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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 1.262 by root, Sun May 2 11:23:52 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 (TRANSPORT);
66 name_flag = 1; 71 set (EXIT);
67 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
68 } 85 }
86} apply_types_player_only;
69 87
70 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
71 * name or race that matches. 89// 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 90
79 /* If the director has slaying set, only affect objects where none 91static 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{ 92{
98 dynbuf_text &buf = msg_dynbuf; buf.clear (); 93 apply_types ()
99 94 : 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 { 95 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 96 set (T_HANDLE);
130 { 97 set (TRIGGER);
131 if (operate_altar (altar, &money, pl)) 98 set (SCROLL);
132 { 99 set (POTION);
133 identify (id); 100 set (CLOSE_CON);
134 101 set (CONTAINER);
135 buf.printf ("You have %s.\r", long_desc (id, pl)); 102 set (LAMP);
136 if (id->msg) 103 set (TORCH);
137 buf << "The item has a story:\r" << id->msg << "\n\n"; 104 set (DRINK);
138 105 set (FOOD);
139 /* If no more money, might as well quit now */ 106 set (FLESH);
140 if (!money || !check_altar_sacrifice (altar, money)) 107 set (POISON);
141 break; 108 set (POWER_CRYSTAL);
142 } 109 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 } 110 }
150 111} 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}
396 112
397/**************************************************************************** 113/****************************************************************************
398 * Weapon improvement code follows 114 * Weapon improvement code follows
399 ****************************************************************************/ 115 ****************************************************************************/
400 116
401/** 117/**
402 * This function just checks whether who can handle equipping an item 118 * This function just checks whether who can handle equipping an item
403 * with item_power. 119 * with item_power.
404 */ 120 */
405 121static bool
406bool
407check_item_power (object *who, int item_power) 122check_item_power (object *who, int item_power)
408{ 123{
409 if (who->type == PLAYER 124 if (who->type == PLAYER
410 && item_power 125 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level) 126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
425 if (!item) 140 if (!item)
426 return 0; 141 return 0;
427 142
428 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
429 if (op->arch->archname == item) 144 if (op->arch->archname == item)
430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
432 count += op->number_of (); 147 count += op->number_of ();
433 148
434 return count; 149 return count;
435} 150}
436 151
483 if (improver->slaying) 198 if (improver->slaying)
484 { 199 {
485 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
486 if (count < 1) 201 if (count < 1)
487 { 202 {
488 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
489 return 0; 204 return 0;
490 } 205 }
491 } 206 }
492 else 207 else
493 count = 1; 208 count = 1;
532 247
533/** 248/**
534 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
535 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
536 */ 251 */
537int 252static int
538prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
539{ 254{
540 int sacrifice_count, i; 255 int sacrifice_count, i;
541 char buf[MAX_BUF];
542 256
543 if (weapon->level != 0) 257 if (weapon->level != 0)
544 { 258 {
545 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
546 return 0; 260 return 0;
575 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
577 &weapon->name, weapon->level 291 &weapon->name, weapon->level
578 )); 292 ));
579 293
580 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
581 weapon->name = weapon->name_pl = buf;
582 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
583 slot at once! */ 296 slot at once! */
584 improver->decrease (); 297 improver->decrease ();
585 weapon->last_eat = 0; 298 weapon->last_eat = 0;
586 return 1; 299 return 1;
595 * 308 *
596 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
597 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
598 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
599 */ 312 */
600int 313static int
601improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
602{ 315{
603 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
604 317
605 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
618 { 331 {
619 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
620 return 0; 333 return 0;
621 } 334 }
622 335
623 if (QUERY_FLAG (weapon, FLAG_APPLIED) 336 if (weapon->flag [FLAG_APPLIED]
624 && !check_item_power (op, weapon->item_power + 1)) 337 && !check_item_power (op, weapon->item_power + 1))
625 { 338 {
626 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
627 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
628 "really want to improve it."); 341 "really want to improve it.");
678 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
679 392
680 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
681 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
682 { 395 {
683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
684 return 0; 397 return 0;
685 } 398 }
686 399
687 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
688 weapon->item_power++; 401 weapon->item_power++;
707/** 420/**
708 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
709 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
710 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
711 */ 424 */
712int 425static int
713check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
714{ 427{
715 object *otmp;
716
717 if (op->type != PLAYER) 428 if (op->type != PLAYER)
718 return 0; 429 return 0;
719 430
720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
721 { 432 {
722 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
723 return 0; 434 return 0;
724 } 435 }
725 436
726 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
727 438
728 if (!otmp) 439 if (!otmp)
729 { 440 {
730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
731 return 0; 442 return 0;
732 } 443 }
733 444
734 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
735 { 446 {
736 op->failmsg ("Marked item is not a weapon or bow!"); 447 op->failmsg ("Marked item is not a weapon or bow!");
448 return 0;
449 }
450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
737 return 0; 454 return 0;
738 } 455 }
739 456
740 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
741 458
764 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
765 * the users level or 90) 482 * the users level or 90)
766 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
767 * changing of physical area right now. 484 * changing of physical area right now.
768 */ 485 */
769int 486static int
770improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
771{ 488{
772 object *tmp;
773
774 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
775 { 490 {
776 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
777 return 0; 492 return 0;
778 } 493 }
789 } 504 }
790 505
791 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
792 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
793 */ 508 */
794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
795 510
796 armour->magic++; 511 armour->magic++;
797 512
798 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
799 { 514 {
837 552
838 if (op->type == PLAYER) 553 if (op->type == PLAYER)
839 { 554 {
840 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
841 556
842 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557 if (armour->flag [FLAG_APPLIED])
843 op->update_stats (); 558 op->update_stats ();
844 } 559 }
845 560
846 improver->decrease (); 561 improver->decrease ();
847 562
861 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
862 */ 577 */
863int 578int
864convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
865{ 580{
866 sint64 nr, price_in; 581 sint64 nr = 0, price_in;
867 582
868 if (item->flag [FLAG_UNPAID]) 583 if (item->flag [FLAG_UNPAID])
869 return 0; 584 return 0;
870 585
871 shstr conv_from = converter->slaying; 586 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch; 587 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food; 588 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp; 589 sint64 give = converter->stats.sp;
875 590
927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
928 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
929 ob_to_copy = ob; 644 ob_to_copy = ob;
930 645
931 item = ob_to_copy->deep_clone (); 646 item = ob_to_copy->deep_clone ();
932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
933 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
934 } 649 }
935 else 650 else
936 { 651 {
937 if (!conv_to) 652 if (!conv_to)
950 665
951 if (nr) 666 if (nr)
952 item->nrof *= nr; 667 item->nrof *= nr;
953 668
954 if (converter->flag [FLAG_PRECIOUS]) 669 if (converter->flag [FLAG_PRECIOUS])
955 SET_FLAG (item, FLAG_UNPAID); 670 item->set_flag (FLAG_UNPAID);
956 671
957 if (is_in_shop (converter)) 672 if (converter->is_in_shop ())
958 { 673 {
959 // converters on shop floors don't work anymore, bug lets check for it 674 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it. 675 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ()); 677 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID); 678 item->set_flag (FLAG_UNPAID);
964 } 679 }
965 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
966 { 681 {
967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
972 */ 687 */
973 } 688 }
974 689
975 // elmex: only identify if we need to, for example so that generated money doesn't 690 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily. 691 // get an 'identified' flag so easily.
977 if (need_identify (item)) 692 if (item->need_identify ())
978 identify (item); 693 identify (item);
979 694
980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
981 return 1; 696 return 1;
982} 697}
985 * Handle apply on containers. 700 * Handle apply on containers.
986 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
987 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 702 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
988 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
989 */ 704 */
990int 705static int
991apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
992{ 707{
993 if (op->type != PLAYER || !op->contr->ns) 708 if (op->type != PLAYER || !op->contr->ns)
994 return 0; /* This might change */ 709 return 0; /* This might change */
995 710
1008 } 723 }
1009 724
1010 // already applied == open on ground, or open in inv, or active in inv 725 // already applied == open on ground, or open in inv, or active in inv
1011 if (sack->flag [FLAG_APPLIED]) 726 if (sack->flag [FLAG_APPLIED])
1012 { 727 {
1013 if (op->container == sack) 728 if (op->container_ () == sack)
1014 { 729 {
1015 // open on ground or inv, so close 730 // open on ground or inv, so close
1016 op->close_container (); 731 op->close_container ();
1017 return 1; 732 return 1;
1018 } 733 }
1019 else if (!sack->env) 734 else if (!sack->env)
1020 { 735 {
1021 // active, but not ours: some other player has opened it 736 // active on floor, but not ours: some other player has opened it
737 // normally this only happens to dms standing on the same space.
738 // but it doesn't hurt to handle it.
1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1023 return 1; 740 return 1;
1024 } 741 }
742 }
1025 743
1026 // fall through to opening it (active in inv) 744 // it's locked?
745 if (sack->slaying)
1027 } 746 {
1028 else if (sack->env) 747 if (object *tmp = find_key (op, op, sack))
748 {
749 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
750 }
751 else
752 {
753 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
754 esrv_update_item (UPD_FLAGS, op, sack);
755 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
756 return 1;
757 }
758 }
759
760 if (sack->env && !sack->flag [FLAG_APPLIED])
1029 { 761 {
1030 // it is in our env, so activate it, do not open yet 762 // it is in our env, so activate it, do not open yet
1031 op->close_container (); 763 op->close_container ();
1032 sack->flag [FLAG_APPLIED] = 1; 764 sack->flag [FLAG_APPLIED] = true;
1033 esrv_update_item (UPD_FLAGS, op, sack); 765 esrv_update_item (UPD_FLAGS, op, sack);
1034 op->statusmsg (format ("You ready %s.", query_name (sack))); 766 op->statusmsg (format ("You ready %s.", query_name (sack)));
1035 return 1;
1036 }
1037
1038 // it's locked?
1039 if (sack->slaying)
1040 { 767 }
1041 if (object *tmp = find_key (op, op, sack))
1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1043 else 768 else
1044 {
1045 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1046 return 1;
1047 }
1048 }
1049
1050 op->open_container (sack); 769 op->open_container (sack);
1051 770
1052 return 1; 771 return 1;
1053} 772}
1054 773
1055/** 774/**
1103{ 822{
1104 int rv = 0; 823 int rv = 0;
1105 double opinion; 824 double opinion;
1106 object *tmp, *next; 825 object *tmp, *next;
1107 826
1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 827 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1109 828
1110 bool has_unpaid = false; 829 bool has_unpaid = false;
1111 830
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to 831 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :( 832 // a quick and small change :(
1126 */ 845 */
1127 for (tmp = op->inv; tmp; tmp = next) 846 for (tmp = op->inv; tmp; tmp = next)
1128 { 847 {
1129 next = tmp->below; 848 next = tmp->below;
1130 849
1131 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 850 if (tmp->flag [FLAG_UNPAID])
1132 { 851 {
1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 852 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1134 853
1135 if (i >= 0) 854 if (i >= 0)
1136 tmp->move (i); 855 tmp->move (i);
1137 } 856 }
1138 } 857 }
1139 858
1140 /* Don't teleport things like spell effects */ 859 /* Don't teleport things like spell effects */
1141 if (QUERY_FLAG (op, FLAG_NO_PICK)) 860 if (op->flag [FLAG_NO_PICK])
1142 return 0; 861 return 0;
1143 862
1144 /* unpaid objects, or non living objects, can't transfer by 863 /* unpaid objects, or non living objects, can't transfer by
1145 * shop mats. Instead, put it on a nearby space. 864 * shop mats. Instead, put it on a nearby space.
1146 */ 865 */
1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 866 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1148 { 867 {
1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 868 /* 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); 869 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1151 870
1152 if (i != -1) 871 if (i != -1)
1165 /* this is only used for players */ 884 /* this is only used for players */
1166 rv = teleport (shop_mat, SHOP_MAT, op); 885 rv = teleport (shop_mat, SHOP_MAT, op);
1167 886
1168 if (has_unpaid) 887 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy")); 888 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op)) 889 else if (op->is_in_shop ())
1171 op->contr->play_sound (sound_find ("shop_enter")); 890 op->contr->play_sound (sound_find ("shop_enter"));
1172 else 891 else
1173 op->contr->play_sound (sound_find ("shop_leave")); 892 op->contr->play_sound (sound_find ("shop_leave"));
1174 893
1175 if (shop_mat->msg) 894 if (shop_mat->msg)
1176 op->statusmsg (shop_mat->msg); 895 op->statusmsg (shop_mat->msg);
1177 /* This check below is a bit simplistic - generally it should be correct, 896 /* This check below is a bit simplistic - generally it should be correct,
1178 * but there is never a guarantee that the bottom space on the map is 897 * but there is never a guarantee that the bottom space on the map is
1179 * actually the shop floor. 898 * actually the shop floor.
1180 */ 899 */
1181 else if (!rv && !is_in_shop (op)) 900 else if (!rv && !op->is_in_shop ())
1182 { 901 {
1183 opinion = shopkeeper_approval (op->map, op); 902 opinion = shopkeeper_approval (op->map, op);
1184 903
1185 op->statusmsg ( 904 op->statusmsg (
1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 905 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1207 op->y += freearr_y[i]; 926 op->y += freearr_y[i];
1208 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 927 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1209 } 928 }
1210 } 929 }
1211 930
1212 CLEAR_FLAG (op, FLAG_NO_APPLY); 931 op->clr_flag (FLAG_NO_APPLY);
1213 return rv; 932 return rv;
1214} 933}
1215 934
1216/** 935/**
1217 * Handles applying a sign. 936 * Handles applying a sign.
1245 op->failmsg ("You cannot read it anymore."); 964 op->failmsg ("You cannot read it anymore.");
1246 965
1247 return; 966 return;
1248 } 967 }
1249 968
1250 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 969 if (!op->flag [FLAG_WIZPASS])
1251 sign->last_eat++; 970 sign->last_eat++;
1252 } 971 }
1253 972
1254 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 973 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1255 * No way to know for sure. The presumption is basically that if 974 * No way to know for sure. The presumption is basically that if
1256 * move_on is zero, it needs to be manually applied (doesn't talk 975 * move_on is zero, it needs to be manually applied (doesn't talk
1257 * to us). 976 * to us).
1258 */ 977 */
1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 978 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1260 { 979 {
1261 op->failmsg ("You are unable to read while blind!"); 980 op->failmsg ("You are unable to read while blind!");
1262 return; 981 return;
1263 } 982 }
1264 983
1305 EXIT_Y (trap) + freearr_y[dir], 1024 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim); 1025 0, victim);
1307} 1026}
1308 1027
1309/** 1028/**
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. 1029 * Unapplies specified item.
2874 * No check done on cursed/damned. 1030 * No check done on cursed/damned.
2875 * Break this out of apply_special - this is just done 1031 * Break this out of apply_special - this is just done
2876 * to keep the size of apply_special to a more managable size. 1032 * to keep the size of apply_special to a more managable size.
2877 */ 1033 */
2878static int 1034static bool
2879unapply_special (object *who, object *op, int aflags) 1035unapply_special (object *who, object *op, int aflags)
2880{ 1036{
2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2882 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2883 return RESULT_INT (0); 1039 return RESULT_INT (0);
2884 1040
2885 CLEAR_FLAG (op, FLAG_APPLIED); 1041 if (who->current_weapon == op)
1042 who->current_weapon = 0;
1043
1044 op->flag [FLAG_APPLIED] = false;
2886 1045
2887 switch (op->type) 1046 switch (op->type)
2888 { 1047 {
2889 case SKILL_TOOL: 1048 case SKILL:
1049 if (player *pl = who->contr)
1050 if (op->invisible)
1051 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1052 else
1053 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1054
1055 change_abil (who, op);
1056 who->flag [FLAG_READY_SKILL] = false;
1057 break;
1058
1059 case WEAPON:
1060 who->statusmsg (format ("You unwield %s.", query_name (op)));
1061 change_abil (who, op);
1062 who->flag [FLAG_READY_WEAPON] = false;
1063
2890 // unapplying a skill tool should also unapply the skill it governs 1064 // unapplying a weapon or skill tool should also unapply the skill it governs
2891 // but this is hard, as it shouldn't do so when the skill can 1065 // but this is hard, as it shouldn't do so when the skill can
2892 // be used for other reasons 1066 // be used for other reasons
2893 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1067 if (who->chosen_skill)
2894 if (tmp->skill == op->skill 1068 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); 1069 unapply_special (who, op, 0);
2899 1070
2900 change_abil (who, op);
2901 break; 1071 break;
2902 1072
1073 case BOW:
2903 case WEAPON: 1074 case WAND:
1075 case ROD:
1076 case HORN:
1077 case RANGED:
2904 if (player *pl = who->contr) 1078 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 { 1079 {
2920 if (IS_COMBAT_SKILL (op->subtype)) 1080 who->statusmsg (format ("You unready %s.", query_name (op)));
2921 who->change_weapon (who->contr->combat_ob = 0); 1081 change_abil (who, op);
2922 else if (IS_RANGED_SKILL (op->subtype)) 1082 }
2923 who->change_weapon (who->contr->ranged_ob = 0); 1083 else
2924 1084 {
2925 if (op->invisible) 1085 if (op->type == BOW)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1086 op->flag [FLAG_READY_BOW ] = false;
2927 else 1087 else
2928 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1088 op->flag [FLAG_READY_RANGE] = false;
2929 } 1089 }
2930 1090
2931 change_abil (who, op);
2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break; 1091 break;
2934 1092
2935 case ARMOUR: 1093 case ARMOUR:
2936 case HELMET: 1094 case HELMET:
2937 case SHIELD: 1095 case SHIELD:
2944 case CLOAK: 1102 case CLOAK:
2945 who->statusmsg (format ("You unwear %s.", query_name (op))); 1103 who->statusmsg (format ("You unwear %s.", query_name (op)));
2946 change_abil (who, op); 1104 change_abil (who, op);
2947 break; 1105 break;
2948 1106
1107 case SPELL:
2949 case BOW: 1108 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))); 1109 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; 1110 break;
2974 1111
2975 case BUILDER: 1112 //case SKILL_TOOL://TODO
2976 if (who->contr)
2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2978 break;
2979
2980 default: 1113 default:
2981 who->statusmsg (format ("You unapply %s.", query_name (op))); 1114 who->statusmsg (format ("You unapply %s.", query_name (op)));
2982 break; 1115 break;
2983 } 1116 }
2984 1117
2986 if (object *pl = op->visible_to ()) 1119 if (object *pl = op->visible_to ())
2987 esrv_send_item (pl, op); 1120 esrv_send_item (pl, op);
2988 1121
2989 who->update_stats (); 1122 who->update_stats ();
2990 1123
2991 return 0; 1124 return 1;
2992} 1125}
2993 1126
2994/** 1127/**
2995 * Returns the object that is using location 'loc'. 1128 * Returns the object that is using location 'loc'.
2996 * Note that 'start' is the first object to start examing - we 1129 * Note that 'start' is the first object to start examing - we
3008static object * 1141static object *
3009get_next_item_from_body_location (int loc, object *start) 1142get_next_item_from_body_location (int loc, object *start)
3010{ 1143{
3011 for (object *tmp = start; tmp; tmp = tmp->below) 1144 for (object *tmp = start; tmp; tmp = tmp->below)
3012 if (tmp->flag [FLAG_APPLIED] 1145 if (tmp->flag [FLAG_APPLIED]
3013 && tmp->slot[loc].info 1146 && tmp->slot [loc].info
3014 && (!tmp->invisible || tmp->type == SKILL)) 1147 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3015 return tmp; 1148 return tmp;
3016 1149
3017 return 0; 1150 return 0;
3018} 1151}
3019 1152
3032#define CANNOT_REMOVE_CURSED \ 1165#define CANNOT_REMOVE_CURSED \
3033 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1166 "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, " \ 1167 "Praying over an altar, scrolls of remove curse/damnation, " \
3035 "priests or even other players might help.>" 1168 "priests or even other players might help.>"
3036 1169
3037int 1170static bool
3038unapply_for_ob (object *who, object *op, int aflags) 1171unapply_for_ob (object *who, object *op, int aflags)
3039{ 1172{
3040 if (op->is_range ()) 1173 if (op->is_range ())
3041 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1174 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1175 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))) 1176 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3044 { 1177 {
3045 if (aflags & AP_PRINT) 1178 if (aflags & AP_PRINT)
3046 who->failmsg (query_name (tmp)); 1179 who->failmsg (query_name (tmp));
3047 else 1180 else
3048 unapply_special (who, tmp, aflags); 1181 unapply_special (who, tmp, aflags);
3051 { 1184 {
3052 /* In this case, we want to try and remove a cursed item. 1185 /* 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 1186 * While we know it won't work, we want unapply_special to
3054 * at least generate the message. 1187 * at least generate the message.
3055 */ 1188 */
3056 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1189 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3057 return 1; 1190 return 1;
3058 } 1191 }
3059 1192
3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1193 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3061 { 1194 {
3081#endif 1214#endif
3082 return 1; 1215 return 1;
3083 } 1216 }
3084 1217
3085 /* If we are just printing, we don't care about cursed status */ 1218 /* 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)))) 1219 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3087 { 1220 {
3088 if (aflags & AP_PRINT) 1221 if (aflags & AP_PRINT)
3089 who->failmsg (query_name (tmp)); 1222 who->failmsg (query_name (tmp));
3090 else 1223 else
3091 unapply_special (who, tmp, aflags); 1224 unapply_special (who, tmp, aflags);
3095 /* Cursed item that we can't unequip - tell the player. 1228 /* Cursed item that we can't unequip - tell the player.
3096 * Note this could be annoying if this is just one of a few, 1229 * 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 1230 * so it may not be critical (eg, putting on a ring and you have
3098 * one cursed ring.) 1231 * one cursed ring.)
3099 */ 1232 */
3100 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1233 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3101 } 1234 }
3102 1235
3103 last = tmp->below; 1236 last = tmp->below;
3104 } 1237 }
3105 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1238 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3164 continue; 1297 continue;
3165 } 1298 }
3166 1299
3167 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1300 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3168 if (!tmp1) 1301 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; 1302 retval |= CAN_APPLY_NEVER;
3177 }
3178 else 1303 else
3179 { 1304 {
3180 /* need to unapply something. However, if this something 1305 /* need to unapply something. However, if this something
3181 * is different than we had found before, it means they need 1306 * is different than we had found before, it means they need
3182 * to apply multiple objects 1307 * to apply multiple objects
3211 * the weapon/shield checks, and the range checks for monsters, 1336 * the weapon/shield checks, and the range checks for monsters,
3212 * because you can't control those just by body location - bows, shields, 1337 * 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 1338 * and weapons all use the same slot. Similar for horn/rod/wand - they
3214 * all use the same location. 1339 * all use the same location.
3215 */ 1340 */
3216 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1341 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3217 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3218 1343
3219 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1344 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3220 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3221 1346
3222 if (who->type != PLAYER) 1347 if (who->type != PLAYER)
3223 { 1348 {
3224 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1349 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3225 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
3226 1351
3227 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1352 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3228 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3229 1354
3230 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1355 if (op->type == RING && !who->flag [FLAG_USE_RING])
3231 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3232 1357
3233 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1358 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3234 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
3235 } 1360 }
3236 1361
3237 return retval; 1362 return retval;
3238} 1363}
3262 */ 1387 */
3263 1388
3264#define LACK_ITEM_POWER \ 1389#define LACK_ITEM_POWER \
3265 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1390 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3266 1391
3267int 1392static bool
3268apply_special (object *who, object *op, int aflags) 1393apply_special (object *who, object *op, int aflags)
3269{ 1394{
3270 int basic_flag = aflags & AP_BASIC_FLAGS; 1395 int basic_flag = aflags & AP_MODE;
3271 object *tmp, *tmp2, *skop = NULL; 1396 object *tmp, *tmp2, *skop = NULL;
3272 1397
3273 if (who == NULL) 1398 if (who == NULL)
3274 { 1399 {
3275 LOG (llevError, "apply_special() from object without environment.\n"); 1400 LOG (llevError, "apply_special() from object without environment.\n");
3276 return 1; 1401 return 1;
3277 } 1402 }
3278 1403
1404 //TODO: remove these when apply_special is no longer exposed
3279 if (op->env != who) 1405 if (op->env != who)
3280 return 1; /* op is not in inventory */ 1406 return 1; /* op is not in inventory */
3281 1407
3282 /* trying to unequip op */ 1408 /* trying to unequip op */
3283 if (QUERY_FLAG (op, FLAG_APPLIED)) 1409 if (op->flag [FLAG_APPLIED])
3284 { 1410 {
3285 /* always apply, so no reason to unapply */ 1411 /* always apply, so no reason to unapply */
3286 if (basic_flag == AP_APPLY) 1412 if (basic_flag == AP_APPLY)
3287 return 0; 1413 return 0;
3288 1414
3289 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1415 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3290 { 1416 {
3291 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1417 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3292 return 1; 1418 return 1;
3293 } 1419 }
3294 1420
3295 return unapply_special (who, op, aflags); 1421 return unapply_special (who, op, aflags);
3296 } 1422 }
3297 else if (basic_flag == AP_UNAPPLY) 1423 else if (basic_flag == AP_UNAPPLY)
3298 return 0; 1424 return 0;
3299 1425
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); 1426 splay (op);
3310 1427
3311 /* Can't just apply this object. Lets see what not and what to do */ 1428 /* Can't just apply this object. Lets see what not and what to do */
3312 if (int i = can_apply_object (who, op)) 1429 if (int i = can_apply_object (who, op))
3313 { 1430 {
3314 if (i & CAN_APPLY_NEVER) 1431 if (i & CAN_APPLY_NEVER)
3315 { 1432 {
3316 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1433 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; 1434 return 1;
3318 } 1435 }
3319 else if (i & CAN_APPLY_RESTRICTION) 1436 else if (i & CAN_APPLY_RESTRICTION)
3320 { 1437 {
3321 who->failmsg (format ( 1438 who->failmsgf (
3322 "You have a prohibition against using a %s. " 1439 "You have a prohibition against using a %s. "
3323 "H<Your belief, profession or class prevents you from applying this item.>", 1440 "H<Your belief, profession or class prevents you from applying this item.>",
3324 query_name (op) 1441 query_name (op)
3325 )); 1442 );
3326 return 1; 1443 return 1;
3327 } 1444 }
3328 1445
3329 if (who->type != PLAYER) 1446 if (who->type != PLAYER)
3330 { 1447 {
3346 } 1463 }
3347 } 1464 }
3348 1465
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1466 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 { 1467 {
1468 // try to ready attached skill first
3351 skop = find_skill_by_name (who, op->skill); 1469 skop = find_skill_by_name (who, op->skill);
3352 1470
3353 if (!skop) 1471 if (!skop)
3354 { 1472 {
3355 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1473 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3356 return 1; 1474 return 1;
3357 } 1475 }
3358 else 1476 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 */ 1477 {
3362 who->change_skill (skop); 1478 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1479 return 1;
1480 }
3363 } 1481 }
3364 1482
3365 if (!check_item_power (who, op->item_power)) 1483 if (!check_item_power (who, op->item_power))
3366 { 1484 {
3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1485 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3370 1488
3371 /* Ok. We are now at the state where we can apply the new object. 1489 /* 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_... 1490 * Note that we don't have the checks for can_use_...
3373 * below - that is already taken care of by can_apply_object. 1491 * below - that is already taken care of by can_apply_object.
3374 */ 1492 */
1493
1494 // 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; 1495 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3376 1496
3377 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1497 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3378 return RESULT_INT (0); 1498 return RESULT_INT (0);
3379 1499
3380 switch (op->type) 1500 switch (op->type)
3381 { 1501 {
3382 case WEAPON: 1502 case WEAPON:
3383 //TODO: this obviously fails for players using a shorter prefix 1503 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 { 1504 {
3387 /* if the weapon does not have the name as the character, can't use it. */ 1505 /* 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) */ 1506 /* (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.>"); 1507 who->failmsg ("The weapon does not recognize you as its owner. "
3390 1508 "H<Its name indicates that it belongs to somebody else.>");
3391 if (tmp) 1509 if (tmp) who->insert (tmp);
3392 insert_ob_in_ob (tmp, who);
3393
3394 return 1; 1510 return 1;
3395 } 1511 }
3396 1512
3397 if (!skop) 1513 op->flag [FLAG_APPLIED] = true;
1514
1515 if (player *pl = who->contr)
3398 { 1516 {
3399 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1517 who->statusmsg (format ("You wield %s.", query_name (op)));
3400 return 1; 1518 change_abil (who, op);
3401 } 1519 }
3402 1520
3403 SET_FLAG (op, FLAG_APPLIED); 1521 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; 1522 break;
3414 1523
3415 case ARMOUR: 1524 case ARMOUR:
3416 case HELMET: 1525 case HELMET:
3417 case SHIELD: 1526 case SHIELD:
3420 case GIRDLE: 1529 case GIRDLE:
3421 case BRACERS: 1530 case BRACERS:
3422 case CLOAK: 1531 case CLOAK:
3423 case RING: 1532 case RING:
3424 case AMULET: 1533 case AMULET:
3425 SET_FLAG (op, FLAG_APPLIED); 1534 op->set_flag (FLAG_APPLIED);
3426 who->statusmsg (format ("You wear %s.", query_name (op))); 1535 who->statusmsg (format ("You wear %s.", query_name (op)));
3427 change_abil (who, op); 1536 change_abil (who, op);
3428 break; 1537 break;
3429 1538
3430 case SKILL_TOOL: 1539 case SKILL_TOOL:
3431 // applying a skill tool also readies the skill 1540 // applying a skill tool does not ready the skill
3432 SET_FLAG (op, FLAG_APPLIED); 1541 // if something needs the skill, it has to ready it itself
1542 //TODO: unapplying should unapply the skill, though
1543 op->set_flag (FLAG_APPLIED);
1544 break;
3433 1545
1546 case SKILL:
3434 if (!(aflags & AP_NO_READY)) 1547 if (!(aflags & AP_NO_SLOT))
3435 { 1548 {
3436 skop = find_skill_by_name (who, op->skill); 1549 // skill is used on it's own, as opposed to being a chosen_skill
3437 if (!skop->flag [FLAG_APPLIED]) 1550
3438 apply_special (who, skop, AP_APPLY); 1551 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1552 {
1553 who->failmsgf (
1554 "You feel as if you wanted to do something funny, but you can't remember what. "
1555 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1556 "It cannot be used on its own.>",
1557 &op->skill
1558 );
1559 if (tmp) who->insert (tmp);
1560 return 1;
1561 }
1562
1563 if (skill_flags [op->subtype] & SF_AUTARK
1564 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1565 {
1566 if (skill_flags [op->subtype] & SF_USE)
1567 who->failmsgf (
1568 "You feel as if you wanted to do something funny, but you can't remember what. "
1569 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1570 &op->skill, &op->skill
1571 );
1572 else
1573 who->failmsgf (
1574 "You feel as if you wanted to do something funny, but you can't remember what. "
1575 "H<The %s skill cannot be readied or used, it is always active.>",
1576 &op->skill
1577 );
1578
1579 if (tmp) who->insert (tmp);
1580
1581 return 1;
1582 }
1583
1584 if (who->contr)
1585 if (op->invisible)
1586 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1587 else
1588 who->statusmsg (format ("You ready %s.", query_name (op)));
3439 } 1589 }
1590
1591 who->set_flag (FLAG_READY_SKILL);
1592 op->set_flag (FLAG_APPLIED);
1593 change_abil (who, op);
3440 break; 1594 break;
3441 1595
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: 1596 case BOW:
3518 if (op->level && !op->name.starts_with (who->name)) 1597 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3519 { 1598 {
3520 who->failmsg ("The weapon does not recognize you as its owner. " 1599 who->failmsg ("The weapon does not recognize you as its owner. "
3521 "H<Its name indicates that it belongs to somebody else.>"); 1600 "H<Its name indicates that it belongs to somebody else.>");
3522 if (tmp) 1601 if (tmp) who->insert (tmp);
3523 insert_ob_in_ob (tmp, who);
3524
3525 return 1; 1602 return 1;
3526 } 1603 }
1604
1605 if (player *pl = who->contr)
1606 {
1607 op->flag [FLAG_APPLIED] = true;
1608 who->statusmsg (format ("You wield the %s.", query_name (op)));
1609 change_abil (who, op);
1610 }
1611 break;
1612
1613 case RANGED:
1614 if (player *pl = who->contr)
1615 {
1616 op->flag [FLAG_APPLIED] = true;
1617 who->statusmsg (format ("You applied the %s.", query_name (op)));
1618 }
1619 break;
1620
1621 case SPELL:
1622 if (player *pl = who->contr)
1623 {
1624 op->flag [FLAG_APPLIED] = true;
1625 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1626 }
1627 break;
3527 1628
3528 /*FALLTHROUGH*/ 1629 /*FALLTHROUGH*/
3529 case WAND: 1630 case WAND:
3530 case ROD: 1631 case ROD:
3531 case HORN: 1632 case HORN:
3532 /* check for skill, alter player status */ 1633 op->flag [FLAG_APPLIED] = true;
3533 1634
3534 if (!skop) 1635 if (player *pl = who->contr)
3535 { 1636 {
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))); 1637 who->statusmsg (format ("You ready %s.", query_name (op)));
3548 1638
3549 if (op->type == BOW) 1639 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))); 1640 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3554 } 1641
1642 change_abil (who, op);
3555 } 1643 }
3556 else 1644 else
3557 { 1645 {
3558 if (op->type == BOW) 1646 if (op->type == BOW)
3559 SET_FLAG (who, FLAG_READY_BOW); 1647 op->flag [FLAG_READY_BOW ] = true;
3560 else 1648 else
3561 SET_FLAG (who, FLAG_READY_RANGE); 1649 op->flag [FLAG_READY_RANGE] = true;
3562 } 1650 }
3563 1651
3564 break; 1652 break;
3565 1653
3566 case BUILDER: 1654 case BUILDER:
3567 if (who->type == PLAYER) 1655 if (player *pl = who->contr)
3568 { 1656 {
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))); 1657 who->statusmsg (format ("You ready your %s.", query_name (op)));
3574 1658 //TODO: change_abil?
3575 who->contr->ranged_ob = op;
3576 } 1659 }
3577 break; 1660 break;
3578 1661
3579 default: 1662 default:
3580 who->statusmsg (format ("You apply %s.", query_name (op))); 1663 who->statusmsg (format ("You apply %s.", query_name (op)));
3581 } 1664 }
3582 1665
3583 SET_FLAG (op, FLAG_APPLIED); 1666 op->set_flag (FLAG_APPLIED);
3584 1667
3585 if (tmp)
3586 who->insert (tmp); 1668 if (tmp) who->insert (tmp);
3587 1669
3588 who->update_stats (); 1670 who->update_stats ();
3589 1671
3590 /* We exclude spell casting objects. The fire code will set the 1672 /* We exclude spell casting objects. The fire code will set the
3591 * been applied flag when they are used - until that point, 1673 * been applied flag when they are used - until that point,
3592 * you don't know anything about them. 1674 * you don't know anything about them.
3593 */ 1675 */
3594 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1676 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3595 SET_FLAG (op, FLAG_BEEN_APPLIED); 1677 op->set_flag (FLAG_BEEN_APPLIED);
3596 1678
3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1679 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3598 if (who->type == PLAYER) 1680 if (who->type == PLAYER)
3599 { 1681 {
3600 who->failmsg ( 1682 who->failmsg (
3601 "Oops, it feels deadly cold! " 1683 "Oops, it feels deadly cold! "
3602 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1684 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3603 ); 1685 );
3604 SET_FLAG (op, FLAG_KNOWN_CURSED); 1686 op->set_flag (FLAG_KNOWN_CURSED);
3605 } 1687 }
3606 1688
3607 if (object *pl = op->visible_to ()) 1689 if (object *pl = op->visible_to ())
3608 esrv_send_item (pl, op); 1690 esrv_send_item (pl, op);
3609 1691
3610 return 0; 1692 return 0;
3611} 1693}
3612 1694
1695/**
1696 * Check if op should abort moving victim because of it's race or slaying.
1697 * Returns 1 if it should abort, returns 0 if it should continue.
1698 */
3613int 1699int
3614monster_apply_special (object *who, object *op, int aflags) 1700should_director_abort (object *op, object *victim)
3615{ 1701{
3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1702 int arch_flag, name_flag, race_flag;
1703
1704 /* Get flags to determine what of arch, name, and race should be checked.
1705 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1706 * the next is the name flag, and the last is the race flag. Also note,
1707 * if subtype is set to zero, that also goes to defaults of all affecting
1708 * it. Examples:
1709 * subtype 1: only arch
1710 * subtype 3: arch or name
1711 * subtype 5: arch or race
1712 * subtype 7: all three
1713 */
1714 if (op->subtype)
1715 {
1716 arch_flag = op->subtype & 1;
1717 name_flag = op->subtype & 2;
1718 race_flag = op->subtype & 4;
1719 }
1720 else
1721 {
1722 arch_flag = 1;
1723 name_flag = 1;
1724 race_flag = 1;
1725 }
1726
1727 /* If the director has race set, only affect objects with a arch,
1728 * name or race that matches.
1729 */
1730 if ((op->race) &&
1731 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1732 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1733 ((!(victim->race && race_flag) || op->race != victim->race)))
3617 return 1; 1734 return 1;
3618 1735
1736 /* If the director has slaying set, only affect objects where none
1737 * of arch, name, or race match.
1738 */
1739 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1740 ((victim->name && name_flag && op->slaying == victim->name)) ||
1741 ((victim->race && race_flag && op->slaying == victim->race)))
1742 return 1;
1743
1744 return 0;
1745}
1746
1747/**
1748 * This handles a player dropping money on an altar to identify stuff.
1749 * It'll identify marked item, if none all items up to dropped money.
1750 * Return value: 1 if money was destroyed, 0 if not.
1751 */
1752static int
1753apply_id_altar (object *money, object *altar, object *pl)
1754{
1755 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1756
1757 if (!pl || pl->type != PLAYER)
1758 return 0;
1759
1760 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1761 * identifying' from being printed out more than it needs to be.
1762 */
1763 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1764 return 0;
1765
1766 /* if the player has a marked item, identify that if it needs to be
1767 * identified. If it doesn't, then go through the player inventory.
1768 */
1769 if (object *marked = pl->mark ())
1770 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1771 {
1772 if (operate_altar (altar, &money, pl))
1773 {
1774 identify (marked);
1775
1776 buf.printf ("You have %s.\r", long_desc (marked, pl));
1777 if (marked->msg)
1778 buf << "The item has a story:\r" << marked->msg << "\n\n";
1779
1780 return !money;
1781 }
1782 }
1783
1784 for (object *id = pl->inv; id; id = id->below)
1785 {
1786 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1787 {
1788 if (operate_altar (altar, &money, pl))
1789 {
1790 identify (id);
1791
1792 buf.printf ("You have %s.\r", long_desc (id, pl));
1793 if (id->msg)
1794 buf << "The item has a story:\r" << id->msg << "\n\n";
1795
1796 /* If no more money, might as well quit now */
1797 if (!money || !check_altar_sacrifice (altar, money))
1798 break;
1799 }
1800 else
1801 {
1802 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1803 break;
1804 }
1805 }
1806 }
1807
1808 if (buf.empty ())
1809 pl->failmsg ("You have nothing that needs identifying");
1810 else
1811 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1812
1813 return !money;
1814}
1815
1816/**
1817 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1818 * matching item.
1819 **/
1820void
1821handle_apply_yield (object *tmp)
1822{
1823 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1824 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1825}
1826
1827/**
1828 * Handles applying a potion.
1829 */
1830int
1831apply_potion (object *op, object *tmp)
1832{
1833 int got_one = 0, i;
1834 object *force = 0;
1835
1836 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1837
1838 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1839 {
1840 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1841
1842 tmp->clr_flag (FLAG_APPLIED);
1843 return 0;
1844 }
1845
1846 if (op->type == PLAYER)
1847 if (!tmp->flag [FLAG_IDENTIFIED])
1848 identify (tmp);
1849
1850 handle_apply_yield (tmp);
1851
1852 /* Potion of restoration - only for players */
1853 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1854 {
1855 object *depl;
1856 archetype *at;
1857
1858 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1859 {
1860 op->drain_stat ();
1861 op->update_stats ();
1862 tmp->decrease ();
1863 return 1;
1864 }
1865
1866 if (!(at = archetype::find (shstr_depletion)))
1867 {
1868 LOG (llevError, "Could not find archetype depletion\n");
1869 return 0;
1870 }
1871
1872 depl = present_arch_in_ob (at, op);
1873
1874 if (depl)
1875 {
1876 for (i = 0; i < NUM_STATS; i++)
1877 if (depl->stats.stat (i))
1878 op->statusmsg (restore_msg[i]);
1879
1880 depl->destroy ();
1881 op->update_stats ();
1882 }
1883 else
1884 op->statusmsg ("Your potion had no effect.");
1885
1886 tmp->decrease ();
1887 return 1;
1888 }
1889
1890 /* improvement potion - only for players */
1891 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1892 {
1893 for (i = 1; i < min (11, op->level); i++)
1894 {
1895 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1896 {
1897 if (op->contr->levhp[i] != 1)
1898 {
1899 op->contr->levhp[i] = 1;
1900 break;
1901 }
1902
1903 if (op->contr->levsp[i] != 1)
1904 {
1905 op->contr->levsp[i] = 1;
1906 break;
1907 }
1908
1909 if (op->contr->levgrace[i] != 1)
1910 {
1911 op->contr->levgrace[i] = 1;
1912 break;
1913 }
1914 }
1915 else
1916 {
1917 if (op->contr->levhp[i] < 9)
1918 {
1919 op->contr->levhp[i] = 9;
1920 break;
1921 }
1922
1923 if (op->contr->levsp[i] < 6)
1924 {
1925 op->contr->levsp[i] = 6;
1926 break;
1927 }
1928
1929 if (op->contr->levgrace[i] < 3)
1930 {
1931 op->contr->levgrace[i] = 3;
1932 break;
1933 }
1934 }
1935 }
1936
1937 /* Just makes checking easier */
1938 if (i < min (11, op->level))
1939 got_one = 1;
1940
1941 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1942 {
1943 if (got_one)
1944 {
1945 op->update_stats ();
1946 op->statusmsg ("The Gods smile upon you and remake you "
1947 "a little more in their image. "
1948 "You feel a little more perfect.", NDI_GREEN);
1949 }
1950 else
1951 op->statusmsg ("The potion had no effect - you are already perfect.");
1952 }
1953 else
1954 { /* cursed potion */
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->failmsg ("The Gods are angry and punish you.");
1959 }
1960 else
1961 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1962 }
1963
1964 tmp->decrease ();
1965 return 1;
1966 }
1967
1968
1969 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1970 * and heroism all fit into this category. Given the spell object code,
1971 * there is no limit to the number of spells that potions can be cast,
1972 * but direction is problematic to try and imbue fireball potions for example.
1973 */
1974 if (tmp->inv)
1975 {
1976 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1977 {
1978 op->failmsg ("Yech! Your lungs are on fire!");
1979 create_exploding_ball_at (op, op->level);
1980 }
1981 else
1982 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1983
1984 tmp->decrease ();
1985
1986 /* if youre dead, no point in doing this... */
1987 if (!op->flag [FLAG_REMOVED])
1988 op->update_stats ();
1989
1990 return 1;
1991 }
1992
1993 /* Deal with protection potions */
1994 force = NULL;
1995 for (i = 0; i < NROFATTACKS; i++)
1996 {
1997 if (tmp->resist[i])
1998 {
1999 if (!force)
2000 force = get_archetype (FORCE_NAME);
2001
2002 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2003 force->type = POTION_EFFECT;
2004 break; /* Only need to find one protection since we copy entire batch */
2005 }
2006 }
2007
2008 /* This is a protection potion */
2009 if (force)
2010 {
2011 /* cursed items last longer */
2012 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2013 {
2014 force->stats.food *= 10;
2015 for (i = 0; i < NROFATTACKS; i++)
2016 if (force->resist[i] > 0)
2017 force->resist[i] = -force->resist[i]; /* prot => vuln */
2018 }
2019
2020 force->speed_left = -1;
2021 force = insert_ob_in_ob (force, op);
2022 tmp->clr_flag (FLAG_APPLIED);
2023 force->set_flag (FLAG_APPLIED);
2024 change_abil (op, force);
2025 tmp->decrease ();
2026 return 1;
2027 }
2028
2029 /* Only thing left are the stat potions */
2030 if (op->type == PLAYER)
2031 { /* only for players */
2032 if ((tmp->flag [FLAG_CURSED]
2033 || tmp->flag [FLAG_DAMNED])
2034 && tmp->value != 0)
2035 tmp->clr_flag (FLAG_APPLIED);
2036 else
2037 tmp->set_flag (FLAG_APPLIED);
2038
2039 if (!change_abil (op, tmp))
2040 op->statusmsg ("Nothing happened.");
2041 }
2042
2043 /* CLEAR_FLAG is so that if the character has other potions
2044 * that were grouped with the one consumed, his
2045 * stat will not be raised by them. fix_player just clears
2046 * up all the stats.
2047 */
2048 tmp->clr_flag (FLAG_APPLIED);
2049 op->update_stats ();
2050 tmp->decrease ();
2051 return 1;
2052}
2053
2054/**
2055 * 'victim' moves onto 'trap'
2056 * 'victim' leaves 'trap'
2057 * effect is determined by move_on/move_off of trap and move_type of victime.
2058 *
2059 * originator: Player, monster or other object that caused 'victim' to move
2060 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2061 * However, some types of traps require an originator to function.
2062 */
2063void
2064move_apply (object *trap, object *victim, object *originator)
2065{
2066 static int recursion_depth = 0;
2067
2068 trap = trap->head_ ();
2069
2070 /* Only exits affect DMs. */
2071 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2072 return;
2073
2074 /* move_apply() is the most likely candidate for causing unwanted and
2075 * possibly unlimited recursion.
2076 */
2077
2078 /* The following was changed because it was causing perfectly correct
2079 * maps to fail. 1) it's not an error to recurse:
2080 * rune detonates, summoning monster. monster lands on nearby rune.
2081 * nearby rune detonates. This sort of recursion is expected and
2082 * proper. This code was causing needless crashes.
2083 */
2084 if (recursion_depth >= 500)
2085 {
2086 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2087 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2088 return;
2089 }
2090
2091 recursion_depth++;
2092
2093 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2094 switch (trap->type)
2095 {
2096 case PLAYERMOVER:
2097 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2098 {
2099 if (!trap->stats.maxsp)
2100 trap->stats.maxsp = 2;
2101
2102 /* Is this correct? From the docs, it doesn't look like it
2103 * should be divided by trap->speed
2104 */
2105 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2106
2107 /* Just put in some sanity check. I think there is a bug in the
2108 * above with some objects have zero speed, and thus the player
2109 * getting permanently paralyzed.
2110 */
2111 victim->speed_left = max (-50.f, victim->speed_left);
2112 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2113 }
2114 break;
2115
2116 case SPINNER:
2117 if (victim->direction)
2118 {
2119 victim->direction = absdir (victim->direction - trap->stats.sp);
2120 update_turn_face (victim);
2121 }
2122 break;
2123
2124 case DIRECTOR:
2125 if (victim->direction && !should_director_abort (trap, victim))
2126 {
2127 victim->direction = trap->stats.sp;
2128 update_turn_face (victim);
2129 }
2130 break;
2131
2132 case BUTTON:
2133 case PEDESTAL:
2134 case T_MATCH:
2135 update_button (trap, originator);
2136 break;
2137
2138 case ALTAR:
2139 /* sacrifice victim on trap */
2140 apply_altar (trap, victim, originator);
2141 break;
2142
2143 case THROWN_OBJ:
2144 if (trap->inv == NULL)
2145 break;
2146 /* fallthrough */
2147
2148 case ARROW:
2149 /* bad bug: monster throw a object, make a step forwards, step on object ,
2150 * trigger this here and get hit by own missile - and will be own enemy.
2151 * Victim then is his own enemy and will start to kill herself (this is
2152 * removed) but we have not synced victim and his missile. To avoid senseless
2153 * action, we avoid hits here
2154 */
2155 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2156 && trap->owner != victim)
2157 hit_with_arrow (trap, victim);
2158 break;
2159
2160 case SPELL_EFFECT:
2161 apply_spell_effect (trap, victim);
2162 break;
2163
2164 case TRAPDOOR:
2165 {
2166 int max, sound_was_played;
2167 object *ab, *ab_next;
2168
2169 if (!trap->value)
2170 {
2171 int tot;
2172
2173 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2174 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2175 tot += ab->head_ ()->total_weight ();
2176
2177 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2178 break;
2179
2180 SET_ANIMATION (trap, trap->value);
2181 update_object (trap, UP_OBJ_FACE);
2182 }
2183
2184 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2185 {
2186 /* need to set this up, since if we do transfer the object,
2187 * ab->above would be bogus
2188 */
2189 ab_next = ab->above;
2190
2191 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2192 {
2193 if (!sound_was_played)
2194 {
2195 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2196 sound_was_played = 1;
2197 }
2198
2199 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2200 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2201 }
2202 }
2203 break;
2204 }
2205
2206 case CONVERTER:
2207 if (convert_item (victim, trap) < 0)
2208 {
2209 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2210 archetype::get (shstr_burnout)->insert_at (trap, trap);
2211 }
2212
2213 break;
2214
2215 case TRIGGER_BUTTON:
2216 case TRIGGER_PEDESTAL:
2217 case TRIGGER_ALTAR:
2218 check_trigger (trap, victim, originator);
2219 break;
2220
2221 case DEEP_SWAMP:
2222 walk_on_deep_swamp (trap, victim);
2223 break;
2224
2225 case CHECK_INV:
2226 check_inv (victim, trap);
2227 break;
2228
2229 case HOLE:
2230 move_apply_hole (trap, victim);
2231 break;
2232
2233 case EXIT:
2234 if (victim->type == PLAYER && EXIT_PATH (trap))
2235 {
2236 /* Basically, don't show exits leading to random maps the
2237 * players output.
2238 */
2239 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2240 victim->statusmsg (trap->msg, NDI_NAVY);
2241
2242 trap->play_sound (trap->sound);
2243 victim->enter_exit (trap);
2244 }
2245 break;
2246
2247 case ENCOUNTER:
2248 /* may be some leftovers on this */
2249 break;
2250
2251 case SHOP_MAT:
2252 apply_shop_mat (trap, victim);
2253 break;
2254
2255 /* Drop a certain amount of gold, and have one item identified */
2256 case IDENTIFY_ALTAR:
2257 apply_id_altar (victim, trap, originator);
2258 break;
2259
2260 case SIGN:
2261 if (victim->type != PLAYER && trap->stats.food > 0)
2262 break; /* monsters musn't apply magic_mouths with counters */
2263
2264 apply_sign (victim, trap, 1);
2265 break;
2266
2267 case CONTAINER:
2268 apply_container (victim, trap);
2269 break;
2270
2271 case RUNE:
2272 case TRAP:
2273 if (trap->level && victim->flag [FLAG_ALIVE])
2274 spring_trap (trap, victim);
2275 break;
2276
2277 default:
2278 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2279 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2280 break;
2281 }
2282
2283 recursion_depth--;
2284}
2285
2286/**
2287 * Handles reading a regular (ie not containing a spell) book.
2288 */
2289static void
2290apply_book (object *op, object *tmp)
2291{
2292 int lev_diff;
2293 object *skill_ob;
2294
2295 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2296 {
2297 op->failmsg ("You are unable to read while blind!");
2298 return;
2299 }
2300
2301 if (!tmp->msg)
2302 {
2303 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2304 return;
2305 }
2306
2307 /* need a literacy skill to read stuff! */
2308 skill_ob = find_skill_by_name (op, tmp->skill);
2309 if (!skill_ob)
2310 {
2311 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2312 return;
2313 }
2314
2315 lev_diff = tmp->level - (skill_ob->level + 5);
2316 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2317 {
2318 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2319 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2320 : lev_diff < 5 ? "This book is beyond your comprehension."
2321 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2322 : lev_diff < 15 ? "This book is way beyond your comprehension."
2323 : "This book is totally beyond your comprehension.");
2324 return;
2325 }
2326
2327 // we currently don't use the message types for anything.
2328 // readable_message_type *msgType = get_readable_message_type (tmp);
2329
2330 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2331
2332 if (player *pl = op->contr)
2333 if (client *ns = pl->ns)
2334 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2335
2336 /* gain xp from reading */
2337 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2338 { /* only if not read before */
2339 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2340
2341 if (!tmp->flag [FLAG_IDENTIFIED])
2342 {
2343 /*exp_gain *= 2; because they just identified it too */
2344 tmp->set_flag (FLAG_IDENTIFIED);
2345
2346 if (object *pl = tmp->visible_to ())
2347 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2348 }
2349
2350 change_exp (op, exp_gain, skill_ob->skill, 0);
2351 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2352 }
2353}
2354
2355/**
2356 * op made some mistake with a scroll, this takes care of punishment.
2357 * scroll_failure()- hacked directly from spell_failure
2358 */
2359static void
2360scroll_failure (object *op, int failure, int power)
2361{
2362 if (abs (failure / 4) > power)
2363 power = abs (failure / 4); /* set minimum effect */
2364
2365 if (failure <= -1 && failure > -15)
2366 { /* wonder */
2367 object *tmp;
2368
2369 op->failmsg ("Your spell warps!");
2370 tmp = get_archetype (SPELL_WONDER);
2371 cast_wonder (op, op, 0, tmp);
2372 tmp->destroy ();
2373 }
2374 else if (failure <= -15 && failure > -35)
2375 { /* drain mana */
2376 op->failmsg ("Your mana is drained!");
2377 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2378 if (op->stats.sp < 0)
2379 op->stats.sp = 0;
2380 }
2381 else if (settings.spell_failure_effects == TRUE)
2382 {
2383 if (failure <= -35 && failure > -60)
2384 { /* confusion */
2385 op->failmsg ("The magic recoils on you!");
2386 confuse_player (op, op, power);
2387 }
2388 else if (failure <= -60 && failure > -70)
2389 { /* paralysis */
2390 op->failmsg ("The magic recoils and paralyzes you!");
2391 paralyze_player (op, op, power);
2392 }
2393 else if (failure <= -70 && failure > -80)
2394 { /* blind */
2395 op->failmsg ("The magic recoils on you!");
2396 blind_player (op, op, power);
2397 }
2398 else if (failure <= -80)
2399 { /* blast the immediate area */
2400 object *tmp = get_archetype (LOOSE_MANA);
2401 cast_magic_storm (op, tmp, power);
2402 op->failmsg ("You unleash uncontrolled mana!");
2403 tmp->destroy ();
2404 }
2405 }
2406}
2407
2408/**
2409 * Handles the applying of a skill scroll, calling learn_skill straight.
2410 * op is the person learning the skill, tmp is the skill scroll object
2411 */
2412static void
2413apply_skillscroll (object *op, object *tmp)
2414{
2415 switch (learn_skill (op, tmp))
2416 {
2417 case 0:
2418 op->play_sound (sound_find ("generic_fail"));
2419 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2420 break;
2421
2422 case 1:
2423 tmp->decrease ();
2424 op->play_sound (sound_find ("skill_learn"));
2425 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2426 break;
2427
2428 default:
2429 tmp->decrease ();
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2432 break;
2433 }
2434}
2435
2436/**
2437 * Actually makes op learn spell.
2438 * Informs player of what happens.
2439 */
2440void
2441do_learn_spell (object *op, object *spell, int special_prayer)
2442{
2443 object *tmp;
2444
2445 if (op->type != PLAYER)
2446 {
2447 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2448 return;
2449 }
2450
2451 /* Upgrade special prayers to normal prayers */
2452 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2453 {
2454 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2455 {
2456 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2457 return;
2458 }
2459 return;
2460 }
2461
2462 op->contr->play_sound (sound_find ("learn_spell"));
2463
2464 tmp = spell->clone ();
2465 insert_ob_in_ob (tmp, op);
2466
2467 if (special_prayer)
2468 tmp->set_flag (FLAG_STARTEQUIP);
2469
2470 esrv_add_spells (op->contr, tmp);
2471}
2472
2473/**
2474 * Erases spell from player's inventory.
2475 */
2476void
2477do_forget_spell (object *op, const char *spell)
2478{
2479 object *spob;
2480
2481 if (op->type != PLAYER)
2482 {
2483 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2484 return;
2485 }
2486 if ((spob = check_spell_known (op, spell)) == NULL)
2487 {
2488 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2489 return;
2490 }
2491
2492 op->failmsgf ("You lose knowledge of %s.", spell);
2493 esrv_remove_spell (op->contr, spob);
2494 spob->destroy ();
2495}
2496
2497/**
2498 * Handles player applying a spellbook.
2499 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2500 * stuff like that. Random learning failure too.
2501 */
2502static void
2503apply_spellbook (object *op, object *tmp)
2504{
2505 object *skop, *spell, *spell_skill;
2506
2507 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2508 {
2509 op->failmsg ("You are unable to read while blind.");
2510 return;
2511 }
2512
2513 /* artifact_spellbooks have 'slaying' field point to a spell name,
2514 * instead of having their spell stored in stats.sp. These are
2515 * legacy spellbooks
2516 */
2517 if (tmp->slaying)
2518 {
2519 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2520
2521 if (!spell)
2522 {
2523 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2524 return;
2525 }
2526 else
2527 insert_ob_in_ob (spell, tmp);
2528
2529 tmp->slaying = 0;
2530 }
2531
2532 skop = find_skill_by_name (op, tmp->skill);
2533
2534 /* need a literacy skill to learn spells. Also, having a literacy level
2535 * lower than the spell will make learning the spell more difficult */
2536 if (!skop)
2537 {
2538 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2539 return;
2540 }
2541
2542 spell = tmp->inv;
2543
2544 if (!spell)
2545 {
2546 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2547 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2548 return;
2549 }
2550
2551 int learn_level = sqrtf (spell->level) * 1.5f;
2552 if (skop->level < learn_level)
2553 {
2554 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2555 &tmp->skill, learn_level);
2556 return;
2557 }
2558
2559 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2560
2561 if (!tmp->flag [FLAG_IDENTIFIED])
2562 identify (tmp);
2563
2564 /* I removed the check for special_prayer_mark here - it didn't make
2565 * a lot of sense - special prayers are not found in spellbooks, and
2566 * if the player doesn't know the spell, doesn't make a lot of sense that
2567 * they would have a special prayer mark.
2568 */
2569 if (check_spell_known (op, spell->name))
2570 {
2571 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2572 return;
2573 }
2574
2575 if (spell->skill)
2576 {
2577 spell_skill = find_skill_by_name (op, spell->skill);
2578
2579 if (!spell_skill)
2580 {
2581 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2582 return;
2583 }
2584
2585 if (spell_skill->level < spell->level)
2586 {
2587 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2588 return;
2589 }
2590 }
2591
2592 /* Logic as follows
2593 *
2594 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2595 *
2596 * 2- The learner's skill level in literacy adjusts the chance to learn
2597 * a spell.
2598 *
2599 * 3 -Automatically fail to learn if you read while confused
2600 *
2601 * Overall, chances are the same but a player will find having a high
2602 * literacy rate very useful! -b.t.
2603 */
2604 if (op->flag [FLAG_CONFUSED])
2605 {
2606 op->failmsg ("In your confused state you flub the wording of the text!");
2607 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2608 }
2609 else if (tmp->flag [FLAG_STARTEQUIP] ||
2610 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2611 {
2612 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2613 do_learn_spell (op, spell, 0);
2614
2615 /* xp gain to literacy for spell learning */
2616 if (!tmp->flag [FLAG_STARTEQUIP])
2617 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2618 }
2619 else
2620 {
2621 op->contr->play_sound (sound_find ("fumble_spell"));
2622 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2623 }
2624
2625 tmp->decrease ();
2626}
2627
2628/**
2629 * Handles applying a spell scroll.
2630 */
2631void
2632apply_scroll (object *op, object *tmp, int dir)
2633{
2634 object *skop;
2635
2636 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2637 {
2638 op->failmsg ("You are unable to read while blind.");
2639 return;
2640 }
2641
2642 if (!tmp->inv || tmp->inv->type != SPELL)
2643 {
2644 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2645 return;
2646 }
2647
2648 if (op->type == PLAYER)
2649 {
2650 /* players need a literacy skill to read stuff! */
2651 int exp_gain = 0;
2652
2653 /* hard code literacy - tmp->skill points to where the exp
2654 * should go for anything killed by the spell.
2655 */
2656 skop = find_skill_by_name (op, shstr_literacy);
2657
2658 if (!skop)
2659 {
2660 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2661 return;
2662 }
2663
2664 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2665 change_exp (op, exp_gain, skop->skill, 0);
2666 }
2667
2668 if (!tmp->flag [FLAG_IDENTIFIED])
2669 identify (tmp);
2670
2671 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2672
2673 cast_spell (op, tmp, dir, tmp->inv, NULL);
2674 tmp->decrease ();
2675}
2676
2677/**
2678 * Applies a treasure object - by default, chest. op
2679 * is the person doing the applying, tmp is the treasure
2680 * chest.
2681 */
2682static void
2683apply_treasure (object *op, object *tmp)
2684{
2685 /* Nice side effect of this treasure creation method is that the treasure
2686 * for the chest is done when the chest is created, and put into the chest
2687 * inventory. So that when the chest burns up, the items still exist. Also
2688 * prevents people from moving chests to more difficult maps to get better
2689 * treasure
2690 */
2691 object *treas = tmp->inv;
2692
2693 if (!treas)
2694 {
2695 op->statusmsg ("The chest was empty.");
2696 tmp->decrease ();
2697 return;
2698 }
2699
2700 while (tmp->inv)
2701 {
2702 treas = tmp->inv;
2703 treas->remove ();
2704
2705 treas->x = op->x;
2706 treas->y = op->y;
2707 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2708
2709 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2710 spring_trap (treas, op);
2711
2712 /* If either player or container was destroyed, no need to do
2713 * further processing. I think this should be enclused with
2714 * spring trap above, as I don't think there is otherwise
2715 * any way for the treasure chest or player to get killed.
2716 */
2717 if (op->destroyed () || tmp->destroyed ())
2718 break;
2719 }
2720
2721 if (!tmp->destroyed () && !tmp->inv)
2722 tmp->decrease (true);
2723}
2724
2725/**
2726 * A dragon is eating some flesh. If the flesh contains resistances,
2727 * there is a chance for the dragon's skin to get improved.
2728 *
2729 * attributes:
2730 * object *op the object (dragon player) eating the flesh
2731 * object *meal the flesh item, getting chewed in dragon's mouth
2732 * return:
2733 * int 1 if eating successful, 0 if it doesn't work
2734 */
2735static int
2736dragon_eat_flesh (object *op, object *meal)
2737{
2738 object *skin = NULL; /* pointer to dragon skin force */
2739 object *abil = NULL; /* pointer to dragon ability force */
2740 object *tmp = NULL; /* tmp. object */
2741
2742 double chance; /* improvement-chance of one resistance type */
2743 double totalchance = 1; /* total chance of gaining one resistance */
2744 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2745 double mbonus = 0; /* monster bonus */
2746 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2747 int winners = 0; /* number of winners */
2748 int i; /* index */
2749
2750 /* let's make sure and doublecheck the parameters */
2751 if (meal->type != FLESH || !op->is_dragon ())
2752 return 0;
2753
2754 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2755 from the player's inventory */
2756 for (tmp = op->inv; tmp; tmp = tmp->below)
2757 if (tmp->type == FORCE)
2758 if (tmp->arch->archname == shstr_dragon_skin_force)
2759 skin = tmp;
2760 else if (tmp->arch->archname == shstr_dragon_ability_force)
2761 abil = tmp;
2762
2763 /* if either skin or ability are missing, this is an old player
2764 which is not to be considered a dragon -> bail out */
2765 if (skin == NULL || abil == NULL)
2766 return 0;
2767
2768 /* now start by filling stomache and health, according to food-value */
2769 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2770 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2771 else
2772 op->stats.hp += meal->stats.food / 50;
2773
2774 min_it (op->stats.hp, op->stats.maxhp);
2775 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2776
2777 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2778
2779 /* on to the interesting part: chances for adding resistance */
2780 for (i = 0; i < NROFATTACKS; i++)
2781 {
2782 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2783 {
2784 /* got positive resistance, now calculate improvement chance (0-100) */
2785
2786 /* this bonus makes resistance increase easier at lower levels */
2787 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2788 if (i == abil->stats.exp)
2789 bonus += 5; /* additional bonus for resistance of ability-focus */
2790
2791 /* monster bonus increases with level, because high-level
2792 flesh is too rare */
2793 mbonus = op->level * 20. / ((double) settings.max_level);
2794
2795 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2796 ((double)settings.max_level)) - skin->resist[i];
2797
2798 if (chance >= 0.)
2799 chance += 1.;
2800 else
2801 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2802
2803 /* chance is proportional to amount of resistance (max. 50) */
2804 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2805
2806 /* doubled chance for resistance of ability-focus */
2807 if (i == abil->stats.exp)
2808 chance = min (100., chance * 2.);
2809
2810 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2811 if (rndm (10000) < (unsigned int)(chance * 100))
2812 {
2813 atnr_winner[winners] = i;
2814 winners++;
2815 }
2816
2817 if (chance >= 0.01)
2818 totalchance *= 1 - chance / 100;
2819
2820 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2821 }
2822 }
2823
2824 /* inverse totalchance as until now we have the failure-chance */
2825 totalchance = 100 - totalchance * 100;
2826
2827 /* print message according to totalchance */
2828 const char *buf;
2829 if (totalchance > 50.)
2830 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2831 else if (totalchance > 10.)
2832 buf = format ("The %s tasted very good.", &meal->name);
2833 else if (totalchance > 1.)
2834 buf = format ("The %s tasted good.", &meal->name);
2835 else if (totalchance > 0.1)
2836 buf = format ("The %s tasted bland.", &meal->name);
2837 else if (totalchance >= 0.01)
2838 buf = format ("The %s had a boring taste.", &meal->name);
2839 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2840 buf = format ("The %s tasted strange.", &meal->name);
2841 else
2842 buf = format ("The %s had no taste.", &meal->name);
2843
2844 op->statusmsg (buf);
2845
2846 /* now choose a winner if we have any */
2847 i = -1;
2848 if (winners > 0)
2849 i = atnr_winner [rndm (winners)];
2850
2851 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2852 {
2853 /* resistance increased! */
2854 skin->resist[i]++;
2855 op->update_stats ();
2856
2857 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2858 }
2859
2860 /* if this flesh contains a new ability focus, we mark it
2861 into the ability_force and it will take effect on next level */
2862 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2863 {
2864 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2865
2866 if (meal->last_eat != abil->stats.exp)
2867 op->statusmsg (format (
2868 "Your metabolism prepares to focus on %s!\n"
2869 "The change will happen at level %d.",
2870 change_resist_msg[meal->last_eat],
2871 abil->level + 1
2872 ));
2873 else
2874 {
2875 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2876 abil->last_eat = 0;
2877 }
2878 }
2879
2880 return 1;
2881}
2882
2883/**
2884 * op eats food.
2885 * If player, takes care of messages and dragon special food.
2886 */
2887static void
2888apply_food (object *op, object *tmp)
2889{
2890 int capacity_remaining;
2891
2892 if (op->type != PLAYER)
2893 op->stats.hp = op->stats.maxhp;
2894 else
2895 {
2896 /* check if this is a dragon (player), eating some flesh */
2897 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2898 ;
2899 else
2900 {
2901 /* usual case - no dragon meal: */
2902 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2903 {
2904 if (tmp->type == FOOD || tmp->type == FLESH)
2905 op->failmsg ("You feel full, but what a waste of food!");
2906 else
2907 op->statusmsg ("Most of the drink goes down your face not your throat!");
2908 }
2909
2910 tmp->play_sound (
2911 tmp->sound
2912 ? tmp->sound
2913 : tmp->type == DRINK
2914 ? sound_find ("eat_drink")
2915 : sound_find ("eat_food")
2916 );
2917
2918 if (!tmp->flag [FLAG_CURSED])
2919 {
2920 const char *buf;
2921
2922 if (!op->is_dragon ())
2923 {
2924 /* eating message for normal players */
2925 if (tmp->type == DRINK)
2926 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2927 else
2928 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2929 }
2930 else
2931 /* eating message for dragon players */
2932 buf = format ("The %s tasted terrible!", &tmp->name);
2933
2934 op->statusmsg (buf);
2935
2936 capacity_remaining = MAX_FOOD - op->stats.food;
2937 op->stats.food += tmp->stats.food;
2938 if (capacity_remaining < tmp->stats.food)
2939 op->stats.hp += capacity_remaining / 50;
2940 else
2941 op->stats.hp += tmp->stats.food / 50;
2942
2943 min_it (op->stats.hp, op->stats.maxhp);
2944 min_it (op->stats.food, MAX_FOOD);
2945 }
2946
2947 /* special food hack -b.t. */
2948 if (tmp->title || tmp->flag [FLAG_CURSED])
2949 eat_special_food (op, tmp);
2950 }
2951 }
2952
2953 handle_apply_yield (tmp);
2954 tmp->decrease ();
2955}
2956
2957/**
2958 * Handles applying an improve armor scroll.
2959 * Does some sanity checks, then calls improve_armour.
2960 */
2961static void
2962apply_armour_improver (object *op, object *tmp)
2963{
2964 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2965 {
2966 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2967 return;
2968 }
2969
2970 object *armor = op->mark ();
2971
2972 if (!armor)
2973 {
2974 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2975 return;
2976 }
2977
2978 if (armor->type != ARMOUR
2979 && armor->type != CLOAK
2980 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2981 {
2982 op->failmsg ("Your marked item is not armour!\n");
2983 return;
2984 }
2985
2986 if (!op->apply (armor, AP_UNAPPLY))
2987 {
2988 op->failmsg ("You are unable to take off your armour to improve it!");
2989 return;
2990 }
2991
2992 op->statusmsg ("Applying armour enchantment.");
2993 improve_armour (op, tmp, armor);
2994}
2995
2996void
2997apply_poison (object *op, object *tmp)
2998{
2999 // need to do it now when it is still on the map
3000 handle_apply_yield (tmp);
3001
3002 object *poison = tmp->split (1);
3003
3004 if (op->type == PLAYER)
3005 {
3006 op->contr->play_sound (sound_find ("drink_poison"));
3007 op->failmsg ("Yech! That tasted poisonous!");
3008 op->contr->killer = poison;
3009 }
3010
3011 if (poison->stats.hp > 0)
3012 {
3013 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3014 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3015 }
3016
3017 op->stats.food -= op->stats.food / 4;
3018 poison->destroy ();
3019}
3020
3021/**
3022 * This function will try to apply a lighter and in case no lighter
3023 * is specified it will try to find a lighter in the players inventory,
3024 * and inform him about this requirement.
3025 *
3026 * who - the player
3027 * op - the item we want to light
3028 * lighter - the lighter or 0 if a lighter has yet to be found
3029 */
3030static object *
3031auto_apply_lighter (object *who, object *op, object *lighter)
3032{
3033 if (lighter == 0)
3034 {
3035 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036 {
3037 if (tmp->type == LIGHTER)
3038 {
3039 lighter = tmp;
3040 break;
3041 }
3042 }
3043
3044 if (!lighter)
3045 {
3046 who->failmsgf (
3047 "You can't light up the %s with your bare hands! "
3048 "H<You need a lighter in your inventory, for example a flint and steel.>",
3049 &op->name
3050 );
3051 return 0;
3052 }
3053 }
3054
3055 // last_eat == 0 means the lighter is not being used up!
3056 if (lighter->last_eat && lighter->stats.food)
3057 {
3058 /* lighter gets used up */
3059 lighter = lighter->split ();
3060 lighter->stats.food--;
3061 who->insert (lighter);
3062 }
3063 else if (lighter->last_eat)
3064 {
3065 /* no charges left in lighter */
3066 who->failmsgf (
3067 "You attempt to light the %s with a used up %s.",
3068 &op->name, &lighter->name
3069 );
3070 return 0;
3071 }
3072
3073 return lighter;
3074}
3075
3076/**
3077 * Designed primarily to light torches/lanterns/etc.
3078 * Also burns up burnable material too. First object in the inventory is
3079 * the selected object to "burn". -b.t.
3080 */
3081static void
3082apply_lighter (object *who, object *lighter)
3083{
3084 int is_player_env = 0;
3085
3086 if (object *item = who->mark ())
3087 {
3088 if (!auto_apply_lighter (who, item, lighter))
3089 return;
3090
3091 /* Perhaps we should split what we are trying to light on fire?
3092 * I can't see many times when you would want to light multiple
3093 * objects at once.
3094 */
3095
3096 save_throw_object (item, AT_FIRE, who);
3097
3098 if (item->destroyed ()
3099 || ((item->type == LAMP || item->type == TORCH)
3100 && item->glow_radius > 0))
3101 who->statusmsg (format (
3102 "You light the %s with the %s.",
3103 &item->name, &lighter->name
3104 ));
3105 else
3106 who->failmsgf (
3107 "You attempt to light the %s with the %s and fail.",
3108 &item->name, &lighter->name
3109 );
3110 }
3111 else
3112 who->failmsg ("You need to mark a lightable object.");
3113}
3114
3115/**
3116 * This function generates a cursed effect for cursed lamps and torches.
3117 */
3118static void
3119player_apply_lamp_cursed_effect (object *who, object *op)
3120{
3121 if (op->level)
3122 {
3123 who->failmsgf (
3124 "The %s was cursed, it explodes in a big fireball!",
3125 &op->name
3126 );
3127 create_exploding_ball_at (who, op->level);
3128 }
3129 else
3130 {
3131 who->failmsgf (
3132 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3133 &op->name
3134 );
3135 }
3136
3137 op->destroy ();
3138}
3139
3140/**
3141 * Apply for players and lamps
3142 *
3143 * who - the player
3144 * op - the lamp
3145 */
3146static void
3147player_apply_lamp (object *who, object *op)
3148{
3149 bool switch_on = op->glow_radius ? false : true;
3150
3151 if (switch_on)
3152 {
3153 object *lighter = 0;
3154
3155 if (op->flag [FLAG_IS_LIGHTABLE]
3156 && !(lighter = auto_apply_lighter (who, op, 0)))
3157 return;
3158
3159 if (op->stats.food < 1)
3160 {
3161 if (op->type == LAMP)
3162 who->failmsgf (
3163 "The %s is out of fuel! "
3164 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3165 &op->name
3166 );
3167 else
3168 who->failmsgf (
3169 "The %s is burnt out! "
3170 "H<Torches and similar items burn out and become worthless.>",
3171 &op->name
3172 );
3173 return;
3174 }
3175
3176 if (op->flag [FLAG_CURSED])
3177 {
3178 player_apply_lamp_cursed_effect (who, op);
3179 return;
3180 }
3181
3182 if (lighter)
3183 who->statusmsg (format (
3184 "You light up the %s with the %s.", &op->name, &lighter->name));
3185 else
3186 who->statusmsg (format ("You light up the %s.", &op->name));
3187 }
3188 else
3189 {
3190 if (op->flag [FLAG_CURSED])
3191 {
3192 player_apply_lamp_cursed_effect (who, op);
3193 return;
3194 }
3195
3196 if (op->type == TORCH)
3197 {
3198 if (!op->flag [FLAG_IS_LIGHTABLE])
3199 {
3200 who->statusmsg (format (
3201 "You put out the %s. "
3202 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3203 &op->name, &op->name));
3204 }
3205 else
3206 who->statusmsg (format (
3207 "You put out the %s."
3208 "H<Torches wear out if you put them out.>",
3209 &op->name));
3210 }
3211 else
3212 who->statusmsg (format ("You turn off the %s.", &op->name));
3213 }
3214
3215 apply_lamp (op, switch_on);
3216}
3217
3218void get_animation_from_arch (object *op, arch_ptr a)
3219{
3220 op->animation_id = a->animation_id;
3221 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3222 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3223 op->anim_speed = a->anim_speed;
3224 op->last_anim = 0;
3225 op->state = 0;
3226 op->face = a->face;
3227
3228 if (NUM_ANIMATIONS(op) > 1)
3229 {
3230 SET_ANIMATION(op, 0);
3231 animate_object (op, op->direction);
3232 }
3233 else
3234 update_object (op, UP_OBJ_FACE);
3235}
3236
3237/**
3238 * Apply for LAMPs and TORCHes.
3239 *
3240 * op - the lamp
3241 * switch_on - a flag which says whether the lamp should be switched on or off
3242 */
3243void apply_lamp (object *op, bool switch_on)
3244{
3245 op->set_glow_radius (switch_on ? op->range : 0);
3246 op->set_speed (switch_on ? op->arch->speed : 0);
3247
3248 // torches wear out if you put them out
3249 if (op->type == TORCH && !switch_on)
3250 {
3251 if (op->flag [FLAG_IS_LIGHTABLE])
3252 {
3253 op->stats.food -= (double) op->arch->stats.food / 15;
3254 if (op->stats.food < 0)
3255 op->stats.food = 0;
3256 }
3257 else
3258 op->stats.food = 0;
3259 }
3260
3261 // lamps and torched get worthless when used up
3262 if (op->stats.food <= 0)
3263 op->value = 0;
3264
3265 // FIXME: This is a hack to make the more sane torches and lamps
3266 // still animated ;-/
3267 if (op->other_arch)
3268 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3269
3270 if (object *pl = op->visible_to ())
3271 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3272}
3273
3274/**
3275 * This handles items of type 'transformer'.
3276 * Basically those items, used with a marked item, transform both items into something
3277 * else.
3278 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3279 * Change information is contained in the 'slaying' field of the marked item.
3280 * The format is as follow: transformer:[number ]yield[;transformer:...].
3281 * This way an item can be transformed in many things, and/or many objects.
3282 * The 'slaying' field for transformer is used as verb for the action.
3283 */
3284static void
3285apply_item_transformer (object *pl, object *transformer)
3286{
3287 object *new_item;
3288 const char *find;
3289 char *separator;
3290 int yield;
3291 char got[MAX_BUF];
3292 int len;
3293
3294 if (!pl || !transformer)
3295 return;
3296
3297 object *marked = pl->mark ();
3298
3299 if (!marked)
3300 {
3301 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3302 return;
3303 }
3304
3305 if (!marked->slaying)
3306 {
3307 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3308 return;
3309 }
3310
3311 /* check whether they are compatible or not */
3312 find = strstr (&marked->slaying, transformer->arch->archname);
3313 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3314 {
3315 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3316 return;
3317 }
3318
3319 find += strlen (transformer->arch->archname) + 1;
3320 /* Item can be used, now find how many and what it yields */
3321 if (isdigit (*(find)))
3322 {
3323 yield = atoi (find);
3324 if (yield < 1)
3325 {
3326 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3327 yield = 1;
3328 }
3329 }
3330 else
3331 yield = 1;
3332
3333 while (isdigit (*find))
3334 find++;
3335
3336 while (*find == ' ')
3337 find++;
3338
3339 memset (got, 0, MAX_BUF);
3340
3341 if ((separator = (char *) strchr (find, ';')))
3342 len = separator - find;
3343 else
3344 len = strlen (find);
3345
3346 min_it (len, MAX_BUF - 1);
3347
3348 strcpy (got, find);
3349 got[len] = '\0';
3350
3351 /* Now create new item, remove used ones when required. */
3352 new_item = get_archetype (got);
3353 if (!new_item)
3354 {
3355 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3356 return;
3357 }
3358
3359 new_item->nrof = yield;
3360
3361 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3362
3363 pl->insert (new_item);
3364 /* Eat up one item */
3365 marked->decrease ();
3366
3367 /* Eat one transformer if needed */
3368 if (transformer->stats.food)
3369 if (--transformer->stats.food == 0)
3370 transformer->decrease ();
3371}
3372
3373/**
3374 * Main apply handler.
3375 *
3376 * Checks for unpaid items before applying.
3377 *
3378 * Return value is currently not used
3379 *
3380 * who is the object that is causing object to be applied, op is the object
3381 * being applied.
3382 *
3383 * aflag is special (always apply/unapply) flags. Nothing is done with
3384 * them in this function - they are passed to apply_special
3385 */
3386static bool
3387manual_apply (object *who, object *op, int aflag)
3388{
3389 op = op->head_ ();
3390
3391 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 {
3393 if (who->contr)
3394 {
3395 examine (who, op);
3396 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397 return 1;
3398 }
3399 else
3400 return 0; /* monsters just skip unpaid items */
3401 }
3402
3403 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404 return RESULT_INT (0);
3405 else if (apply_types_inv_only [op->type])
3406 {
3407 // special item, using slot system, needs to be in inv
3408 if (op->env == who)
3619 return apply_special (who, op, aflags); 3409 return apply_special (who, op, aflag);
3410
3411 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3412 }
3413 else if (!who->contr && apply_types_player_only [op->type])
3414 return 0; // monsters shouldn't try to apply player-only stuff
3415 else if (apply_types [op->type])
3416 {
3417 // ordinary stuff, may be on the floor
3418 switch (op->type)
3419 {
3420 case T_HANDLE:
3421 who->play_sound (sound_find ("turn_handle"));
3422 who->statusmsg ("You turn the handle.");
3423 op->value = op->value ? 0 : 1;
3424 SET_ANIMATION (op, op->value);
3425 update_object (op, UP_OBJ_FACE);
3426 push_button (op, who);
3427 break;
3428
3429 case TRIGGER:
3430 if (check_trigger (op, who, who))
3431 {
3432 who->statusmsg ("You turn the handle.");
3433 who->play_sound (sound_find ("turn_handle"));
3434 }
3435 else
3436 who->failmsg ("The handle doesn't move.");
3437
3438 break;
3439
3440 case EXIT:
3441 if (!EXIT_PATH (op))
3442 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3443 else
3444 {
3445 /* Don't display messages for random maps. */
3446 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447 who->statusmsg (op->msg, NDI_NAVY);
3448
3449 who->enter_exit (op);
3450 }
3451
3452 break;
3453
3454 case INSCRIBABLE:
3455 who->statusmsg (op->msg);
3456 // maybe show a spell menu to chose from or something like that
3457 break;
3458
3459 case SIGN:
3460 apply_sign (who, op, 0);
3461 break;
3462
3463 case BOOK:
3464 apply_book (who, op);
3465 break;
3466
3467 case SKILLSCROLL:
3468 apply_skillscroll (who, op);
3469 break;
3470
3471 case SPELLBOOK:
3472 apply_spellbook (who, op);
3473 break;
3474
3475 case SCROLL:
3476 apply_scroll (who, op, 0);
3477 break;
3478
3479 case POTION:
3480 apply_potion (who, op);
3481 break;
3482
3483 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484 //TODO: remove, as it is unsed?
3485 case CLOSE_CON:
3486 apply_container (who, op->env);
3487 break;
3488
3489 case CONTAINER:
3490 apply_container (who, op);
3491 break;
3492
3493 case TREASURE:
3494 apply_treasure (who, op);
3495 break;
3496
3497 case LAMP:
3498 case TORCH:
3499 player_apply_lamp (who, op);
3500 break;
3501
3502 case DRINK:
3503 case FOOD:
3504 case FLESH:
3505 apply_food (who, op);
3506 break;
3507
3508 case POISON:
3509 apply_poison (who, op);
3510 break;
3511
3512 case SAVEBED:
3513 break;
3514
3515 case ARMOUR_IMPROVER:
3516 apply_armour_improver (who, op);
3517 break;
3518
3519 case WEAPON_IMPROVER:
3520 check_improve_weapon (who, op);
3521 break;
3522
3523 case CLOCK:
3524 {
3525 timeofday_t tod;
3526
3527 get_tod (&tod);
3528 who->play_sound (sound_find ("sound_clock"));
3529 who->statusmsg (format (
3530 "It is %d minute%s past %d o'clock %s",
3531 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3532 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3533 ));
3534 }
3535 break;
3536
3537 case MENU:
3538 shop_listing (op, who);
3539 break;
3540
3541 case POWER_CRYSTAL:
3542 apply_power_crystal (who, op); /* see egoitem.c */
3543 break;
3544
3545 case LIGHTER: /* for lighting torches/lanterns/etc */
3546 apply_lighter (who, op);
3547 break;
3548
3549 case ITEM_TRANSFORMER:
3550 apply_item_transformer (who, op);
3551 break;
3552 }
3553
3554 return 1;
3555 }
3556 else
3557 {
3558 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3559 return 0;
3560 }
3561}
3562
3563/**
3564 * player_apply_below attempts to apply the object 'below' the player.
3565 * If the player has an open container, we use that for below, otherwise
3566 * we use the ground.
3567 */
3568void
3569player_apply_below (object *pl)
3570{
3571 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3572
3573 /* If using a container, set the starting item to be the top
3574 * item in the container. Otherwise, use the map.
3575 */
3576
3577 // first try to apply "applyables"
3578 for (object *tmp = top; tmp; tmp = tmp->below)
3579 if (!tmp->invisible && apply_types [tmp->type])
3580 {
3581 // If it is visible, player can apply it.
3582 pl->apply (tmp);
3583 return;
3584 }
3585
3586 while (top && top->invisible)
3587 top = top->below;
3588
3589 if (!top || top->flag [FLAG_IS_FLOOR])
3590 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3591 "H<There is nothing here that you can apply.>");
3592 else
3593 // next, try to explain the topmost object
3594 switch (top->type)
3595 {
3596 // TODO: all this should move to examine
3597 case ALTAR:
3598 case IDENTIFY_ALTAR:
3599 case TRIGGER_ALTAR:
3600 case CONVERTER:
3601 //case TRIGGER_PEDESTAL:
3602 pl->failmsgf (
3603 "You see no obvious mechanism on the %s."
3604 "H<You have to drop one or more specific items here.>",
3605 query_short_name (top)
3606 );
3607 break;
3608
3609 case BUTTON:
3610 case TRIGGER_BUTTON:
3611 pl->failmsgf (
3612 "The %s looks as if you could activate it with somehting heavy. "
3613 "H<You must put enough items here to activate it.>",
3614 query_short_name (top)
3615 );
3616 break;
3617
3618 default:
3619 examine (pl, top);
3620 break;
3621 }
3622}
3623
3624// saner interface, returns successful status
3625bool
3626object::apply (object *ob, int aflags)
3627{
3628 if (!ob) // simplifies a lot of callers
3629 return true;
3630
3631 if (contr)
3632 {
3633 if (!ob->env && (move_type & MOVE_FLYING))
3634 {
3635 /* player is flying and applying object not in inventory */
3636 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3637 {
3638 failmsg ("But you are floating high above the ground! "
3639 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3640 "or waiting till the levitation effect wears off.>");
3641 return 0;
3642 }
3643 }
3644
3645 contr->last_used = ob;
3646 }
3647
3648 bool want_apply =
3649 aflags & AP_APPLY ? true
3650 : aflags & AP_UNAPPLY ? false
3651 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3652
3653 object_ptr *slot = 0;
3654
3655 // detect the slot, if this is a player
3656 if (contr && !(aflags & AP_NO_SLOT))
3657 {
3658 object *oslot;
3659
3660 switch (ob->type)
3661 {
3662 case WEAPON:
3663 slot = &contr->combat_ob;
3664 oslot = contr->ranged_ob;
3665 break;
3666
3667 case BOW:
3668 case RANGED:
3669 case SPELL:
3670 case WAND:
3671 case ROD:
3672 case HORN:
3673 case BUILDER:
3674 slot = &contr->ranged_ob;
3675 oslot = contr->combat_ob;
3676 break;
3677
3678 // oh, the humanity
3679 case SKILL:
3680 if (aflags & AP_NO_SLOT)
3681 break;
3682
3683 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3684 break;
3685
3686 if (skill_flags [ob->subtype] & SF_COMBAT)
3687 {
3688 slot = &contr->combat_ob;
3689 oslot = contr->ranged_ob;
3690 }
3691 else if (skill_flags [ob->subtype] & SF_RANGED)
3692 {
3693 slot = &contr->ranged_ob;
3694 oslot = contr->combat_ob;
3695 }
3696
3697 break;
3698 }
3699
3700 // now handle slot exclusions
3701 if (slot)
3702 {
3703 // only one slot can be active
3704 if (want_apply)
3705 {
3706 // clear slot unless we are in it already
3707 if (*slot != ob)
3708 apply (*slot, AP_UNAPPLY);
3709
3710 // unapply other slot, because we want to become active
3711 apply (oslot, AP_UNAPPLY);
3712 }
3713
3714 // clear item from slot if applied
3715 if (!want_apply && current_weapon == ob)
3716 current_weapon = 0;
3717 }
3718 }
3719
3720 if (ob->flag [FLAG_APPLIED] != want_apply)
3721 manual_apply (this, ob, aflags);
3722
3723 if (ob->flag [FLAG_APPLIED] != want_apply)
3724 return false;
3725
3726 if (slot && want_apply)
3727 current_weapon = *slot = ob;
3728
3729 return true;
3620} 3730}
3621 3731
3622/** 3732/**
3623 * Map was just loaded, handle op's initialisation. 3733 * Map was just loaded, handle op's initialisation.
3624 * 3734 *
3628auto_apply (object *op) 3738auto_apply (object *op)
3629{ 3739{
3630 object *tmp = NULL, *tmp2; 3740 object *tmp = NULL, *tmp2;
3631 int i; 3741 int i;
3632 3742
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3743 op->clr_flag (FLAG_AUTO_APPLY);
3634 3744
3635 switch (op->type) 3745 switch (op->type)
3636 { 3746 {
3637 case SHOP_FLOOR: 3747 case SHOP_FLOOR:
3638 if (!op->has_random_items ()) 3748 if (!op->has_random_items ())
3648 == NULL && --i); 3758 == NULL && --i);
3649 3759
3650 if (tmp == NULL) 3760 if (tmp == NULL)
3651 return 0; 3761 return 0;
3652 3762
3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3763 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3654 { 3764 {
3655 tmp->destroy (); 3765 tmp->destroy ();
3656 tmp = NULL; 3766 tmp = NULL;
3657 } 3767 }
3658 } 3768 }
3659 while (!tmp); 3769 while (!tmp);
3660 3770
3661 tmp->x = op->x; 3771 tmp->x = op->x;
3662 tmp->y = op->y; 3772 tmp->y = op->y;
3663 SET_FLAG (tmp, FLAG_UNPAID); 3773 tmp->set_flag (FLAG_UNPAID);
3664 insert_ob_in_map (tmp, op->map, NULL, 0); 3774 insert_ob_in_map (tmp, op->map, NULL, 0);
3665 identify (tmp); 3775 identify (tmp);
3666 break; 3776 break;
3667 3777
3668 case TREASURE: 3778 case TREASURE:
3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3779 if (op->flag [FLAG_IS_A_TEMPLATE])
3670 return 0; 3780 return 0;
3671 3781
3672 while (op->stats.hp-- > 0) 3782 while (op->stats.hp-- > 0)
3673 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3783 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); 3784 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3712 3822
3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3823 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3714 { 3824 {
3715 invnext = invtmp->below; 3825 invnext = invtmp->below;
3716 3826
3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3827 if (invtmp->flag [FLAG_AUTO_APPLY])
3718 auto_apply (invtmp); 3828 auto_apply (invtmp);
3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3829 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3720 { 3830 {
3721 while (invtmp->stats.hp-- > 0) 3831 while (invtmp->stats.hp-- > 0)
3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3832 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3731 * treasure again for this object 3841 * treasure again for this object
3732 */ 3842 */
3733 invtmp->randomitems = NULL; 3843 invtmp->randomitems = NULL;
3734 } 3844 }
3735 } 3845 }
3846
3736 /* This is really temporary - the code at the bottom will 3847 /* This is really temporary - the code at the bottom will
3737 * also set randomitems to null. The problem is there are bunches 3848 * also set randomitems to null. The problem is there are bunches
3738 * of maps/players already out there with items that have spells 3849 * of maps/players already out there with items that have spells
3739 * which haven't had the randomitems set to null yet. 3850 * which haven't had the randomitems set to null yet.
3740 * MSW 2004-05-13 3851 * MSW 2004-05-13
3744 * Ryo 2004-08-16 3855 * Ryo 2004-08-16
3745 */ 3856 */
3746 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3857 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) 3858 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3748 tmp->randomitems = NULL; 3859 tmp->randomitems = NULL;
3749
3750 } 3860 }
3751 3861
3752 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3862 if (tmp->flag [FLAG_AUTO_APPLY])
3753 auto_apply (tmp); 3863 auto_apply (tmp);
3754 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3864 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3755 { 3865 {
3756 while ((tmp->stats.hp--) > 0) 3866 while ((tmp->stats.hp--) > 0)
3757 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3867 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3759 } 3869 }
3760 else if (tmp->type == TIMED_GATE) 3870 else if (tmp->type == TIMED_GATE)
3761 { 3871 {
3762 object *head = tmp->head != NULL ? tmp->head : tmp; 3872 object *head = tmp->head != NULL ? tmp->head : tmp;
3763 3873
3764 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3874 if (head->flag [FLAG_IS_LINKED])
3765 tmp->set_speed (0); 3875 tmp->set_speed (0);
3766 } 3876 }
3767 /* This function can be called everytime a map is loaded, even when 3877 /* 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 3878 * 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 3879 * over and ove again, so after we generate the treasure, blank out
3811 /* bigger morsel of food = longer effect time */ 3921 /* bigger morsel of food = longer effect time */
3812 int duration = TIME2TICK (food->stats.food); 3922 int duration = TIME2TICK (food->stats.food);
3813 3923
3814 if (force = who->force_find (key)) 3924 if (force = who->force_find (key))
3815 { 3925 {
3816 if (duration > abs (force->speed_left / force->speed)) 3926 if (duration > fabs (force->speed_left / force->speed))
3817 { 3927 {
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)); 3928 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); 3929 force->force_set_timer (duration);
3820 } 3930 }
3821 else 3931 else
3858 } 3968 }
3859 3969
3860 /* check for hp, sp change */ 3970 /* check for hp, sp change */
3861 if (food->stats.hp != 0) 3971 if (food->stats.hp != 0)
3862 { 3972 {
3863 if (QUERY_FLAG (food, FLAG_CURSED)) 3973 if (food->flag [FLAG_CURSED])
3864 { 3974 {
3865 who->contr->killer = food; 3975 who->contr->killer = food;
3866 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3976 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3867 who->failmsg ("Eck!...that was poisonous!"); 3977 who->failmsg ("Eck!...that was poisonous!");
3868 } 3978 }
3877 } 3987 }
3878 } 3988 }
3879 3989
3880 if (food->stats.sp != 0) 3990 if (food->stats.sp != 0)
3881 { 3991 {
3882 if (QUERY_FLAG (food, FLAG_CURSED)) 3992 if (food->flag [FLAG_CURSED])
3883 { 3993 {
3884 who->failmsg ("You are drained of mana!"); 3994 who->failmsg ("You are drained of mana!");
3885 who->stats.sp -= food->stats.sp; 3995 who->stats.sp -= food->stats.sp;
3886 if (who->stats.sp < 0) 3996 if (who->stats.sp < 0)
3887 who->stats.sp = 0; 3997 who->stats.sp = 0;
3893 /* place limit on max sp from food? */ 4003 /* place limit on max sp from food? */
3894 } 4004 }
3895 } 4005 }
3896 4006
3897 who->update_stats (); 4007 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} 4008}
3953 4009
3954void 4010void
3955apply_changes_to_player (object *pl, object *change) 4011apply_changes_to_player (object *pl, object *change)
3956{ 4012{
4024 pl->animation_id = change->animation_id; 4080 pl->animation_id = change->animation_id;
4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4081 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4026 } 4082 }
4027 4083
4028 /* check the special case of can't use weapons */ 4084 /* check the special case of can't use weapons */
4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4085 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4030 if (change->name == shstr_monk) 4086 if (change->name == shstr_monk)
4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4087 pl->clr_flag (FLAG_USE_WEAPON);
4032 4088
4033 break; 4089 break;
4034 } 4090 }
4035 } 4091 }
4036} 4092}
4037 4093
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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