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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 1.254 by root, Sun Apr 11 00:34:06 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. */ 35// these must be in the inventory before they can be applied
36#include <sounds.h>
37 36
38/** 37static const struct apply_types_inv_only : typeset
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{ 38{
45 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
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 { 40 {
59 arch_flag = op->subtype & 1; 41 set (WEAPON);
60 name_flag = op->subtype & 2; 42 set (ARMOUR);
61 race_flag = op->subtype & 4; 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
62 } 61 }
63 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
64 { 69 {
65 arch_flag = 1; 70 set (EXIT);
66 name_flag = 1; 71 set (BOOK);
67 race_flag = 1; 72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
68 } 84 }
85} apply_types_player_only;
69 86
70 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
71 * name or race that matches. 88// 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 89
79 /* If the director has slaying set, only affect objects where none 90static const struct apply_types : typeset
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{ 91{
98 dynbuf_text &buf = msg_dynbuf; buf.clear (); 92 apply_types ()
99 93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
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 { 94 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 95 set (T_HANDLE);
130 { 96 set (TRIGGER);
131 if (operate_altar (altar, &money, pl)) 97 set (SCROLL);
132 { 98 set (POTION);
133 identify (id); 99 set (CLOSE_CON);
134 100 set (CONTAINER);
135 buf.printf ("You have %s.\r", long_desc (id, pl)); 101 set (LAMP);
136 if (id->msg) 102 set (TORCH);
137 buf << "The item has a story:\r" << id->msg << "\n\n"; 103 set (DRINK);
138 104 set (FOOD);
139 /* If no more money, might as well quit now */ 105 set (FLESH);
140 if (!money || !check_altar_sacrifice (altar, money)) 106 set (POISON);
141 break; 107 set (POWER_CRYSTAL);
142 } 108 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 } 109 }
150 110} apply_types;
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}
396 111
397/**************************************************************************** 112/****************************************************************************
398 * Weapon improvement code follows 113 * Weapon improvement code follows
399 ****************************************************************************/ 114 ****************************************************************************/
400 115
401/** 116/**
402 * This function just checks whether who can handle equipping an item 117 * This function just checks whether who can handle equipping an item
403 * with item_power. 118 * with item_power.
404 */ 119 */
405 120static bool
406bool
407check_item_power (object *who, int item_power) 121check_item_power (object *who, int item_power)
408{ 122{
409 if (who->type == PLAYER 123 if (who->type == PLAYER
410 && item_power 124 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level) 125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
425 if (!item) 139 if (!item)
426 return 0; 140 return 0;
427 141
428 for (op = op->below; op; op = op->below) 142 for (op = op->below; op; op = op->below)
429 if (op->arch->archname == item) 143 if (op->arch->archname == item)
430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
432 count += op->number_of (); 146 count += op->number_of ();
433 147
434 return count; 148 return count;
435} 149}
436 150
483 if (improver->slaying) 197 if (improver->slaying)
484 { 198 {
485 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
486 if (count < 1) 200 if (count < 1)
487 { 201 {
488 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
489 return 0; 203 return 0;
490 } 204 }
491 } 205 }
492 else 206 else
493 count = 1; 207 count = 1;
532 246
533/** 247/**
534 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
535 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
536 */ 250 */
537int 251static int
538prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
539{ 253{
540 int sacrifice_count, i; 254 int sacrifice_count, i;
541 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
542 256
595 * 309 *
596 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
597 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
598 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
599 */ 313 */
600int 314static int
601improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
602{ 316{
603 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
604 318
605 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
618 { 332 {
619 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
620 return 0; 334 return 0;
621 } 335 }
622 336
623 if (QUERY_FLAG (weapon, FLAG_APPLIED) 337 if (weapon->flag [FLAG_APPLIED]
624 && !check_item_power (op, weapon->item_power + 1)) 338 && !check_item_power (op, weapon->item_power + 1))
625 { 339 {
626 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
627 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
628 "really want to improve it."); 342 "really want to improve it.");
678 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
679 393
680 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
681 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
682 { 396 {
683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
684 return 0; 398 return 0;
685 } 399 }
686 400
687 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
688 weapon->item_power++; 402 weapon->item_power++;
707/** 421/**
708 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
709 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
710 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
711 */ 425 */
712int 426static int
713check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
714{ 428{
715 object *otmp; 429 object *otmp;
716 430
717 if (op->type != PLAYER) 431 if (op->type != PLAYER)
718 return 0; 432 return 0;
719 433
720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 434 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
721 { 435 {
722 op->failmsg ("Something blocks the magic of the scroll!"); 436 op->failmsg ("Something blocks the magic of the scroll!");
723 return 0; 437 return 0;
724 } 438 }
725 439
764 * the armour value of the piece of equipment exceed either 478 * the armour value of the piece of equipment exceed either
765 * the users level or 90) 479 * the users level or 90)
766 * Modified by MSW for partial resistance. Only support 480 * Modified by MSW for partial resistance. Only support
767 * changing of physical area right now. 481 * changing of physical area right now.
768 */ 482 */
769int 483static int
770improve_armour (object *op, object *improver, object *armour) 484improve_armour (object *op, object *improver, object *armour)
771{ 485{
772 object *tmp; 486 object *tmp;
773 487
774 if (armour->magic >= settings.armor_max_enchant) 488 if (armour->magic >= settings.armor_max_enchant)
837 551
838 if (op->type == PLAYER) 552 if (op->type == PLAYER)
839 { 553 {
840 esrv_send_item (op, armour); 554 esrv_send_item (op, armour);
841 555
842 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556 if (armour->flag [FLAG_APPLIED])
843 op->update_stats (); 557 op->update_stats ();
844 } 558 }
845 559
846 improver->decrease (); 560 improver->decrease ();
847 561
861 * what the converter wants, this will not do anything. 575 * what the converter wants, this will not do anything.
862 */ 576 */
863int 577int
864convert_item (object *item, object *converter) 578convert_item (object *item, object *converter)
865{ 579{
866 sint64 nr, price_in; 580 sint64 nr = 0, price_in;
867 581
868 if (item->flag [FLAG_UNPAID]) 582 if (item->flag [FLAG_UNPAID])
869 return 0; 583 return 0;
870 584
871 shstr conv_from = converter->slaying; 585 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch; 586 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food; 587 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp; 588 sint64 give = converter->stats.sp;
875 589
927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 641 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
928 if (rndm (0, i) == 0) 642 if (rndm (0, i) == 0)
929 ob_to_copy = ob; 643 ob_to_copy = ob;
930 644
931 item = ob_to_copy->deep_clone (); 645 item = ob_to_copy->deep_clone ();
932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 646 item->clr_flag (FLAG_IS_A_TEMPLATE);
933 unflag_inv (item, FLAG_IS_A_TEMPLATE); 647 unflag_inv (item, FLAG_IS_A_TEMPLATE);
934 } 648 }
935 else 649 else
936 { 650 {
937 if (!conv_to) 651 if (!conv_to)
950 664
951 if (nr) 665 if (nr)
952 item->nrof *= nr; 666 item->nrof *= nr;
953 667
954 if (converter->flag [FLAG_PRECIOUS]) 668 if (converter->flag [FLAG_PRECIOUS])
955 SET_FLAG (item, FLAG_UNPAID); 669 item->set_flag (FLAG_UNPAID);
956 670
957 if (is_in_shop (converter)) 671 if (converter->is_in_shop ())
958 { 672 {
959 // converters on shop floors don't work anymore, bug lets check for it 673 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it. 674 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 675 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ()); 676 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID); 677 item->set_flag (FLAG_UNPAID);
964 } 678 }
965 else if (price_in < sint64 (item->nrof) * item->value) 679 else if (price_in < sint64 (item->nrof) * item->value)
966 { 680 {
967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 681 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 682 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
985 * Handle apply on containers. 699 * Handle apply on containers.
986 * By Eneq(@csd.uu.se). 700 * By Eneq(@csd.uu.se).
987 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 701 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
988 * added the alchemical cauldron to the code -b.t. 702 * added the alchemical cauldron to the code -b.t.
989 */ 703 */
990int 704static int
991apply_container (object *op, object *sack) 705apply_container (object *op, object *sack)
992{ 706{
993 if (op->type != PLAYER || !op->contr->ns) 707 if (op->type != PLAYER || !op->contr->ns)
994 return 0; /* This might change */ 708 return 0; /* This might change */
995 709
1008 } 722 }
1009 723
1010 // already applied == open on ground, or open in inv, or active in inv 724 // already applied == open on ground, or open in inv, or active in inv
1011 if (sack->flag [FLAG_APPLIED]) 725 if (sack->flag [FLAG_APPLIED])
1012 { 726 {
1013 if (op->container == sack) 727 if (op->container_ () == sack)
1014 { 728 {
1015 // open on ground or inv, so close 729 // open on ground or inv, so close
1016 op->close_container (); 730 op->close_container ();
1017 return 1; 731 return 1;
1018 } 732 }
1019 else if (!sack->env) 733 else if (!sack->env)
1020 { 734 {
1021 // active, but not ours: some other player has opened it 735 // active, but not ours: some other player has opened it
1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 736 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1023 return 1; 737 return 1;
1024 } 738 }
1025 739
1026 // fall through to opening it (active in inv) 740 // fall through to opening it (active in inv)
1027 } 741 }
1103{ 817{
1104 int rv = 0; 818 int rv = 0;
1105 double opinion; 819 double opinion;
1106 object *tmp, *next; 820 object *tmp, *next;
1107 821
1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 822 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1109 823
1110 bool has_unpaid = false; 824 bool has_unpaid = false;
1111 825
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to 826 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :( 827 // a quick and small change :(
1126 */ 840 */
1127 for (tmp = op->inv; tmp; tmp = next) 841 for (tmp = op->inv; tmp; tmp = next)
1128 { 842 {
1129 next = tmp->below; 843 next = tmp->below;
1130 844
1131 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 845 if (tmp->flag [FLAG_UNPAID])
1132 { 846 {
1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 847 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1134 848
1135 if (i >= 0) 849 if (i >= 0)
1136 tmp->move (i); 850 tmp->move (i);
1137 } 851 }
1138 } 852 }
1139 853
1140 /* Don't teleport things like spell effects */ 854 /* Don't teleport things like spell effects */
1141 if (QUERY_FLAG (op, FLAG_NO_PICK)) 855 if (op->flag [FLAG_NO_PICK])
1142 return 0; 856 return 0;
1143 857
1144 /* unpaid objects, or non living objects, can't transfer by 858 /* unpaid objects, or non living objects, can't transfer by
1145 * shop mats. Instead, put it on a nearby space. 859 * shop mats. Instead, put it on a nearby space.
1146 */ 860 */
1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 861 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1148 { 862 {
1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 863 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 864 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1151 865
1152 if (i != -1) 866 if (i != -1)
1165 /* this is only used for players */ 879 /* this is only used for players */
1166 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1167 881
1168 if (has_unpaid) 882 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy")); 883 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op)) 884 else if (op->is_in_shop ())
1171 op->contr->play_sound (sound_find ("shop_enter")); 885 op->contr->play_sound (sound_find ("shop_enter"));
1172 else 886 else
1173 op->contr->play_sound (sound_find ("shop_leave")); 887 op->contr->play_sound (sound_find ("shop_leave"));
1174 888
1175 if (shop_mat->msg) 889 if (shop_mat->msg)
1176 op->statusmsg (shop_mat->msg); 890 op->statusmsg (shop_mat->msg);
1177 /* This check below is a bit simplistic - generally it should be correct, 891 /* This check below is a bit simplistic - generally it should be correct,
1178 * but there is never a guarantee that the bottom space on the map is 892 * but there is never a guarantee that the bottom space on the map is
1179 * actually the shop floor. 893 * actually the shop floor.
1180 */ 894 */
1181 else if (!rv && !is_in_shop (op)) 895 else if (!rv && !op->is_in_shop ())
1182 { 896 {
1183 opinion = shopkeeper_approval (op->map, op); 897 opinion = shopkeeper_approval (op->map, op);
1184 898
1185 op->statusmsg ( 899 op->statusmsg (
1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 900 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1207 op->y += freearr_y[i]; 921 op->y += freearr_y[i];
1208 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 922 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1209 } 923 }
1210 } 924 }
1211 925
1212 CLEAR_FLAG (op, FLAG_NO_APPLY); 926 op->clr_flag (FLAG_NO_APPLY);
1213 return rv; 927 return rv;
1214} 928}
1215 929
1216/** 930/**
1217 * Handles applying a sign. 931 * Handles applying a sign.
1245 op->failmsg ("You cannot read it anymore."); 959 op->failmsg ("You cannot read it anymore.");
1246 960
1247 return; 961 return;
1248 } 962 }
1249 963
1250 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 964 if (!op->flag [FLAG_WIZPASS])
1251 sign->last_eat++; 965 sign->last_eat++;
1252 } 966 }
1253 967
1254 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 968 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1255 * No way to know for sure. The presumption is basically that if 969 * No way to know for sure. The presumption is basically that if
1256 * move_on is zero, it needs to be manually applied (doesn't talk 970 * move_on is zero, it needs to be manually applied (doesn't talk
1257 * to us). 971 * to us).
1258 */ 972 */
1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 973 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1260 { 974 {
1261 op->failmsg ("You are unable to read while blind!"); 975 op->failmsg ("You are unable to read while blind!");
1262 return; 976 return;
1263 } 977 }
1264 978
1305 EXIT_Y (trap) + freearr_y[dir], 1019 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim); 1020 0, victim);
1307} 1021}
1308 1022
1309/** 1023/**
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. 1024 * Unapplies specified item.
2874 * No check done on cursed/damned. 1025 * No check done on cursed/damned.
2875 * Break this out of apply_special - this is just done 1026 * Break this out of apply_special - this is just done
2876 * to keep the size of apply_special to a more managable size. 1027 * to keep the size of apply_special to a more managable size.
2877 */ 1028 */
2878static int 1029static bool
2879unapply_special (object *who, object *op, int aflags) 1030unapply_special (object *who, object *op, int aflags)
2880{ 1031{
2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1032 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2882 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1033 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2883 return RESULT_INT (0); 1034 return RESULT_INT (0);
2884 1035
2885 CLEAR_FLAG (op, FLAG_APPLIED); 1036 if (who->current_weapon == op)
1037 who->current_weapon = 0;
1038
1039 op->flag [FLAG_APPLIED] = false;
2886 1040
2887 switch (op->type) 1041 switch (op->type)
2888 { 1042 {
2889 case SKILL_TOOL: 1043 case SKILL:
1044 if (player *pl = who->contr)
1045 if (op->invisible)
1046 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1047 else
1048 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1049
1050 change_abil (who, op);
1051 who->flag [FLAG_READY_SKILL] = false;
1052 break;
1053
1054 case WEAPON:
1055 who->statusmsg (format ("You unwield %s.", query_name (op)));
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_WEAPON] = false;
1058
2890 // unapplying a skill tool should also unapply the skill it governs 1059 // unapplying a weapon or skill tool should also unapply the skill it governs
2891 // but this is hard, as it shouldn't do so when the skill can 1060 // but this is hard, as it shouldn't do so when the skill can
2892 // be used for other reasons 1061 // be used for other reasons
2893 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1062 if (who->chosen_skill)
2894 if (tmp->skill == op->skill 1063 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); 1064 unapply_special (who, op, 0);
2899 1065
2900 change_abil (who, op);
2901 break; 1066 break;
2902 1067
1068 case BOW:
2903 case WEAPON: 1069 case WAND:
1070 case ROD:
1071 case HORN:
1072 case RANGED:
2904 if (player *pl = who->contr) 1073 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 { 1074 {
2920 if (IS_COMBAT_SKILL (op->subtype)) 1075 who->statusmsg (format ("You unready %s.", query_name (op)));
2921 who->change_weapon (who->contr->combat_ob = 0); 1076 change_abil (who, op);
2922 else if (IS_RANGED_SKILL (op->subtype)) 1077 }
2923 who->change_weapon (who->contr->ranged_ob = 0); 1078 else
2924 1079 {
2925 if (op->invisible) 1080 if (op->type == BOW)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1081 op->flag [FLAG_READY_BOW ] = false;
2927 else 1082 else
2928 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1083 op->flag [FLAG_READY_RANGE] = false;
2929 } 1084 }
2930 1085
2931 change_abil (who, op);
2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break; 1086 break;
2934 1087
2935 case ARMOUR: 1088 case ARMOUR:
2936 case HELMET: 1089 case HELMET:
2937 case SHIELD: 1090 case SHIELD:
2944 case CLOAK: 1097 case CLOAK:
2945 who->statusmsg (format ("You unwear %s.", query_name (op))); 1098 who->statusmsg (format ("You unwear %s.", query_name (op)));
2946 change_abil (who, op); 1099 change_abil (who, op);
2947 break; 1100 break;
2948 1101
1102 case SPELL:
2949 case BOW: 1103 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))); 1104 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; 1105 break;
2974 1106
2975 case BUILDER: 1107 //case SKILL_TOOL://TODO
2976 if (who->contr)
2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2978 break;
2979
2980 default: 1108 default:
2981 who->statusmsg (format ("You unapply %s.", query_name (op))); 1109 who->statusmsg (format ("You unapply %s.", query_name (op)));
2982 break; 1110 break;
2983 } 1111 }
2984 1112
2986 if (object *pl = op->visible_to ()) 1114 if (object *pl = op->visible_to ())
2987 esrv_send_item (pl, op); 1115 esrv_send_item (pl, op);
2988 1116
2989 who->update_stats (); 1117 who->update_stats ();
2990 1118
2991 return 0; 1119 return 1;
2992} 1120}
2993 1121
2994/** 1122/**
2995 * Returns the object that is using location 'loc'. 1123 * Returns the object that is using location 'loc'.
2996 * Note that 'start' is the first object to start examing - we 1124 * Note that 'start' is the first object to start examing - we
3008static object * 1136static object *
3009get_next_item_from_body_location (int loc, object *start) 1137get_next_item_from_body_location (int loc, object *start)
3010{ 1138{
3011 for (object *tmp = start; tmp; tmp = tmp->below) 1139 for (object *tmp = start; tmp; tmp = tmp->below)
3012 if (tmp->flag [FLAG_APPLIED] 1140 if (tmp->flag [FLAG_APPLIED]
3013 && tmp->slot[loc].info 1141 && tmp->slot [loc].info
3014 && (!tmp->invisible || tmp->type == SKILL)) 1142 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3015 return tmp; 1143 return tmp;
3016 1144
3017 return 0; 1145 return 0;
3018} 1146}
3019 1147
3032#define CANNOT_REMOVE_CURSED \ 1160#define CANNOT_REMOVE_CURSED \
3033 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1161 "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, " \ 1162 "Praying over an altar, scrolls of remove curse/damnation, " \
3035 "priests or even other players might help.>" 1163 "priests or even other players might help.>"
3036 1164
3037int 1165static bool
3038unapply_for_ob (object *who, object *op, int aflags) 1166unapply_for_ob (object *who, object *op, int aflags)
3039{ 1167{
3040 if (op->is_range ()) 1168 if (op->is_range ())
3041 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1169 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1170 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3043 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1171 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3044 { 1172 {
3045 if (aflags & AP_PRINT) 1173 if (aflags & AP_PRINT)
3046 who->failmsg (query_name (tmp)); 1174 who->failmsg (query_name (tmp));
3047 else 1175 else
3048 unapply_special (who, tmp, aflags); 1176 unapply_special (who, tmp, aflags);
3051 { 1179 {
3052 /* In this case, we want to try and remove a cursed item. 1180 /* In this case, we want to try and remove a cursed item.
3053 * While we know it won't work, we want unapply_special to 1181 * While we know it won't work, we want unapply_special to
3054 * at least generate the message. 1182 * at least generate the message.
3055 */ 1183 */
3056 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1184 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3057 return 1; 1185 return 1;
3058 } 1186 }
3059 1187
3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1188 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3061 { 1189 {
3081#endif 1209#endif
3082 return 1; 1210 return 1;
3083 } 1211 }
3084 1212
3085 /* If we are just printing, we don't care about cursed status */ 1213 /* If we are just printing, we don't care about cursed status */
3086 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1214 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3087 { 1215 {
3088 if (aflags & AP_PRINT) 1216 if (aflags & AP_PRINT)
3089 who->failmsg (query_name (tmp)); 1217 who->failmsg (query_name (tmp));
3090 else 1218 else
3091 unapply_special (who, tmp, aflags); 1219 unapply_special (who, tmp, aflags);
3095 /* Cursed item that we can't unequip - tell the player. 1223 /* Cursed item that we can't unequip - tell the player.
3096 * Note this could be annoying if this is just one of a few, 1224 * Note this could be annoying if this is just one of a few,
3097 * so it may not be critical (eg, putting on a ring and you have 1225 * so it may not be critical (eg, putting on a ring and you have
3098 * one cursed ring.) 1226 * one cursed ring.)
3099 */ 1227 */
3100 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1228 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3101 } 1229 }
3102 1230
3103 last = tmp->below; 1231 last = tmp->below;
3104 } 1232 }
3105 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1233 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3164 continue; 1292 continue;
3165 } 1293 }
3166 1294
3167 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1295 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3168 if (!tmp1) 1296 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; 1297 retval |= CAN_APPLY_NEVER;
3177 }
3178 else 1298 else
3179 { 1299 {
3180 /* need to unapply something. However, if this something 1300 /* need to unapply something. However, if this something
3181 * is different than we had found before, it means they need 1301 * is different than we had found before, it means they need
3182 * to apply multiple objects 1302 * to apply multiple objects
3211 * the weapon/shield checks, and the range checks for monsters, 1331 * the weapon/shield checks, and the range checks for monsters,
3212 * because you can't control those just by body location - bows, shields, 1332 * because you can't control those just by body location - bows, shields,
3213 * and weapons all use the same slot. Similar for horn/rod/wand - they 1333 * and weapons all use the same slot. Similar for horn/rod/wand - they
3214 * all use the same location. 1334 * all use the same location.
3215 */ 1335 */
3216 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1336 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3217 retval |= CAN_APPLY_RESTRICTION; 1337 retval |= CAN_APPLY_RESTRICTION;
3218 1338
3219 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1339 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3220 retval |= CAN_APPLY_RESTRICTION; 1340 retval |= CAN_APPLY_RESTRICTION;
3221 1341
3222 if (who->type != PLAYER) 1342 if (who->type != PLAYER)
3223 { 1343 {
3224 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1344 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3225 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3226 1346
3227 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1347 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3228 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3229 1349
3230 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1350 if (op->type == RING && !who->flag [FLAG_USE_RING])
3231 retval |= CAN_APPLY_RESTRICTION; 1351 retval |= CAN_APPLY_RESTRICTION;
3232 1352
3233 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1353 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3234 retval |= CAN_APPLY_RESTRICTION; 1354 retval |= CAN_APPLY_RESTRICTION;
3235 } 1355 }
3236 1356
3237 return retval; 1357 return retval;
3238} 1358}
3262 */ 1382 */
3263 1383
3264#define LACK_ITEM_POWER \ 1384#define LACK_ITEM_POWER \
3265 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1385 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3266 1386
3267int 1387static bool
3268apply_special (object *who, object *op, int aflags) 1388apply_special (object *who, object *op, int aflags)
3269{ 1389{
3270 int basic_flag = aflags & AP_BASIC_FLAGS; 1390 int basic_flag = aflags & AP_MODE;
3271 object *tmp, *tmp2, *skop = NULL; 1391 object *tmp, *tmp2, *skop = NULL;
3272 1392
3273 if (who == NULL) 1393 if (who == NULL)
3274 { 1394 {
3275 LOG (llevError, "apply_special() from object without environment.\n"); 1395 LOG (llevError, "apply_special() from object without environment.\n");
3276 return 1; 1396 return 1;
3277 } 1397 }
3278 1398
1399 //TODO: remove these when apply_special is no longer exposed
3279 if (op->env != who) 1400 if (op->env != who)
3280 return 1; /* op is not in inventory */ 1401 return 1; /* op is not in inventory */
3281 1402
3282 /* trying to unequip op */ 1403 /* trying to unequip op */
3283 if (QUERY_FLAG (op, FLAG_APPLIED)) 1404 if (op->flag [FLAG_APPLIED])
3284 { 1405 {
3285 /* always apply, so no reason to unapply */ 1406 /* always apply, so no reason to unapply */
3286 if (basic_flag == AP_APPLY) 1407 if (basic_flag == AP_APPLY)
3287 return 0; 1408 return 0;
3288 1409
3289 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1410 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3290 { 1411 {
3291 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1412 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3292 return 1; 1413 return 1;
3293 } 1414 }
3294 1415
3295 return unapply_special (who, op, aflags); 1416 return unapply_special (who, op, aflags);
3296 } 1417 }
3297 else if (basic_flag == AP_UNAPPLY) 1418 else if (basic_flag == AP_UNAPPLY)
3298 return 0; 1419 return 0;
3299 1420
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
3309 splay (op); 1421 splay (op);
3310 1422
3311 /* Can't just apply this object. Lets see what not and what to do */ 1423 /* Can't just apply this object. Lets see what not and what to do */
3312 if (int i = can_apply_object (who, op)) 1424 if (int i = can_apply_object (who, op))
3313 { 1425 {
3314 if (i & CAN_APPLY_NEVER) 1426 if (i & CAN_APPLY_NEVER)
3315 { 1427 {
3316 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1428 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3317 return 1; 1429 return 1;
3318 } 1430 }
3319 else if (i & CAN_APPLY_RESTRICTION) 1431 else if (i & CAN_APPLY_RESTRICTION)
3320 { 1432 {
3321 who->failmsg (format ( 1433 who->failmsgf (
3322 "You have a prohibition against using a %s. " 1434 "You have a prohibition against using a %s. "
3323 "H<Your belief, profession or class prevents you from applying this item.>", 1435 "H<Your belief, profession or class prevents you from applying this item.>",
3324 query_name (op) 1436 query_name (op)
3325 )); 1437 );
3326 return 1; 1438 return 1;
3327 } 1439 }
3328 1440
3329 if (who->type != PLAYER) 1441 if (who->type != PLAYER)
3330 { 1442 {
3346 } 1458 }
3347 } 1459 }
3348 1460
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1461 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 { 1462 {
1463 // try to ready attached skill first
3351 skop = find_skill_by_name (who, op->skill); 1464 skop = find_skill_by_name (who, op->skill);
3352 1465
3353 if (!skop) 1466 if (!skop)
3354 { 1467 {
3355 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1468 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3356 return 1; 1469 return 1;
3357 } 1470 }
3358 else 1471 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 */ 1472 {
3362 who->change_skill (skop); 1473 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1474 return 1;
1475 }
3363 } 1476 }
3364 1477
3365 if (!check_item_power (who, op->item_power)) 1478 if (!check_item_power (who, op->item_power))
3366 { 1479 {
3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1480 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3370 1483
3371 /* Ok. We are now at the state where we can apply the new object. 1484 /* 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_... 1485 * Note that we don't have the checks for can_use_...
3373 * below - that is already taken care of by can_apply_object. 1486 * below - that is already taken care of by can_apply_object.
3374 */ 1487 */
1488
1489 // 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; 1490 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3376 1491
3377 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1492 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3378 return RESULT_INT (0); 1493 return RESULT_INT (0);
3379 1494
3380 switch (op->type) 1495 switch (op->type)
3381 { 1496 {
3382 case WEAPON: 1497 case WEAPON:
3383 //TODO: this obviously fails for players using a shorter prefix 1498 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 { 1499 {
3387 /* if the weapon does not have the name as the character, can't use it. */ 1500 /* 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) */ 1501 /* (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.>"); 1502 who->failmsg ("The weapon does not recognize you as its owner. "
3390 1503 "H<Its name indicates that it belongs to somebody else.>");
3391 if (tmp) 1504 if (tmp) who->insert (tmp);
3392 insert_ob_in_ob (tmp, who);
3393
3394 return 1; 1505 return 1;
3395 } 1506 }
3396 1507
3397 if (!skop) 1508 op->flag [FLAG_APPLIED] = true;
1509
1510 if (player *pl = who->contr)
3398 { 1511 {
3399 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1512 who->statusmsg (format ("You wield %s.", query_name (op)));
3400 return 1; 1513 change_abil (who, op);
3401 } 1514 }
3402 1515
3403 SET_FLAG (op, FLAG_APPLIED); 1516 op->flag [FLAG_READY_WEAPON] = true;
3404 who->change_skill (skop);
3405
3406 if (who->contr)
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; 1517 break;
3414 1518
3415 case ARMOUR: 1519 case ARMOUR:
3416 case HELMET: 1520 case HELMET:
3417 case SHIELD: 1521 case SHIELD:
3420 case GIRDLE: 1524 case GIRDLE:
3421 case BRACERS: 1525 case BRACERS:
3422 case CLOAK: 1526 case CLOAK:
3423 case RING: 1527 case RING:
3424 case AMULET: 1528 case AMULET:
3425 SET_FLAG (op, FLAG_APPLIED); 1529 op->set_flag (FLAG_APPLIED);
3426 who->statusmsg (format ("You wear %s.", query_name (op))); 1530 who->statusmsg (format ("You wear %s.", query_name (op)));
3427 change_abil (who, op); 1531 change_abil (who, op);
3428 break; 1532 break;
3429 1533
3430 case SKILL_TOOL: 1534 case SKILL_TOOL:
3431 // applying a skill tool also readies the skill 1535 // applying a skill tool does not ready the skill
3432 SET_FLAG (op, FLAG_APPLIED); 1536 // if something needs the skill, it has to ready it itself
1537 //TODO: unapplying should unapply the skill, though
1538 op->set_flag (FLAG_APPLIED);
1539 break;
3433 1540
1541 case SKILL:
3434 if (!(aflags & AP_NO_READY)) 1542 if (!(aflags & AP_NO_SLOT))
3435 { 1543 {
3436 skop = find_skill_by_name (who, op->skill); 1544 // skill is used on it's own, as opposed to being a chosen_skill
3437 if (!skop->flag [FLAG_APPLIED]) 1545
3438 apply_special (who, skop, AP_APPLY); 1546 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1547 {
1548 who->failmsgf (
1549 "You feel as if you wanted to do something funny, but you can't remember what. "
1550 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1551 "It cannot be used on its own.>",
1552 &op->skill
1553 );
1554 if (tmp) who->insert (tmp);
1555 return 1;
1556 }
1557
1558 if (skill_flags [op->subtype] & SF_AUTARK
1559 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1560 {
1561 if (skill_flags [op->subtype] & SF_USE)
1562 who->failmsgf (
1563 "You feel as if you wanted to do something funny, but you can't remember what. "
1564 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1565 &op->skill, &op->skill
1566 );
1567 else
1568 who->failmsgf (
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 or used, it is always active.>",
1571 &op->skill
1572 );
1573
1574 if (tmp) who->insert (tmp);
1575
1576 return 1;
1577 }
1578
1579 if (who->contr)
1580 if (op->invisible)
1581 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1582 else
1583 who->statusmsg (format ("You ready %s.", query_name (op)));
3439 } 1584 }
1585
1586 who->set_flag (FLAG_READY_SKILL);
1587 op->set_flag (FLAG_APPLIED);
1588 change_abil (who, op);
3440 break; 1589 break;
3441 1590
3442 case SKILL:
3443 if (player *pl = who->contr)
3444 {
3445 if (IS_COMBAT_SKILL (op->subtype))
3446 {
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 (
3460 "You need to apply a '%s' melee weapon before readying this skill. "
3461 "H<Some skills need an item, in this case a melee weapon, to function.>",
3462 &op->skill
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
3502 ));
3503 }
3504 else
3505 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3506 }
3507 else
3508 {
3509 SET_FLAG (op, FLAG_APPLIED);
3510 change_abil (who, op);
3511 who->chosen_skill = op;
3512 SET_FLAG (who, FLAG_READY_SKILL);
3513 }
3514
3515 break;
3516
3517 case BOW: 1591 case BOW:
3518 if (op->level && !op->name.starts_with (who->name)) 1592 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3519 { 1593 {
3520 who->failmsg ("The weapon does not recognize you as its owner. " 1594 who->failmsg ("The weapon does not recognize you as its owner. "
3521 "H<Its name indicates that it belongs to somebody else.>"); 1595 "H<Its name indicates that it belongs to somebody else.>");
3522 if (tmp) 1596 if (tmp) who->insert (tmp);
3523 insert_ob_in_ob (tmp, who);
3524
3525 return 1; 1597 return 1;
3526 } 1598 }
1599
1600 if (player *pl = who->contr)
1601 {
1602 op->flag [FLAG_APPLIED] = true;
1603 who->statusmsg (format ("You wield the %s.", query_name (op)));
1604 change_abil (who, op);
1605 }
1606 break;
1607
1608 case RANGED:
1609 if (player *pl = who->contr)
1610 {
1611 op->flag [FLAG_APPLIED] = true;
1612 who->statusmsg (format ("You applied the %s.", query_name (op)));
1613 }
1614 break;
1615
1616 case SPELL:
1617 if (player *pl = who->contr)
1618 {
1619 op->flag [FLAG_APPLIED] = true;
1620 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1621 }
1622 break;
3527 1623
3528 /*FALLTHROUGH*/ 1624 /*FALLTHROUGH*/
3529 case WAND: 1625 case WAND:
3530 case ROD: 1626 case ROD:
3531 case HORN: 1627 case HORN:
3532 /* check for skill, alter player status */ 1628 op->flag [FLAG_APPLIED] = true;
3533 1629
3534 if (!skop) 1630 if (player *pl = who->contr)
3535 { 1631 {
3536 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3537 return 1;
3538 }
3539
3540 SET_FLAG (op, FLAG_APPLIED);
3541 who->change_skill (skop);
3542
3543 if (who->contr)
3544 {
3545 who->contr->ranged_ob = op;
3546
3547 who->statusmsg (format ("You ready %s.", query_name (op))); 1632 who->statusmsg (format ("You ready %s.", query_name (op)));
3548 1633
3549 if (op->type == BOW) 1634 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))); 1635 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3554 } 1636
1637 change_abil (who, op);
3555 } 1638 }
3556 else 1639 else
3557 { 1640 {
3558 if (op->type == BOW) 1641 if (op->type == BOW)
3559 SET_FLAG (who, FLAG_READY_BOW); 1642 op->flag [FLAG_READY_BOW ] = true;
3560 else 1643 else
3561 SET_FLAG (who, FLAG_READY_RANGE); 1644 op->flag [FLAG_READY_RANGE] = true;
3562 } 1645 }
3563 1646
3564 break; 1647 break;
3565 1648
3566 case BUILDER: 1649 case BUILDER:
3567 if (who->type == PLAYER) 1650 if (player *pl = who->contr)
3568 { 1651 {
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))); 1652 who->statusmsg (format ("You ready your %s.", query_name (op)));
3574 1653 //TODO: change_abil?
3575 who->contr->ranged_ob = op;
3576 } 1654 }
3577 break; 1655 break;
3578 1656
3579 default: 1657 default:
3580 who->statusmsg (format ("You apply %s.", query_name (op))); 1658 who->statusmsg (format ("You apply %s.", query_name (op)));
3581 } 1659 }
3582 1660
3583 SET_FLAG (op, FLAG_APPLIED); 1661 op->set_flag (FLAG_APPLIED);
3584 1662
3585 if (tmp)
3586 who->insert (tmp); 1663 if (tmp) who->insert (tmp);
3587 1664
3588 who->update_stats (); 1665 who->update_stats ();
3589 1666
3590 /* We exclude spell casting objects. The fire code will set the 1667 /* We exclude spell casting objects. The fire code will set the
3591 * been applied flag when they are used - until that point, 1668 * been applied flag when they are used - until that point,
3592 * you don't know anything about them. 1669 * you don't know anything about them.
3593 */ 1670 */
3594 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1671 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3595 SET_FLAG (op, FLAG_BEEN_APPLIED); 1672 op->set_flag (FLAG_BEEN_APPLIED);
3596 1673
3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1674 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3598 if (who->type == PLAYER) 1675 if (who->type == PLAYER)
3599 { 1676 {
3600 who->failmsg ( 1677 who->failmsg (
3601 "Oops, it feels deadly cold! " 1678 "Oops, it feels deadly cold! "
3602 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1679 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3603 ); 1680 );
3604 SET_FLAG (op, FLAG_KNOWN_CURSED); 1681 op->set_flag (FLAG_KNOWN_CURSED);
3605 } 1682 }
3606 1683
3607 if (object *pl = op->visible_to ()) 1684 if (object *pl = op->visible_to ())
3608 esrv_send_item (pl, op); 1685 esrv_send_item (pl, op);
3609 1686
3610 return 0; 1687 return 0;
3611} 1688}
3612 1689
1690/**
1691 * Check if op should abort moving victim because of it's race or slaying.
1692 * Returns 1 if it should abort, returns 0 if it should continue.
1693 */
3613int 1694int
3614monster_apply_special (object *who, object *op, int aflags) 1695should_director_abort (object *op, object *victim)
3615{ 1696{
3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1697 int arch_flag, name_flag, race_flag;
1698
1699 /* Get flags to determine what of arch, name, and race should be checked.
1700 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1701 * the next is the name flag, and the last is the race flag. Also note,
1702 * if subtype is set to zero, that also goes to defaults of all affecting
1703 * it. Examples:
1704 * subtype 1: only arch
1705 * subtype 3: arch or name
1706 * subtype 5: arch or race
1707 * subtype 7: all three
1708 */
1709 if (op->subtype)
1710 {
1711 arch_flag = op->subtype & 1;
1712 name_flag = op->subtype & 2;
1713 race_flag = op->subtype & 4;
1714 }
1715 else
1716 {
1717 arch_flag = 1;
1718 name_flag = 1;
1719 race_flag = 1;
1720 }
1721
1722 /* If the director has race set, only affect objects with a arch,
1723 * name or race that matches.
1724 */
1725 if ((op->race) &&
1726 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1727 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1728 ((!(victim->race && race_flag) || op->race != victim->race)))
3617 return 1; 1729 return 1;
3618 1730
1731 /* If the director has slaying set, only affect objects where none
1732 * of arch, name, or race match.
1733 */
1734 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1735 ((victim->name && name_flag && op->slaying == victim->name)) ||
1736 ((victim->race && race_flag && op->slaying == victim->race)))
1737 return 1;
1738
1739 return 0;
1740}
1741
1742/**
1743 * This handles a player dropping money on an altar to identify stuff.
1744 * It'll identify marked item, if none all items up to dropped money.
1745 * Return value: 1 if money was destroyed, 0 if not.
1746 */
1747static int
1748apply_id_altar (object *money, object *altar, object *pl)
1749{
1750 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1751
1752 if (!pl || pl->type != PLAYER)
1753 return 0;
1754
1755 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1756 * identifying' from being printed out more than it needs to be.
1757 */
1758 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1759 return 0;
1760
1761 /* if the player has a marked item, identify that if it needs to be
1762 * identified. If it doesn't, then go through the player inventory.
1763 */
1764 if (object *marked = find_marked_object (pl))
1765 if (!marked->flag [FLAG_IDENTIFIED] && need_identify (marked))
1766 {
1767 if (operate_altar (altar, &money, pl))
1768 {
1769 identify (marked);
1770
1771 buf.printf ("You have %s.\r", long_desc (marked, pl));
1772 if (marked->msg)
1773 buf << "The item has a story:\r" << marked->msg << "\n\n";
1774
1775 return !money;
1776 }
1777 }
1778
1779 for (object *id = pl->inv; id; id = id->below)
1780 {
1781 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && need_identify (id))
1782 {
1783 if (operate_altar (altar, &money, pl))
1784 {
1785 identify (id);
1786
1787 buf.printf ("You have %s.\r", long_desc (id, pl));
1788 if (id->msg)
1789 buf << "The item has a story:\r" << id->msg << "\n\n";
1790
1791 /* If no more money, might as well quit now */
1792 if (!money || !check_altar_sacrifice (altar, money))
1793 break;
1794 }
1795 else
1796 {
1797 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1798 break;
1799 }
1800 }
1801 }
1802
1803 if (buf.empty ())
1804 pl->failmsg ("You have nothing that needs identifying");
1805 else
1806 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1807
1808 return !money;
1809}
1810
1811/**
1812 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1813 * matching item.
1814 **/
1815void
1816handle_apply_yield (object *tmp)
1817{
1818 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1819 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1820}
1821
1822/**
1823 * Handles applying a potion.
1824 */
1825int
1826apply_potion (object *op, object *tmp)
1827{
1828 int got_one = 0, i;
1829 object *force = 0;
1830
1831 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1832
1833 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1834 {
1835 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1836
1837 tmp->clr_flag (FLAG_APPLIED);
1838 return 0;
1839 }
1840
1841 if (op->type == PLAYER)
1842 if (!tmp->flag [FLAG_IDENTIFIED])
1843 identify (tmp);
1844
1845 handle_apply_yield (tmp);
1846
1847 /* Potion of restoration - only for players */
1848 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1849 {
1850 object *depl;
1851 archetype *at;
1852
1853 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1854 {
1855 op->drain_stat ();
1856 op->update_stats ();
1857 tmp->decrease ();
1858 return 1;
1859 }
1860
1861 if (!(at = archetype::find (shstr_depletion)))
1862 {
1863 LOG (llevError, "Could not find archetype depletion\n");
1864 return 0;
1865 }
1866
1867 depl = present_arch_in_ob (at, op);
1868
1869 if (depl)
1870 {
1871 for (i = 0; i < NUM_STATS; i++)
1872 if (depl->stats.stat (i))
1873 op->statusmsg (restore_msg[i]);
1874
1875 depl->destroy ();
1876 op->update_stats ();
1877 }
1878 else
1879 op->statusmsg ("Your potion had no effect.");
1880
1881 tmp->decrease ();
1882 return 1;
1883 }
1884
1885 /* improvement potion - only for players */
1886 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1887 {
1888 for (i = 1; i < min (11, op->level); i++)
1889 {
1890 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1891 {
1892 if (op->contr->levhp[i] != 1)
1893 {
1894 op->contr->levhp[i] = 1;
1895 break;
1896 }
1897
1898 if (op->contr->levsp[i] != 1)
1899 {
1900 op->contr->levsp[i] = 1;
1901 break;
1902 }
1903
1904 if (op->contr->levgrace[i] != 1)
1905 {
1906 op->contr->levgrace[i] = 1;
1907 break;
1908 }
1909 }
1910 else
1911 {
1912 if (op->contr->levhp[i] < 9)
1913 {
1914 op->contr->levhp[i] = 9;
1915 break;
1916 }
1917
1918 if (op->contr->levsp[i] < 6)
1919 {
1920 op->contr->levsp[i] = 6;
1921 break;
1922 }
1923
1924 if (op->contr->levgrace[i] < 3)
1925 {
1926 op->contr->levgrace[i] = 3;
1927 break;
1928 }
1929 }
1930 }
1931
1932 /* Just makes checking easier */
1933 if (i < min (11, op->level))
1934 got_one = 1;
1935
1936 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1937 {
1938 if (got_one)
1939 {
1940 op->update_stats ();
1941 op->statusmsg ("The Gods smile upon you and remake you "
1942 "a little more in their image. "
1943 "You feel a little more perfect.", NDI_GREEN);
1944 }
1945 else
1946 op->statusmsg ("The potion had no effect - you are already perfect.");
1947 }
1948 else
1949 { /* cursed potion */
1950 if (got_one)
1951 {
1952 op->update_stats ();
1953 op->failmsg ("The Gods are angry and punish you.");
1954 }
1955 else
1956 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1957 }
1958
1959 tmp->decrease ();
1960 return 1;
1961 }
1962
1963
1964 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1965 * and heroism all fit into this category. Given the spell object code,
1966 * there is no limit to the number of spells that potions can be cast,
1967 * but direction is problematic to try and imbue fireball potions for example.
1968 */
1969 if (tmp->inv)
1970 {
1971 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1972 {
1973 op->failmsg ("Yech! Your lungs are on fire!");
1974 create_exploding_ball_at (op, op->level);
1975 }
1976 else
1977 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1978
1979 tmp->decrease ();
1980
1981 /* if youre dead, no point in doing this... */
1982 if (!op->flag [FLAG_REMOVED])
1983 op->update_stats ();
1984
1985 return 1;
1986 }
1987
1988 /* Deal with protection potions */
1989 force = NULL;
1990 for (i = 0; i < NROFATTACKS; i++)
1991 {
1992 if (tmp->resist[i])
1993 {
1994 if (!force)
1995 force = get_archetype (FORCE_NAME);
1996
1997 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1998 force->type = POTION_EFFECT;
1999 break; /* Only need to find one protection since we copy entire batch */
2000 }
2001 }
2002
2003 /* This is a protection potion */
2004 if (force)
2005 {
2006 /* cursed items last longer */
2007 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2008 {
2009 force->stats.food *= 10;
2010 for (i = 0; i < NROFATTACKS; i++)
2011 if (force->resist[i] > 0)
2012 force->resist[i] = -force->resist[i]; /* prot => vuln */
2013 }
2014
2015 force->speed_left = -1;
2016 force = insert_ob_in_ob (force, op);
2017 tmp->clr_flag (FLAG_APPLIED);
2018 force->set_flag (FLAG_APPLIED);
2019 change_abil (op, force);
2020 tmp->decrease ();
2021 return 1;
2022 }
2023
2024 /* Only thing left are the stat potions */
2025 if (op->type == PLAYER)
2026 { /* only for players */
2027 if ((tmp->flag [FLAG_CURSED]
2028 || tmp->flag [FLAG_DAMNED])
2029 && tmp->value != 0)
2030 tmp->clr_flag (FLAG_APPLIED);
2031 else
2032 tmp->set_flag (FLAG_APPLIED);
2033
2034 if (!change_abil (op, tmp))
2035 op->statusmsg ("Nothing happened.");
2036 }
2037
2038 /* CLEAR_FLAG is so that if the character has other potions
2039 * that were grouped with the one consumed, his
2040 * stat will not be raised by them. fix_player just clears
2041 * up all the stats.
2042 */
2043 tmp->clr_flag (FLAG_APPLIED);
2044 op->update_stats ();
2045 tmp->decrease ();
2046 return 1;
2047}
2048
2049/**
2050 * 'victim' moves onto 'trap'
2051 * 'victim' leaves 'trap'
2052 * effect is determined by move_on/move_off of trap and move_type of victime.
2053 *
2054 * originator: Player, monster or other object that caused 'victim' to move
2055 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2056 * However, some types of traps require an originator to function.
2057 */
2058void
2059move_apply (object *trap, object *victim, object *originator)
2060{
2061 static int recursion_depth = 0;
2062
2063 /* Only exits affect DMs. */
2064 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2065 return;
2066
2067 /* move_apply() is the most likely candidate for causing unwanted and
2068 * possibly unlimited recursion.
2069 */
2070 /* The following was changed because it was causing perfectly correct
2071 * maps to fail. 1) it's not an error to recurse:
2072 * rune detonates, summoning monster. monster lands on nearby rune.
2073 * nearby rune detonates. This sort of recursion is expected and
2074 * proper. This code was causing needless crashes.
2075 */
2076 if (recursion_depth >= 500)
2077 {
2078 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2079 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2080 return;
2081 }
2082
2083 recursion_depth++;
2084 if (trap->head)
2085 trap = trap->head;
2086
2087 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2088 switch (trap->type)
2089 {
2090 case PLAYERMOVER:
2091 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2092 {
2093 if (!trap->stats.maxsp)
2094 trap->stats.maxsp = 2;
2095
2096 /* Is this correct? From the docs, it doesn't look like it
2097 * should be divided by trap->speed
2098 */
2099 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2100
2101 /* Just put in some sanity check. I think there is a bug in the
2102 * above with some objects have zero speed, and thus the player
2103 * getting permanently paralyzed.
2104 */
2105 if (victim->speed_left < -50.f)
2106 victim->speed_left = -50.f;
2107 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2108 }
2109 break;
2110
2111 case SPINNER:
2112 if (victim->direction)
2113 {
2114 victim->direction = absdir (victim->direction - trap->stats.sp);
2115 update_turn_face (victim);
2116 }
2117 break;
2118
2119 case DIRECTOR:
2120 if (victim->direction && !should_director_abort (trap, victim))
2121 {
2122 victim->direction = trap->stats.sp;
2123 update_turn_face (victim);
2124 }
2125 break;
2126
2127 case BUTTON:
2128 case PEDESTAL:
2129 case T_MATCH:
2130 update_button (trap, originator);
2131 break;
2132
2133 case ALTAR:
2134 /* sacrifice victim on trap */
2135 apply_altar (trap, victim, originator);
2136 break;
2137
2138 case THROWN_OBJ:
2139 if (trap->inv == NULL)
2140 break;
2141 /* fallthrough */
2142
2143 case ARROW:
2144 /* bad bug: monster throw a object, make a step forwards, step on object ,
2145 * trigger this here and get hit by own missile - and will be own enemy.
2146 * Victim then is his own enemy and will start to kill herself (this is
2147 * removed) but we have not synced victim and his missile. To avoid senseless
2148 * action, we avoid hits here
2149 */
2150 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2151 && trap->owner != victim)
2152 hit_with_arrow (trap, victim);
2153 break;
2154
2155 case SPELL_EFFECT:
2156 apply_spell_effect (trap, victim);
2157 break;
2158
2159 case TRAPDOOR:
2160 {
2161 int max, sound_was_played;
2162 object *ab, *ab_next;
2163
2164 if (!trap->value)
2165 {
2166 int tot;
2167
2168 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2169 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2170 tot += ab->head_ ()->total_weight ();
2171
2172 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2173 break;
2174
2175 SET_ANIMATION (trap, trap->value);
2176 update_object (trap, UP_OBJ_FACE);
2177 }
2178
2179 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2180 {
2181 /* need to set this up, since if we do transfer the object,
2182 * ab->above would be bogus
2183 */
2184 ab_next = ab->above;
2185
2186 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187 {
2188 if (!sound_was_played)
2189 {
2190 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2191 sound_was_played = 1;
2192 }
2193
2194 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2195 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2196 }
2197 }
2198 break;
2199 }
2200
2201 case CONVERTER:
2202 if (convert_item (victim, trap) < 0)
2203 {
2204 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2205 archetype::get (shstr_burnout)->insert_at (trap, trap);
2206 }
2207
2208 break;
2209
2210 case TRIGGER_BUTTON:
2211 case TRIGGER_PEDESTAL:
2212 case TRIGGER_ALTAR:
2213 check_trigger (trap, victim, originator);
2214 break;
2215
2216 case DEEP_SWAMP:
2217 walk_on_deep_swamp (trap, victim);
2218 break;
2219
2220 case CHECK_INV:
2221 check_inv (victim, trap);
2222 break;
2223
2224 case HOLE:
2225 move_apply_hole (trap, victim);
2226 break;
2227
2228 case EXIT:
2229 if (victim->type == PLAYER && EXIT_PATH (trap))
2230 {
2231 /* Basically, don't show exits leading to random maps the
2232 * players output.
2233 */
2234 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2235 victim->statusmsg (trap->msg, NDI_NAVY);
2236
2237 trap->play_sound (trap->sound);
2238 victim->enter_exit (trap);
2239 }
2240 break;
2241
2242 case ENCOUNTER:
2243 /* may be some leftovers on this */
2244 break;
2245
2246 case SHOP_MAT:
2247 apply_shop_mat (trap, victim);
2248 break;
2249
2250 /* Drop a certain amount of gold, and have one item identified */
2251 case IDENTIFY_ALTAR:
2252 apply_id_altar (victim, trap, originator);
2253 break;
2254
2255 case SIGN:
2256 if (victim->type != PLAYER && trap->stats.food > 0)
2257 break; /* monsters musn't apply magic_mouths with counters */
2258
2259 apply_sign (victim, trap, 1);
2260 break;
2261
2262 case CONTAINER:
2263 apply_container (victim, trap);
2264 break;
2265
2266 case RUNE:
2267 case TRAP:
2268 if (trap->level && victim->flag [FLAG_ALIVE])
2269 spring_trap (trap, victim);
2270 break;
2271
2272 default:
2273 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2274 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2275 break;
2276 }
2277
2278 recursion_depth--;
2279}
2280
2281/**
2282 * Handles reading a regular (ie not containing a spell) book.
2283 */
2284static void
2285apply_book (object *op, object *tmp)
2286{
2287 int lev_diff;
2288 object *skill_ob;
2289
2290 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2291 {
2292 op->failmsg ("You are unable to read while blind!");
2293 return;
2294 }
2295
2296 if (!tmp->msg)
2297 {
2298 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2299 return;
2300 }
2301
2302 /* need a literacy skill to read stuff! */
2303 skill_ob = find_skill_by_name (op, tmp->skill);
2304 if (!skill_ob)
2305 {
2306 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2307 return;
2308 }
2309
2310 lev_diff = tmp->level - (skill_ob->level + 5);
2311 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2312 {
2313 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2314 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2315 : lev_diff < 5 ? "This book is beyond your comprehension."
2316 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2317 : lev_diff < 15 ? "This book is way beyond your comprehension."
2318 : "This book is totally beyond your comprehension.");
2319 return;
2320 }
2321
2322 // we currently don't use the message types for anything.
2323 // readable_message_type *msgType = get_readable_message_type (tmp);
2324
2325 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2326
2327 if (player *pl = op->contr)
2328 if (client *ns = pl->ns)
2329 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2330
2331 /* gain xp from reading */
2332 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2333 { /* only if not read before */
2334 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2335
2336 if (!tmp->flag [FLAG_IDENTIFIED])
2337 {
2338 /*exp_gain *= 2; because they just identified it too */
2339 tmp->set_flag (FLAG_IDENTIFIED);
2340
2341 if (object *pl = tmp->visible_to ())
2342 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2343 }
2344
2345 change_exp (op, exp_gain, skill_ob->skill, 0);
2346 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2347 }
2348}
2349
2350/**
2351 * op made some mistake with a scroll, this takes care of punishment.
2352 * scroll_failure()- hacked directly from spell_failure
2353 */
2354static void
2355scroll_failure (object *op, int failure, int power)
2356{
2357 if (abs (failure / 4) > power)
2358 power = abs (failure / 4); /* set minimum effect */
2359
2360 if (failure <= -1 && failure > -15)
2361 { /* wonder */
2362 object *tmp;
2363
2364 op->failmsg ("Your spell warps!");
2365 tmp = get_archetype (SPELL_WONDER);
2366 cast_wonder (op, op, 0, tmp);
2367 tmp->destroy ();
2368 }
2369 else if (failure <= -15 && failure > -35)
2370 { /* drain mana */
2371 op->failmsg ("Your mana is drained!");
2372 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2373 if (op->stats.sp < 0)
2374 op->stats.sp = 0;
2375 }
2376 else if (settings.spell_failure_effects == TRUE)
2377 {
2378 if (failure <= -35 && failure > -60)
2379 { /* confusion */
2380 op->failmsg ("The magic recoils on you!");
2381 confuse_player (op, op, power);
2382 }
2383 else if (failure <= -60 && failure > -70)
2384 { /* paralysis */
2385 op->failmsg ("The magic recoils and paralyzes you!");
2386 paralyze_player (op, op, power);
2387 }
2388 else if (failure <= -70 && failure > -80)
2389 { /* blind */
2390 op->failmsg ("The magic recoils on you!");
2391 blind_player (op, op, power);
2392 }
2393 else if (failure <= -80)
2394 { /* blast the immediate area */
2395 object *tmp = get_archetype (LOOSE_MANA);
2396 cast_magic_storm (op, tmp, power);
2397 op->failmsg ("You unleash uncontrolled mana!");
2398 tmp->destroy ();
2399 }
2400 }
2401}
2402
2403/**
2404 * Handles the applying of a skill scroll, calling learn_skill straight.
2405 * op is the person learning the skill, tmp is the skill scroll object
2406 */
2407static void
2408apply_skillscroll (object *op, object *tmp)
2409{
2410 switch (learn_skill (op, tmp))
2411 {
2412 case 0:
2413 op->play_sound (sound_find ("generic_fail"));
2414 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2415 break;
2416
2417 case 1:
2418 tmp->decrease ();
2419 op->play_sound (sound_find ("skill_learn"));
2420 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2421 break;
2422
2423 default:
2424 tmp->decrease ();
2425 op->play_sound (sound_find ("generic_fail"));
2426 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2427 break;
2428 }
2429}
2430
2431/**
2432 * Actually makes op learn spell.
2433 * Informs player of what happens.
2434 */
2435void
2436do_learn_spell (object *op, object *spell, int special_prayer)
2437{
2438 object *tmp;
2439
2440 if (op->type != PLAYER)
2441 {
2442 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2443 return;
2444 }
2445
2446 /* Upgrade special prayers to normal prayers */
2447 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2448 {
2449 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2450 {
2451 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2452 return;
2453 }
2454 return;
2455 }
2456
2457 op->contr->play_sound (sound_find ("learn_spell"));
2458
2459 tmp = spell->clone ();
2460 insert_ob_in_ob (tmp, op);
2461
2462 if (special_prayer)
2463 tmp->set_flag (FLAG_STARTEQUIP);
2464
2465 esrv_add_spells (op->contr, tmp);
2466}
2467
2468/**
2469 * Erases spell from player's inventory.
2470 */
2471void
2472do_forget_spell (object *op, const char *spell)
2473{
2474 object *spob;
2475
2476 if (op->type != PLAYER)
2477 {
2478 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2479 return;
2480 }
2481 if ((spob = check_spell_known (op, spell)) == NULL)
2482 {
2483 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2484 return;
2485 }
2486
2487 op->failmsgf ("You lose knowledge of %s.", spell);
2488 esrv_remove_spell (op->contr, spob);
2489 spob->destroy ();
2490}
2491
2492/**
2493 * Handles player applying a spellbook.
2494 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2495 * stuff like that. Random learning failure too.
2496 */
2497static void
2498apply_spellbook (object *op, object *tmp)
2499{
2500 object *skop, *spell, *spell_skill;
2501
2502 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2503 {
2504 op->failmsg ("You are unable to read while blind.");
2505 return;
2506 }
2507
2508 /* artifact_spellbooks have 'slaying' field point to a spell name,
2509 * instead of having their spell stored in stats.sp. These are
2510 * legacy spellbooks
2511 */
2512 if (tmp->slaying)
2513 {
2514 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2515
2516 if (!spell)
2517 {
2518 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2519 return;
2520 }
2521 else
2522 insert_ob_in_ob (spell, tmp);
2523
2524 tmp->slaying = 0;
2525 }
2526
2527 skop = find_skill_by_name (op, tmp->skill);
2528
2529 /* need a literacy skill to learn spells. Also, having a literacy level
2530 * lower than the spell will make learning the spell more difficult */
2531 if (!skop)
2532 {
2533 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2534 return;
2535 }
2536
2537 spell = tmp->inv;
2538
2539 if (!spell)
2540 {
2541 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2542 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2543 return;
2544 }
2545
2546 int learn_level = sqrtf (spell->level) * 1.5f;
2547 if (skop->level < learn_level)
2548 {
2549 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2550 &tmp->skill, learn_level);
2551 return;
2552 }
2553
2554 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2555
2556 if (!tmp->flag [FLAG_IDENTIFIED])
2557 identify (tmp);
2558
2559 /* I removed the check for special_prayer_mark here - it didn't make
2560 * a lot of sense - special prayers are not found in spellbooks, and
2561 * if the player doesn't know the spell, doesn't make a lot of sense that
2562 * they would have a special prayer mark.
2563 */
2564 if (check_spell_known (op, spell->name))
2565 {
2566 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2567 return;
2568 }
2569
2570 if (spell->skill)
2571 {
2572 spell_skill = find_skill_by_name (op, spell->skill);
2573
2574 if (!spell_skill)
2575 {
2576 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2577 return;
2578 }
2579
2580 if (spell_skill->level < spell->level)
2581 {
2582 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2583 return;
2584 }
2585 }
2586
2587 /* Logic as follows
2588 *
2589 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2590 *
2591 * 2- The learner's skill level in literacy adjusts the chance to learn
2592 * a spell.
2593 *
2594 * 3 -Automatically fail to learn if you read while confused
2595 *
2596 * Overall, chances are the same but a player will find having a high
2597 * literacy rate very useful! -b.t.
2598 */
2599 if (op->flag [FLAG_CONFUSED])
2600 {
2601 op->failmsg ("In your confused state you flub the wording of the text!");
2602 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2603 }
2604 else if (tmp->flag [FLAG_STARTEQUIP] ||
2605 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2606 {
2607 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2608 do_learn_spell (op, spell, 0);
2609
2610 /* xp gain to literacy for spell learning */
2611 if (!tmp->flag [FLAG_STARTEQUIP])
2612 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2613 }
2614 else
2615 {
2616 op->contr->play_sound (sound_find ("fumble_spell"));
2617 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2618 }
2619
2620 tmp->decrease ();
2621}
2622
2623/**
2624 * Handles applying a spell scroll.
2625 */
2626void
2627apply_scroll (object *op, object *tmp, int dir)
2628{
2629 object *skop;
2630
2631 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2632 {
2633 op->failmsg ("You are unable to read while blind.");
2634 return;
2635 }
2636
2637 if (!tmp->inv || tmp->inv->type != SPELL)
2638 {
2639 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2640 return;
2641 }
2642
2643 if (op->type == PLAYER)
2644 {
2645 /* players need a literacy skill to read stuff! */
2646 int exp_gain = 0;
2647
2648 /* hard code literacy - tmp->skill points to where the exp
2649 * should go for anything killed by the spell.
2650 */
2651 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2652
2653 if (!skop)
2654 {
2655 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]);
2656 return;
2657 }
2658
2659 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2660 change_exp (op, exp_gain, skop->skill, 0);
2661 }
2662
2663 if (!tmp->flag [FLAG_IDENTIFIED])
2664 identify (tmp);
2665
2666 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2667
2668 cast_spell (op, tmp, dir, tmp->inv, NULL);
2669 tmp->decrease ();
2670}
2671
2672/**
2673 * Applies a treasure object - by default, chest. op
2674 * is the person doing the applying, tmp is the treasure
2675 * chest.
2676 */
2677static void
2678apply_treasure (object *op, object *tmp)
2679{
2680 /* Nice side effect of this treasure creation method is that the treasure
2681 * for the chest is done when the chest is created, and put into the chest
2682 * inventory. So that when the chest burns up, the items still exist. Also
2683 * prevents people from moving chests to more difficult maps to get better
2684 * treasure
2685 */
2686 object *treas = tmp->inv;
2687
2688 if (!treas)
2689 {
2690 op->statusmsg ("The chest was empty.");
2691 tmp->decrease ();
2692 return;
2693 }
2694
2695 while (tmp->inv)
2696 {
2697 treas = tmp->inv;
2698 treas->remove ();
2699
2700 treas->x = op->x;
2701 treas->y = op->y;
2702 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2703
2704 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2705 spring_trap (treas, op);
2706
2707 /* If either player or container was destroyed, no need to do
2708 * further processing. I think this should be enclused with
2709 * spring trap above, as I don't think there is otherwise
2710 * any way for the treasure chest or player to get killed.
2711 */
2712 if (op->destroyed () || tmp->destroyed ())
2713 break;
2714 }
2715
2716 if (!tmp->destroyed () && !tmp->inv)
2717 tmp->decrease (true);
2718}
2719
2720/**
2721 * A dragon is eating some flesh. If the flesh contains resistances,
2722 * there is a chance for the dragon's skin to get improved.
2723 *
2724 * attributes:
2725 * object *op the object (dragon player) eating the flesh
2726 * object *meal the flesh item, getting chewed in dragon's mouth
2727 * return:
2728 * int 1 if eating successful, 0 if it doesn't work
2729 */
2730static int
2731dragon_eat_flesh (object *op, object *meal)
2732{
2733 object *skin = NULL; /* pointer to dragon skin force */
2734 object *abil = NULL; /* pointer to dragon ability force */
2735 object *tmp = NULL; /* tmp. object */
2736
2737 double chance; /* improvement-chance of one resistance type */
2738 double totalchance = 1; /* total chance of gaining one resistance */
2739 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2740 double mbonus = 0; /* monster bonus */
2741 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2742 int winners = 0; /* number of winners */
2743 int i; /* index */
2744
2745 /* let's make sure and doublecheck the parameters */
2746 if (meal->type != FLESH || !op->is_dragon ())
2747 return 0;
2748
2749 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2750 from the player's inventory */
2751 for (tmp = op->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == FORCE)
2753 if (tmp->arch->archname == shstr_dragon_skin_force)
2754 skin = tmp;
2755 else if (tmp->arch->archname == shstr_dragon_ability_force)
2756 abil = tmp;
2757
2758 /* if either skin or ability are missing, this is an old player
2759 which is not to be considered a dragon -> bail out */
2760 if (skin == NULL || abil == NULL)
2761 return 0;
2762
2763 /* now start by filling stomache and health, according to food-value */
2764 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2765 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2766 else
2767 op->stats.hp += meal->stats.food / 50;
2768
2769 min_it (op->stats.hp, op->stats.maxhp);
2770 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2771
2772 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2773
2774 /* on to the interesting part: chances for adding resistance */
2775 for (i = 0; i < NROFATTACKS; i++)
2776 {
2777 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2778 {
2779 /* got positive resistance, now calculate improvement chance (0-100) */
2780
2781 /* this bonus makes resistance increase easier at lower levels */
2782 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2783 if (i == abil->stats.exp)
2784 bonus += 5; /* additional bonus for resistance of ability-focus */
2785
2786 /* monster bonus increases with level, because high-level
2787 flesh is too rare */
2788 mbonus = op->level * 20. / ((double) settings.max_level);
2789
2790 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2791 ((double)settings.max_level)) - skin->resist[i];
2792
2793 if (chance >= 0.)
2794 chance += 1.;
2795 else
2796 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2797
2798 /* chance is proportional to amount of resistance (max. 50) */
2799 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2800
2801 /* doubled chance for resistance of ability-focus */
2802 if (i == abil->stats.exp)
2803 chance = min (100., chance * 2.);
2804
2805 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2806 if (rndm (10000) < (unsigned int)(chance * 100))
2807 {
2808 atnr_winner[winners] = i;
2809 winners++;
2810 }
2811
2812 if (chance >= 0.01)
2813 totalchance *= 1 - chance / 100;
2814
2815 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2816 }
2817 }
2818
2819 /* inverse totalchance as until now we have the failure-chance */
2820 totalchance = 100 - totalchance * 100;
2821
2822 /* print message according to totalchance */
2823 const char *buf;
2824 if (totalchance > 50.)
2825 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2826 else if (totalchance > 10.)
2827 buf = format ("The %s tasted very good.", &meal->name);
2828 else if (totalchance > 1.)
2829 buf = format ("The %s tasted good.", &meal->name);
2830 else if (totalchance > 0.1)
2831 buf = format ("The %s tasted bland.", &meal->name);
2832 else if (totalchance >= 0.01)
2833 buf = format ("The %s had a boring taste.", &meal->name);
2834 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2835 buf = format ("The %s tasted strange.", &meal->name);
2836 else
2837 buf = format ("The %s had no taste.", &meal->name);
2838
2839 op->statusmsg (buf);
2840
2841 /* now choose a winner if we have any */
2842 i = -1;
2843 if (winners > 0)
2844 i = atnr_winner [rndm (winners)];
2845
2846 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2847 {
2848 /* resistance increased! */
2849 skin->resist[i]++;
2850 op->update_stats ();
2851
2852 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2853 }
2854
2855 /* if this flesh contains a new ability focus, we mark it
2856 into the ability_force and it will take effect on next level */
2857 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2858 {
2859 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2860
2861 if (meal->last_eat != abil->stats.exp)
2862 op->statusmsg (format (
2863 "Your metabolism prepares to focus on %s!\n"
2864 "The change will happen at level %d.",
2865 change_resist_msg[meal->last_eat],
2866 abil->level + 1
2867 ));
2868 else
2869 {
2870 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2871 abil->last_eat = 0;
2872 }
2873 }
2874
2875 return 1;
2876}
2877
2878/**
2879 * op eats food.
2880 * If player, takes care of messages and dragon special food.
2881 */
2882static void
2883apply_food (object *op, object *tmp)
2884{
2885 int capacity_remaining;
2886
2887 if (op->type != PLAYER)
2888 op->stats.hp = op->stats.maxhp;
2889 else
2890 {
2891 /* check if this is a dragon (player), eating some flesh */
2892 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2893 ;
2894 else
2895 {
2896 /* usual case - no dragon meal: */
2897 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2898 {
2899 if (tmp->type == FOOD || tmp->type == FLESH)
2900 op->failmsg ("You feel full, but what a waste of food!");
2901 else
2902 op->statusmsg ("Most of the drink goes down your face not your throat!");
2903 }
2904
2905 tmp->play_sound (
2906 tmp->sound
2907 ? tmp->sound
2908 : tmp->type == DRINK
2909 ? sound_find ("eat_drink")
2910 : sound_find ("eat_food")
2911 );
2912
2913 if (!tmp->flag [FLAG_CURSED])
2914 {
2915 const char *buf;
2916
2917 if (!op->is_dragon ())
2918 {
2919 /* eating message for normal players */
2920 if (tmp->type == DRINK)
2921 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2922 else
2923 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2924 }
2925 else
2926 /* eating message for dragon players */
2927 buf = format ("The %s tasted terrible!", &tmp->name);
2928
2929 op->statusmsg (buf);
2930
2931 capacity_remaining = MAX_FOOD - op->stats.food;
2932 op->stats.food += tmp->stats.food;
2933 if (capacity_remaining < tmp->stats.food)
2934 op->stats.hp += capacity_remaining / 50;
2935 else
2936 op->stats.hp += tmp->stats.food / 50;
2937
2938 min_it (op->stats.hp, op->stats.maxhp);
2939 min_it (op->stats.food, MAX_FOOD);
2940 }
2941
2942 /* special food hack -b.t. */
2943 if (tmp->title || tmp->flag [FLAG_CURSED])
2944 eat_special_food (op, tmp);
2945 }
2946 }
2947
2948 handle_apply_yield (tmp);
2949 tmp->decrease ();
2950}
2951
2952/**
2953 * Handles applying an improve armor scroll.
2954 * Does some sanity checks, then calls improve_armour.
2955 */
2956static void
2957apply_armour_improver (object *op, object *tmp)
2958{
2959 object *armor;
2960
2961 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 {
2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964 return;
2965 }
2966
2967 armor = find_marked_object (op);
2968
2969 if (!armor)
2970 {
2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972 return;
2973 }
2974
2975 if (armor->type != ARMOUR
2976 && armor->type != CLOAK
2977 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978 {
2979 op->failmsg ("Your marked item is not armour!\n");
2980 return;
2981 }
2982
2983 op->statusmsg ("Applying armour enchantment.");
2984 improve_armour (op, tmp, armor);
2985}
2986
2987void
2988apply_poison (object *op, object *tmp)
2989{
2990 // need to do it now when it is still on the map
2991 handle_apply_yield (tmp);
2992
2993 object *poison = tmp->split (1);
2994
2995 if (op->type == PLAYER)
2996 {
2997 op->contr->play_sound (sound_find ("drink_poison"));
2998 op->failmsg ("Yech! That tasted poisonous!");
2999 op->contr->killer = poison;
3000 }
3001
3002 if (poison->stats.hp > 0)
3003 {
3004 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3005 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3006 }
3007
3008 op->stats.food -= op->stats.food / 4;
3009 poison->destroy ();
3010}
3011
3012/**
3013 * This function will try to apply a lighter and in case no lighter
3014 * is specified it will try to find a lighter in the players inventory,
3015 * and inform him about this requirement.
3016 *
3017 * who - the player
3018 * op - the item we want to light
3019 * lighter - the lighter or 0 if a lighter has yet to be found
3020 */
3021static object *
3022auto_apply_lighter (object *who, object *op, object *lighter)
3023{
3024 if (lighter == 0)
3025 {
3026 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3027 {
3028 if (tmp->type == LIGHTER)
3029 {
3030 lighter = tmp;
3031 break;
3032 }
3033 }
3034
3035 if (!lighter)
3036 {
3037 who->failmsgf (
3038 "You can't light up the %s with your bare hands! "
3039 "H<You need a lighter in your inventory, for example a flint and steel.>",
3040 &op->name
3041 );
3042 return 0;
3043 }
3044 }
3045
3046 // last_eat == 0 means the lighter is not being used up!
3047 if (lighter->last_eat && lighter->stats.food)
3048 {
3049 /* lighter gets used up */
3050 lighter = lighter->split ();
3051 lighter->stats.food--;
3052 who->insert (lighter);
3053 }
3054 else if (lighter->last_eat)
3055 {
3056 /* no charges left in lighter */
3057 who->failmsgf (
3058 "You attempt to light the %s with a used up %s.",
3059 &op->name, &lighter->name
3060 );
3061 return 0;
3062 }
3063
3064 return lighter;
3065}
3066
3067/**
3068 * Designed primarily to light torches/lanterns/etc.
3069 * Also burns up burnable material too. First object in the inventory is
3070 * the selected object to "burn". -b.t.
3071 */
3072static void
3073apply_lighter (object *who, object *lighter)
3074{
3075 object *item;
3076 int is_player_env = 0;
3077
3078 item = find_marked_object (who);
3079 if (item)
3080 {
3081 if (!auto_apply_lighter (who, item, lighter))
3082 return;
3083
3084 /* Perhaps we should split what we are trying to light on fire?
3085 * I can't see many times when you would want to light multiple
3086 * objects at once.
3087 */
3088
3089 save_throw_object (item, AT_FIRE, who);
3090
3091 if (item->destroyed ()
3092 || ((item->type == LAMP || item->type == TORCH)
3093 && item->glow_radius > 0))
3094 who->statusmsg (format (
3095 "You light the %s with the %s.",
3096 &item->name, &lighter->name
3097 ));
3098 else
3099 who->failmsgf (
3100 "You attempt to light the %s with the %s and fail.",
3101 &item->name, &lighter->name
3102 );
3103 }
3104 else
3105 who->failmsg ("You need to mark a lightable object.");
3106}
3107
3108/**
3109 * This function generates a cursed effect for cursed lamps and torches.
3110 */
3111static void
3112player_apply_lamp_cursed_effect (object *who, object *op)
3113{
3114 if (op->level)
3115 {
3116 who->failmsgf (
3117 "The %s was cursed, it explodes in a big fireball!",
3118 &op->name
3119 );
3120 create_exploding_ball_at (who, op->level);
3121 }
3122 else
3123 {
3124 who->failmsgf (
3125 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3126 &op->name
3127 );
3128 }
3129
3130 op->destroy ();
3131}
3132
3133/**
3134 * Apply for players and lamps
3135 *
3136 * who - the player
3137 * op - the lamp
3138 */
3139static void
3140player_apply_lamp (object *who, object *op)
3141{
3142 bool switch_on = op->glow_radius ? false : true;
3143
3144 if (switch_on)
3145 {
3146 object *lighter = 0;
3147
3148 if (op->flag [FLAG_IS_LIGHTABLE]
3149 && !(lighter = auto_apply_lighter (who, op, 0)))
3150 return;
3151
3152 if (op->stats.food < 1)
3153 {
3154 if (op->type == LAMP)
3155 who->failmsgf (
3156 "The %s is out of fuel! "
3157 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3158 &op->name
3159 );
3160 else
3161 who->failmsgf (
3162 "The %s is burnt out! "
3163 "H<Torches and similar items burn out and become worthless.>",
3164 &op->name
3165 );
3166 return;
3167 }
3168
3169 if (op->flag [FLAG_CURSED])
3170 {
3171 player_apply_lamp_cursed_effect (who, op);
3172 return;
3173 }
3174
3175 if (lighter)
3176 who->statusmsg (format (
3177 "You light up the %s with the %s.", &op->name, &lighter->name));
3178 else
3179 who->statusmsg (format ("You light up the %s.", &op->name));
3180 }
3181 else
3182 {
3183 if (op->flag [FLAG_CURSED])
3184 {
3185 player_apply_lamp_cursed_effect (who, op);
3186 return;
3187 }
3188
3189 if (op->type == TORCH)
3190 {
3191 if (!op->flag [FLAG_IS_LIGHTABLE])
3192 {
3193 who->statusmsg (format (
3194 "You put out the %s. "
3195 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3196 &op->name, &op->name));
3197 }
3198 else
3199 who->statusmsg (format (
3200 "You put out the %s."
3201 "H<Torches wear out if you put them out.>",
3202 &op->name));
3203 }
3204 else
3205 who->statusmsg (format ("You turn off the %s.", &op->name));
3206 }
3207
3208 apply_lamp (op, switch_on);
3209}
3210
3211void get_animation_from_arch (object *op, arch_ptr a)
3212{
3213 op->animation_id = a->animation_id;
3214 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3215 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3216 op->anim_speed = a->anim_speed;
3217 op->last_anim = 0;
3218 op->state = 0;
3219 op->face = a->face;
3220
3221 if (NUM_ANIMATIONS(op) > 1)
3222 {
3223 SET_ANIMATION(op, 0);
3224 animate_object (op, op->direction);
3225 }
3226 else
3227 update_object (op, UP_OBJ_FACE);
3228}
3229
3230/**
3231 * Apply for LAMPs and TORCHes.
3232 *
3233 * op - the lamp
3234 * switch_on - a flag which says whether the lamp should be switched on or off
3235 */
3236void apply_lamp (object *op, bool switch_on)
3237{
3238 op->set_glow_radius (switch_on ? op->range : 0);
3239 op->set_speed (switch_on ? op->arch->speed : 0);
3240
3241 // torches wear out if you put them out
3242 if (op->type == TORCH && !switch_on)
3243 {
3244 if (op->flag [FLAG_IS_LIGHTABLE])
3245 {
3246 op->stats.food -= (double) op->arch->stats.food / 15;
3247 if (op->stats.food < 0)
3248 op->stats.food = 0;
3249 }
3250 else
3251 op->stats.food = 0;
3252 }
3253
3254 // lamps and torched get worthless when used up
3255 if (op->stats.food <= 0)
3256 op->value = 0;
3257
3258 // FIXME: This is a hack to make the more sane torches and lamps
3259 // still animated ;-/
3260 if (op->other_arch)
3261 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3262
3263 if (object *pl = op->visible_to ())
3264 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3265}
3266
3267/**
3268 * This handles items of type 'transformer'.
3269 * Basically those items, used with a marked item, transform both items into something
3270 * else.
3271 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3272 * Change information is contained in the 'slaying' field of the marked item.
3273 * The format is as follow: transformer:[number ]yield[;transformer:...].
3274 * This way an item can be transformed in many things, and/or many objects.
3275 * The 'slaying' field for transformer is used as verb for the action.
3276 */
3277static void
3278apply_item_transformer (object *pl, object *transformer)
3279{
3280 object *marked;
3281 object *new_item;
3282 const char *find;
3283 char *separator;
3284 int yield;
3285 char got[MAX_BUF];
3286 int len;
3287
3288 if (!pl || !transformer)
3289 return;
3290
3291 marked = find_marked_object (pl);
3292
3293 if (!marked)
3294 {
3295 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3296 return;
3297 }
3298
3299 if (!marked->slaying)
3300 {
3301 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3302 return;
3303 }
3304
3305 /* check whether they are compatible or not */
3306 find = strstr (&marked->slaying, transformer->arch->archname);
3307 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3308 {
3309 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3310 return;
3311 }
3312
3313 find += strlen (transformer->arch->archname) + 1;
3314 /* Item can be used, now find how many and what it yields */
3315 if (isdigit (*(find)))
3316 {
3317 yield = atoi (find);
3318 if (yield < 1)
3319 {
3320 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3321 yield = 1;
3322 }
3323 }
3324 else
3325 yield = 1;
3326
3327 while (isdigit (*find))
3328 find++;
3329
3330 while (*find == ' ')
3331 find++;
3332
3333 memset (got, 0, MAX_BUF);
3334
3335 if ((separator = (char *) strchr (find, ';')))
3336 len = separator - find;
3337 else
3338 len = strlen (find);
3339
3340 min_it (len, MAX_BUF - 1);
3341
3342 strcpy (got, find);
3343 got[len] = '\0';
3344
3345 /* Now create new item, remove used ones when required. */
3346 new_item = get_archetype (got);
3347 if (!new_item)
3348 {
3349 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3350 return;
3351 }
3352
3353 new_item->nrof = yield;
3354
3355 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3356
3357 pl->insert (new_item);
3358 /* Eat up one item */
3359 marked->decrease ();
3360
3361 /* Eat one transformer if needed */
3362 if (transformer->stats.food)
3363 if (--transformer->stats.food == 0)
3364 transformer->decrease ();
3365}
3366
3367/**
3368 * Main apply handler.
3369 *
3370 * Checks for unpaid items before applying.
3371 *
3372 * Return value is currently not used
3373 *
3374 * who is the object that is causing object to be applied, op is the object
3375 * being applied.
3376 *
3377 * aflag is special (always apply/unapply) flags. Nothing is done with
3378 * them in this function - they are passed to apply_special
3379 */
3380static bool
3381manual_apply (object *who, object *op, int aflag)
3382{
3383 op = op->head_ ();
3384
3385 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3386 {
3387 if (who->contr)
3388 {
3389 examine (who, op);
3390 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3391 return 1;
3392 }
3393 else
3394 return 0; /* monsters just skip unpaid items */
3395 }
3396
3397 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3398 return RESULT_INT (0);
3399 else if (apply_types_inv_only [op->type])
3400 {
3401 // special item, using slot system, needs to be in inv
3402 if (op->env == who)
3619 return apply_special (who, op, aflags); 3403 return apply_special (who, op, aflag);
3404
3405 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3406 }
3407 else if (!who->contr && apply_types_player_only [op->type])
3408 return 0; // monsters shouldn't try to apply player-only stuff
3409 else if (apply_types [op->type])
3410 {
3411 // ordinary stuff, may be on the floor
3412 switch (op->type)
3413 {
3414 case T_HANDLE:
3415 who->play_sound (sound_find ("turn_handle"));
3416 who->statusmsg ("You turn the handle.");
3417 op->value = op->value ? 0 : 1;
3418 SET_ANIMATION (op, op->value);
3419 update_object (op, UP_OBJ_FACE);
3420 push_button (op, who);
3421 break;
3422
3423 case TRIGGER:
3424 if (check_trigger (op, who, who))
3425 {
3426 who->statusmsg ("You turn the handle.");
3427 who->play_sound (sound_find ("turn_handle"));
3428 }
3429 else
3430 who->failmsg ("The handle doesn't move.");
3431
3432 break;
3433
3434 case EXIT:
3435 if (!EXIT_PATH (op))
3436 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3437 else
3438 {
3439 /* Don't display messages for random maps. */
3440 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3441 who->statusmsg (op->msg, NDI_NAVY);
3442
3443 who->enter_exit (op);
3444 }
3445
3446 break;
3447
3448 case INSCRIBABLE:
3449 who->statusmsg (op->msg);
3450 // maybe show a spell menu to chose from or something like that
3451 break;
3452
3453 case SIGN:
3454 apply_sign (who, op, 0);
3455 break;
3456
3457 case BOOK:
3458 apply_book (who, op);
3459 break;
3460
3461 case SKILLSCROLL:
3462 apply_skillscroll (who, op);
3463 break;
3464
3465 case SPELLBOOK:
3466 apply_spellbook (who, op);
3467 break;
3468
3469 case SCROLL:
3470 apply_scroll (who, op, 0);
3471 break;
3472
3473 case POTION:
3474 apply_potion (who, op);
3475 break;
3476
3477 /* Eneq(@csd.uu.se): Handle apply on containers. */
3478 //TODO: remove, as it is unsed?
3479 case CLOSE_CON:
3480 apply_container (who, op->env);
3481 break;
3482
3483 case CONTAINER:
3484 apply_container (who, op);
3485 break;
3486
3487 case TREASURE:
3488 apply_treasure (who, op);
3489 break;
3490
3491 case LAMP:
3492 case TORCH:
3493 player_apply_lamp (who, op);
3494 break;
3495
3496 case DRINK:
3497 case FOOD:
3498 case FLESH:
3499 apply_food (who, op);
3500 break;
3501
3502 case POISON:
3503 apply_poison (who, op);
3504 break;
3505
3506 case SAVEBED:
3507 break;
3508
3509 case ARMOUR_IMPROVER:
3510 apply_armour_improver (who, op);
3511 break;
3512
3513 case WEAPON_IMPROVER:
3514 check_improve_weapon (who, op);
3515 break;
3516
3517 case CLOCK:
3518 {
3519 char buf[MAX_BUF];
3520 timeofday_t tod;
3521
3522 get_tod (&tod);
3523 who->play_sound (sound_find ("sound_clock"));
3524 who->statusmsg (format (
3525 "It is %d minute%s past %d o'clock %s",
3526 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3527 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3528 ));
3529 }
3530 break;
3531
3532 case MENU:
3533 shop_listing (op, who);
3534 break;
3535
3536 case POWER_CRYSTAL:
3537 apply_power_crystal (who, op); /* see egoitem.c */
3538 break;
3539
3540 case LIGHTER: /* for lighting torches/lanterns/etc */
3541 apply_lighter (who, op);
3542 break;
3543
3544 case ITEM_TRANSFORMER:
3545 apply_item_transformer (who, op);
3546 break;
3547 }
3548
3549 return 1;
3550 }
3551 else
3552 {
3553 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3554 return 0;
3555 }
3556}
3557
3558/**
3559 * player_apply_below attempts to apply the object 'below' the player.
3560 * If the player has an open container, we use that for below, otherwise
3561 * we use the ground.
3562 */
3563void
3564player_apply_below (object *pl)
3565{
3566 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3567
3568 /* If using a container, set the starting item to be the top
3569 * item in the container. Otherwise, use the map.
3570 */
3571
3572 // first try to apply "applyables"
3573 for (object *tmp = top; tmp; tmp = tmp->below)
3574 if (!tmp->invisible && apply_types [tmp->type])
3575 {
3576 // If it is visible, player can apply it.
3577 pl->apply (tmp);
3578 return;
3579 }
3580
3581 while (top && top->invisible)
3582 top = top->below;
3583
3584 if (!top || top->flag [FLAG_IS_FLOOR])
3585 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3586 "H<There is nothing here that you can apply.>");
3587 else
3588 // next, try to explain the topmost object
3589 switch (top->type)
3590 {
3591 // TODO: all this should move to examine
3592 case ALTAR:
3593 case IDENTIFY_ALTAR:
3594 case TRIGGER_ALTAR:
3595 case CONVERTER:
3596 //case TRIGGER_PEDESTAL:
3597 pl->failmsgf (
3598 "You see no obvious mechanism on the %s."
3599 "H<You have to drop one or more specific items here.>",
3600 query_short_name (top)
3601 );
3602 break;
3603
3604 case BUTTON:
3605 case TRIGGER_BUTTON:
3606 pl->failmsgf (
3607 "The %s looks as if you could activate it with somehting heavy. "
3608 "H<You must put enough items here to activate it.>",
3609 query_short_name (top)
3610 );
3611 break;
3612
3613 default:
3614 examine (pl, top);
3615 break;
3616 }
3617}
3618
3619// saner interface, returns successful status
3620bool
3621object::apply (object *ob, int aflags)
3622{
3623 if (!ob) // simplifies a lot of callers
3624 return true;
3625
3626 if (contr)
3627 {
3628 if (!ob->env && (move_type & MOVE_FLYING))
3629 {
3630 /* player is flying and applying object not in inventory */
3631 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3632 {
3633 failmsg ("But you are floating high above the ground! "
3634 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3635 "or waiting till the levitation effect wears off.>");
3636 return 0;
3637 }
3638 }
3639
3640 contr->last_used = ob;
3641 }
3642
3643 bool want_apply =
3644 aflags & AP_APPLY ? true
3645 : aflags & AP_UNAPPLY ? false
3646 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3647
3648 object_ptr *slot = 0;
3649
3650 // detect the slot, if this is a player
3651 if (contr && !(aflags & AP_NO_SLOT))
3652 {
3653 object *oslot;
3654
3655 switch (ob->type)
3656 {
3657 case WEAPON:
3658 slot = &contr->combat_ob;
3659 oslot = contr->ranged_ob;
3660 break;
3661
3662 case BOW:
3663 case RANGED:
3664 case SPELL:
3665 case WAND:
3666 case ROD:
3667 case HORN:
3668 case BUILDER:
3669 slot = &contr->ranged_ob;
3670 oslot = contr->combat_ob;
3671 break;
3672
3673 // oh, the humanity
3674 case SKILL:
3675 if (aflags & AP_NO_SLOT)
3676 break;
3677
3678 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3679 break;
3680
3681 if (skill_flags [ob->subtype] & SF_COMBAT)
3682 {
3683 slot = &contr->combat_ob;
3684 oslot = contr->ranged_ob;
3685 }
3686 else if (skill_flags [ob->subtype] & SF_RANGED)
3687 {
3688 slot = &contr->ranged_ob;
3689 oslot = contr->combat_ob;
3690 }
3691
3692 break;
3693 }
3694
3695 // now handle slot exclusions
3696 if (slot)
3697 {
3698 // only one slot can be active
3699 if (want_apply)
3700 {
3701 // clear slot unless we are in it already
3702 if (*slot != ob)
3703 apply (*slot, AP_UNAPPLY);
3704
3705 // unapply other slot, because we want to become active
3706 apply (oslot, AP_UNAPPLY);
3707 }
3708
3709 // clear item from slot if applied
3710 if (!want_apply && current_weapon == ob)
3711 current_weapon = 0;
3712 }
3713 }
3714
3715 if (ob->flag [FLAG_APPLIED] != want_apply)
3716 manual_apply (this, ob, aflags);
3717
3718 if (ob->flag [FLAG_APPLIED] != want_apply)
3719 return false;
3720
3721 if (slot && want_apply)
3722 current_weapon = *slot = ob;
3723
3724 return true;
3620} 3725}
3621 3726
3622/** 3727/**
3623 * Map was just loaded, handle op's initialisation. 3728 * Map was just loaded, handle op's initialisation.
3624 * 3729 *
3628auto_apply (object *op) 3733auto_apply (object *op)
3629{ 3734{
3630 object *tmp = NULL, *tmp2; 3735 object *tmp = NULL, *tmp2;
3631 int i; 3736 int i;
3632 3737
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3738 op->clr_flag (FLAG_AUTO_APPLY);
3634 3739
3635 switch (op->type) 3740 switch (op->type)
3636 { 3741 {
3637 case SHOP_FLOOR: 3742 case SHOP_FLOOR:
3638 if (!op->has_random_items ()) 3743 if (!op->has_random_items ())
3648 == NULL && --i); 3753 == NULL && --i);
3649 3754
3650 if (tmp == NULL) 3755 if (tmp == NULL)
3651 return 0; 3756 return 0;
3652 3757
3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3758 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3654 { 3759 {
3655 tmp->destroy (); 3760 tmp->destroy ();
3656 tmp = NULL; 3761 tmp = NULL;
3657 } 3762 }
3658 } 3763 }
3659 while (!tmp); 3764 while (!tmp);
3660 3765
3661 tmp->x = op->x; 3766 tmp->x = op->x;
3662 tmp->y = op->y; 3767 tmp->y = op->y;
3663 SET_FLAG (tmp, FLAG_UNPAID); 3768 tmp->set_flag (FLAG_UNPAID);
3664 insert_ob_in_map (tmp, op->map, NULL, 0); 3769 insert_ob_in_map (tmp, op->map, NULL, 0);
3665 identify (tmp); 3770 identify (tmp);
3666 break; 3771 break;
3667 3772
3668 case TREASURE: 3773 case TREASURE:
3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3774 if (op->flag [FLAG_IS_A_TEMPLATE])
3670 return 0; 3775 return 0;
3671 3776
3672 while (op->stats.hp-- > 0) 3777 while (op->stats.hp-- > 0)
3673 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3778 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3674 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3779 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3712 3817
3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3818 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3714 { 3819 {
3715 invnext = invtmp->below; 3820 invnext = invtmp->below;
3716 3821
3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3822 if (invtmp->flag [FLAG_AUTO_APPLY])
3718 auto_apply (invtmp); 3823 auto_apply (invtmp);
3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3824 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3720 { 3825 {
3721 while (invtmp->stats.hp-- > 0) 3826 while (invtmp->stats.hp-- > 0)
3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3827 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3731 * treasure again for this object 3836 * treasure again for this object
3732 */ 3837 */
3733 invtmp->randomitems = NULL; 3838 invtmp->randomitems = NULL;
3734 } 3839 }
3735 } 3840 }
3841
3736 /* This is really temporary - the code at the bottom will 3842 /* This is really temporary - the code at the bottom will
3737 * also set randomitems to null. The problem is there are bunches 3843 * also set randomitems to null. The problem is there are bunches
3738 * of maps/players already out there with items that have spells 3844 * of maps/players already out there with items that have spells
3739 * which haven't had the randomitems set to null yet. 3845 * which haven't had the randomitems set to null yet.
3740 * MSW 2004-05-13 3846 * MSW 2004-05-13
3744 * Ryo 2004-08-16 3850 * Ryo 2004-08-16
3745 */ 3851 */
3746 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3852 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) 3853 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3748 tmp->randomitems = NULL; 3854 tmp->randomitems = NULL;
3749
3750 } 3855 }
3751 3856
3752 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3857 if (tmp->flag [FLAG_AUTO_APPLY])
3753 auto_apply (tmp); 3858 auto_apply (tmp);
3754 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3859 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3755 { 3860 {
3756 while ((tmp->stats.hp--) > 0) 3861 while ((tmp->stats.hp--) > 0)
3757 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3862 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3759 } 3864 }
3760 else if (tmp->type == TIMED_GATE) 3865 else if (tmp->type == TIMED_GATE)
3761 { 3866 {
3762 object *head = tmp->head != NULL ? tmp->head : tmp; 3867 object *head = tmp->head != NULL ? tmp->head : tmp;
3763 3868
3764 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3869 if (head->flag [FLAG_IS_LINKED])
3765 tmp->set_speed (0); 3870 tmp->set_speed (0);
3766 } 3871 }
3767 /* This function can be called everytime a map is loaded, even when 3872 /* This function can be called everytime a map is loaded, even when
3768 * swapping back in. As such, we don't want to create the treasure 3873 * swapping back in. As such, we don't want to create the treasure
3769 * over and ove again, so after we generate the treasure, blank out 3874 * over and ove again, so after we generate the treasure, blank out
3811 /* bigger morsel of food = longer effect time */ 3916 /* bigger morsel of food = longer effect time */
3812 int duration = TIME2TICK (food->stats.food); 3917 int duration = TIME2TICK (food->stats.food);
3813 3918
3814 if (force = who->force_find (key)) 3919 if (force = who->force_find (key))
3815 { 3920 {
3816 if (duration > abs (force->speed_left / force->speed)) 3921 if (duration > fabs (force->speed_left / force->speed))
3817 { 3922 {
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)); 3923 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); 3924 force->force_set_timer (duration);
3820 } 3925 }
3821 else 3926 else
3858 } 3963 }
3859 3964
3860 /* check for hp, sp change */ 3965 /* check for hp, sp change */
3861 if (food->stats.hp != 0) 3966 if (food->stats.hp != 0)
3862 { 3967 {
3863 if (QUERY_FLAG (food, FLAG_CURSED)) 3968 if (food->flag [FLAG_CURSED])
3864 { 3969 {
3865 who->contr->killer = food; 3970 who->contr->killer = food;
3866 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3971 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3867 who->failmsg ("Eck!...that was poisonous!"); 3972 who->failmsg ("Eck!...that was poisonous!");
3868 } 3973 }
3877 } 3982 }
3878 } 3983 }
3879 3984
3880 if (food->stats.sp != 0) 3985 if (food->stats.sp != 0)
3881 { 3986 {
3882 if (QUERY_FLAG (food, FLAG_CURSED)) 3987 if (food->flag [FLAG_CURSED])
3883 { 3988 {
3884 who->failmsg ("You are drained of mana!"); 3989 who->failmsg ("You are drained of mana!");
3885 who->stats.sp -= food->stats.sp; 3990 who->stats.sp -= food->stats.sp;
3886 if (who->stats.sp < 0) 3991 if (who->stats.sp < 0)
3887 who->stats.sp = 0; 3992 who->stats.sp = 0;
3893 /* place limit on max sp from food? */ 3998 /* place limit on max sp from food? */
3894 } 3999 }
3895 } 4000 }
3896 4001
3897 who->update_stats (); 4002 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} 4003}
3953 4004
3954void 4005void
3955apply_changes_to_player (object *pl, object *change) 4006apply_changes_to_player (object *pl, object *change)
3956{ 4007{
4024 pl->animation_id = change->animation_id; 4075 pl->animation_id = change->animation_id;
4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4076 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4026 } 4077 }
4027 4078
4028 /* check the special case of can't use weapons */ 4079 /* check the special case of can't use weapons */
4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4080 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4030 if (change->name == shstr_monk) 4081 if (change->name == shstr_monk)
4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4082 pl->clr_flag (FLAG_USE_WEAPON);
4032 4083
4033 break; 4084 break;
4034 } 4085 }
4035 } 4086 }
4036} 4087}
4037 4088
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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