return;
1770 }
1771
1772 if (spell->skill)
1773 {
1774 spell_skill = find_skill_by_name (op, spell->skill);
1775
1776 if (!spell_skill)
1777 {
1778 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1779 return;
1780 }
1781
1782 if (spell_skill->level < spell->level)
1783 {
1784 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1785 return;
1786 }
1787 }
1788
1789 /* Logic as follows
1790 *
1791 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1792 *
1793 * 2- The learner's skill level in literacy adjusts the chance to learn
1794 * a spell.
1795 *
1796 * 3 -Automatically fail to learn if you read while confused
1797 *
1798 * Overall, chances are the same but a player will find having a high
1799 * literacy rate very useful! -b.t.
1800 */
1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
1802 {
1803 op->failmsg ("In your confused state you flub the wording of the text!");
1804 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1805 }
1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1807 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1808 {
1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1810 do_learn_spell (op, spell, 0);
1811
1812 /* xp gain to literacy for spell learning */
1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1814 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1815 }
1816 else
1817 {
1818 op->contr->play_sound (sound_find ("fumble_spell"));
1819 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1820 }
1821
1822 tmp->decrease ();
1823}
1824
1825/**
1826 * Handles applying a spell scroll.
1827 */
1828void
1829apply_scroll (object *op, object *tmp, int dir)
1830{
1831 object *skop;
1832
1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1834 {
1835 op->failmsg ("You are unable to read while blind.");
1836 return;
1837 }
1838
1839 if (!tmp->inv || tmp->inv->type != SPELL)
1840 {
1841 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1842 return;
1843 }
1844
1845 if (op->type == PLAYER)
1846 {
1847 /* players need a literacy skill to read stuff! */
1848 int exp_gain = 0;
1849
1850 /* hard code literacy - tmp->skill points to where the exp
1851 * should go for anything killed by the spell.
1852 */
1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1854
1855 if (!skop)
1856 {
1857 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1858 return;
1859 }
1860
1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1862 change_exp (op, exp_gain, skop->skill, 0);
1863 }
1864
1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1866 identify (tmp);
1867
1868 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1869
1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 tmp->decrease ();
1872}
1873
1874/**
1875 * Applies a treasure object - by default, chest. op
1876 * is the person doing the applying, tmp is the treasure
1877 * chest.
1878 */
1879static void
1880apply_treasure (object *op, object *tmp)
1881{
1882 /* Nice side effect of this treasure creation method is that the treasure
1883 * for the chest is done when the chest is created, and put into the chest
1884 * inventory. So that when the chest burns up, the items still exist. Also
1885 * prevents people from moving chests to more difficult maps to get better
1886 * treasure
1887 */
1888 object *treas = tmp->inv;
1889
1890 if (!treas)
1891 {
1892 op->statusmsg ("The chest was empty.");
1893 tmp->decrease ();
1894 return;
1895 }
1896
1897 while (tmp->inv)
1898 {
1899 treas = tmp->inv;
1900 treas->remove ();
1901
1902 treas->x = op->x;
1903 treas->y = op->y;
1904 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1905
1906 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1907 spring_trap (treas, op);
1908
1909 /* If either player or container was destroyed, no need to do
1910 * further processing. I think this should be enclused with
1911 * spring trap above, as I don't think there is otherwise
1912 * any way for the treasure chest or player to get killed.
1913 */
1914 if (op->destroyed () || tmp->destroyed ())
1915 break;
1916 }
1917
1918 if (!tmp->destroyed () && !tmp->inv)
1919 tmp->decrease (true);
1920}
1921
1922/**
1923 * op eats food.
1924 * If player, takes care of messages and dragon special food.
1925 */
1926static void
1927apply_food (object *op, object *tmp)
1928{
1929 int capacity_remaining;
1930
1931 if (op->type != PLAYER)
1932 op->stats.hp = op->stats.maxhp;
1933 else
1934 {
1935 /* check if this is a dragon (player), eating some flesh */
1936 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1937 ;
1938 else
1939 {
1940 /* usual case - no dragon meal: */
1941 if (op->stats.food + tmp->stats.food > 999)
1942 {
1943 if (tmp->type == FOOD || tmp->type == FLESH)
1944 op->failmsg ("You feel full, but what a waste of food!");
1945 else
1946 op->statusmsg ("Most of the drink goes down your face not your throat!");
1947 }
1948
1949 tmp->play_sound (
1950 tmp->sound
1951 ? tmp->sound
1952 : tmp->type == DRINK
1953 ? sound_find ("eat_drink")
1954 : sound_find ("eat_food")
1955 );
1956
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 {
1959 const char *buf;
1960
1961 if (!is_dragon_pl (op))
1962 {
1963 /* eating message for normal players */
1964 if (tmp->type == DRINK)
1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1966 else
1967 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 }
1969 else
1970 /* eating message for dragon players */
1971 buf = format ("The %s tasted terrible!", &tmp->name);
1972
1973 op->statusmsg (buf);
1974
1975 capacity_remaining = 999 - op->stats.food;
1976 op->stats.food += tmp->stats.food;
1977 if (capacity_remaining < tmp->stats.food)
1978 op->stats.hp += capacity_remaining / 50;
1979 else
1980 op->stats.hp += tmp->stats.food / 50;
1981
1982 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999)
1985 op->stats.food = 999;
1986 }
1987
1988 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp);
1991 }
1992 }
1993
1994 handle_apply_yield (tmp);
1995 tmp->decrease ();
1996}
1997
1998/**
1999 * A dragon is eating some flesh. If the flesh contains resistances,
2000 * there is a chance for the dragon's skin to get improved.
2001 *
2002 * attributes:
2003 * object *op the object (dragon player) eating the flesh
2004 * object *meal the flesh item, getting chewed in dragon's mouth
2005 * return:
2006 * int 1 if eating successful, 0 if it doesn't work
2007 */
2008int
2009dragon_eat_flesh (object *op, object *meal)
2010{
2011 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */
2014
2015 double chance; /* improvement-chance of one resistance type */
2016 double totalchance = 1; /* total chance of gaining one resistance */
2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018 double mbonus = 0; /* monster bonus */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2020 int winners = 0; /* number of winners */
2021 int i; /* index */
2022
2023 /* let's make sure and doublecheck the parameters */
2024 if (meal->type != FLESH || !is_dragon_pl (op))
2025 return 0;
2026
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */
2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE)
2031 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp;
2033 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp;
2035
2036 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL)
2039 return 0;
2040
2041 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50;
2044 else
2045 op->stats.hp += meal->stats.food / 50;
2046
2047 if (op->stats.hp > op->stats.maxhp)
2048 op->stats.hp = op->stats.maxhp;
2049
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051
2052 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2053
2054 /* on to the interesting part: chances for adding resistance */
2055 for (i = 0; i < NROFATTACKS; i++)
2056 {
2057 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2058 {
2059 /* got positive resistance, now calculate improvement chance (0-100) */
2060
2061 /* this bonus makes resistance increase easier at lower levels */
2062 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2063 if (i == abil->stats.exp)
2064 bonus += 5; /* additional bonus for resistance of ability-focus */
2065
2066 /* monster bonus increases with level, because high-level
2067 flesh is too rare */
2068 mbonus = op->level * 20. / ((double) settings.max_level);
2069
2070 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2071 ((double) settings.max_level)) - skin->resist[i];
2072
2073 if (chance >= 0.)
2074 chance += 1.;
2075 else
2076 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2077
2078 /* chance is proportional to amount of resistance (max. 50) */
2079 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2080
2081 /* doubled chance for resistance of ability-focus */
2082 if (i == abil->stats.exp)
2083 chance = MIN (100., chance * 2.);
2084
2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2086 if (rndm (10000) < (unsigned int) (chance * 100))
2087 {
2088 atnr_winner[winners] = i;
2089 winners++;
2090 }
2091
2092 if (chance >= 0.01)
2093 totalchance *= 1 - chance / 100;
2094
2095 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2096 }
2097 }
2098
2099 /* inverse totalchance as until now we have the failure-chance */
2100 totalchance = 100 - totalchance * 100;
2101
2102 /* print message according to totalchance */
2103 const char *buf;
2104 if (totalchance > 50.)
2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2106 else if (totalchance > 10.)
2107 buf = format ("The %s tasted very good.", &meal->name);
2108 else if (totalchance > 1.)
2109 buf = format ("The %s tasted good.", &meal->name);
2110 else if (totalchance > 0.1)
2111 buf = format ("The %s tasted bland.", &meal->name);
2112 else if (totalchance >= 0.01)
2113 buf = format ("The %s had a boring taste.", &meal->name);
2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2115 buf = format ("The %s tasted strange.", &meal->name);
2116 else
2117 buf = format ("The %s had no taste.", &meal->name);
2118
2119 op->statusmsg (buf);
2120
2121 /* now choose a winner if we have any */
2122 i = -1;
2123 if (winners > 0)
2124 i = atnr_winner [rndm (winners)];
2125
2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 {
2128 /* resistance increased! */
2129 skin->resist[i]++;
2130 op->update_stats ();
2131
2132 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2133 }
2134
2135 /* if this flesh contains a new ability focus, we mark it
2136 into the ability_force and it will take effect on next level */
2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2138 {
2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2140
2141 if (meal->last_eat != abil->stats.exp)
2142 op->statusmsg (format (
2143 "Your metabolism prepares to focus on %s!\n"
2144 "The change will happen at level %d.",
2145 change_resist_msg[meal->last_eat],
2146 abil->level + 1
2147 ));
2148 else
2149 {
2150 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2151 abil->last_eat = 0;
2152 }
2153 }
2154
2155 return 1;
2156}
2157
2158/**
2159 * Handles applying an improve armor scroll.
2160 * Does some sanity checks, then calls improve_armour.
2161 */
2162static void
2163apply_armour_improver (object *op, object *tmp)
2164{
2165 object *armor;
2166
2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2168 {
2169 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2170 return;
2171 }
2172
2173 armor = find_marked_object (op);
2174
2175 if (!armor)
2176 {
2177 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2178 return;
2179 }
2180
2181 if (armor->type != ARMOUR
2182 && armor->type != CLOAK
2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2184 {
2185 op->failmsg ("Your marked item is not armour!\n");
2186 return;
2187 }
2188
2189 op->statusmsg ("Applying armour enchantment.");
2190 improve_armour (op, tmp, armor);
2191}
2192
2193void
2194apply_poison (object *op, object *tmp)
2195{
2196 // need to do it now when it is still on the map
2197 handle_apply_yield (tmp);
2198
2199 object *poison = tmp->split (1);
2200
2201 if (op->type == PLAYER)
2202 {
2203 op->contr->play_sound (sound_find ("drink_poison"));
2204 op->failmsg ("Yech! That tasted poisonous!");
2205 op->contr->killer = poison;
2206 }
2207
2208 if (poison->stats.hp > 0)
2209 {
2210 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2212 }
2213
2214 op->stats.food -= op->stats.food / 4;
2215 poison->destroy ();
2216}
2217
2218/**
2219 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2220 * A valid 2 way exit means:
2221 * -You can come back (there is another exit at the other side)
2222 * -You are
2223 * ° the owner of the exit
2224 * ° or in the same party as the owner
2225 *
2226 * Note: a owner in a 2 way exit is saved as the owner's name
2227 * in the field exit->name cause the field exit->owner doesn't
2228 * survive in the swapping (in fact the whole exit doesn't survive).
2229 */
2230int
2231is_legal_2ways_exit (object *op, object *exit)
2232{
2233 if (exit->stats.exp != 1)
2234 return 1; /*This is not a 2 way, so it is legal */
2235
2236#if 0 //TODO
2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2238 return 0; /* This is a reset town portal */
2239#endif
2240
2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2242
2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2244
2245 if (exitmap)
2246 {
2247 exitmap->load_sync ();
2248
2249 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2250
2251 if (!tmp)
2252 return 0;
2253
2254 for (; tmp; tmp = tmp->above)
2255 {
2256 if (tmp->type != EXIT)
2257 continue; /*Not an exit */
2258
2259 if (!EXIT_PATH (tmp))
2260 continue; /*Not a valid exit */
2261
2262 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2263 continue; /*Not in the same place */
2264
2265 if (exit->map->path != EXIT_PATH (tmp))
2266 continue; /*Not in the same map */
2267
2268 /* From here we have found the exit is valid. However we do
2269 * here the check of the exit owner. It is important for the
2270 * town portals to prevent strangers from visiting your appartments
2271 */
2272 if (!exit->race)
2273 return 1; /*No owner, free for all! */
2274
2275 object *exit_owner = 0;
2276
2277 for_all_players (pp)
2278 {
2279 if (!pp->ob)
2280 continue;
2281
2282 if (pp->ob->name != exit->race)
2283 continue;
2284
2285 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2286 break;
2287 }
2288
2289 if (!exit_owner)
2290 return 0; /* No more owner */
2291
2292 if (exit_owner->contr == op->contr)
2293 return 1; /*It is your exit */
2294
2295 if (exit_owner && /*There is a owner */
2296 (op->contr) && /*A player tries to pass */
2297 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2298 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2299 return 0;
2300
2301 return 1;
2302 }
2303 }
2304
2305 return 0;
2306}
2307
2308/**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * lighter - the lighter or 0 if a lighter has yet to be found
2316 */
2317static object *
2318auto_apply_lighter (object *who, object *op, object *lighter)
2319{
2320 if (lighter == 0)
2321 {
2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2323 {
2324 if (tmp->type == LIGHTER)
2325 {
2326 lighter = tmp;
2327 break;
2328 }
2329 }
2330
2331 if (!lighter)
2332 {
2333 who->failmsg (format (
2334 "You can't light up the %s with your bare hands! "
2335 "H<You need a lighter in your inventory, for example a flint and steel.>",
2336 &op->name));
2337 return 0;
2338 }
2339 }
2340
2341 // last_eat == 0 means the lighter is not being used up!
2342 if (lighter->last_eat && lighter->stats.food)
2343 {
2344 /* lighter gets used up */
2345 lighter = lighter->split ();
2346 lighter->stats.food--;
2347 who->insert (lighter);
2348 }
2349 else if (lighter->last_eat)
2350 {
2351 /* no charges left in lighter */
2352 who->failmsg (format (
2353 "You attempt to light the %s with a used up %s.",
2354 &op->name, &lighter->name));
2355 return 0;
2356 }
2357
2358 return lighter;
2359}
2360
2361/**
2362 * Designed primarily to light torches/lanterns/etc.
2363 * Also burns up burnable material too. First object in the inventory is
2364 * the selected object to "burn". -b.t.
2365 */
2366void
2367apply_lighter (object *who, object *lighter)
2368{
2369 object *item;
2370 int is_player_env = 0;
2371
2372 item = find_marked_object (who);
2373 if (item)
2374 {
2375 if (!auto_apply_lighter (who, item, lighter))
2376 return;
2377
2378 /* Perhaps we should split what we are trying to light on fire?
2379 * I can't see many times when you would want to light multiple
2380 * objects at once.
2381 */
2382
2383 save_throw_object (item, AT_FIRE, who);
2384
2385 if (item->destroyed ()
2386 || ((item->type == LAMP || item->type == TORCH)
2387 && item->glow_radius > 0))
2388 who->statusmsg (format (
2389 "You light the %s with the %s.",
2390 &item->name, &lighter->name));
2391 else
2392 who->failmsg (format (
2393 "You attempt to light the %s with the %s and fail.",
2394 &item->name, &lighter->name));
2395 }
2396 else
2397 who->failmsg ("You need to mark a lightable object.");
2398}
2399
2400/**
2401 * This function generates a cursed effect for cursed lamps and torches.
2402 */
2403void player_apply_lamp_cursed_effect (object *who, object *op)
2404{
2405 if (op->level)
2406 {
2407 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!",
2409 &op->name));
2410 create_exploding_ball_at (who, op->level);
2411 }
2412 else
2413 {
2414 who->failmsg (format (
2415 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2416 &op->name));
2417 }
2418
2419 op->destroy ();
2420}
2421
2422/**
2423 * Apply for players and lamps
2424 *
2425 * who - the player
2426 * op - the lamp
2427 */
2428void player_apply_lamp (object *who, object *op)
2429{
2430 bool switch_on = op->glow_radius ? false : true;
2431
2432 if (switch_on)
2433 {
2434 object *lighter = 0;
2435
2436 if (op->flag [FLAG_IS_LIGHTABLE]
2437 && !(lighter = auto_apply_lighter (who, op, 0)))
2438 return;
2439
2440 if (op->stats.food < 1)
2441 {
2442 if (op->type == LAMP)
2443 who->failmsg (format (
2444 "The %s is out of fuel! "
2445 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2446 &op->name));
2447 else
2448 who->failmsg (format (
2449 "The %s is burnt out! "
2450 "H<Torches and similar items burn out and become worthless.>",
2451 &op->name));
2452 return;
2453 }
2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2461 if (lighter)
2462 who->statusmsg (format (
2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2464 else
2465 who->statusmsg (format ("You light up the %s.", &op->name));
2466 }
2467 else
2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2475 if (op->type == TORCH)
2476 {
2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2478 {
2479 who->statusmsg (format (
2480 "You put out the %s. "
2481 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2482 &op->name, &op->name));
2483 }
2484 else
2485 who->statusmsg (format (
2486 "You put out the %s."
2487 "H<Torches wear out if you put them out.>",
2488 &op->name));
2489 }
2490 else
2491 who->statusmsg (format ("You turn off the %s.", &op->name));
2492 }
2493
2494 apply_lamp (op, switch_on);
2495}
2496
2497void get_animation_from_arch (object *op, arch_ptr a)
2498{
2499 op->animation_id = a->animation_id;
2500 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2501 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2502 op->anim_speed = a->anim_speed;
2503 op->last_anim = 0;
2504 op->state = 0;
2505 op->face = a->face;
2506
2507 if (NUM_ANIMATIONS(op) > 1)
2508 {
2509 SET_ANIMATION(op, 0);
2510 animate_object (op, op->direction);
2511 }
2512 else
2513 update_object (op, UP_OBJ_FACE);
2514}
2515
2516/**
2517 * Apply for LAMPs and TORCHes.
2518 *
2519 * op - the lamp
2520 * switch_on - a flag which says whether the lamp should be switched on or off
2521 */
2522void apply_lamp (object *op, bool switch_on)
2523{
2524 op->set_glow_radius (switch_on ? op->range : 0);
2525 op->set_speed (switch_on ? op->arch->speed : 0);
2526
2527 // torches wear out if you put them out
2528 if (op->type == TORCH && !switch_on)
2529 {
2530 if (op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 op->stats.food -= (double) op->arch->stats.food / 15;
2533 if (op->stats.food < 0)
2534 op->stats.food = 0;
2535 }
2536 else
2537 op->stats.food = 0;
2538 }
2539
2540 // lamps and torched get worthless when used up
2541 if (op->stats.food <= 0)
2542 op->value = 0;
2543
2544 // FIXME: This is a hack to make the more sane torches and lamps
2545 // still animated ;-/
2546 if (op->other_arch)
2547 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2548
2549 if (object *pl = op->visible_to ())
2550 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2551}
2552
2553/**
2554 * Main apply handler.
2555 *
2556 * Checks for unpaid items before applying.
2557 *
2558 * Return value:
2559 * 0: player or monster can't apply objects of that type
2560 * 1: has been applied, or there was an error applying the object
2561 * 2: objects of that type can't be applied if not in inventory
2562 *
2563 * who is the object that is causing object to be applied, op is the object
2564 * being applied.
2565 *
2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2567 * them in this function - they are passed to apply_special
2568 */
2569int
2570manual_apply (object *who, object *op, int aflag)
2571{
2572 op = op->head_ ();
2573
2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2575 {
2576 if (who->type == PLAYER)
2577 {
2578 examine (who, op);
2579 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2580 return 1;
2581 }
2582 else
2583 return 0; /* monsters just skip unpaid items */
2584 }
2585
2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2587 return RESULT_INT (0);
2588
2589 switch (op->type)
2590 {
2591 case CF_HANDLE:
2592 who->play_sound (sound_find ("turn_handle"));
2593 who->statusmsg ("You turn the handle.");
2594 op->value = op->value ? 0 : 1;
2595 SET_ANIMATION (op, op->value);
2596 update_object (op, UP_OBJ_FACE);
2597 push_button (op, who);
2598 return 1;
2599
2600 case TRIGGER:
2601 if (check_trigger (op, who, who))
2602 {
2603 who->statusmsg ("You turn the handle.");
2604 who->play_sound (sound_find ("turn_handle"));
2605 }
2606 else
2607 who->failmsg ("The handle doesn't move.");
2608
2609 return 1;
2610
2611 case EXIT:
2612 if (who->type != PLAYER)
2613 return 0;
2614
2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2616 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2617 else
2618 {
2619 /* Don't display messages for random maps. */
2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2621 who->statusmsg (op->msg, NDI_NAVY);
2622
2623 who->enter_exit (op);
2624 }
2625
2626 return 1;
2627
2628 case INSCRIBABLE:
2629 who->statusmsg (op->msg);
2630 // maybe show a spell menu to chose from or something like that
2631 return 1;
2632
2633 case SIGN:
2634 apply_sign (who, op, 0);
2635 return 1;
2636
2637 case BOOK:
2638 if (who->type == PLAYER)
2639 {
2640 apply_book (who, op);
2641 return 1;
2642 }
2643 else
2644 return 0;
2645
2646 case SKILLSCROLL:
2647 if (who->type == PLAYER)
2648 {
2649 apply_skillscroll (who, op);
2650 return 1;
2651 }
2652 else
2653 return 0;
2654
2655 case SPELLBOOK:
2656 if (who->type == PLAYER)
2657 {
2658 apply_spellbook (who, op);
2659 return 1;
2660 }
2661 else
2662 return 0;
2663
2664 case SCROLL:
2665 apply_scroll (who, op, 0);
2666 return 1;
2667
2668 case POTION:
2669 apply_potion (who, op);
2670 return 1;
2671
2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2673 //TODO: remove, as it is unsed?
2674 case CLOSE_CON:
2675 apply_container (who, op->env);
2676 return 1;
2677
2678 case CONTAINER:
2679 apply_container (who, op);
2680 return 1;
2681
2682 case TREASURE:
2683 if (who->type == PLAYER)
2684 {
2685 apply_treasure (who, op);
2686 return 1;
2687 }
2688 else
2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2695
2696 case WEAPON:
2697 case ARMOUR:
2698 case BOOTS:
2699 case GLOVES:
2700 case AMULET:
2701 case GIRDLE:
2702 case BRACERS:
2703 case SHIELD:
2704 case HELMET:
2705 case RING:
2706 case CLOAK:
2707 case WAND:
2708 case ROD:
2709 case HORN:
2710 case SKILL:
2711 case BOW:
2712 case BUILDER:
2713 case SKILL_TOOL:
2714 if (op->env != who)
2715 return 2; /* not in inventory */
2716
2717 apply_special (who, op, aflag);
2718 return 1;
2719
2720 case DRINK:
2721 case FOOD:
2722 case FLESH:
2723 apply_food (who, op);
2724 return 1;
2725
2726 case POISON:
2727 apply_poison (who, op);
2728 return 1;
2729
2730 case SAVEBED:
2731 return 1;
2732
2733 case ARMOUR_IMPROVER:
2734 if (who->type == PLAYER)
2735 {
2736 apply_armour_improver (who, op);
2737 return 1;
2738 }
2739 else
2740 return 0;
2741
2742 case WEAPON_IMPROVER:
2743 check_improve_weapon (who, op);
2744 return 1;
2745
2746 case CLOCK:
2747 if (who->type == PLAYER)
2748 {
2749 char buf[MAX_BUF];
2750 timeofday_t tod;
2751
2752 get_tod (&tod);
2753 who->play_sound (sound_find ("sound_clock"));
2754 who->statusmsg (format (
2755 "It is %d minute%s past %d o'clock %s",
2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2758 ));
2759 return 1;
2760 }
2761 else
2762 return 0;
2763
2764 case MENU:
2765 if (who->type == PLAYER)
2766 {
2767 shop_listing (op, who);
2768 return 1;
2769 }
2770 else
2771 return 0;
2772
2773 case POWER_CRYSTAL:
2774 apply_power_crystal (who, op); /* see egoitem.c */
2775 return 1;
2776
2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2778 if (who->type == PLAYER)
2779 {
2780 apply_lighter (who, op);
2781 return 1;
2782 }
2783 else
2784 return 0;
2785
2786 case ITEM_TRANSFORMER:
2787 apply_item_transformer (who, op);
2788 return 1;
2789
2790 default:
2791 return 0;
2792 }
2793}
2794
2795/* quiet suppresses the "don't know how to apply" and "you must get it first"
2796 * messages as needed by player_apply_below(). But there can still be
2797 * "but you are floating high above the ground" messages.
2798 *
2799 * Same return value as apply() function.
2800 */
2801int
2802player_apply (object *pl, object *op, int aflag, int quiet)
2803{
2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2805 {
2806 /* player is flying and applying object not in inventory */
2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2808 {
2809 pl->failmsg ("But you are floating high above the ground! "
2810 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2811 "or waiting till the levitation effect wears off.>");
2812 return 0;
2813 }
2814 }
2815
2816 pl->contr->last_used = op;
2817
2818 int tmp = manual_apply (pl, op, aflag);
2819
2820 if (!quiet)
2821 {
2822 if (tmp == 0)
2823 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2824 else if (tmp == 2)
2825 pl->failmsg ("You must get it first!\n");
2826 }
2827
2828 return tmp;
2829}
2830
2831/**
2832 * player_apply_below attempts to apply the object 'below' the player.
2833 * If the player has an open container, we use that for below, otherwise
2834 * we use the ground.
2835 */
2836void
2837player_apply_below (object *pl)
2838{
2839 int floors = 0;
2840
2841 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map.
2843 * This is perhaps more complicated. However, I want to make sure that
2844 * we don't use a corrupt pointer for the next object, so we get the
2845 * next object in the stack before applying. This is can only be a
2846 * problem if player_apply() has a bug in that it uses the object but does
2847 * not return a proper value.
2848 */
2849 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2850 {
2851 next = tmp->below;
2852
2853 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2854 floors++;
2855 else if (floors > 0)
2856 return; /* process only floor objects after first floor object */
2857
2858 /* If it is visible, player can apply it. If it is applied by
2859 * person moving on it, also activate. Added code to make it
2860 * so that at least one of players movement types be that which
2861 * the item needs.
2862 */
2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2864 if (player_apply (pl, tmp, 0, 1) == 1)
2865 return;
2866
2867 if (floors >= 2)
2868 return; /* process at most two floor objects */
2869 }
2870}
2871
2872/**
2873 * Unapplies specified item. 1026 * Unapplies specified item.
2874 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2875 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2876 * to keep the size of apply_special to a more managable size. 1029 * to keep the size of apply_special to a more managable size.
2877 */ 1030 */
2878static int 1031static bool
2879unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2880{ 1033{
2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2882 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2883 return RESULT_INT (0); 1036 return RESULT_INT (0);
2884 1037
2885 CLEAR_FLAG (op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
1040
1041 op->flag [FLAG_APPLIED] = false;
2886 1042
2887 switch (op->type) 1043 switch (op->type)
2888 { 1044 {
2889 case SKILL_TOOL: 1045 case SKILL:
1046 if (player *pl = who->contr)
1047 if (op->invisible)
1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1049 else
1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1051
1052 change_abil (who, op);
1053 who->flag [FLAG_READY_SKILL] = false;
1054 break;
1055
1056 case WEAPON:
1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
1058 change_abil (who, op);
1059 who->flag [FLAG_READY_WEAPON] = false;
1060
2890 // unapplying a skill tool should also unapply the skill it governs 1061 // unapplying a weapon or skill tool should also unapply the skill it governs
2891 // but this is hard, as it shouldn't do so when the skill can 1062 // but this is hard, as it shouldn't do so when the skill can
2892 // be used for other reasons 1063 // be used for other reasons
2893 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1064 if (who->chosen_skill)
2894 if (tmp->skill == op->skill 1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2895 && tmp->type == SKILL
2896 && tmp->flag [FLAG_APPLIED]
2897 && !tmp->flag [FLAG_CAN_USE_SKILL])
2898 unapply_special (who, tmp, 0); 1066 unapply_special (who, op, 0);
2899 1067
2900 change_abil (who, op);
2901 break; 1068 break;
2902 1069
1070 case BOW:
2903 case WEAPON: 1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
2904 if (player *pl = who->contr) 1075 if (player *pl = who->contr)
2905 if (op == pl->combat_ob)
2906 {
2907 pl->combat_ob = 0;
2908 who->change_weapon (pl->ranged_ob);
2909 }
2910
2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2912
2913 change_abil (who, op);
2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2915 break;
2916
2917 case SKILL:
2918 if (who->contr)
2919 { 1076 {
2920 if (IS_COMBAT_SKILL (op->subtype)) 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
2921 who->change_weapon (who->contr->combat_ob = 0); 1078 change_abil (who, op);
2922 else if (IS_RANGED_SKILL (op->subtype)) 1079 }
2923 who->change_weapon (who->contr->ranged_ob = 0); 1080 else
1081 {
1082 who->change_skill (0);
2924 1083
2925 if (op->invisible) 1084 if (op->type == BOW)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1085 op->flag [FLAG_READY_BOW ] = false;
2927 else 1086 else
2928 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1087 op->flag [FLAG_READY_RANGE] = false;
2929 } 1088 }
2930 1089
2931 change_abil (who, op);
2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break; 1090 break;
2934 1091
2935 case ARMOUR: 1092 case ARMOUR:
2936 case HELMET: 1093 case HELMET:
2937 case SHIELD: 1094 case SHIELD:
2944 case CLOAK: 1101 case CLOAK:
2945 who->statusmsg (format ("You unwear %s.", query_name (op))); 1102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2946 change_abil (who, op); 1103 change_abil (who, op);
2947 break; 1104 break;
2948 1105
1106 case SPELL:
2949 case BOW: 1107 case BUILDER:
2950 case WAND:
2951 case ROD:
2952 case HORN:
2953 if (player *pl = who->contr)
2954 {
2955 if (op == pl->ranged_ob)
2956 {
2957 pl->ranged_ob = 0;
2958 who->change_weapon (pl->combat_ob);
2959 }
2960
2961 who->statusmsg (format ("You unready %s.", query_name (op))); 1108 who->statusmsg (format ("You unready %s.", query_name (op)));
2962 }
2963 else
2964 {
2965 who->change_skill (0);
2966
2967 if (op->type == BOW)
2968 CLEAR_FLAG (who, FLAG_READY_BOW);
2969 else
2970 CLEAR_FLAG (who, FLAG_READY_RANGE);
2971 }
2972
2973 break; 1109 break;
2974 1110
2975 case BUILDER: 1111 //case SKILL_TOOL://TODO
2976 if (who->contr)
2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2978 break;
2979
2980 default: 1112 default:
2981 who->statusmsg (format ("You unapply %s.", query_name (op))); 1113 who->statusmsg (format ("You unapply %s.", query_name (op)));
2982 break; 1114 break;
2983 } 1115 }
2984 1116
2986 if (object *pl = op->visible_to ()) 1118 if (object *pl = op->visible_to ())
2987 esrv_send_item (pl, op); 1119 esrv_send_item (pl, op);
2988 1120
2989 who->update_stats (); 1121 who->update_stats ();
2990 1122
2991 return 0; 1123 return 1;
2992} 1124}
2993 1125
2994/** 1126/**
2995 * Returns the object that is using location 'loc'. 1127 * Returns the object that is using location 'loc'.
2996 * Note that 'start' is the first object to start examing - we 1128 * Note that 'start' is the first object to start examing - we
3008static object * 1140static object *
3009get_next_item_from_body_location (int loc, object *start) 1141get_next_item_from_body_location (int loc, object *start)
3010{ 1142{
3011 for (object *tmp = start; tmp; tmp = tmp->below) 1143 for (object *tmp = start; tmp; tmp = tmp->below)
3012 if (tmp->flag [FLAG_APPLIED] 1144 if (tmp->flag [FLAG_APPLIED]
3013 && tmp->slot[loc].info 1145 && tmp->slot [loc].info
3014 && (!tmp->invisible || tmp->type == SKILL)) 1146 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3015 return tmp; 1147 return tmp;
3016 1148
3017 return 0; 1149 return 0;
3018} 1150}
3019 1151
3032#define CANNOT_REMOVE_CURSED \ 1164#define CANNOT_REMOVE_CURSED \
3033 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1165 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3034 "Praying over an altar, scrolls of remove curse/damnation, " \ 1166 "Praying over an altar, scrolls of remove curse/damnation, " \
3035 "priests or even other players might help.>" 1167 "priests or even other players might help.>"
3036 1168
3037int 1169static bool
3038unapply_for_ob (object *who, object *op, int aflags) 1170unapply_for_ob (object *who, object *op, int aflags)
3039{ 1171{
3040 if (op->is_range ()) 1172 if (op->is_range ())
3041 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3164 continue; 1296 continue;
3165 } 1297 }
3166 1298
3167 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1299 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3168 if (!tmp1) 1300 if (!tmp1)
3169 {
3170#if 0
3171 /* This is sort of an error, but happens a lot when old players
3172 * join in with more stuff equipped than they are now allowed.
3173 */
3174 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3175#endif
3176 retval |= CAN_APPLY_NEVER; 1301 retval |= CAN_APPLY_NEVER;
3177 }
3178 else 1302 else
3179 { 1303 {
3180 /* need to unapply something. However, if this something 1304 /* need to unapply something. However, if this something
3181 * is different than we had found before, it means they need 1305 * is different than we had found before, it means they need
3182 * to apply multiple objects 1306 * to apply multiple objects
3262 */ 1386 */
3263 1387
3264#define LACK_ITEM_POWER \ 1388#define LACK_ITEM_POWER \
3265 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1389 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3266 1390
3267int 1391static bool
3268apply_special (object *who, object *op, int aflags) 1392apply_special (object *who, object *op, int aflags)
3269{ 1393{
3270 int basic_flag = aflags & AP_BASIC_FLAGS; 1394 int basic_flag = aflags & AP_MODE;
3271 object *tmp, *tmp2, *skop = NULL; 1395 object *tmp, *tmp2, *skop = NULL;
3272 1396
3273 if (who == NULL) 1397 if (who == NULL)
3274 { 1398 {
3275 LOG (llevError, "apply_special() from object without environment.\n"); 1399 LOG (llevError, "apply_special() from object without environment.\n");
3276 return 1; 1400 return 1;
3277 } 1401 }
3278 1402
1403 //TODO: remove these when apply_special is no longer exposed
3279 if (op->env != who) 1404 if (op->env != who)
3280 return 1; /* op is not in inventory */ 1405 return 1; /* op is not in inventory */
3281 1406
3282 /* trying to unequip op */ 1407 /* trying to unequip op */
3283 if (QUERY_FLAG (op, FLAG_APPLIED)) 1408 if (QUERY_FLAG (op, FLAG_APPLIED))
3294 1419
3295 return unapply_special (who, op, aflags); 1420 return unapply_special (who, op, aflags);
3296 } 1421 }
3297 else if (basic_flag == AP_UNAPPLY) 1422 else if (basic_flag == AP_UNAPPLY)
3298 return 0; 1423 return 0;
3299
3300 // if the item is combat/ranged, wield the relevant slot first
3301 // to resolve conflicts.
3302 if (player *pl = who->contr)
3303 switch (op->slottype ())
3304 {
3305 case slot_combat: who->change_weapon (pl->combat_ob); break;
3306 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3307 }
3308 1424
3309 splay (op); 1425 splay (op);
3310 1426
3311 /* Can't just apply this object. Lets see what not and what to do */ 1427 /* Can't just apply this object. Lets see what not and what to do */
3312 if (int i = can_apply_object (who, op)) 1428 if (int i = can_apply_object (who, op))
3346 } 1462 }
3347 } 1463 }
3348 1464
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1465 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 { 1466 {
1467 // try to ready attached skill first
3351 skop = find_skill_by_name (who, op->skill); 1468 skop = find_skill_by_name (who, op->skill);
3352 1469
3353 if (!skop) 1470 if (!skop)
3354 { 1471 {
3355 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1472 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3356 return 1; 1473 return 1;
3357 } 1474 }
3358 else 1475 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3359 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated
3361 */ 1476 {
3362 who->change_skill (skop); 1477 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
1478 return 1;
1479 }
3363 } 1480 }
3364 1481
3365 if (!check_item_power (who, op->item_power)) 1482 if (!check_item_power (who, op->item_power))
3366 { 1483 {
3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1484 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3370 1487
3371 /* Ok. We are now at the state where we can apply the new object. 1488 /* Ok. We are now at the state where we can apply the new object.
3372 * Note that we don't have the checks for can_use_... 1489 * Note that we don't have the checks for can_use_...
3373 * below - that is already taken care of by can_apply_object. 1490 * below - that is already taken care of by can_apply_object.
3374 */ 1491 */
1492
1493 // split away all the other items from the stack, so only one item is left
3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1494 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3376 1495
3377 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1496 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3378 return RESULT_INT (0); 1497 return RESULT_INT (0);
3379 1498
3380 switch (op->type) 1499 switch (op->type)
3381 { 1500 {
3382 case WEAPON: 1501 case WEAPON:
3383 //TODO: this obviously fails for players using a shorter prefix 1502 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3384 // i.e. "R" can use Ragnarok's sword.
3385 if (op->level && !op->name.starts_with (who->name))
3386 { 1503 {
3387 /* if the weapon does not have the name as the character, can't use it. */ 1504 /* if the weapon does not have the name as the character, can't use it. */
3388 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1505 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3389 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1506 who->failmsg ("The weapon does not recognize you as its owner. "
3390 1507 "H<Its name indicates that it belongs to somebody else.>");
3391 if (tmp) 1508 if (tmp) who->insert (tmp);
3392 insert_ob_in_ob (tmp, who);
3393
3394 return 1; 1509 return 1;
3395 } 1510 }
3396 1511
3397 if (!skop) 1512 op->flag [FLAG_APPLIED] = true;
1513
1514 if (player *pl = who->contr)
3398 { 1515 {
3399 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1516 who->statusmsg (format ("You wield %s.", query_name (op)));
3400 return 1; 1517 change_abil (who, op);
3401 } 1518 }
3402 1519 else
3403 SET_FLAG (op, FLAG_APPLIED);
3404 who->change_skill (skop); 1520 who->change_skill (skop);
3405 1521
3406 if (who->contr) 1522 op->flag [FLAG_READY_WEAPON] = true;
3407 who->change_weapon (who->contr->combat_ob = op);
3408
3409 who->statusmsg (format ("You wield %s.", query_name (op)));
3410
3411 SET_FLAG (who, FLAG_READY_WEAPON);
3412 change_abil (who, op);
3413 break; 1523 break;
3414 1524
3415 case ARMOUR: 1525 case ARMOUR:
3416 case HELMET: 1526 case HELMET:
3417 case SHIELD: 1527 case SHIELD:
3426 who->statusmsg (format ("You wear %s.", query_name (op))); 1536 who->statusmsg (format ("You wear %s.", query_name (op)));
3427 change_abil (who, op); 1537 change_abil (who, op);
3428 break; 1538 break;
3429 1539
3430 case SKILL_TOOL: 1540 case SKILL_TOOL:
3431 // applying a skill tool also readies the skill 1541 // applying a skill tool does not ready the skill
1542 // if something needs the skill, it has to ready it itself
1543 //TODO: unapplying should unapply the skill, though
3432 SET_FLAG (op, FLAG_APPLIED); 1544 SET_FLAG (op, FLAG_APPLIED);
1545 break;
3433 1546
1547 case SKILL:
3434 if (!(aflags & AP_NO_READY)) 1548 if (!(aflags & AP_NO_SLOT))
3435 { 1549 {
3436 skop = find_skill_by_name (who, op->skill); 1550 // skill is used on it's own, as opposed to being a chosen_skill
3437 if (!skop->flag [FLAG_APPLIED])
3438 apply_special (who, skop, AP_APPLY);
3439 }
3440 break;
3441 1551
3442 case SKILL: 1552 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3443 if (player *pl = who->contr)
3444 {
3445 if (IS_COMBAT_SKILL (op->subtype))
3446 { 1553 {
3447 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3448 {
3449 for (object *item = who->inv; item; item = item->below)
3450 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3451 {
3452 if (item->skill == op->skill)
3453 {
3454 who->change_weapon (pl->combat_ob = item);
3455 goto found_weapon;
3456 }
3457 }
3458
3459 who->failmsg (format ( 1554 who->failmsg (format (
3460 "You need to apply a '%s' melee weapon before readying this skill. " 1555 "You feel as if you wanted to do something funny, but you can't remember what. "
3461 "H<Some skills need an item, in this case a melee weapon, to function.>", 1556 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3462 &op->skill 1557 "It cannot be used on its own.>",
3463 ));
3464 return 1;
3465
3466 found_weapon:;
3467 }
3468 else
3469 who->change_weapon (pl->combat_ob = op);
3470 }
3471 else if (IS_RANGED_SKILL (op->subtype))
3472 {
3473 if (skill_flags [op->subtype] & SF_NEED_BOW)
3474 {
3475 for (object *item = who->inv; item; item = item->below)
3476 if (item->type == BOW && item->flag [FLAG_APPLIED])
3477 {
3478 //TODO: bows should/must all have skill missile weapon right now
3479 who->change_weapon (pl->ranged_ob = item);
3480 goto found_bow;
3481 }
3482
3483 who->failmsg (
3484 "You need to apply a missile weapon before readying this skill. "
3485 "H<Some skills need an item, in this case a missile weapon, to function.>"
3486 );
3487 return 1;
3488
3489 found_bow:;
3490 }
3491 else
3492 who->change_weapon (pl->ranged_ob = op);
3493 }
3494
3495 if (!op->invisible)
3496 {
3497 who->statusmsg (format (
3498 "You ready %s."
3499 "You can now use the skill: %s.",
3500 query_name (op),
3501 &op->skill 1558 &op->skill
3502 )); 1559 ));
1560 if (tmp) who->insert (tmp);
1561 return 1;
3503 } 1562 }
1563
1564 if (skill_flags [op->subtype] & SF_AUTARK
1565 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566 {
1567 if (skill_flags [op->subtype] & SF_USE)
1568 who->failmsg (format (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571 &op->skill, &op->skill
1572 ));
1573 else
1574 who->failmsg (format (
1575 "You feel as if you wanted to do something funny, but you can't remember what. "
1576 "H<The %s skill cannot be readied or used, it is always active.>",
1577 &op->skill
1578 ));
1579
1580 if (tmp) who->insert (tmp);
1581
1582 return 1;
1583 }
1584
1585 if (who->contr)
1586 if (op->invisible)
1587 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3504 else 1588 else
3505 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1589 who->statusmsg (format ("You ready %s.", query_name (op)));
3506 } 1590 }
3507 else 1591
3508 {
3509 SET_FLAG (op, FLAG_APPLIED);
3510 change_abil (who, op);
3511 who->chosen_skill = op;
3512 SET_FLAG (who, FLAG_READY_SKILL); 1592 SET_FLAG (who, FLAG_READY_SKILL);
3513 } 1593 SET_FLAG (op, FLAG_APPLIED);
3514 1594 change_abil (who, op);
3515 break; 1595 break;
3516 1596
3517 case BOW: 1597 case BOW:
3518 if (op->level && !op->name.starts_with (who->name)) 1598 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3519 { 1599 {
3520 who->failmsg ("The weapon does not recognize you as its owner. " 1600 who->failmsg ("The weapon does not recognize you as its owner. "
3521 "H<Its name indicates that it belongs to somebody else.>"); 1601 "H<Its name indicates that it belongs to somebody else.>");
3522 if (tmp) 1602 if (tmp) who->insert (tmp);
3523 insert_ob_in_ob (tmp, who);
3524
3525 return 1; 1603 return 1;
3526 } 1604 }
1605
1606 if (player *pl = who->contr)
1607 {
1608 op->flag [FLAG_APPLIED] = true;
1609 who->statusmsg (format ("You wield the %s.", query_name (op)));
1610 change_abil (who, op);
1611 }
1612 break;
1613
1614 case RANGED:
1615 if (player *pl = who->contr)
1616 {
1617 op->flag [FLAG_APPLIED] = true;
1618 who->statusmsg (format ("You applied the %s.", query_name (op)));
1619 }
1620 break;
1621
1622 case SPELL:
1623 if (player *pl = who->contr)
1624 {
1625 op->flag [FLAG_APPLIED] = true;
1626 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1627 }
1628 break;
3527 1629
3528 /*FALLTHROUGH*/ 1630 /*FALLTHROUGH*/
3529 case WAND: 1631 case WAND:
3530 case ROD: 1632 case ROD:
3531 case HORN: 1633 case HORN:
3532 /* check for skill, alter player status */ 1634 /* check for skill, alter player status */
3533 1635
3534 if (!skop) 1636 if (!skop)
3535 { 1637 {
3536 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1638 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1639 if (tmp) who->insert (tmp);
3537 return 1; 1640 return 1;
3538 } 1641 }
3539 1642
3540 SET_FLAG (op, FLAG_APPLIED); 1643 op->flag [FLAG_APPLIED] = true;
3541 who->change_skill (skop);
3542 1644
3543 if (who->contr) 1645 if (player *pl = who->contr)
3544 { 1646 {
3545 who->contr->ranged_ob = op;
3546
3547 who->statusmsg (format ("You ready %s.", query_name (op))); 1647 who->statusmsg (format ("You ready %s.", query_name (op)));
3548 1648
3549 if (op->type == BOW) 1649 if (op->type == BOW)
3550 {
3551 who->current_weapon = op;
3552 change_abil (who, op);
3553 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1650 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3554 } 1651
1652 change_abil (who, op);
3555 } 1653 }
3556 else 1654 else
3557 { 1655 {
1656 who->change_skill (skop);
1657
3558 if (op->type == BOW) 1658 if (op->type == BOW)
3559 SET_FLAG (who, FLAG_READY_BOW); 1659 op->flag [FLAG_READY_BOW ] = true;
3560 else 1660 else
3561 SET_FLAG (who, FLAG_READY_RANGE); 1661 op->flag [FLAG_READY_RANGE] = true;
3562 } 1662 }
3563 1663
3564 break; 1664 break;
3565 1665
3566 case BUILDER: 1666 case BUILDER:
3567 if (who->type == PLAYER) 1667 if (player *pl = who->contr)
3568 { 1668 {
3569 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3570 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3571 unapply_special (who, who->contr->ranged_ob, 0);
3572
3573 who->statusmsg (format ("You ready your %s.", query_name (op))); 1669 who->statusmsg (format ("You ready your %s.", query_name (op)));
3574 1670 //TODO: change_abil?
3575 who->contr->ranged_ob = op;
3576 } 1671 }
3577 break; 1672 break;
3578 1673
3579 default: 1674 default:
3580 who->statusmsg (format ("You apply %s.", query_name (op))); 1675 who->statusmsg (format ("You apply %s.", query_name (op)));
3581 } 1676 }
3582 1677
3583 SET_FLAG (op, FLAG_APPLIED); 1678 SET_FLAG (op, FLAG_APPLIED);
3584 1679
3585 if (tmp)
3586 who->insert (tmp); 1680 if (tmp) who->insert (tmp);
3587 1681
3588 who->update_stats (); 1682 who->update_stats ();
3589 1683
3590 /* We exclude spell casting objects. The fire code will set the 1684 /* We exclude spell casting objects. The fire code will set the
3591 * been applied flag when they are used - until that point, 1685 * been applied flag when they are used - until that point,
3608 esrv_send_item (pl, op); 1702 esrv_send_item (pl, op);
3609 1703
3610 return 0; 1704 return 0;
3611} 1705}
3612 1706
1707/**
1708 * Check if op should abort moving victim because of it's race or slaying.
1709 * Returns 1 if it should abort, returns 0 if it should continue.
1710 */
3613int 1711int
3614monster_apply_special (object *who, object *op, int aflags) 1712should_director_abort (object *op, object *victim)
3615{ 1713{
3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1714 int arch_flag, name_flag, race_flag;
1715
1716 /* Get flags to determine what of arch, name, and race should be checked.
1717 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1718 * the next is the name flag, and the last is the race flag. Also note,
1719 * if subtype is set to zero, that also goes to defaults of all affecting
1720 * it. Examples:
1721 * subtype 1: only arch
1722 * subtype 3: arch or name
1723 * subtype 5: arch or race
1724 * subtype 7: all three
1725 */
1726 if (op->subtype)
1727 {
1728 arch_flag = op->subtype & 1;
1729 name_flag = op->subtype & 2;
1730 race_flag = op->subtype & 4;
1731 }
1732 else
1733 {
1734 arch_flag = 1;
1735 name_flag = 1;
1736 race_flag = 1;
1737 }
1738
1739 /* If the director has race set, only affect objects with a arch,
1740 * name or race that matches.
1741 */
1742 if ((op->race) &&
1743 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1744 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1745 ((!(victim->race && race_flag) || op->race != victim->race)))
3617 return 1; 1746 return 1;
3618 1747
1748 /* If the director has slaying set, only affect objects where none
1749 * of arch, name, or race match.
1750 */
1751 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1752 ((victim->name && name_flag && op->slaying == victim->name)) ||
1753 ((victim->race && race_flag && op->slaying == victim->race)))
1754 return 1;
1755
1756 return 0;
1757}
1758
1759/**
1760 * This handles a player dropping money on an altar to identify stuff.
1761 * It'll identify marked item, if none all items up to dropped money.
1762 * Return value: 1 if money was destroyed, 0 if not.
1763 */
1764static int
1765apply_id_altar (object *money, object *altar, object *pl)
1766{
1767 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1768
1769 if (!pl || pl->type != PLAYER)
1770 return 0;
1771
1772 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1773 * identifying' from being printed out more than it needs to be.
1774 */
1775 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1776 return 0;
1777
1778 /* if the player has a marked item, identify that if it needs to be
1779 * identified. If it doesn't, then go through the player inventory.
1780 */
1781 if (object *marked = find_marked_object (pl))
1782 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1783 {
1784 if (operate_altar (altar, &money, pl))
1785 {
1786 identify (marked);
1787
1788 buf.printf ("You have %s.\r", long_desc (marked, pl));
1789 if (marked->msg)
1790 buf << "The item has a story:\r" << marked->msg << "\n\n";
1791
1792 return !money;
1793 }
1794 }
1795
1796 for (object *id = pl->inv; id; id = id->below)
1797 {
1798 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1799 {
1800 if (operate_altar (altar, &money, pl))
1801 {
1802 identify (id);
1803
1804 buf.printf ("You have %s.\r", long_desc (id, pl));
1805 if (id->msg)
1806 buf << "The item has a story:\r" << id->msg << "\n\n";
1807
1808 /* If no more money, might as well quit now */
1809 if (!money || !check_altar_sacrifice (altar, money))
1810 break;
1811 }
1812 else
1813 {
1814 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1815 break;
1816 }
1817 }
1818 }
1819
1820 if (buf.empty ())
1821 pl->failmsg ("You have nothing that needs identifying");
1822 else
1823 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1824
1825 return !money;
1826}
1827
1828/**
1829 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1830 * matching item.
1831 **/
1832void
1833handle_apply_yield (object *tmp)
1834{
1835 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1836 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1837}
1838
1839/**
1840 * Handles applying a potion.
1841 */
1842int
1843apply_potion (object *op, object *tmp)
1844{
1845 int got_one = 0, i;
1846 object *force = 0;
1847
1848 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1849
1850 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1851 {
1852 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1853
1854 CLEAR_FLAG (tmp, FLAG_APPLIED);
1855 return 0;
1856 }
1857
1858 if (op->type == PLAYER)
1859 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1860 identify (tmp);
1861
1862 handle_apply_yield (tmp);
1863
1864 /* Potion of restoration - only for players */
1865 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1866 {
1867 object *depl;
1868 archetype *at;
1869
1870 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1871 {
1872 op->drain_stat ();
1873 op->update_stats ();
1874 tmp->decrease ();
1875 return 1;
1876 }
1877
1878 if (!(at = archetype::find (shstr_depletion)))
1879 {
1880 LOG (llevError, "Could not find archetype depletion\n");
1881 return 0;
1882 }
1883
1884 depl = present_arch_in_ob (at, op);
1885
1886 if (depl)
1887 {
1888 for (i = 0; i < NUM_STATS; i++)
1889 if (depl->stats.stat (i))
1890 op->statusmsg (restore_msg[i]);
1891
1892 depl->destroy ();
1893 op->update_stats ();
1894 }
1895 else
1896 op->statusmsg ("Your potion had no effect.");
1897
1898 tmp->decrease ();
1899 return 1;
1900 }
1901
1902 /* improvement potion - only for players */
1903 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1904 {
1905 for (i = 1; i < min (11, op->level); i++)
1906 {
1907 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1908 {
1909 if (op->contr->levhp[i] != 1)
1910 {
1911 op->contr->levhp[i] = 1;
1912 break;
1913 }
1914
1915 if (op->contr->levsp[i] != 1)
1916 {
1917 op->contr->levsp[i] = 1;
1918 break;
1919 }
1920
1921 if (op->contr->levgrace[i] != 1)
1922 {
1923 op->contr->levgrace[i] = 1;
1924 break;
1925 }
1926 }
1927 else
1928 {
1929 if (op->contr->levhp[i] < 9)
1930 {
1931 op->contr->levhp[i] = 9;
1932 break;
1933 }
1934
1935 if (op->contr->levsp[i] < 6)
1936 {
1937 op->contr->levsp[i] = 6;
1938 break;
1939 }
1940
1941 if (op->contr->levgrace[i] < 3)
1942 {
1943 op->contr->levgrace[i] = 3;
1944 break;
1945 }
1946 }
1947 }
1948
1949 /* Just makes checking easier */
1950 if (i < min (11, op->level))
1951 got_one = 1;
1952
1953 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1954 {
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->statusmsg ("The Gods smile upon you and remake you "
1959 "a little more in their image. "
1960 "You feel a little more perfect.", NDI_GREEN);
1961 }
1962 else
1963 op->statusmsg ("The potion had no effect - you are already perfect.");
1964 }
1965 else
1966 { /* cursed potion */
1967 if (got_one)
1968 {
1969 op->update_stats ();
1970 op->failmsg ("The Gods are angry and punish you.");
1971 }
1972 else
1973 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1974 }
1975
1976 tmp->decrease ();
1977 return 1;
1978 }
1979
1980
1981 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1982 * and heroism all fit into this category. Given the spell object code,
1983 * there is no limit to the number of spells that potions can be cast,
1984 * but direction is problematic to try and imbue fireball potions for example.
1985 */
1986 if (tmp->inv)
1987 {
1988 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1989 {
1990 op->failmsg ("Yech! Your lungs are on fire!");
1991 create_exploding_ball_at (op, op->level);
1992 }
1993 else
1994 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1995
1996 tmp->decrease ();
1997
1998 /* if youre dead, no point in doing this... */
1999 if (!QUERY_FLAG (op, FLAG_REMOVED))
2000 op->update_stats ();
2001
2002 return 1;
2003 }
2004
2005 /* Deal with protection potions */
2006 force = NULL;
2007 for (i = 0; i < NROFATTACKS; i++)
2008 {
2009 if (tmp->resist[i])
2010 {
2011 if (!force)
2012 force = get_archetype (FORCE_NAME);
2013
2014 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2015 force->type = POTION_EFFECT;
2016 break; /* Only need to find one protection since we copy entire batch */
2017 }
2018 }
2019
2020 /* This is a protection potion */
2021 if (force)
2022 {
2023 /* cursed items last longer */
2024 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2025 {
2026 force->stats.food *= 10;
2027 for (i = 0; i < NROFATTACKS; i++)
2028 if (force->resist[i] > 0)
2029 force->resist[i] = -force->resist[i]; /* prot => vuln */
2030 }
2031
2032 force->speed_left = -1;
2033 force = insert_ob_in_ob (force, op);
2034 CLEAR_FLAG (tmp, FLAG_APPLIED);
2035 SET_FLAG (force, FLAG_APPLIED);
2036 change_abil (op, force);
2037 tmp->decrease ();
2038 return 1;
2039 }
2040
2041 /* Only thing left are the stat potions */
2042 if (op->type == PLAYER)
2043 { /* only for players */
2044 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2045 || QUERY_FLAG (tmp, FLAG_DAMNED))
2046 && tmp->value != 0)
2047 CLEAR_FLAG (tmp, FLAG_APPLIED);
2048 else
2049 SET_FLAG (tmp, FLAG_APPLIED);
2050
2051 if (!change_abil (op, tmp))
2052 op->statusmsg ("Nothing happened.");
2053 }
2054
2055 /* CLEAR_FLAG is so that if the character has other potions
2056 * that were grouped with the one consumed, his
2057 * stat will not be raised by them. fix_player just clears
2058 * up all the stats.
2059 */
2060 CLEAR_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats ();
2062 tmp->decrease ();
2063 return 1;
2064}
2065
2066/**
2067 * 'victim' moves onto 'trap'
2068 * 'victim' leaves 'trap'
2069 * effect is determined by move_on/move_off of trap and move_type of victime.
2070 *
2071 * originator: Player, monster or other object that caused 'victim' to move
2072 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2073 * However, some types of traps require an originator to function.
2074 */
2075void
2076move_apply (object *trap, object *victim, object *originator)
2077{
2078 static int recursion_depth = 0;
2079
2080 /* Only exits affect DMs. */
2081 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2082 return;
2083
2084 /* move_apply() is the most likely candidate for causing unwanted and
2085 * possibly unlimited recursion.
2086 */
2087 /* The following was changed because it was causing perfectly correct
2088 * maps to fail. 1) it's not an error to recurse:
2089 * rune detonates, summoning monster. monster lands on nearby rune.
2090 * nearby rune detonates. This sort of recursion is expected and
2091 * proper. This code was causing needless crashes.
2092 */
2093 if (recursion_depth >= 500)
2094 {
2095 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2096 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2097 return;
2098 }
2099
2100 recursion_depth++;
2101 if (trap->head)
2102 trap = trap->head;
2103
2104 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2105 switch (trap->type)
2106 {
2107 case PLAYERMOVER:
2108 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2109 {
2110 if (!trap->stats.maxsp)
2111 trap->stats.maxsp = 2;
2112
2113 /* Is this correct? From the docs, it doesn't look like it
2114 * should be divided by trap->speed
2115 */
2116 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2117
2118 /* Just put in some sanity check. I think there is a bug in the
2119 * above with some objects have zero speed, and thus the player
2120 * getting permanently paralyzed.
2121 */
2122 if (victim->speed_left < -50.f)
2123 victim->speed_left = -50.f;
2124 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2125 }
2126 break;
2127
2128 case SPINNER:
2129 if (victim->direction)
2130 {
2131 victim->direction = absdir (victim->direction - trap->stats.sp);
2132 update_turn_face (victim);
2133 }
2134 break;
2135
2136 case DIRECTOR:
2137 if (victim->direction && !should_director_abort (trap, victim))
2138 {
2139 victim->direction = trap->stats.sp;
2140 update_turn_face (victim);
2141 }
2142 break;
2143
2144 case BUTTON:
2145 case PEDESTAL:
2146 case T_MATCH:
2147 update_button (trap, originator);
2148 break;
2149
2150 case ALTAR:
2151 /* sacrifice victim on trap */
2152 apply_altar (trap, victim, originator);
2153 break;
2154
2155 case THROWN_OBJ:
2156 if (trap->inv == NULL)
2157 break;
2158 /* fallthrough */
2159
2160 case ARROW:
2161 /* bad bug: monster throw a object, make a step forwards, step on object ,
2162 * trigger this here and get hit by own missile - and will be own enemy.
2163 * Victim then is his own enemy and will start to kill herself (this is
2164 * removed) but we have not synced victim and his missile. To avoid senseless
2165 * action, we avoid hits here
2166 */
2167 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2168 && trap->owner != victim)
2169 hit_with_arrow (trap, victim);
2170 break;
2171
2172 case SPELL_EFFECT:
2173 apply_spell_effect (trap, victim);
2174 break;
2175
2176 case TRAPDOOR:
2177 {
2178 int max, sound_was_played;
2179 object *ab, *ab_next;
2180
2181 if (!trap->value)
2182 {
2183 int tot;
2184
2185 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2186 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187 tot += ab->head_ ()->total_weight ();
2188
2189 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2190 break;
2191
2192 SET_ANIMATION (trap, trap->value);
2193 update_object (trap, UP_OBJ_FACE);
2194 }
2195
2196 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2197 {
2198 /* need to set this up, since if we do transfer the object,
2199 * ab->above would be bogus
2200 */
2201 ab_next = ab->above;
2202
2203 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2204 {
2205 if (!sound_was_played)
2206 {
2207 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2208 sound_was_played = 1;
2209 }
2210
2211 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2212 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2213 }
2214 }
2215 break;
2216 }
2217
2218 case CONVERTER:
2219 if (convert_item (victim, trap) < 0)
2220 {
2221 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2222 archetype::get (shstr_burnout)->insert_at (trap, trap);
2223 }
2224
2225 break;
2226
2227 case TRIGGER_BUTTON:
2228 case TRIGGER_PEDESTAL:
2229 case TRIGGER_ALTAR:
2230 check_trigger (trap, victim, originator);
2231 break;
2232
2233 case DEEP_SWAMP:
2234 walk_on_deep_swamp (trap, victim);
2235 break;
2236
2237 case CHECK_INV:
2238 check_inv (victim, trap);
2239 break;
2240
2241 case HOLE:
2242 move_apply_hole (trap, victim);
2243 break;
2244
2245 case EXIT:
2246 if (victim->type == PLAYER && EXIT_PATH (trap))
2247 {
2248 /* Basically, don't show exits leading to random maps the
2249 * players output.
2250 */
2251 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2252 victim->statusmsg (trap->msg, NDI_NAVY);
2253
2254 trap->play_sound (trap->sound);
2255 victim->enter_exit (trap);
2256 }
2257 break;
2258
2259 case ENCOUNTER:
2260 /* may be some leftovers on this */
2261 break;
2262
2263 case SHOP_MAT:
2264 apply_shop_mat (trap, victim);
2265 break;
2266
2267 /* Drop a certain amount of gold, and have one item identified */
2268 case IDENTIFY_ALTAR:
2269 apply_id_altar (victim, trap, originator);
2270 break;
2271
2272 case SIGN:
2273 if (victim->type != PLAYER && trap->stats.food > 0)
2274 break; /* monsters musn't apply magic_mouths with counters */
2275
2276 apply_sign (victim, trap, 1);
2277 break;
2278
2279 case CONTAINER:
2280 apply_container (victim, trap);
2281 break;
2282
2283 case RUNE:
2284 case TRAP:
2285 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2286 spring_trap (trap, victim);
2287 break;
2288
2289 default:
2290 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2291 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2292 break;
2293 }
2294
2295 recursion_depth--;
2296}
2297
2298/**
2299 * Handles reading a regular (ie not containing a spell) book.
2300 */
2301static void
2302apply_book (object *op, object *tmp)
2303{
2304 int lev_diff;
2305 object *skill_ob;
2306
2307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2308 {
2309 op->failmsg ("You are unable to read while blind!");
2310 return;
2311 }
2312
2313 if (!tmp->msg)
2314 {
2315 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2316 return;
2317 }
2318
2319 /* need a literacy skill to read stuff! */
2320 skill_ob = find_skill_by_name (op, tmp->skill);
2321 if (!skill_ob)
2322 {
2323 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2324 return;
2325 }
2326
2327 lev_diff = tmp->level - (skill_ob->level + 5);
2328 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2329 {
2330 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2331 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2332 : lev_diff < 5 ? "This book is beyond your comprehension."
2333 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2334 : lev_diff < 15 ? "This book is way beyond your comprehension."
2335 : "This book is totally beyond your comprehension.");
2336 return;
2337 }
2338
2339 // we currently don't use the message types for anything.
2340 // readable_message_type *msgType = get_readable_message_type (tmp);
2341
2342 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2343
2344 if (player *pl = op->contr)
2345 if (client *ns = pl->ns)
2346 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2347
2348 /* gain xp from reading */
2349 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2350 { /* only if not read before */
2351 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2352
2353 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2354 {
2355 /*exp_gain *= 2; because they just identified it too */
2356 SET_FLAG (tmp, FLAG_IDENTIFIED);
2357
2358 if (object *pl = tmp->visible_to ())
2359 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2360 }
2361
2362 change_exp (op, exp_gain, skill_ob->skill, 0);
2363 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2364 }
2365}
2366
2367/**
2368 * op made some mistake with a scroll, this takes care of punishment.
2369 * scroll_failure()- hacked directly from spell_failure
2370 */
2371static void
2372scroll_failure (object *op, int failure, int power)
2373{
2374 if (abs (failure / 4) > power)
2375 power = abs (failure / 4); /* set minimum effect */
2376
2377 if (failure <= -1 && failure > -15)
2378 { /* wonder */
2379 object *tmp;
2380
2381 op->failmsg ("Your spell warps!");
2382 tmp = get_archetype (SPELL_WONDER);
2383 cast_wonder (op, op, 0, tmp);
2384 tmp->destroy ();
2385 }
2386 else if (failure <= -15 && failure > -35)
2387 { /* drain mana */
2388 op->failmsg ("Your mana is drained!");
2389 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2390 if (op->stats.sp < 0)
2391 op->stats.sp = 0;
2392 }
2393 else if (settings.spell_failure_effects == TRUE)
2394 {
2395 if (failure <= -35 && failure > -60)
2396 { /* confusion */
2397 op->failmsg ("The magic recoils on you!");
2398 confuse_player (op, op, power);
2399 }
2400 else if (failure <= -60 && failure > -70)
2401 { /* paralysis */
2402 op->failmsg ("The magic recoils and paralyzes you!");
2403 paralyze_player (op, op, power);
2404 }
2405 else if (failure <= -70 && failure > -80)
2406 { /* blind */
2407 op->failmsg ("The magic recoils on you!");
2408 blind_player (op, op, power);
2409 }
2410 else if (failure <= -80)
2411 { /* blast the immediate area */
2412 object *tmp = get_archetype (LOOSE_MANA);
2413 cast_magic_storm (op, tmp, power);
2414 op->failmsg ("You unleash uncontrolled mana!");
2415 tmp->destroy ();
2416 }
2417 }
2418}
2419
2420/**
2421 * Handles the applying of a skill scroll, calling learn_skill straight.
2422 * op is the person learning the skill, tmp is the skill scroll object
2423 */
2424static void
2425apply_skillscroll (object *op, object *tmp)
2426{
2427 switch (learn_skill (op, tmp))
2428 {
2429 case 0:
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2432 break;
2433
2434 case 1:
2435 tmp->decrease ();
2436 op->play_sound (sound_find ("skill_learn"));
2437 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2438 break;
2439
2440 default:
2441 tmp->decrease ();
2442 op->play_sound (sound_find ("generic_fail"));
2443 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2444 break;
2445 }
2446}
2447
2448/**
2449 * Actually makes op learn spell.
2450 * Informs player of what happens.
2451 */
2452void
2453do_learn_spell (object *op, object *spell, int special_prayer)
2454{
2455 object *tmp;
2456
2457 if (op->type != PLAYER)
2458 {
2459 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2460 return;
2461 }
2462
2463 /* Upgrade special prayers to normal prayers */
2464 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2465 {
2466 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2467 {
2468 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2469 return;
2470 }
2471 return;
2472 }
2473
2474 op->contr->play_sound (sound_find ("learn_spell"));
2475
2476 tmp = spell->clone ();
2477 insert_ob_in_ob (tmp, op);
2478
2479 if (special_prayer)
2480 SET_FLAG (tmp, FLAG_STARTEQUIP);
2481
2482 esrv_add_spells (op->contr, tmp);
2483}
2484
2485/**
2486 * Erases spell from player's inventory.
2487 */
2488void
2489do_forget_spell (object *op, const char *spell)
2490{
2491 object *spob;
2492
2493 if (op->type != PLAYER)
2494 {
2495 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2496 return;
2497 }
2498 if ((spob = check_spell_known (op, spell)) == NULL)
2499 {
2500 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2501 return;
2502 }
2503
2504 op->failmsg (format ("You lose knowledge of %s.", spell));
2505 esrv_remove_spell (op->contr, spob);
2506 spob->destroy ();
2507}
2508
2509/**
2510 * Handles player applying a spellbook.
2511 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2512 * stuff like that. Random learning failure too.
2513 */
2514static void
2515apply_spellbook (object *op, object *tmp)
2516{
2517 object *skop, *spell, *spell_skill;
2518
2519 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->failmsg ("You are unable to read while blind.");
2522 return;
2523 }
2524
2525 /* artifact_spellbooks have 'slaying' field point to a spell name,
2526 * instead of having their spell stored in stats.sp. These are
2527 * legacy spellbooks
2528 */
2529 if (tmp->slaying)
2530 {
2531 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2532
2533 if (!spell)
2534 {
2535 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2536 return;
2537 }
2538 else
2539 insert_ob_in_ob (spell, tmp);
2540
2541 tmp->slaying = 0;
2542 }
2543
2544 skop = find_skill_by_name (op, tmp->skill);
2545
2546 /* need a literacy skill to learn spells. Also, having a literacy level
2547 * lower than the spell will make learning the spell more difficult */
2548 if (!skop)
2549 {
2550 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2551 return;
2552 }
2553
2554 spell = tmp->inv;
2555
2556 if (!spell)
2557 {
2558 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2559 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2560 return;
2561 }
2562
2563 int learn_level = sqrtf (spell->level) * 1.5f;
2564 if (skop->level < learn_level)
2565 {
2566 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2567 &tmp->skill, learn_level));
2568 return;
2569 }
2570
2571 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2572
2573 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2574 identify (tmp);
2575
2576 /* I removed the check for special_prayer_mark here - it didn't make
2577 * a lot of sense - special prayers are not found in spellbooks, and
2578 * if the player doesn't know the spell, doesn't make a lot of sense that
2579 * they would have a special prayer mark.
2580 */
2581 if (check_spell_known (op, spell->name))
2582 {
2583 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2584 return;
2585 }
2586
2587 if (spell->skill)
2588 {
2589 spell_skill = find_skill_by_name (op, spell->skill);
2590
2591 if (!spell_skill)
2592 {
2593 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2594 return;
2595 }
2596
2597 if (spell_skill->level < spell->level)
2598 {
2599 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2600 return;
2601 }
2602 }
2603
2604 /* Logic as follows
2605 *
2606 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2607 *
2608 * 2- The learner's skill level in literacy adjusts the chance to learn
2609 * a spell.
2610 *
2611 * 3 -Automatically fail to learn if you read while confused
2612 *
2613 * Overall, chances are the same but a player will find having a high
2614 * literacy rate very useful! -b.t.
2615 */
2616 if (QUERY_FLAG (op, FLAG_CONFUSED))
2617 {
2618 op->failmsg ("In your confused state you flub the wording of the text!");
2619 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2620 }
2621 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2622 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2623 {
2624 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2625 do_learn_spell (op, spell, 0);
2626
2627 /* xp gain to literacy for spell learning */
2628 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2629 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2630 }
2631 else
2632 {
2633 op->contr->play_sound (sound_find ("fumble_spell"));
2634 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2635 }
2636
2637 tmp->decrease ();
2638}
2639
2640/**
2641 * Handles applying a spell scroll.
2642 */
2643void
2644apply_scroll (object *op, object *tmp, int dir)
2645{
2646 object *skop;
2647
2648 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2649 {
2650 op->failmsg ("You are unable to read while blind.");
2651 return;
2652 }
2653
2654 if (!tmp->inv || tmp->inv->type != SPELL)
2655 {
2656 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2657 return;
2658 }
2659
2660 if (op->type == PLAYER)
2661 {
2662 /* players need a literacy skill to read stuff! */
2663 int exp_gain = 0;
2664
2665 /* hard code literacy - tmp->skill points to where the exp
2666 * should go for anything killed by the spell.
2667 */
2668 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2669
2670 if (!skop)
2671 {
2672 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2673 return;
2674 }
2675
2676 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2677 change_exp (op, exp_gain, skop->skill, 0);
2678 }
2679
2680 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2681 identify (tmp);
2682
2683 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2684
2685 cast_spell (op, tmp, dir, tmp->inv, NULL);
2686 tmp->decrease ();
2687}
2688
2689/**
2690 * Applies a treasure object - by default, chest. op
2691 * is the person doing the applying, tmp is the treasure
2692 * chest.
2693 */
2694static void
2695apply_treasure (object *op, object *tmp)
2696{
2697 /* Nice side effect of this treasure creation method is that the treasure
2698 * for the chest is done when the chest is created, and put into the chest
2699 * inventory. So that when the chest burns up, the items still exist. Also
2700 * prevents people from moving chests to more difficult maps to get better
2701 * treasure
2702 */
2703 object *treas = tmp->inv;
2704
2705 if (!treas)
2706 {
2707 op->statusmsg ("The chest was empty.");
2708 tmp->decrease ();
2709 return;
2710 }
2711
2712 while (tmp->inv)
2713 {
2714 treas = tmp->inv;
2715 treas->remove ();
2716
2717 treas->x = op->x;
2718 treas->y = op->y;
2719 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2720
2721 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2722 spring_trap (treas, op);
2723
2724 /* If either player or container was destroyed, no need to do
2725 * further processing. I think this should be enclused with
2726 * spring trap above, as I don't think there is otherwise
2727 * any way for the treasure chest or player to get killed.
2728 */
2729 if (op->destroyed () || tmp->destroyed ())
2730 break;
2731 }
2732
2733 if (!tmp->destroyed () && !tmp->inv)
2734 tmp->decrease (true);
2735}
2736
2737/**
2738 * A dragon is eating some flesh. If the flesh contains resistances,
2739 * there is a chance for the dragon's skin to get improved.
2740 *
2741 * attributes:
2742 * object *op the object (dragon player) eating the flesh
2743 * object *meal the flesh item, getting chewed in dragon's mouth
2744 * return:
2745 * int 1 if eating successful, 0 if it doesn't work
2746 */
2747static int
2748dragon_eat_flesh (object *op, object *meal)
2749{
2750 object *skin = NULL; /* pointer to dragon skin force */
2751 object *abil = NULL; /* pointer to dragon ability force */
2752 object *tmp = NULL; /* tmp. object */
2753
2754 double chance; /* improvement-chance of one resistance type */
2755 double totalchance = 1; /* total chance of gaining one resistance */
2756 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2757 double mbonus = 0; /* monster bonus */
2758 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2759 int winners = 0; /* number of winners */
2760 int i; /* index */
2761
2762 /* let's make sure and doublecheck the parameters */
2763 if (meal->type != FLESH || !op->is_dragon ())
2764 return 0;
2765
2766 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2767 from the player's inventory */
2768 for (tmp = op->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == FORCE)
2770 if (tmp->arch->archname == shstr_dragon_skin_force)
2771 skin = tmp;
2772 else if (tmp->arch->archname == shstr_dragon_ability_force)
2773 abil = tmp;
2774
2775 /* if either skin or ability are missing, this is an old player
2776 which is not to be considered a dragon -> bail out */
2777 if (skin == NULL || abil == NULL)
2778 return 0;
2779
2780 /* now start by filling stomache and health, according to food-value */
2781 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2782 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2783 else
2784 op->stats.hp += meal->stats.food / 50;
2785
2786 min_it (op->stats.hp, op->stats.maxhp);
2787 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2788
2789 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2790
2791 /* on to the interesting part: chances for adding resistance */
2792 for (i = 0; i < NROFATTACKS; i++)
2793 {
2794 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2795 {
2796 /* got positive resistance, now calculate improvement chance (0-100) */
2797
2798 /* this bonus makes resistance increase easier at lower levels */
2799 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2800 if (i == abil->stats.exp)
2801 bonus += 5; /* additional bonus for resistance of ability-focus */
2802
2803 /* monster bonus increases with level, because high-level
2804 flesh is too rare */
2805 mbonus = op->level * 20. / ((double) settings.max_level);
2806
2807 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2808 ((double)settings.max_level)) - skin->resist[i];
2809
2810 if (chance >= 0.)
2811 chance += 1.;
2812 else
2813 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2814
2815 /* chance is proportional to amount of resistance (max. 50) */
2816 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2817
2818 /* doubled chance for resistance of ability-focus */
2819 if (i == abil->stats.exp)
2820 chance = min (100., chance * 2.);
2821
2822 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2823 if (rndm (10000) < (unsigned int)(chance * 100))
2824 {
2825 atnr_winner[winners] = i;
2826 winners++;
2827 }
2828
2829 if (chance >= 0.01)
2830 totalchance *= 1 - chance / 100;
2831
2832 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2833 }
2834 }
2835
2836 /* inverse totalchance as until now we have the failure-chance */
2837 totalchance = 100 - totalchance * 100;
2838
2839 /* print message according to totalchance */
2840 const char *buf;
2841 if (totalchance > 50.)
2842 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2843 else if (totalchance > 10.)
2844 buf = format ("The %s tasted very good.", &meal->name);
2845 else if (totalchance > 1.)
2846 buf = format ("The %s tasted good.", &meal->name);
2847 else if (totalchance > 0.1)
2848 buf = format ("The %s tasted bland.", &meal->name);
2849 else if (totalchance >= 0.01)
2850 buf = format ("The %s had a boring taste.", &meal->name);
2851 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2852 buf = format ("The %s tasted strange.", &meal->name);
2853 else
2854 buf = format ("The %s had no taste.", &meal->name);
2855
2856 op->statusmsg (buf);
2857
2858 /* now choose a winner if we have any */
2859 i = -1;
2860 if (winners > 0)
2861 i = atnr_winner [rndm (winners)];
2862
2863 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2864 {
2865 /* resistance increased! */
2866 skin->resist[i]++;
2867 op->update_stats ();
2868
2869 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2870 }
2871
2872 /* if this flesh contains a new ability focus, we mark it
2873 into the ability_force and it will take effect on next level */
2874 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2875 {
2876 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2877
2878 if (meal->last_eat != abil->stats.exp)
2879 op->statusmsg (format (
2880 "Your metabolism prepares to focus on %s!\n"
2881 "The change will happen at level %d.",
2882 change_resist_msg[meal->last_eat],
2883 abil->level + 1
2884 ));
2885 else
2886 {
2887 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2888 abil->last_eat = 0;
2889 }
2890 }
2891
2892 return 1;
2893}
2894
2895/**
2896 * op eats food.
2897 * If player, takes care of messages and dragon special food.
2898 */
2899static void
2900apply_food (object *op, object *tmp)
2901{
2902 int capacity_remaining;
2903
2904 if (op->type != PLAYER)
2905 op->stats.hp = op->stats.maxhp;
2906 else
2907 {
2908 /* check if this is a dragon (player), eating some flesh */
2909 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2910 ;
2911 else
2912 {
2913 /* usual case - no dragon meal: */
2914 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2915 {
2916 if (tmp->type == FOOD || tmp->type == FLESH)
2917 op->failmsg ("You feel full, but what a waste of food!");
2918 else
2919 op->statusmsg ("Most of the drink goes down your face not your throat!");
2920 }
2921
2922 tmp->play_sound (
2923 tmp->sound
2924 ? tmp->sound
2925 : tmp->type == DRINK
2926 ? sound_find ("eat_drink")
2927 : sound_find ("eat_food")
2928 );
2929
2930 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2931 {
2932 const char *buf;
2933
2934 if (!op->is_dragon ())
2935 {
2936 /* eating message for normal players */
2937 if (tmp->type == DRINK)
2938 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2939 else
2940 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2941 }
2942 else
2943 /* eating message for dragon players */
2944 buf = format ("The %s tasted terrible!", &tmp->name);
2945
2946 op->statusmsg (buf);
2947
2948 capacity_remaining = MAX_FOOD - op->stats.food;
2949 op->stats.food += tmp->stats.food;
2950 if (capacity_remaining < tmp->stats.food)
2951 op->stats.hp += capacity_remaining / 50;
2952 else
2953 op->stats.hp += tmp->stats.food / 50;
2954
2955 min_it (op->stats.hp, op->stats.maxhp);
2956 min_it (op->stats.food, MAX_FOOD);
2957 }
2958
2959 /* special food hack -b.t. */
2960 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2961 eat_special_food (op, tmp);
2962 }
2963 }
2964
2965 handle_apply_yield (tmp);
2966 tmp->decrease ();
2967}
2968
2969/**
2970 * Handles applying an improve armor scroll.
2971 * Does some sanity checks, then calls improve_armour.
2972 */
2973static void
2974apply_armour_improver (object *op, object *tmp)
2975{
2976 object *armor;
2977
2978 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2979 {
2980 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2981 return;
2982 }
2983
2984 armor = find_marked_object (op);
2985
2986 if (!armor)
2987 {
2988 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2989 return;
2990 }
2991
2992 if (armor->type != ARMOUR
2993 && armor->type != CLOAK
2994 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2995 {
2996 op->failmsg ("Your marked item is not armour!\n");
2997 return;
2998 }
2999
3000 op->statusmsg ("Applying armour enchantment.");
3001 improve_armour (op, tmp, armor);
3002}
3003
3004void
3005apply_poison (object *op, object *tmp)
3006{
3007 // need to do it now when it is still on the map
3008 handle_apply_yield (tmp);
3009
3010 object *poison = tmp->split (1);
3011
3012 if (op->type == PLAYER)
3013 {
3014 op->contr->play_sound (sound_find ("drink_poison"));
3015 op->failmsg ("Yech! That tasted poisonous!");
3016 op->contr->killer = poison;
3017 }
3018
3019 if (poison->stats.hp > 0)
3020 {
3021 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3022 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3023 }
3024
3025 op->stats.food -= op->stats.food / 4;
3026 poison->destroy ();
3027}
3028
3029/**
3030 * This function will try to apply a lighter and in case no lighter
3031 * is specified it will try to find a lighter in the players inventory,
3032 * and inform him about this requirement.
3033 *
3034 * who - the player
3035 * op - the item we want to light
3036 * lighter - the lighter or 0 if a lighter has yet to be found
3037 */
3038static object *
3039auto_apply_lighter (object *who, object *op, object *lighter)
3040{
3041 if (lighter == 0)
3042 {
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (tmp->type == LIGHTER)
3046 {
3047 lighter = tmp;
3048 break;
3049 }
3050 }
3051
3052 if (!lighter)
3053 {
3054 who->failmsg (format (
3055 "You can't light up the %s with your bare hands! "
3056 "H<You need a lighter in your inventory, for example a flint and steel.>",
3057 &op->name));
3058 return 0;
3059 }
3060 }
3061
3062 // last_eat == 0 means the lighter is not being used up!
3063 if (lighter->last_eat && lighter->stats.food)
3064 {
3065 /* lighter gets used up */
3066 lighter = lighter->split ();
3067 lighter->stats.food--;
3068 who->insert (lighter);
3069 }
3070 else if (lighter->last_eat)
3071 {
3072 /* no charges left in lighter */
3073 who->failmsg (format (
3074 "You attempt to light the %s with a used up %s.",
3075 &op->name, &lighter->name));
3076 return 0;
3077 }
3078
3079 return lighter;
3080}
3081
3082/**
3083 * Designed primarily to light torches/lanterns/etc.
3084 * Also burns up burnable material too. First object in the inventory is
3085 * the selected object to "burn". -b.t.
3086 */
3087static void
3088apply_lighter (object *who, object *lighter)
3089{
3090 object *item;
3091 int is_player_env = 0;
3092
3093 item = find_marked_object (who);
3094 if (item)
3095 {
3096 if (!auto_apply_lighter (who, item, lighter))
3097 return;
3098
3099 /* Perhaps we should split what we are trying to light on fire?
3100 * I can't see many times when you would want to light multiple
3101 * objects at once.
3102 */
3103
3104 save_throw_object (item, AT_FIRE, who);
3105
3106 if (item->destroyed ()
3107 || ((item->type == LAMP || item->type == TORCH)
3108 && item->glow_radius > 0))
3109 who->statusmsg (format (
3110 "You light the %s with the %s.",
3111 &item->name, &lighter->name));
3112 else
3113 who->failmsg (format (
3114 "You attempt to light the %s with the %s and fail.",
3115 &item->name, &lighter->name));
3116 }
3117 else
3118 who->failmsg ("You need to mark a lightable object.");
3119}
3120
3121/**
3122 * This function generates a cursed effect for cursed lamps and torches.
3123 */
3124static void
3125player_apply_lamp_cursed_effect (object *who, object *op)
3126{
3127 if (op->level)
3128 {
3129 who->failmsg (format (
3130 "The %s was cursed, it explodes in a big fireball!",
3131 &op->name));
3132 create_exploding_ball_at (who, op->level);
3133 }
3134 else
3135 {
3136 who->failmsg (format (
3137 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3138 &op->name));
3139 }
3140
3141 op->destroy ();
3142}
3143
3144/**
3145 * Apply for players and lamps
3146 *
3147 * who - the player
3148 * op - the lamp
3149 */
3150static void
3151player_apply_lamp (object *who, object *op)
3152{
3153 bool switch_on = op->glow_radius ? false : true;
3154
3155 if (switch_on)
3156 {
3157 object *lighter = 0;
3158
3159 if (op->flag [FLAG_IS_LIGHTABLE]
3160 && !(lighter = auto_apply_lighter (who, op, 0)))
3161 return;
3162
3163 if (op->stats.food < 1)
3164 {
3165 if (op->type == LAMP)
3166 who->failmsg (format (
3167 "The %s is out of fuel! "
3168 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3169 &op->name));
3170 else
3171 who->failmsg (format (
3172 "The %s is burnt out! "
3173 "H<Torches and similar items burn out and become worthless.>",
3174 &op->name));
3175 return;
3176 }
3177
3178 if (op->flag [FLAG_CURSED])
3179 {
3180 player_apply_lamp_cursed_effect (who, op);
3181 return;
3182 }
3183
3184 if (lighter)
3185 who->statusmsg (format (
3186 "You light up the %s with the %s.", &op->name, &lighter->name));
3187 else
3188 who->statusmsg (format ("You light up the %s.", &op->name));
3189 }
3190 else
3191 {
3192 if (op->flag [FLAG_CURSED])
3193 {
3194 player_apply_lamp_cursed_effect (who, op);
3195 return;
3196 }
3197
3198 if (op->type == TORCH)
3199 {
3200 if (!op->flag [FLAG_IS_LIGHTABLE])
3201 {
3202 who->statusmsg (format (
3203 "You put out the %s. "
3204 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3205 &op->name, &op->name));
3206 }
3207 else
3208 who->statusmsg (format (
3209 "You put out the %s."
3210 "H<Torches wear out if you put them out.>",
3211 &op->name));
3212 }
3213 else
3214 who->statusmsg (format ("You turn off the %s.", &op->name));
3215 }
3216
3217 apply_lamp (op, switch_on);
3218}
3219
3220void get_animation_from_arch (object *op, arch_ptr a)
3221{
3222 op->animation_id = a->animation_id;
3223 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3224 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3225 op->anim_speed = a->anim_speed;
3226 op->last_anim = 0;
3227 op->state = 0;
3228 op->face = a->face;
3229
3230 if (NUM_ANIMATIONS(op) > 1)
3231 {
3232 SET_ANIMATION(op, 0);
3233 animate_object (op, op->direction);
3234 }
3235 else
3236 update_object (op, UP_OBJ_FACE);
3237}
3238
3239/**
3240 * Apply for LAMPs and TORCHes.
3241 *
3242 * op - the lamp
3243 * switch_on - a flag which says whether the lamp should be switched on or off
3244 */
3245void apply_lamp (object *op, bool switch_on)
3246{
3247 op->set_glow_radius (switch_on ? op->range : 0);
3248 op->set_speed (switch_on ? op->arch->speed : 0);
3249
3250 // torches wear out if you put them out
3251 if (op->type == TORCH && !switch_on)
3252 {
3253 if (op->flag [FLAG_IS_LIGHTABLE])
3254 {
3255 op->stats.food -= (double) op->arch->stats.food / 15;
3256 if (op->stats.food < 0)
3257 op->stats.food = 0;
3258 }
3259 else
3260 op->stats.food = 0;
3261 }
3262
3263 // lamps and torched get worthless when used up
3264 if (op->stats.food <= 0)
3265 op->value = 0;
3266
3267 // FIXME: This is a hack to make the more sane torches and lamps
3268 // still animated ;-/
3269 if (op->other_arch)
3270 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3271
3272 if (object *pl = op->visible_to ())
3273 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3274}
3275
3276/**
3277 * This handles items of type 'transformer'.
3278 * Basically those items, used with a marked item, transform both items into something
3279 * else.
3280 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3281 * Change information is contained in the 'slaying' field of the marked item.
3282 * The format is as follow: transformer:[number ]yield[;transformer:...].
3283 * This way an item can be transformed in many things, and/or many objects.
3284 * The 'slaying' field for transformer is used as verb for the action.
3285 */
3286static void
3287apply_item_transformer (object *pl, object *transformer)
3288{
3289 object *marked;
3290 object *new_item;
3291 const char *find;
3292 char *separator;
3293 int yield;
3294 char got[MAX_BUF];
3295 int len;
3296
3297 if (!pl || !transformer)
3298 return;
3299
3300 marked = find_marked_object (pl);
3301
3302 if (!marked)
3303 {
3304 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3305 return;
3306 }
3307
3308 if (!marked->slaying)
3309 {
3310 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3311 return;
3312 }
3313
3314 /* check whether they are compatible or not */
3315 find = strstr (&marked->slaying, transformer->arch->archname);
3316 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3317 {
3318 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3319 return;
3320 }
3321
3322 find += strlen (transformer->arch->archname) + 1;
3323 /* Item can be used, now find how many and what it yields */
3324 if (isdigit (*(find)))
3325 {
3326 yield = atoi (find);
3327 if (yield < 1)
3328 {
3329 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3330 yield = 1;
3331 }
3332 }
3333 else
3334 yield = 1;
3335
3336 while (isdigit (*find))
3337 find++;
3338
3339 while (*find == ' ')
3340 find++;
3341
3342 memset (got, 0, MAX_BUF);
3343
3344 if ((separator = (char *) strchr (find, ';')))
3345 len = separator - find;
3346 else
3347 len = strlen (find);
3348
3349 min_it (len, MAX_BUF - 1);
3350
3351 strcpy (got, find);
3352 got[len] = '\0';
3353
3354 /* Now create new item, remove used ones when required. */
3355 new_item = get_archetype (got);
3356 if (!new_item)
3357 {
3358 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3359 return;
3360 }
3361
3362 new_item->nrof = yield;
3363
3364 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3365
3366 pl->insert (new_item);
3367 /* Eat up one item */
3368 marked->decrease ();
3369
3370 /* Eat one transformer if needed */
3371 if (transformer->stats.food)
3372 if (--transformer->stats.food == 0)
3373 transformer->decrease ();
3374}
3375
3376/**
3377 * Main apply handler.
3378 *
3379 * Checks for unpaid items before applying.
3380 *
3381 * Return value is currently not used
3382 *
3383 * who is the object that is causing object to be applied, op is the object
3384 * being applied.
3385 *
3386 * aflag is special (always apply/unapply) flags. Nothing is done with
3387 * them in this function - they are passed to apply_special
3388 */
3389static bool
3390manual_apply (object *who, object *op, int aflag)
3391{
3392 op = op->head_ ();
3393
3394 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3395 {
3396 if (who->contr)
3397 {
3398 examine (who, op);
3399 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3400 return 1;
3401 }
3402 else
3403 return 0; /* monsters just skip unpaid items */
3404 }
3405
3406 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3407 return RESULT_INT (0);
3408 else if (may_attempt_inv [op->type])
3409 {
3410 // special item, using slot system, needs to be in inv
3411 if (op->env == who)
3619 return apply_special (who, op, aflags); 3412 return apply_special (who, op, aflag);
3413
3414 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
3415 }
3416 else if (!who->contr && may_attempt_player [op->type])
3417 return 0; // monsters shouldn't try to apply player-only stuff
3418 else if (may_attempt [op->type])
3419 {
3420 // ordinary stuff, may be on the floor
3421 switch (op->type)
3422 {
3423 case T_HANDLE:
3424 who->play_sound (sound_find ("turn_handle"));
3425 who->statusmsg ("You turn the handle.");
3426 op->value = op->value ? 0 : 1;
3427 SET_ANIMATION (op, op->value);
3428 update_object (op, UP_OBJ_FACE);
3429 push_button (op, who);
3430 break;
3431
3432 case TRIGGER:
3433 if (check_trigger (op, who, who))
3434 {
3435 who->statusmsg ("You turn the handle.");
3436 who->play_sound (sound_find ("turn_handle"));
3437 }
3438 else
3439 who->failmsg ("The handle doesn't move.");
3440
3441 break;
3442
3443 case EXIT:
3444 if (!EXIT_PATH (op))
3445 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
3446 else
3447 {
3448 /* Don't display messages for random maps. */
3449 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3450 who->statusmsg (op->msg, NDI_NAVY);
3451
3452 who->enter_exit (op);
3453 }
3454
3455 break;
3456
3457 case INSCRIBABLE:
3458 who->statusmsg (op->msg);
3459 // maybe show a spell menu to chose from or something like that
3460 break;
3461
3462 case SIGN:
3463 apply_sign (who, op, 0);
3464 break;
3465
3466 case BOOK:
3467 apply_book (who, op);
3468 break;
3469
3470 case SKILLSCROLL:
3471 apply_skillscroll (who, op);
3472 break;
3473
3474 case SPELLBOOK:
3475 apply_spellbook (who, op);
3476 break;
3477
3478 case SCROLL:
3479 apply_scroll (who, op, 0);
3480 break;
3481
3482 case POTION:
3483 apply_potion (who, op);
3484 break;
3485
3486 /* Eneq(@csd.uu.se): Handle apply on containers. */
3487 //TODO: remove, as it is unsed?
3488 case CLOSE_CON:
3489 apply_container (who, op->env);
3490 break;
3491
3492 case CONTAINER:
3493 apply_container (who, op);
3494 break;
3495
3496 case TREASURE:
3497 apply_treasure (who, op);
3498 break;
3499
3500 case LAMP:
3501 case TORCH:
3502 player_apply_lamp (who, op);
3503 break;
3504
3505 case DRINK:
3506 case FOOD:
3507 case FLESH:
3508 apply_food (who, op);
3509 break;
3510
3511 case POISON:
3512 apply_poison (who, op);
3513 break;
3514
3515 case SAVEBED:
3516 break;
3517
3518 case ARMOUR_IMPROVER:
3519 apply_armour_improver (who, op);
3520 break;
3521
3522 case WEAPON_IMPROVER:
3523 check_improve_weapon (who, op);
3524 break;
3525
3526 case CLOCK:
3527 {
3528 char buf[MAX_BUF];
3529 timeofday_t tod;
3530
3531 get_tod (&tod);
3532 who->play_sound (sound_find ("sound_clock"));
3533 who->statusmsg (format (
3534 "It is %d minute%s past %d o'clock %s",
3535 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3536 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3537 ));
3538 }
3539 break;
3540
3541 case MENU:
3542 shop_listing (op, who);
3543 break;
3544
3545 case POWER_CRYSTAL:
3546 apply_power_crystal (who, op); /* see egoitem.c */
3547 break;
3548
3549 case LIGHTER: /* for lighting torches/lanterns/etc */
3550 apply_lighter (who, op);
3551 break;
3552
3553 case ITEM_TRANSFORMER:
3554 apply_item_transformer (who, op);
3555 break;
3556 }
3557
3558 return 1;
3559 }
3560 else
3561 {
3562 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3563 return 0;
3564 }
3565}
3566
3567/**
3568 * player_apply_below attempts to apply the object 'below' the player.
3569 * If the player has an open container, we use that for below, otherwise
3570 * we use the ground.
3571 */
3572void
3573player_apply_below (object *pl)
3574{
3575 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3576
3577 /* If using a container, set the starting item to be the top
3578 * item in the container. Otherwise, use the map.
3579 */
3580
3581 // first try to apply "applyables"
3582 for (object *tmp = top; tmp; tmp = tmp->below)
3583 if (!tmp->invisible && may_attempt [tmp->type])
3584 {
3585 // If it is visible, player can apply it.
3586 pl->apply (tmp);
3587 return;
3588 }
3589
3590 while (top && top->invisible)
3591 top = top->below;
3592
3593 if (!top || top->flag [FLAG_IS_FLOOR])
3594 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3595 "H<There is nothing here that you can apply.>");
3596 else
3597 // next, try to explain the topmost object
3598 switch (top->type)
3599 {
3600 // TODO: all this should move to examine
3601 case ALTAR:
3602 case IDENTIFY_ALTAR:
3603 case CONVERTER:
3604 pl->failmsg (format (
3605 "You see no obvious mechanism on the %s."
3606 "H<You have to drop one or more specific items here.>",
3607 query_short_name (top)
3608 ));
3609 break;
3610
3611 case BUTTON:
3612 pl->failmsg (format (
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;
3620} 3731}
3621 3732
3622/** 3733/**
3623 * Map was just loaded, handle op's initialisation. 3734 * Map was just loaded, handle op's initialisation.
3624 * 3735 *
3731 * treasure again for this object 3842 * treasure again for this object
3732 */ 3843 */
3733 invtmp->randomitems = NULL; 3844 invtmp->randomitems = NULL;
3734 } 3845 }
3735 } 3846 }
3847
3736 /* This is really temporary - the code at the bottom will 3848 /* This is really temporary - the code at the bottom will
3737 * also set randomitems to null. The problem is there are bunches 3849 * also set randomitems to null. The problem is there are bunches
3738 * of maps/players already out there with items that have spells 3850 * of maps/players already out there with items that have spells
3739 * which haven't had the randomitems set to null yet. 3851 * which haven't had the randomitems set to null yet.
3740 * MSW 2004-05-13 3852 * MSW 2004-05-13
3744 * Ryo 2004-08-16 3856 * Ryo 2004-08-16
3745 */ 3857 */
3746 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3858 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3747 || 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)
3748 tmp->randomitems = NULL; 3860 tmp->randomitems = NULL;
3749
3750 } 3861 }
3751 3862
3752 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3863 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3753 auto_apply (tmp); 3864 auto_apply (tmp);
3754 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 ())
3811 /* bigger morsel of food = longer effect time */ 3922 /* bigger morsel of food = longer effect time */
3812 int duration = TIME2TICK (food->stats.food); 3923 int duration = TIME2TICK (food->stats.food);
3813 3924
3814 if (force = who->force_find (key)) 3925 if (force = who->force_find (key))
3815 { 3926 {
3816 if (duration > abs (force->speed_left / force->speed)) 3927 if (duration > fabs (force->speed_left / force->speed))
3817 { 3928 {
3818 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)); 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));
3819 force->force_set_timer (duration); 3930 force->force_set_timer (duration);
3820 } 3931 }
3821 else 3932 else
3893 /* place limit on max sp from food? */ 4004 /* place limit on max sp from food? */
3894 } 4005 }
3895 } 4006 }
3896 4007
3897 who->update_stats (); 4008 who->update_stats ();
3898}
3899
3900
3901/**
3902 * op made some mistake with a scroll, this takes care of punishment.
3903 * scroll_failure()- hacked directly from spell_failure
3904 */
3905void
3906scroll_failure (object *op, int failure, int power)
3907{
3908 if (abs (failure / 4) > power)
3909 power = abs (failure / 4); /* set minimum effect */
3910
3911 if (failure <= -1 && failure > -15)
3912 { /* wonder */
3913 object *tmp;
3914
3915 op->failmsg ("Your spell warps!");
3916 tmp = get_archetype (SPELL_WONDER);
3917 cast_wonder (op, op, 0, tmp);
3918 tmp->destroy ();
3919 }
3920 else if (failure <= -15 && failure > -35)
3921 { /* drain mana */
3922 op->failmsg ("Your mana is drained!");
3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3924 if (op->stats.sp < 0)
3925 op->stats.sp = 0;
3926 }
3927 else if (settings.spell_failure_effects == TRUE)
3928 {
3929 if (failure <= -35 && failure > -60)
3930 { /* confusion */
3931 op->failmsg ("The magic recoils on you!");
3932 confuse_player (op, op, power);
3933 }
3934 else if (failure <= -60 && failure > -70)
3935 { /* paralysis */
3936 op->failmsg ("The magic recoils and paralyzes you!");
3937 paralyze_player (op, op, power);
3938 }
3939 else if (failure <= -70 && failure > -80)
3940 { /* blind */
3941 op->failmsg ("The magic recoils on you!");
3942 blind_player (op, op, power);
3943 }
3944 else if (failure <= -80)
3945 { /* blast the immediate area */
3946 object *tmp = get_archetype (LOOSE_MANA);
3947 cast_magic_storm (op, tmp, power);
3948 op->failmsg ("You unleash uncontrolled mana!");
3949 tmp->destroy ();
3950 }
3951 }
3952} 4009}
3953 4010
3954void 4011void
3955apply_changes_to_player (object *pl, object *change) 4012apply_changes_to_player (object *pl, object *change)
3956{ 4013{
4033 break; 4090 break;
4034 } 4091 }
4035 } 4092 }
4036} 4093}
4037 4094
4038/**
4039 * This handles items of type 'transformer'.
4040 * Basically those items, used with a marked item, transform both items into something
4041 * else.
4042 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4043 * Change information is contained in the 'slaying' field of the marked item.
4044 * The format is as follow: transformer:[number ]yield[;transformer:...].
4045 * This way an item can be transformed in many things, and/or many objects.
4046 * The 'slaying' field for transformer is used as verb for the action.
4047 */
4048void
4049apply_item_transformer (object *pl, object *transformer)
4050{
4051 object *marked;
4052 object *new_item;
4053 char *find;
4054 char *separator;
4055 int yield;
4056 char got[MAX_BUF];
4057 int len;
4058
4059 if (!pl || !transformer)
4060 return;
4061
4062 marked = find_marked_object (pl);
4063
4064 if (!marked)
4065 {
4066 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4067 return;
4068 }
4069
4070 if (!marked->slaying)
4071 {
4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4073 return;
4074 }
4075
4076 /* check whether they are compatible or not */
4077 find = strstr (&marked->slaying, transformer->arch->archname);
4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4079 {
4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4081 return;
4082 }
4083
4084 find += strlen (transformer->arch->archname) + 1;
4085 /* Item can be used, now find how many and what it yields */
4086 if (isdigit (*(find)))
4087 {
4088 yield = atoi (find);
4089 if (yield < 1)
4090 {
4091 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4092 yield = 1;
4093 }
4094 }
4095 else
4096 yield = 1;
4097
4098 while (isdigit (*find))
4099 find++;
4100
4101 while (*find == ' ')
4102 find++;
4103
4104 memset (got, 0, MAX_BUF);
4105
4106 if ((separator = strchr (find, ';')) != NULL)
4107 len = separator - find;
4108 else
4109 len = strlen (find);
4110
4111 if (len > MAX_BUF - 1)
4112 len = MAX_BUF - 1;
4113
4114 strcpy (got, find);
4115 got[len] = '\0';
4116
4117 /* Now create new item, remove used ones when required. */
4118 new_item = get_archetype (got);
4119 if (!new_item)
4120 {
4121 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4122 return;
4123 }
4124
4125 new_item->nrof = yield;
4126
4127 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4128
4129 pl->insert (new_item);
4130 /* Eat up one item */
4131 marked->decrease ();
4132
4133 /* Eat one transformer if needed */
4134 if (transformer->stats.food)
4135 if (--transformer->stats.food == 0)
4136 transformer->decrease ();
4137}
4138

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