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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.213 by elmex, Mon Nov 9 13:38:36 2009 UTC vs.
Revision 1.259 by root, Fri Apr 16 23:32:07 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 (shstr_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
424 if (!item) 140 if (!item)
425 return 0; 141 return 0;
426 142
427 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
428 if (op->arch->archname == item) 144 if (op->arch->archname == item)
429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
431 count += op->number_of (); 147 count += op->number_of ();
432 148
433 return count; 149 return count;
434} 150}
435 151
482 if (improver->slaying) 198 if (improver->slaying)
483 { 199 {
484 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
485 if (count < 1) 201 if (count < 1)
486 { 202 {
487 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
488 return 0; 204 return 0;
489 } 205 }
490 } 206 }
491 else 207 else
492 count = 1; 208 count = 1;
617 { 333 {
618 op->failmsg ("This weapon cannot be improved any more."); 334 op->failmsg ("This weapon cannot be improved any more.");
619 return 0; 335 return 0;
620 } 336 }
621 337
622 if (QUERY_FLAG (weapon, FLAG_APPLIED) 338 if (weapon->flag [FLAG_APPLIED]
623 && !check_item_power (op, weapon->item_power + 1)) 339 && !check_item_power (op, weapon->item_power + 1))
624 { 340 {
625 op->failmsg ("Improving the weapon will make it too " 341 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you " 342 "powerful for you to use. Unready it if you "
627 "really want to improve it."); 343 "really want to improve it.");
677 sacrifice_needed *= 2; 393 sacrifice_needed *= 2;
678 394
679 sacrifice_count = check_sacrifice (op, improver); 395 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed) 396 if (sacrifice_count < sacrifice_needed)
681 { 397 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 398 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
683 return 0; 399 return 0;
684 } 400 }
685 401
686 eat_item (op, improver->slaying, sacrifice_needed); 402 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++; 403 weapon->item_power++;
709 * then calls improve_weapon to do the dirty work. 425 * then calls improve_weapon to do the dirty work.
710 */ 426 */
711static int 427static int
712check_improve_weapon (object *op, object *tmp) 428check_improve_weapon (object *op, object *tmp)
713{ 429{
714 object *otmp;
715
716 if (op->type != PLAYER) 430 if (op->type != PLAYER)
717 return 0; 431 return 0;
718 432
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 433 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 { 434 {
721 op->failmsg ("Something blocks the magic of the scroll!"); 435 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0; 436 return 0;
723 } 437 }
724 438
725 otmp = find_marked_object (op); 439 object *otmp = op->mark ();
726 440
727 if (!otmp) 441 if (!otmp)
728 { 442 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 443 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
730 return 0; 444 return 0;
731 } 445 }
732 446
733 if (otmp->type != WEAPON && otmp->type != BOW) 447 if (otmp->type != WEAPON && otmp->type != BOW)
734 { 448 {
735 op->failmsg ("Marked item is not a weapon or bow!"); 449 op->failmsg ("Marked item is not a weapon or bow!");
450 return 0;
451 }
452
453 if (!op->apply (otmp, AP_UNAPPLY))
454 {
455 op->failmsg ("You are unable to take off your weapon to improve it!");
736 return 0; 456 return 0;
737 } 457 }
738 458
739 op->statusmsg ("Applied weapon builder."); 459 op->statusmsg ("Applied weapon builder.");
740 460
766 * changing of physical area right now. 486 * changing of physical area right now.
767 */ 487 */
768static int 488static int
769improve_armour (object *op, object *improver, object *armour) 489improve_armour (object *op, object *improver, object *armour)
770{ 490{
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant) 491 if (armour->magic >= settings.armor_max_enchant)
774 { 492 {
775 op->failmsg ("This armour can not be enchanted any further!"); 493 op->failmsg ("This armour can not be enchanted any further!");
776 return 0; 494 return 0;
777 } 495 }
788 } 506 }
789 507
790 /* Split objects if needed. Can't insert tmp until the 508 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge. 509 * end of this function - otherwise it will just re-merge.
792 */ 510 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 511 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794 512
795 armour->magic++; 513 armour->magic++;
796 514
797 if (!settings.armor_speed_linear) 515 if (!settings.armor_speed_linear)
798 { 516 {
836 554
837 if (op->type == PLAYER) 555 if (op->type == PLAYER)
838 { 556 {
839 esrv_send_item (op, armour); 557 esrv_send_item (op, armour);
840 558
841 if (QUERY_FLAG (armour, FLAG_APPLIED)) 559 if (armour->flag [FLAG_APPLIED])
842 op->update_stats (); 560 op->update_stats ();
843 } 561 }
844 562
845 improver->decrease (); 563 improver->decrease ();
846 564
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 644 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0) 645 if (rndm (0, i) == 0)
928 ob_to_copy = ob; 646 ob_to_copy = ob;
929 647
930 item = ob_to_copy->deep_clone (); 648 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 649 item->clr_flag (FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE); 650 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 } 651 }
934 else 652 else
935 { 653 {
936 if (!conv_to) 654 if (!conv_to)
949 667
950 if (nr) 668 if (nr)
951 item->nrof *= nr; 669 item->nrof *= nr;
952 670
953 if (converter->flag [FLAG_PRECIOUS]) 671 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 672 item->set_flag (FLAG_UNPAID);
955 673
956 if (is_in_shop (converter)) 674 if (converter->is_in_shop ())
957 { 675 {
958 // converters on shop floors don't work anymore, bug lets check for it 676 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 677 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 678 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 679 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID); 680 item->set_flag (FLAG_UNPAID);
963 } 681 }
964 else if (price_in < sint64 (item->nrof) * item->value) 682 else if (price_in < sint64 (item->nrof) * item->value)
965 { 683 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 684 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 685 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
971 */ 689 */
972 } 690 }
973 691
974 // elmex: only identify if we need to, for example so that generated money doesn't 692 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily. 693 // get an 'identified' flag so easily.
976 if (need_identify (item)) 694 if (item->need_identify ())
977 identify (item); 695 identify (item);
978 696
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 697 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
980 return 1; 698 return 1;
981} 699}
1016 return 1; 734 return 1;
1017 } 735 }
1018 else if (!sack->env) 736 else if (!sack->env)
1019 { 737 {
1020 // active, but not ours: some other player has opened it 738 // active, but not ours: some other player has opened it
1021 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));
1022 return 1; 740 return 1;
1023 } 741 }
1024 742
1025 // fall through to opening it (active in inv) 743 // fall through to opening it (active in inv)
1026 } 744 }
1102{ 820{
1103 int rv = 0; 821 int rv = 0;
1104 double opinion; 822 double opinion;
1105 object *tmp, *next; 823 object *tmp, *next;
1106 824
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 825 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1108 826
1109 bool has_unpaid = false; 827 bool has_unpaid = false;
1110 828
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to 829 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :( 830 // a quick and small change :(
1125 */ 843 */
1126 for (tmp = op->inv; tmp; tmp = next) 844 for (tmp = op->inv; tmp; tmp = next)
1127 { 845 {
1128 next = tmp->below; 846 next = tmp->below;
1129 847
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 848 if (tmp->flag [FLAG_UNPAID])
1131 { 849 {
1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 850 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133 851
1134 if (i >= 0) 852 if (i >= 0)
1135 tmp->move (i); 853 tmp->move (i);
1136 } 854 }
1137 } 855 }
1138 856
1139 /* Don't teleport things like spell effects */ 857 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK)) 858 if (op->flag [FLAG_NO_PICK])
1141 return 0; 859 return 0;
1142 860
1143 /* unpaid objects, or non living objects, can't transfer by 861 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space. 862 * shop mats. Instead, put it on a nearby space.
1145 */ 863 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 864 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1147 { 865 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 866 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 867 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150 868
1151 if (i != -1) 869 if (i != -1)
1164 /* this is only used for players */ 882 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 883 rv = teleport (shop_mat, SHOP_MAT, op);
1166 884
1167 if (has_unpaid) 885 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 886 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 887 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 888 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 889 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 890 op->contr->play_sound (sound_find ("shop_leave"));
1173 891
1174 if (shop_mat->msg) 892 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 893 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 894 /* This check below is a bit simplistic - generally it should be correct,
1177 * but there is never a guarantee that the bottom space on the map is 895 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 896 * actually the shop floor.
1179 */ 897 */
1180 else if (!rv && !is_in_shop (op)) 898 else if (!rv && !op->is_in_shop ())
1181 { 899 {
1182 opinion = shopkeeper_approval (op->map, op); 900 opinion = shopkeeper_approval (op->map, op);
1183 901
1184 op->statusmsg ( 902 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 903 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 op->y += freearr_y[i]; 924 op->y += freearr_y[i];
1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 925 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 } 926 }
1209 } 927 }
1210 928
1211 CLEAR_FLAG (op, FLAG_NO_APPLY); 929 op->clr_flag (FLAG_NO_APPLY);
1212 return rv; 930 return rv;
1213} 931}
1214 932
1215/** 933/**
1216 * Handles applying a sign. 934 * Handles applying a sign.
1244 op->failmsg ("You cannot read it anymore."); 962 op->failmsg ("You cannot read it anymore.");
1245 963
1246 return; 964 return;
1247 } 965 }
1248 966
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 967 if (!op->flag [FLAG_WIZPASS])
1250 sign->last_eat++; 968 sign->last_eat++;
1251 } 969 }
1252 970
1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 971 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1254 * No way to know for sure. The presumption is basically that if 972 * No way to know for sure. The presumption is basically that if
1255 * move_on is zero, it needs to be manually applied (doesn't talk 973 * move_on is zero, it needs to be manually applied (doesn't talk
1256 * to us). 974 * to us).
1257 */ 975 */
1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 976 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1259 { 977 {
1260 op->failmsg ("You are unable to read while blind!"); 978 op->failmsg ("You are unable to read while blind!");
1261 return; 979 return;
1262 } 980 }
1263 981
1304 EXIT_Y (trap) + freearr_y[dir], 1022 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim); 1023 0, victim);
1306} 1024}
1307 1025
1308/** 1026/**
1309 * 'victim' moves onto 'trap'
1310 * 'victim' leaves 'trap'
1311 * effect is determined by move_on/move_off of trap and move_type of victime.
1312 *
1313 * originator: Player, monster or other object that caused 'victim' to move
1314 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1315 * However, some types of traps require an originator to function.
1316 */
1317void
1318move_apply (object *trap, object *victim, object *originator)
1319{
1320 static int recursion_depth = 0;
1321
1322 /* Only exits affect DMs. */
1323 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1324 return;
1325
1326 /* move_apply() is the most likely candidate for causing unwanted and
1327 * possibly unlimited recursion.
1328 */
1329 /* The following was changed because it was causing perfectly correct
1330 * maps to fail. 1) it's not an error to recurse:
1331 * rune detonates, summoning monster. monster lands on nearby rune.
1332 * nearby rune detonates. This sort of recursion is expected and
1333 * proper. This code was causing needless crashes.
1334 */
1335 if (recursion_depth >= 500)
1336 {
1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1339 return;
1340 }
1341
1342 recursion_depth++;
1343 if (trap->head)
1344 trap = trap->head;
1345
1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1347 switch (trap->type)
1348 {
1349 case PLAYERMOVER:
1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed);
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
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->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1423 if (!trap->value)
1424 {
1425 int tot;
1426
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1442 */
1443 ab_next = ab->above;
1444
1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 {
1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1456 }
1457 break;
1458 }
1459
1460 case CONVERTER:
1461 if (convert_item (victim, trap) < 0)
1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1466
1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 break;
1500
1501 case ENCOUNTER:
1502 /* may be some leftovers on this */
1503 break;
1504
1505 case SHOP_MAT:
1506 apply_shop_mat (trap, victim);
1507 break;
1508
1509 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator);
1512 break;
1513
1514 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0)
1516 break; /* monsters musn't apply magic_mouths with counters */
1517
1518 apply_sign (victim, trap, 1);
1519 break;
1520
1521 case CONTAINER:
1522 apply_container (victim, trap);
1523 break;
1524
1525 case RUNE:
1526 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 spring_trap (trap, victim);
1529 break;
1530
1531 default:
1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1534 break;
1535 }
1536
1537 recursion_depth--;
1538}
1539
1540/**
1541 * Handles reading a regular (ie not containing a spell) book.
1542 */
1543static void
1544apply_book (object *op, object *tmp)
1545{
1546 int lev_diff;
1547 object *skill_ob;
1548
1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1550 {
1551 op->failmsg ("You are unable to read while blind!");
1552 return;
1553 }
1554
1555 if (!tmp->msg)
1556 {
1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1558 return;
1559 }
1560
1561 /* need a literacy skill to read stuff! */
1562 skill_ob = find_skill_by_name (op, tmp->skill);
1563 if (!skill_ob)
1564 {
1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1566 return;
1567 }
1568
1569 lev_diff = tmp->level - (skill_ob->level + 5);
1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1571 {
1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 : "This book is totally beyond your comprehension.");
1578 return;
1579 }
1580
1581 readable_message_type *msgType = get_readable_message_type (tmp);
1582
1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586
1587 /* gain xp from reading */
1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1589 { /* only if not read before */
1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591
1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593 {
1594 /*exp_gain *= 2; because they just identified it too */
1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1596
1597 if (object *pl = tmp->visible_to ())
1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1599 }
1600
1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 }
1604}
1605
1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1656 }
1657}
1658
1659/**
1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1661 * op is the person learning the skill, tmp is the skill scroll object
1662 */
1663static void
1664apply_skillscroll (object *op, object *tmp)
1665{
1666 switch (learn_skill (op, tmp))
1667 {
1668 case 0:
1669 op->play_sound (sound_find ("generic_fail"));
1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1671 break;
1672
1673 case 1:
1674 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677 break;
1678
1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1683 break;
1684 }
1685}
1686
1687/**
1688 * Actually makes op learn spell.
1689 * Informs player of what happens.
1690 */
1691void
1692do_learn_spell (object *op, object *spell, int special_prayer)
1693{
1694 object *tmp;
1695
1696 if (op->type != PLAYER)
1697 {
1698 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1699 return;
1700 }
1701
1702 /* Upgrade special prayers to normal prayers */
1703 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704 {
1705 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706 {
1707 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1708 return;
1709 }
1710 return;
1711 }
1712
1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1715 tmp = spell->clone ();
1716 insert_ob_in_ob (tmp, op);
1717
1718 if (special_prayer)
1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1720
1721 esrv_add_spells (op->contr, tmp);
1722}
1723
1724/**
1725 * Erases spell from player's inventory.
1726 */
1727void
1728do_forget_spell (object *op, const char *spell)
1729{
1730 object *spob;
1731
1732 if (op->type != PLAYER)
1733 {
1734 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1735 return;
1736 }
1737 if ((spob = check_spell_known (op, spell)) == NULL)
1738 {
1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1740 return;
1741 }
1742
1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1744 player_unready_range_ob (op->contr, spob);
1745 esrv_remove_spell (op->contr, spob);
1746 spob->destroy ();
1747}
1748
1749/**
1750 * Handles player applying a spellbook.
1751 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1752 * stuff like that. Random learning failure too.
1753 */
1754static void
1755apply_spellbook (object *op, object *tmp)
1756{
1757 object *skop, *spell, *spell_skill;
1758
1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1760 {
1761 op->failmsg ("You are unable to read while blind.");
1762 return;
1763 }
1764
1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1766 * instead of having their spell stored in stats.sp. These are
1767 * legacy spellbooks
1768 */
1769 if (tmp->slaying)
1770 {
1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1772 if (!spell)
1773 {
1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1775 return;
1776 }
1777 else
1778 insert_ob_in_ob (spell, tmp);
1779
1780 tmp->slaying = 0;
1781 }
1782
1783 skop = find_skill_by_name (op, tmp->skill);
1784
1785 /* need a literacy skill to learn spells. Also, having a literacy level
1786 * lower than the spell will make learning the spell more difficult */
1787 if (!skop)
1788 {
1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1790 return;
1791 }
1792
1793 spell = tmp->inv;
1794
1795 if (!spell)
1796 {
1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1799 return;
1800 }
1801
1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1804 {
1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1807 return;
1808 }
1809
1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1811
1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1813 identify (tmp);
1814
1815 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark.
1819 */
1820 if (check_spell_known (op, spell->name))
1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 return;
1824 }
1825
1826 if (spell->skill)
1827 {
1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1830 if (!spell_skill)
1831 {
1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1833 return;
1834 }
1835
1836 if (spell_skill->level < spell->level)
1837 {
1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 return;
1840 }
1841 }
1842
1843 /* Logic as follows
1844 *
1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846 *
1847 * 2- The learner's skill level in literacy adjusts the chance to learn
1848 * a spell.
1849 *
1850 * 3 -Automatically fail to learn if you read while confused
1851 *
1852 * Overall, chances are the same but a player will find having a high
1853 * literacy rate very useful! -b.t.
1854 */
1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 {
1857 op->failmsg ("In your confused state you flub the wording of the text!");
1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1859 }
1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862 {
1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 do_learn_spell (op, spell, 0);
1865
1866 /* xp gain to literacy for spell learning */
1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 }
1870 else
1871 {
1872 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 }
1875
1876 tmp->decrease ();
1877}
1878
1879/**
1880 * Handles applying a spell scroll.
1881 */
1882void
1883apply_scroll (object *op, object *tmp, int dir)
1884{
1885 object *skop;
1886
1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888 {
1889 op->failmsg ("You are unable to read while blind.");
1890 return;
1891 }
1892
1893 if (!tmp->inv || tmp->inv->type != SPELL)
1894 {
1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 return;
1897 }
1898
1899 if (op->type == PLAYER)
1900 {
1901 /* players need a literacy skill to read stuff! */
1902 int exp_gain = 0;
1903
1904 /* hard code literacy - tmp->skill points to where the exp
1905 * should go for anything killed by the spell.
1906 */
1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908
1909 if (!skop)
1910 {
1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 return;
1913 }
1914
1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916 change_exp (op, exp_gain, skop->skill, 0);
1917 }
1918
1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920 identify (tmp);
1921
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923
1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 tmp->decrease ();
1926}
1927
1928/**
1929 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure
1931 * chest.
1932 */
1933static void
1934apply_treasure (object *op, object *tmp)
1935{
1936 /* Nice side effect of this treasure creation method is that the treasure
1937 * for the chest is done when the chest is created, and put into the chest
1938 * inventory. So that when the chest burns up, the items still exist. Also
1939 * prevents people from moving chests to more difficult maps to get better
1940 * treasure
1941 */
1942 object *treas = tmp->inv;
1943
1944 if (!treas)
1945 {
1946 op->statusmsg ("The chest was empty.");
1947 tmp->decrease ();
1948 return;
1949 }
1950
1951 while (tmp->inv)
1952 {
1953 treas = tmp->inv;
1954 treas->remove ();
1955
1956 treas->x = op->x;
1957 treas->y = op->y;
1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959
1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961 spring_trap (treas, op);
1962
1963 /* If either player or container was destroyed, no need to do
1964 * further processing. I think this should be enclused with
1965 * spring trap above, as I don't think there is otherwise
1966 * any way for the treasure chest or player to get killed.
1967 */
1968 if (op->destroyed () || tmp->destroyed ())
1969 break;
1970 }
1971
1972 if (!tmp->destroyed () && !tmp->inv)
1973 tmp->decrease (true);
1974}
1975
1976/**
1977 * A dragon is eating some flesh. If the flesh contains resistances,
1978 * there is a chance for the dragon's skin to get improved.
1979 *
1980 * attributes:
1981 * object *op the object (dragon player) eating the flesh
1982 * object *meal the flesh item, getting chewed in dragon's mouth
1983 * return:
1984 * int 1 if eating successful, 0 if it doesn't work
1985 */
1986static int
1987dragon_eat_flesh (object *op, object *meal)
1988{
1989 object *skin = NULL; /* pointer to dragon skin force */
1990 object *abil = NULL; /* pointer to dragon ability force */
1991 object *tmp = NULL; /* tmp. object */
1992
1993 double chance; /* improvement-chance of one resistance type */
1994 double totalchance = 1; /* total chance of gaining one resistance */
1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1996 double mbonus = 0; /* monster bonus */
1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1998 int winners = 0; /* number of winners */
1999 int i; /* index */
2000
2001 /* let's make sure and doublecheck the parameters */
2002 if (meal->type != FLESH || !is_dragon_pl (op))
2003 return 0;
2004
2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2006 from the player's inventory */
2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 if (tmp->type == FORCE)
2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2010 skin = tmp;
2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2012 abil = tmp;
2013
2014 /* if either skin or ability are missing, this is an old player
2015 which is not to be considered a dragon -> bail out */
2016 if (skin == NULL || abil == NULL)
2017 return 0;
2018
2019 /* now start by filling stomache and health, according to food-value */
2020 if ((999 - op->stats.food) < meal->stats.food)
2021 op->stats.hp += (999 - op->stats.food) / 50;
2022 else
2023 op->stats.hp += meal->stats.food / 50;
2024
2025 if (op->stats.hp > op->stats.maxhp)
2026 op->stats.hp = op->stats.maxhp;
2027
2028 op->stats.food = min (999, op->stats.food + meal->stats.food);
2029
2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2031
2032 /* on to the interesting part: chances for adding resistance */
2033 for (i = 0; i < NROFATTACKS; i++)
2034 {
2035 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2036 {
2037 /* got positive resistance, now calculate improvement chance (0-100) */
2038
2039 /* this bonus makes resistance increase easier at lower levels */
2040 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2041 if (i == abil->stats.exp)
2042 bonus += 5; /* additional bonus for resistance of ability-focus */
2043
2044 /* monster bonus increases with level, because high-level
2045 flesh is too rare */
2046 mbonus = op->level * 20. / ((double) settings.max_level);
2047
2048 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2049 ((double)settings.max_level)) - skin->resist[i];
2050
2051 if (chance >= 0.)
2052 chance += 1.;
2053 else
2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2055
2056 /* chance is proportional to amount of resistance (max. 50) */
2057 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2058
2059 /* doubled chance for resistance of ability-focus */
2060 if (i == abil->stats.exp)
2061 chance = min (100., chance * 2.);
2062
2063 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2064 if (rndm (10000) < (unsigned int)(chance * 100))
2065 {
2066 atnr_winner[winners] = i;
2067 winners++;
2068 }
2069
2070 if (chance >= 0.01)
2071 totalchance *= 1 - chance / 100;
2072
2073 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2074 }
2075 }
2076
2077 /* inverse totalchance as until now we have the failure-chance */
2078 totalchance = 100 - totalchance * 100;
2079
2080 /* print message according to totalchance */
2081 const char *buf;
2082 if (totalchance > 50.)
2083 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2084 else if (totalchance > 10.)
2085 buf = format ("The %s tasted very good.", &meal->name);
2086 else if (totalchance > 1.)
2087 buf = format ("The %s tasted good.", &meal->name);
2088 else if (totalchance > 0.1)
2089 buf = format ("The %s tasted bland.", &meal->name);
2090 else if (totalchance >= 0.01)
2091 buf = format ("The %s had a boring taste.", &meal->name);
2092 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2093 buf = format ("The %s tasted strange.", &meal->name);
2094 else
2095 buf = format ("The %s had no taste.", &meal->name);
2096
2097 op->statusmsg (buf);
2098
2099 /* now choose a winner if we have any */
2100 i = -1;
2101 if (winners > 0)
2102 i = atnr_winner [rndm (winners)];
2103
2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2105 {
2106 /* resistance increased! */
2107 skin->resist[i]++;
2108 op->update_stats ();
2109
2110 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2111 }
2112
2113 /* if this flesh contains a new ability focus, we mark it
2114 into the ability_force and it will take effect on next level */
2115 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2116 {
2117 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2118
2119 if (meal->last_eat != abil->stats.exp)
2120 op->statusmsg (format (
2121 "Your metabolism prepares to focus on %s!\n"
2122 "The change will happen at level %d.",
2123 change_resist_msg[meal->last_eat],
2124 abil->level + 1
2125 ));
2126 else
2127 {
2128 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2129 abil->last_eat = 0;
2130 }
2131 }
2132
2133 return 1;
2134}
2135
2136/**
2137 * op eats food.
2138 * If player, takes care of messages and dragon special food.
2139 */
2140static void
2141apply_food (object *op, object *tmp)
2142{
2143 int capacity_remaining;
2144
2145 if (op->type != PLAYER)
2146 op->stats.hp = op->stats.maxhp;
2147 else
2148 {
2149 /* check if this is a dragon (player), eating some flesh */
2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2151 ;
2152 else
2153 {
2154 /* usual case - no dragon meal: */
2155 if (op->stats.food + tmp->stats.food > 999)
2156 {
2157 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!");
2159 else
2160 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 }
2162
2163 tmp->play_sound (
2164 tmp->sound
2165 ? tmp->sound
2166 : tmp->type == DRINK
2167 ? sound_find ("eat_drink")
2168 : sound_find ("eat_food")
2169 );
2170
2171 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172 {
2173 const char *buf;
2174
2175 if (!is_dragon_pl (op))
2176 {
2177 /* eating message for normal players */
2178 if (tmp->type == DRINK)
2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2180 else
2181 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2182 }
2183 else
2184 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name);
2186
2187 op->statusmsg (buf);
2188
2189 capacity_remaining = 999 - op->stats.food;
2190 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50;
2193 else
2194 op->stats.hp += tmp->stats.food / 50;
2195
2196 if (op->stats.hp > op->stats.maxhp)
2197 op->stats.hp = op->stats.maxhp;
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 }
2201
2202 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp);
2205 }
2206 }
2207
2208 handle_apply_yield (tmp);
2209 tmp->decrease ();
2210}
2211
2212/**
2213 * Handles applying an improve armor scroll.
2214 * Does some sanity checks, then calls improve_armour.
2215 */
2216static void
2217apply_armour_improver (object *op, object *tmp)
2218{
2219 object *armor;
2220
2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2222 {
2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2224 return;
2225 }
2226
2227 armor = find_marked_object (op);
2228
2229 if (!armor)
2230 {
2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2232 return;
2233 }
2234
2235 if (armor->type != ARMOUR
2236 && armor->type != CLOAK
2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2238 {
2239 op->failmsg ("Your marked item is not armour!\n");
2240 return;
2241 }
2242
2243 op->statusmsg ("Applying armour enchantment.");
2244 improve_armour (op, tmp, armor);
2245}
2246
2247void
2248apply_poison (object *op, object *tmp)
2249{
2250 // need to do it now when it is still on the map
2251 handle_apply_yield (tmp);
2252
2253 object *poison = tmp->split (1);
2254
2255 if (op->type == PLAYER)
2256 {
2257 op->contr->play_sound (sound_find ("drink_poison"));
2258 op->failmsg ("Yech! That tasted poisonous!");
2259 op->contr->killer = poison;
2260 }
2261
2262 if (poison->stats.hp > 0)
2263 {
2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2266 }
2267
2268 op->stats.food -= op->stats.food / 4;
2269 poison->destroy ();
2270}
2271
2272/**
2273 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2274 * A valid 2 way exit means:
2275 * -You can come back (there is another exit at the other side)
2276 * -You are
2277 * ° the owner of the exit
2278 * ° or in the same party as the owner
2279 *
2280 * Note: a owner in a 2 way exit is saved as the owner's name
2281 * in the field exit->name cause the field exit->owner doesn't
2282 * survive in the swapping (in fact the whole exit doesn't survive).
2283 */
2284static int
2285is_legal_2ways_exit (object *op, object *exit)
2286{
2287 if (exit->stats.exp != 1)
2288 return 1; /*This is not a 2 way, so it is legal */
2289
2290#if 0 //TODO
2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2292 return 0; /* This is a reset town portal */
2293#endif
2294
2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2296
2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2298
2299 if (exitmap)
2300 {
2301 exitmap->load_sync ();
2302
2303 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2304
2305 if (!tmp)
2306 return 0;
2307
2308 for (; tmp; tmp = tmp->above)
2309 {
2310 if (tmp->type != EXIT)
2311 continue; /*Not an exit */
2312
2313 if (!EXIT_PATH (tmp))
2314 continue; /*Not a valid exit */
2315
2316 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2317 continue; /*Not in the same place */
2318
2319 if (exit->map->path != EXIT_PATH (tmp))
2320 continue; /*Not in the same map */
2321
2322 /* From here we have found the exit is valid. However we do
2323 * here the check of the exit owner. It is important for the
2324 * town portals to prevent strangers from visiting your appartments
2325 */
2326 if (!exit->race)
2327 return 1; /*No owner, free for all! */
2328
2329 object *exit_owner = 0;
2330
2331 for_all_players (pp)
2332 {
2333 if (!pp->ob)
2334 continue;
2335
2336 if (pp->ob->name != exit->race)
2337 continue;
2338
2339 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2340 break;
2341 }
2342
2343 if (!exit_owner)
2344 return 0; /* No more owner */
2345
2346 if (exit_owner->contr == op->contr)
2347 return 1; /*It is your exit */
2348
2349 if (exit_owner && /*There is a owner */
2350 (op->contr) && /*A player tries to pass */
2351 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2352 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2353 return 0;
2354
2355 return 1;
2356 }
2357 }
2358
2359 return 0;
2360}
2361
2362/**
2363 * This function will try to apply a lighter and in case no lighter
2364 * is specified it will try to find a lighter in the players inventory,
2365 * and inform him about this requirement.
2366 *
2367 * who - the player
2368 * op - the item we want to light
2369 * lighter - the lighter or 0 if a lighter has yet to be found
2370 */
2371static object *
2372auto_apply_lighter (object *who, object *op, object *lighter)
2373{
2374 if (lighter == 0)
2375 {
2376 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2377 {
2378 if (tmp->type == LIGHTER)
2379 {
2380 lighter = tmp;
2381 break;
2382 }
2383 }
2384
2385 if (!lighter)
2386 {
2387 who->failmsg (format (
2388 "You can't light up the %s with your bare hands! "
2389 "H<You need a lighter in your inventory, for example a flint and steel.>",
2390 &op->name));
2391 return 0;
2392 }
2393 }
2394
2395 // last_eat == 0 means the lighter is not being used up!
2396 if (lighter->last_eat && lighter->stats.food)
2397 {
2398 /* lighter gets used up */
2399 lighter = lighter->split ();
2400 lighter->stats.food--;
2401 who->insert (lighter);
2402 }
2403 else if (lighter->last_eat)
2404 {
2405 /* no charges left in lighter */
2406 who->failmsg (format (
2407 "You attempt to light the %s with a used up %s.",
2408 &op->name, &lighter->name));
2409 return 0;
2410 }
2411
2412 return lighter;
2413}
2414
2415/**
2416 * Designed primarily to light torches/lanterns/etc.
2417 * Also burns up burnable material too. First object in the inventory is
2418 * the selected object to "burn". -b.t.
2419 */
2420static void
2421apply_lighter (object *who, object *lighter)
2422{
2423 object *item;
2424 int is_player_env = 0;
2425
2426 item = find_marked_object (who);
2427 if (item)
2428 {
2429 if (!auto_apply_lighter (who, item, lighter))
2430 return;
2431
2432 /* Perhaps we should split what we are trying to light on fire?
2433 * I can't see many times when you would want to light multiple
2434 * objects at once.
2435 */
2436
2437 save_throw_object (item, AT_FIRE, who);
2438
2439 if (item->destroyed ()
2440 || ((item->type == LAMP || item->type == TORCH)
2441 && item->glow_radius > 0))
2442 who->statusmsg (format (
2443 "You light the %s with the %s.",
2444 &item->name, &lighter->name));
2445 else
2446 who->failmsg (format (
2447 "You attempt to light the %s with the %s and fail.",
2448 &item->name, &lighter->name));
2449 }
2450 else
2451 who->failmsg ("You need to mark a lightable object.");
2452}
2453
2454/**
2455 * This function generates a cursed effect for cursed lamps and torches.
2456 */
2457static void
2458player_apply_lamp_cursed_effect (object *who, object *op)
2459{
2460 if (op->level)
2461 {
2462 who->failmsg (format (
2463 "The %s was cursed, it explodes in a big fireball!",
2464 &op->name));
2465 create_exploding_ball_at (who, op->level);
2466 }
2467 else
2468 {
2469 who->failmsg (format (
2470 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2471 &op->name));
2472 }
2473
2474 op->destroy ();
2475}
2476
2477/**
2478 * Apply for players and lamps
2479 *
2480 * who - the player
2481 * op - the lamp
2482 */
2483static void
2484player_apply_lamp (object *who, object *op)
2485{
2486 bool switch_on = op->glow_radius ? false : true;
2487
2488 if (switch_on)
2489 {
2490 object *lighter = 0;
2491
2492 if (op->flag [FLAG_IS_LIGHTABLE]
2493 && !(lighter = auto_apply_lighter (who, op, 0)))
2494 return;
2495
2496 if (op->stats.food < 1)
2497 {
2498 if (op->type == LAMP)
2499 who->failmsg (format (
2500 "The %s is out of fuel! "
2501 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2502 &op->name));
2503 else
2504 who->failmsg (format (
2505 "The %s is burnt out! "
2506 "H<Torches and similar items burn out and become worthless.>",
2507 &op->name));
2508 return;
2509 }
2510
2511 if (op->flag [FLAG_CURSED])
2512 {
2513 player_apply_lamp_cursed_effect (who, op);
2514 return;
2515 }
2516
2517 if (lighter)
2518 who->statusmsg (format (
2519 "You light up the %s with the %s.", &op->name, &lighter->name));
2520 else
2521 who->statusmsg (format ("You light up the %s.", &op->name));
2522 }
2523 else
2524 {
2525 if (op->flag [FLAG_CURSED])
2526 {
2527 player_apply_lamp_cursed_effect (who, op);
2528 return;
2529 }
2530
2531 if (op->type == TORCH)
2532 {
2533 if (!op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 who->statusmsg (format (
2536 "You put out the %s. "
2537 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2538 &op->name, &op->name));
2539 }
2540 else
2541 who->statusmsg (format (
2542 "You put out the %s."
2543 "H<Torches wear out if you put them out.>",
2544 &op->name));
2545 }
2546 else
2547 who->statusmsg (format ("You turn off the %s.", &op->name));
2548 }
2549
2550 apply_lamp (op, switch_on);
2551}
2552
2553void get_animation_from_arch (object *op, arch_ptr a)
2554{
2555 op->animation_id = a->animation_id;
2556 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2557 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2558 op->anim_speed = a->anim_speed;
2559 op->last_anim = 0;
2560 op->state = 0;
2561 op->face = a->face;
2562
2563 if (NUM_ANIMATIONS(op) > 1)
2564 {
2565 SET_ANIMATION(op, 0);
2566 animate_object (op, op->direction);
2567 }
2568 else
2569 update_object (op, UP_OBJ_FACE);
2570}
2571
2572/**
2573 * Apply for LAMPs and TORCHes.
2574 *
2575 * op - the lamp
2576 * switch_on - a flag which says whether the lamp should be switched on or off
2577 */
2578void apply_lamp (object *op, bool switch_on)
2579{
2580 op->set_glow_radius (switch_on ? op->range : 0);
2581 op->set_speed (switch_on ? op->arch->speed : 0);
2582
2583 // torches wear out if you put them out
2584 if (op->type == TORCH && !switch_on)
2585 {
2586 if (op->flag [FLAG_IS_LIGHTABLE])
2587 {
2588 op->stats.food -= (double) op->arch->stats.food / 15;
2589 if (op->stats.food < 0)
2590 op->stats.food = 0;
2591 }
2592 else
2593 op->stats.food = 0;
2594 }
2595
2596 // lamps and torched get worthless when used up
2597 if (op->stats.food <= 0)
2598 op->value = 0;
2599
2600 // FIXME: This is a hack to make the more sane torches and lamps
2601 // still animated ;-/
2602 if (op->other_arch)
2603 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2604
2605 if (object *pl = op->visible_to ())
2606 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2607}
2608
2609/**
2610 * This handles items of type 'transformer'.
2611 * Basically those items, used with a marked item, transform both items into something
2612 * else.
2613 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2614 * Change information is contained in the 'slaying' field of the marked item.
2615 * The format is as follow: transformer:[number ]yield[;transformer:...].
2616 * This way an item can be transformed in many things, and/or many objects.
2617 * The 'slaying' field for transformer is used as verb for the action.
2618 */
2619static void
2620apply_item_transformer (object *pl, object *transformer)
2621{
2622 object *marked;
2623 object *new_item;
2624 char *find;
2625 char *separator;
2626 int yield;
2627 char got[MAX_BUF];
2628 int len;
2629
2630 if (!pl || !transformer)
2631 return;
2632
2633 marked = find_marked_object (pl);
2634
2635 if (!marked)
2636 {
2637 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2638 return;
2639 }
2640
2641 if (!marked->slaying)
2642 {
2643 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2644 return;
2645 }
2646
2647 /* check whether they are compatible or not */
2648 find = strstr (&marked->slaying, transformer->arch->archname);
2649 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2650 {
2651 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2652 return;
2653 }
2654
2655 find += strlen (transformer->arch->archname) + 1;
2656 /* Item can be used, now find how many and what it yields */
2657 if (isdigit (*(find)))
2658 {
2659 yield = atoi (find);
2660 if (yield < 1)
2661 {
2662 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2663 yield = 1;
2664 }
2665 }
2666 else
2667 yield = 1;
2668
2669 while (isdigit (*find))
2670 find++;
2671
2672 while (*find == ' ')
2673 find++;
2674
2675 memset (got, 0, MAX_BUF);
2676
2677 if ((separator = strchr (find, ';')) != NULL)
2678 len = separator - find;
2679 else
2680 len = strlen (find);
2681
2682 if (len > MAX_BUF - 1)
2683 len = MAX_BUF - 1;
2684
2685 strcpy (got, find);
2686 got[len] = '\0';
2687
2688 /* Now create new item, remove used ones when required. */
2689 new_item = get_archetype (got);
2690 if (!new_item)
2691 {
2692 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2693 return;
2694 }
2695
2696 new_item->nrof = yield;
2697
2698 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2699
2700 pl->insert (new_item);
2701 /* Eat up one item */
2702 marked->decrease ();
2703
2704 /* Eat one transformer if needed */
2705 if (transformer->stats.food)
2706 if (--transformer->stats.food == 0)
2707 transformer->decrease ();
2708}
2709
2710/**
2711 * Main apply handler.
2712 *
2713 * Checks for unpaid items before applying.
2714 *
2715 * Return value:
2716 * 0: player or monster can't apply objects of that type
2717 * 1: has been applied, or there was an error applying the object
2718 * 2: objects of that type can't be applied if not in inventory
2719 *
2720 * who is the object that is causing object to be applied, op is the object
2721 * being applied.
2722 *
2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2724 * them in this function - they are passed to apply_special
2725 */
2726int
2727manual_apply (object *who, object *op, int aflag)
2728{
2729 op = op->head_ ();
2730
2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2732 {
2733 if (who->type == PLAYER)
2734 {
2735 examine (who, op);
2736 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2737 return 1;
2738 }
2739 else
2740 return 0; /* monsters just skip unpaid items */
2741 }
2742
2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2744 return RESULT_INT (0);
2745
2746 switch (op->type)
2747 {
2748 case T_HANDLE:
2749 who->play_sound (sound_find ("turn_handle"));
2750 who->statusmsg ("You turn the handle.");
2751 op->value = op->value ? 0 : 1;
2752 SET_ANIMATION (op, op->value);
2753 update_object (op, UP_OBJ_FACE);
2754 push_button (op, who);
2755 return 1;
2756
2757 case TRIGGER:
2758 if (check_trigger (op, who, who))
2759 {
2760 who->statusmsg ("You turn the handle.");
2761 who->play_sound (sound_find ("turn_handle"));
2762 }
2763 else
2764 who->failmsg ("The handle doesn't move.");
2765
2766 return 1;
2767
2768 case EXIT:
2769 if (who->type != PLAYER)
2770 return 0;
2771
2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2773 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)));
2774 else
2775 {
2776 /* Don't display messages for random maps. */
2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2778 who->statusmsg (op->msg, NDI_NAVY);
2779
2780 who->enter_exit (op);
2781 }
2782
2783 return 1;
2784
2785 case INSCRIBABLE:
2786 who->statusmsg (op->msg);
2787 // maybe show a spell menu to chose from or something like that
2788 return 1;
2789
2790 case SIGN:
2791 apply_sign (who, op, 0);
2792 return 1;
2793
2794 case BOOK:
2795 if (who->type == PLAYER)
2796 {
2797 apply_book (who, op);
2798 return 1;
2799 }
2800 else
2801 return 0;
2802
2803 case SKILLSCROLL:
2804 if (who->type == PLAYER)
2805 {
2806 apply_skillscroll (who, op);
2807 return 1;
2808 }
2809 else
2810 return 0;
2811
2812 case SPELLBOOK:
2813 if (who->type == PLAYER)
2814 {
2815 apply_spellbook (who, op);
2816 return 1;
2817 }
2818 else
2819 return 0;
2820
2821 case SCROLL:
2822 apply_scroll (who, op, 0);
2823 return 1;
2824
2825 case POTION:
2826 apply_potion (who, op);
2827 return 1;
2828
2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2830 //TODO: remove, as it is unsed?
2831 case CLOSE_CON:
2832 apply_container (who, op->env);
2833 return 1;
2834
2835 case CONTAINER:
2836 apply_container (who, op);
2837 return 1;
2838
2839 case TREASURE:
2840 if (who->type == PLAYER)
2841 {
2842 apply_treasure (who, op);
2843 return 1;
2844 }
2845 else
2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2852
2853 case WEAPON:
2854 case ARMOUR:
2855 case BOOTS:
2856 case GLOVES:
2857 case AMULET:
2858 case GIRDLE:
2859 case BRACERS:
2860 case SHIELD:
2861 case HELMET:
2862 case RING:
2863 case CLOAK:
2864 case WAND:
2865 case ROD:
2866 case HORN:
2867 case SKILL:
2868 case BOW:
2869 case BUILDER:
2870 case SKILL_TOOL:
2871 if (op->env != who)
2872 return 2; /* not in inventory */
2873
2874 apply_special (who, op, aflag);
2875 return 1;
2876
2877 case DRINK:
2878 case FOOD:
2879 case FLESH:
2880 apply_food (who, op);
2881 return 1;
2882
2883 case POISON:
2884 apply_poison (who, op);
2885 return 1;
2886
2887 case SAVEBED:
2888 return 1;
2889
2890 case ARMOUR_IMPROVER:
2891 if (who->type == PLAYER)
2892 {
2893 apply_armour_improver (who, op);
2894 return 1;
2895 }
2896 else
2897 return 0;
2898
2899 case WEAPON_IMPROVER:
2900 check_improve_weapon (who, op);
2901 return 1;
2902
2903 case CLOCK:
2904 if (who->type == PLAYER)
2905 {
2906 char buf[MAX_BUF];
2907 timeofday_t tod;
2908
2909 get_tod (&tod);
2910 who->play_sound (sound_find ("sound_clock"));
2911 who->statusmsg (format (
2912 "It is %d minute%s past %d o'clock %s",
2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2914 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2915 ));
2916 return 1;
2917 }
2918 else
2919 return 0;
2920
2921 case MENU:
2922 if (who->type == PLAYER)
2923 {
2924 shop_listing (op, who);
2925 return 1;
2926 }
2927 else
2928 return 0;
2929
2930 case POWER_CRYSTAL:
2931 apply_power_crystal (who, op); /* see egoitem.c */
2932 return 1;
2933
2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2935 if (who->type == PLAYER)
2936 {
2937 apply_lighter (who, op);
2938 return 1;
2939 }
2940 else
2941 return 0;
2942
2943 case ITEM_TRANSFORMER:
2944 apply_item_transformer (who, op);
2945 return 1;
2946
2947 default:
2948 return 0;
2949 }
2950}
2951
2952/* quiet suppresses the "don't know how to apply" and "you must get it first"
2953 * messages as needed by player_apply_below(). But there can still be
2954 * "but you are floating high above the ground" messages.
2955 *
2956 * Same return value as apply() function.
2957 */
2958int
2959player_apply (object *pl, object *op, int aflag, int quiet)
2960{
2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2962 {
2963 /* player is flying and applying object not in inventory */
2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2965 {
2966 pl->failmsg ("But you are floating high above the ground! "
2967 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968 "or waiting till the levitation effect wears off.>");
2969 return 0;
2970 }
2971 }
2972
2973 pl->contr->last_used = op;
2974
2975 int tmp = manual_apply (pl, op, aflag);
2976
2977 if (!quiet)
2978 {
2979 if (tmp == 0)
2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2981 else if (tmp == 2)
2982 pl->failmsg ("You must get it first!\n");
2983 }
2984
2985 return tmp;
2986}
2987
2988/**
2989 * player_apply_below attempts to apply the object 'below' the player.
2990 * If the player has an open container, we use that for below, otherwise
2991 * we use the ground.
2992 */
2993void
2994player_apply_below (object *pl)
2995{
2996 int floors = 0;
2997
2998 /* If using a container, set the starting item to be the top
2999 * item in the container. Otherwise, use the map.
3000 * This is perhaps more complicated. However, I want to make sure that
3001 * we don't use a corrupt pointer for the next object, so we get the
3002 * next object in the stack before applying. This is can only be a
3003 * problem if player_apply() has a bug in that it uses the object but does
3004 * not return a proper value.
3005 */
3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3007 {
3008 next = tmp->below;
3009
3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3011 floors++;
3012 else if (floors > 0)
3013 return; /* process only floor objects after first floor object */
3014
3015 /* If it is visible, player can apply it. If it is applied by
3016 * person moving on it, also activate. Added code to make it
3017 * so that at least one of players movement types be that which
3018 * the item needs.
3019 */
3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
3021 if (player_apply (pl, tmp, 0, 1) == 1)
3022 return;
3023
3024 if (floors >= 2)
3025 return; /* process at most two floor objects */
3026 }
3027}
3028
3029/**
3030 * Unapplies specified item. 1027 * Unapplies specified item.
3031 * No check done on cursed/damned. 1028 * No check done on cursed/damned.
3032 * Break this out of apply_special - this is just done 1029 * Break this out of apply_special - this is just done
3033 * to keep the size of apply_special to a more managable size. 1030 * to keep the size of apply_special to a more managable size.
3034 */ 1031 */
3035static int 1032static bool
3036unapply_special (object *who, object *op, int aflags) 1033unapply_special (object *who, object *op, int aflags)
3037{ 1034{
3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1035 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1036 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3040 return RESULT_INT (0); 1037 return RESULT_INT (0);
3041 1038
3042 CLEAR_FLAG (op, FLAG_APPLIED); 1039 if (who->current_weapon == op)
1040 who->current_weapon = 0;
1041
1042 op->flag [FLAG_APPLIED] = false;
3043 1043
3044 switch (op->type) 1044 switch (op->type)
3045 { 1045 {
3046 case SKILL_TOOL: 1046 case SKILL:
1047 if (player *pl = who->contr)
1048 if (op->invisible)
1049 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1050 else
1051 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1052
1053 change_abil (who, op);
1054 who->flag [FLAG_READY_SKILL] = false;
1055 break;
1056
1057 case WEAPON:
1058 who->statusmsg (format ("You unwield %s.", query_name (op)));
1059 change_abil (who, op);
1060 who->flag [FLAG_READY_WEAPON] = false;
1061
3047 // unapplying a skill tool should also unapply the skill it governs 1062 // unapplying a weapon or skill tool should also unapply the skill it governs
3048 // but this is hard, as it shouldn't do so when the skill can 1063 // but this is hard, as it shouldn't do so when the skill can
3049 // be used for other reasons 1064 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1065 if (who->chosen_skill)
3051 if (tmp->skill == op->skill 1066 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
3052 && tmp->type == SKILL
3053 && tmp->flag [FLAG_APPLIED]
3054 && !tmp->flag [FLAG_CAN_USE_SKILL])
3055 unapply_special (who, tmp, 0); 1067 unapply_special (who, op, 0);
3056 1068
3057 change_abil (who, op);
3058 break; 1069 break;
3059 1070
1071 case BOW:
3060 case WEAPON: 1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case RANGED:
3061 if (player *pl = who->contr) 1076 if (player *pl = who->contr)
3062 if (op == pl->combat_ob)
3063 {
3064 pl->combat_ob = 0;
3065 who->change_weapon (pl->ranged_ob);
3066 }
3067
3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
3069
3070 change_abil (who, op);
3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3072 break;
3073
3074 case SKILL:
3075 if (who->contr)
3076 { 1077 {
3077 if (IS_COMBAT_SKILL (op->subtype)) 1078 who->statusmsg (format ("You unready %s.", query_name (op)));
3078 who->change_weapon (who->contr->combat_ob = 0); 1079 change_abil (who, op);
3079 else if (IS_RANGED_SKILL (op->subtype)) 1080 }
3080 who->change_weapon (who->contr->ranged_ob = 0); 1081 else
3081 1082 {
3082 if (op->invisible) 1083 if (op->type == BOW)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1084 op->flag [FLAG_READY_BOW ] = false;
3084 else 1085 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1086 op->flag [FLAG_READY_RANGE] = false;
3086 } 1087 }
3087 1088
3088 change_abil (who, op);
3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
3090 break; 1089 break;
3091 1090
3092 case ARMOUR: 1091 case ARMOUR:
3093 case HELMET: 1092 case HELMET:
3094 case SHIELD: 1093 case SHIELD:
3101 case CLOAK: 1100 case CLOAK:
3102 who->statusmsg (format ("You unwear %s.", query_name (op))); 1101 who->statusmsg (format ("You unwear %s.", query_name (op)));
3103 change_abil (who, op); 1102 change_abil (who, op);
3104 break; 1103 break;
3105 1104
1105 case SPELL:
3106 case BOW: 1106 case BUILDER:
3107 case WAND:
3108 case ROD:
3109 case HORN:
3110 if (player *pl = who->contr)
3111 {
3112 if (op == pl->ranged_ob)
3113 {
3114 pl->ranged_ob = 0;
3115 who->change_weapon (pl->combat_ob);
3116 }
3117
3118 who->statusmsg (format ("You unready %s.", query_name (op))); 1107 who->statusmsg (format ("You unready %s.", query_name (op)));
3119 }
3120 else
3121 {
3122 who->change_skill (0);
3123
3124 if (op->type == BOW)
3125 CLEAR_FLAG (who, FLAG_READY_BOW);
3126 else
3127 CLEAR_FLAG (who, FLAG_READY_RANGE);
3128 }
3129
3130 break; 1108 break;
3131 1109
3132 case BUILDER: 1110 //case SKILL_TOOL://TODO
3133 if (who->contr)
3134 who->statusmsg (format ("You unready %s.", query_name (op)));
3135 break;
3136
3137 default: 1111 default:
3138 who->statusmsg (format ("You unapply %s.", query_name (op))); 1112 who->statusmsg (format ("You unapply %s.", query_name (op)));
3139 break; 1113 break;
3140 } 1114 }
3141 1115
3143 if (object *pl = op->visible_to ()) 1117 if (object *pl = op->visible_to ())
3144 esrv_send_item (pl, op); 1118 esrv_send_item (pl, op);
3145 1119
3146 who->update_stats (); 1120 who->update_stats ();
3147 1121
3148 return 0; 1122 return 1;
3149} 1123}
3150 1124
3151/** 1125/**
3152 * Returns the object that is using location 'loc'. 1126 * Returns the object that is using location 'loc'.
3153 * Note that 'start' is the first object to start examing - we 1127 * Note that 'start' is the first object to start examing - we
3165static object * 1139static object *
3166get_next_item_from_body_location (int loc, object *start) 1140get_next_item_from_body_location (int loc, object *start)
3167{ 1141{
3168 for (object *tmp = start; tmp; tmp = tmp->below) 1142 for (object *tmp = start; tmp; tmp = tmp->below)
3169 if (tmp->flag [FLAG_APPLIED] 1143 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info 1144 && tmp->slot [loc].info
3171 && (!tmp->invisible || tmp->type == SKILL)) 1145 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3172 return tmp; 1146 return tmp;
3173 1147
3174 return 0; 1148 return 0;
3175} 1149}
3176 1150
3189#define CANNOT_REMOVE_CURSED \ 1163#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1164 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3191 "Praying over an altar, scrolls of remove curse/damnation, " \ 1165 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>" 1166 "priests or even other players might help.>"
3193 1167
3194static int 1168static bool
3195unapply_for_ob (object *who, object *op, int aflags) 1169unapply_for_ob (object *who, object *op, int aflags)
3196{ 1170{
3197 if (op->is_range ()) 1171 if (op->is_range ())
3198 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1172 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1173 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3200 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1174 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3201 { 1175 {
3202 if (aflags & AP_PRINT) 1176 if (aflags & AP_PRINT)
3203 who->failmsg (query_name (tmp)); 1177 who->failmsg (query_name (tmp));
3204 else 1178 else
3205 unapply_special (who, tmp, aflags); 1179 unapply_special (who, tmp, aflags);
3208 { 1182 {
3209 /* In this case, we want to try and remove a cursed item. 1183 /* In this case, we want to try and remove a cursed item.
3210 * While we know it won't work, we want unapply_special to 1184 * While we know it won't work, we want unapply_special to
3211 * at least generate the message. 1185 * at least generate the message.
3212 */ 1186 */
3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1187 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3214 return 1; 1188 return 1;
3215 } 1189 }
3216 1190
3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1191 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3218 { 1192 {
3238#endif 1212#endif
3239 return 1; 1213 return 1;
3240 } 1214 }
3241 1215
3242 /* If we are just printing, we don't care about cursed status */ 1216 /* If we are just printing, we don't care about cursed status */
3243 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1217 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3244 { 1218 {
3245 if (aflags & AP_PRINT) 1219 if (aflags & AP_PRINT)
3246 who->failmsg (query_name (tmp)); 1220 who->failmsg (query_name (tmp));
3247 else 1221 else
3248 unapply_special (who, tmp, aflags); 1222 unapply_special (who, tmp, aflags);
3252 /* Cursed item that we can't unequip - tell the player. 1226 /* Cursed item that we can't unequip - tell the player.
3253 * Note this could be annoying if this is just one of a few, 1227 * Note this could be annoying if this is just one of a few,
3254 * so it may not be critical (eg, putting on a ring and you have 1228 * so it may not be critical (eg, putting on a ring and you have
3255 * one cursed ring.) 1229 * one cursed ring.)
3256 */ 1230 */
3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1231 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3258 } 1232 }
3259 1233
3260 last = tmp->below; 1234 last = tmp->below;
3261 } 1235 }
3262 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1236 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3321 continue; 1295 continue;
3322 } 1296 }
3323 1297
3324 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1298 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3325 if (!tmp1) 1299 if (!tmp1)
3326 {
3327#if 0
3328 /* This is sort of an error, but happens a lot when old players
3329 * join in with more stuff equipped than they are now allowed.
3330 */
3331 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3332#endif
3333 retval |= CAN_APPLY_NEVER; 1300 retval |= CAN_APPLY_NEVER;
3334 }
3335 else 1301 else
3336 { 1302 {
3337 /* need to unapply something. However, if this something 1303 /* need to unapply something. However, if this something
3338 * is different than we had found before, it means they need 1304 * is different than we had found before, it means they need
3339 * to apply multiple objects 1305 * to apply multiple objects
3368 * the weapon/shield checks, and the range checks for monsters, 1334 * the weapon/shield checks, and the range checks for monsters,
3369 * because you can't control those just by body location - bows, shields, 1335 * because you can't control those just by body location - bows, shields,
3370 * and weapons all use the same slot. Similar for horn/rod/wand - they 1336 * and weapons all use the same slot. Similar for horn/rod/wand - they
3371 * all use the same location. 1337 * all use the same location.
3372 */ 1338 */
3373 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1339 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3374 retval |= CAN_APPLY_RESTRICTION; 1340 retval |= CAN_APPLY_RESTRICTION;
3375 1341
3376 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1342 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3377 retval |= CAN_APPLY_RESTRICTION; 1343 retval |= CAN_APPLY_RESTRICTION;
3378 1344
3379 if (who->type != PLAYER) 1345 if (who->type != PLAYER)
3380 { 1346 {
3381 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1347 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3382 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3383 1349
3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1350 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3385 retval |= CAN_APPLY_RESTRICTION; 1351 retval |= CAN_APPLY_RESTRICTION;
3386 1352
3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1353 if (op->type == RING && !who->flag [FLAG_USE_RING])
3388 retval |= CAN_APPLY_RESTRICTION; 1354 retval |= CAN_APPLY_RESTRICTION;
3389 1355
3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1356 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3391 retval |= CAN_APPLY_RESTRICTION; 1357 retval |= CAN_APPLY_RESTRICTION;
3392 } 1358 }
3393 1359
3394 return retval; 1360 return retval;
3395} 1361}
3419 */ 1385 */
3420 1386
3421#define LACK_ITEM_POWER \ 1387#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1388 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423 1389
3424int 1390static bool
3425apply_special (object *who, object *op, int aflags) 1391apply_special (object *who, object *op, int aflags)
3426{ 1392{
3427 int basic_flag = aflags & AP_BASIC_FLAGS; 1393 int basic_flag = aflags & AP_MODE;
3428 object *tmp, *tmp2, *skop = NULL; 1394 object *tmp, *tmp2, *skop = NULL;
3429 1395
3430 if (who == NULL) 1396 if (who == NULL)
3431 { 1397 {
3432 LOG (llevError, "apply_special() from object without environment.\n"); 1398 LOG (llevError, "apply_special() from object without environment.\n");
3433 return 1; 1399 return 1;
3434 } 1400 }
3435 1401
1402 //TODO: remove these when apply_special is no longer exposed
3436 if (op->env != who) 1403 if (op->env != who)
3437 return 1; /* op is not in inventory */ 1404 return 1; /* op is not in inventory */
3438 1405
3439 /* trying to unequip op */ 1406 /* trying to unequip op */
3440 if (QUERY_FLAG (op, FLAG_APPLIED)) 1407 if (op->flag [FLAG_APPLIED])
3441 { 1408 {
3442 /* always apply, so no reason to unapply */ 1409 /* always apply, so no reason to unapply */
3443 if (basic_flag == AP_APPLY) 1410 if (basic_flag == AP_APPLY)
3444 return 0; 1411 return 0;
3445 1412
3446 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1413 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3447 { 1414 {
3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1415 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3449 return 1; 1416 return 1;
3450 } 1417 }
3451 1418
3452 return unapply_special (who, op, aflags); 1419 return unapply_special (who, op, aflags);
3453 } 1420 }
3454 else if (basic_flag == AP_UNAPPLY) 1421 else if (basic_flag == AP_UNAPPLY)
3455 return 0; 1422 return 0;
3456 1423
3457 // if the item is combat/ranged, wield the relevant slot first
3458 // to resolve conflicts.
3459 if (player *pl = who->contr)
3460 switch (op->slottype ())
3461 {
3462 case slot_combat: who->change_weapon (pl->combat_ob); break;
3463 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3464 }
3465
3466 splay (op); 1424 splay (op);
3467 1425
3468 /* Can't just apply this object. Lets see what not and what to do */ 1426 /* Can't just apply this object. Lets see what not and what to do */
3469 if (int i = can_apply_object (who, op)) 1427 if (int i = can_apply_object (who, op))
3470 { 1428 {
3471 if (i & CAN_APPLY_NEVER) 1429 if (i & CAN_APPLY_NEVER)
3472 { 1430 {
3473 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1431 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3474 return 1; 1432 return 1;
3475 } 1433 }
3476 else if (i & CAN_APPLY_RESTRICTION) 1434 else if (i & CAN_APPLY_RESTRICTION)
3477 { 1435 {
3478 who->failmsg (format ( 1436 who->failmsgf (
3479 "You have a prohibition against using a %s. " 1437 "You have a prohibition against using a %s. "
3480 "H<Your belief, profession or class prevents you from applying this item.>", 1438 "H<Your belief, profession or class prevents you from applying this item.>",
3481 query_name (op) 1439 query_name (op)
3482 )); 1440 );
3483 return 1; 1441 return 1;
3484 } 1442 }
3485 1443
3486 if (who->type != PLAYER) 1444 if (who->type != PLAYER)
3487 { 1445 {
3503 } 1461 }
3504 } 1462 }
3505 1463
3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1464 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3507 { 1465 {
1466 // try to ready attached skill first
3508 skop = find_skill_by_name (who, op->skill); 1467 skop = find_skill_by_name (who, op->skill);
3509 1468
3510 if (!skop) 1469 if (!skop)
3511 { 1470 {
3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1471 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3513 return 1; 1472 return 1;
3514 } 1473 }
3515 else 1474 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3516 /* While experience will be credited properly, we want to change the
3517 * skill so that the dam and wc get updated
3518 */ 1475 {
3519 who->change_skill (skop); 1476 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1477 return 1;
1478 }
3520 } 1479 }
3521 1480
3522 if (!check_item_power (who, op->item_power)) 1481 if (!check_item_power (who, op->item_power))
3523 { 1482 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1483 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3527 1486
3528 /* Ok. We are now at the state where we can apply the new object. 1487 /* Ok. We are now at the state where we can apply the new object.
3529 * Note that we don't have the checks for can_use_... 1488 * Note that we don't have the checks for can_use_...
3530 * below - that is already taken care of by can_apply_object. 1489 * below - that is already taken care of by can_apply_object.
3531 */ 1490 */
1491
1492 // split away all the other items from the stack, so only one item is left
3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1493 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3533 1494
3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1495 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3535 return RESULT_INT (0); 1496 return RESULT_INT (0);
3536 1497
3537 switch (op->type) 1498 switch (op->type)
3538 { 1499 {
3539 case WEAPON: 1500 case WEAPON:
3540 //TODO: this obviously fails for players using a shorter prefix 1501 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3541 // i.e. "R" can use Ragnarok's sword.
3542 if (op->level && !op->name.starts_with (who->name))
3543 { 1502 {
3544 /* if the weapon does not have the name as the character, can't use it. */ 1503 /* if the weapon does not have the name as the character, can't use it. */
3545 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1504 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3546 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1505 who->failmsg ("The weapon does not recognize you as its owner. "
3547 1506 "H<Its name indicates that it belongs to somebody else.>");
3548 if (tmp) 1507 if (tmp) who->insert (tmp);
3549 insert_ob_in_ob (tmp, who);
3550
3551 return 1; 1508 return 1;
3552 } 1509 }
3553 1510
3554 if (!skop) 1511 op->flag [FLAG_APPLIED] = true;
1512
1513 if (player *pl = who->contr)
3555 { 1514 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1515 who->statusmsg (format ("You wield %s.", query_name (op)));
3557 return 1; 1516 change_abil (who, op);
3558 } 1517 }
3559 1518
3560 SET_FLAG (op, FLAG_APPLIED); 1519 op->flag [FLAG_READY_WEAPON] = true;
3561 who->change_skill (skop);
3562
3563 if (who->contr)
3564 who->change_weapon (who->contr->combat_ob = op);
3565
3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3567
3568 SET_FLAG (who, FLAG_READY_WEAPON);
3569 change_abil (who, op);
3570 break; 1520 break;
3571 1521
3572 case ARMOUR: 1522 case ARMOUR:
3573 case HELMET: 1523 case HELMET:
3574 case SHIELD: 1524 case SHIELD:
3577 case GIRDLE: 1527 case GIRDLE:
3578 case BRACERS: 1528 case BRACERS:
3579 case CLOAK: 1529 case CLOAK:
3580 case RING: 1530 case RING:
3581 case AMULET: 1531 case AMULET:
3582 SET_FLAG (op, FLAG_APPLIED); 1532 op->set_flag (FLAG_APPLIED);
3583 who->statusmsg (format ("You wear %s.", query_name (op))); 1533 who->statusmsg (format ("You wear %s.", query_name (op)));
3584 change_abil (who, op); 1534 change_abil (who, op);
3585 break; 1535 break;
3586 1536
3587 case SKILL_TOOL: 1537 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill 1538 // applying a skill tool does not ready the skill
3589 SET_FLAG (op, FLAG_APPLIED); 1539 // if something needs the skill, it has to ready it itself
1540 //TODO: unapplying should unapply the skill, though
1541 op->set_flag (FLAG_APPLIED);
1542 break;
3590 1543
1544 case SKILL:
3591 if (!(aflags & AP_NO_READY)) 1545 if (!(aflags & AP_NO_SLOT))
3592 { 1546 {
3593 skop = find_skill_by_name (who, op->skill); 1547 // skill is used on it's own, as opposed to being a chosen_skill
3594 if (!skop->flag [FLAG_APPLIED]) 1548
3595 apply_special (who, skop, AP_APPLY); 1549 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1550 {
1551 who->failmsgf (
1552 "You feel as if you wanted to do something funny, but you can't remember what. "
1553 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1554 "It cannot be used on its own.>",
1555 &op->skill
1556 );
1557 if (tmp) who->insert (tmp);
1558 return 1;
1559 }
1560
1561 if (skill_flags [op->subtype] & SF_AUTARK
1562 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1563 {
1564 if (skill_flags [op->subtype] & SF_USE)
1565 who->failmsgf (
1566 "You feel as if you wanted to do something funny, but you can't remember what. "
1567 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1568 &op->skill, &op->skill
1569 );
1570 else
1571 who->failmsgf (
1572 "You feel as if you wanted to do something funny, but you can't remember what. "
1573 "H<The %s skill cannot be readied or used, it is always active.>",
1574 &op->skill
1575 );
1576
1577 if (tmp) who->insert (tmp);
1578
1579 return 1;
1580 }
1581
1582 if (who->contr)
1583 if (op->invisible)
1584 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1585 else
1586 who->statusmsg (format ("You ready %s.", query_name (op)));
3596 } 1587 }
1588
1589 who->set_flag (FLAG_READY_SKILL);
1590 op->set_flag (FLAG_APPLIED);
1591 change_abil (who, op);
3597 break; 1592 break;
3598 1593
3599 case SKILL:
3600 if (player *pl = who->contr)
3601 {
3602 if (IS_COMBAT_SKILL (op->subtype))
3603 {
3604 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3605 {
3606 for (object *item = who->inv; item; item = item->below)
3607 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3608 {
3609 if (item->skill == op->skill)
3610 {
3611 who->change_weapon (pl->combat_ob = item);
3612 goto found_weapon;
3613 }
3614 }
3615
3616 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. "
3618 "H<Some skills need an item, in this case a melee weapon, to function.>",
3619 &op->skill
3620 ));
3621 return 1;
3622
3623 found_weapon:;
3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3627 }
3628 else if (IS_RANGED_SKILL (op->subtype))
3629 {
3630 if (skill_flags [op->subtype] & SF_NEED_BOW)
3631 {
3632 for (object *item = who->inv; item; item = item->below)
3633 if (item->type == BOW && item->flag [FLAG_APPLIED])
3634 {
3635 //TODO: bows should/must all have skill missile weapon right now
3636 who->change_weapon (pl->ranged_ob = item);
3637 goto found_bow;
3638 }
3639
3640 who->failmsg (
3641 "You need to apply a missile weapon before readying this skill. "
3642 "H<Some skills need an item, in this case a missile weapon, to function.>"
3643 );
3644 return 1;
3645
3646 found_bow:;
3647 }
3648 else
3649 who->change_weapon (pl->ranged_ob = op);
3650 }
3651
3652 if (!op->invisible)
3653 {
3654 who->statusmsg (format (
3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill
3659 ));
3660 }
3661 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3663 }
3664 else
3665 {
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL);
3670 }
3671
3672 break;
3673
3674 case BOW: 1594 case BOW:
3675 if (op->level && !op->name.starts_with (who->name)) 1595 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3676 { 1596 {
3677 who->failmsg ("The weapon does not recognize you as its owner. " 1597 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>"); 1598 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp) 1599 if (tmp) who->insert (tmp);
3680 insert_ob_in_ob (tmp, who);
3681
3682 return 1; 1600 return 1;
3683 } 1601 }
1602
1603 if (player *pl = who->contr)
1604 {
1605 op->flag [FLAG_APPLIED] = true;
1606 who->statusmsg (format ("You wield the %s.", query_name (op)));
1607 change_abil (who, op);
1608 }
1609 break;
1610
1611 case RANGED:
1612 if (player *pl = who->contr)
1613 {
1614 op->flag [FLAG_APPLIED] = true;
1615 who->statusmsg (format ("You applied the %s.", query_name (op)));
1616 }
1617 break;
1618
1619 case SPELL:
1620 if (player *pl = who->contr)
1621 {
1622 op->flag [FLAG_APPLIED] = true;
1623 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1624 }
1625 break;
3684 1626
3685 /*FALLTHROUGH*/ 1627 /*FALLTHROUGH*/
3686 case WAND: 1628 case WAND:
3687 case ROD: 1629 case ROD:
3688 case HORN: 1630 case HORN:
3689 /* check for skill, alter player status */ 1631 op->flag [FLAG_APPLIED] = true;
3690 1632
3691 if (!skop) 1633 if (player *pl = who->contr)
3692 { 1634 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3694 return 1;
3695 }
3696
3697 SET_FLAG (op, FLAG_APPLIED);
3698 who->change_skill (skop);
3699
3700 if (who->contr)
3701 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op))); 1635 who->statusmsg (format ("You ready %s.", query_name (op)));
3705 1636
3706 if (op->type == BOW) 1637 if (op->type == BOW)
3707 {
3708 who->current_weapon = op;
3709 change_abil (who, op);
3710 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1638 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3711 } 1639
1640 change_abil (who, op);
3712 } 1641 }
3713 else 1642 else
3714 { 1643 {
3715 if (op->type == BOW) 1644 if (op->type == BOW)
3716 SET_FLAG (who, FLAG_READY_BOW); 1645 op->flag [FLAG_READY_BOW ] = true;
3717 else 1646 else
3718 SET_FLAG (who, FLAG_READY_RANGE); 1647 op->flag [FLAG_READY_RANGE] = true;
3719 } 1648 }
3720 1649
3721 break; 1650 break;
3722 1651
3723 case BUILDER: 1652 case BUILDER:
3724 if (who->type == PLAYER) 1653 if (player *pl = who->contr)
3725 { 1654 {
3726 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3727 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3728 unapply_special (who, who->contr->ranged_ob, 0);
3729
3730 who->statusmsg (format ("You ready your %s.", query_name (op))); 1655 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731 1656 //TODO: change_abil?
3732 who->contr->ranged_ob = op;
3733 } 1657 }
3734 break; 1658 break;
3735 1659
3736 default: 1660 default:
3737 who->statusmsg (format ("You apply %s.", query_name (op))); 1661 who->statusmsg (format ("You apply %s.", query_name (op)));
3738 } 1662 }
3739 1663
3740 SET_FLAG (op, FLAG_APPLIED); 1664 op->set_flag (FLAG_APPLIED);
3741 1665
3742 if (tmp)
3743 who->insert (tmp); 1666 if (tmp) who->insert (tmp);
3744 1667
3745 who->update_stats (); 1668 who->update_stats ();
3746 1669
3747 /* We exclude spell casting objects. The fire code will set the 1670 /* We exclude spell casting objects. The fire code will set the
3748 * been applied flag when they are used - until that point, 1671 * been applied flag when they are used - until that point,
3749 * you don't know anything about them. 1672 * you don't know anything about them.
3750 */ 1673 */
3751 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1674 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3752 SET_FLAG (op, FLAG_BEEN_APPLIED); 1675 op->set_flag (FLAG_BEEN_APPLIED);
3753 1676
3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1677 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3755 if (who->type == PLAYER) 1678 if (who->type == PLAYER)
3756 { 1679 {
3757 who->failmsg ( 1680 who->failmsg (
3758 "Oops, it feels deadly cold! " 1681 "Oops, it feels deadly cold! "
3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1682 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 ); 1683 );
3761 SET_FLAG (op, FLAG_KNOWN_CURSED); 1684 op->set_flag (FLAG_KNOWN_CURSED);
3762 } 1685 }
3763 1686
3764 if (object *pl = op->visible_to ()) 1687 if (object *pl = op->visible_to ())
3765 esrv_send_item (pl, op); 1688 esrv_send_item (pl, op);
3766 1689
3767 return 0; 1690 return 0;
1691}
1692
1693/**
1694 * Check if op should abort moving victim because of it's race or slaying.
1695 * Returns 1 if it should abort, returns 0 if it should continue.
1696 */
1697int
1698should_director_abort (object *op, object *victim)
1699{
1700 int arch_flag, name_flag, race_flag;
1701
1702 /* Get flags to determine what of arch, name, and race should be checked.
1703 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1704 * the next is the name flag, and the last is the race flag. Also note,
1705 * if subtype is set to zero, that also goes to defaults of all affecting
1706 * it. Examples:
1707 * subtype 1: only arch
1708 * subtype 3: arch or name
1709 * subtype 5: arch or race
1710 * subtype 7: all three
1711 */
1712 if (op->subtype)
1713 {
1714 arch_flag = op->subtype & 1;
1715 name_flag = op->subtype & 2;
1716 race_flag = op->subtype & 4;
1717 }
1718 else
1719 {
1720 arch_flag = 1;
1721 name_flag = 1;
1722 race_flag = 1;
1723 }
1724
1725 /* If the director has race set, only affect objects with a arch,
1726 * name or race that matches.
1727 */
1728 if ((op->race) &&
1729 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1730 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1731 ((!(victim->race && race_flag) || op->race != victim->race)))
1732 return 1;
1733
1734 /* If the director has slaying set, only affect objects where none
1735 * of arch, name, or race match.
1736 */
1737 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1738 ((victim->name && name_flag && op->slaying == victim->name)) ||
1739 ((victim->race && race_flag && op->slaying == victim->race)))
1740 return 1;
1741
1742 return 0;
1743}
1744
1745/**
1746 * This handles a player dropping money on an altar to identify stuff.
1747 * It'll identify marked item, if none all items up to dropped money.
1748 * Return value: 1 if money was destroyed, 0 if not.
1749 */
1750static int
1751apply_id_altar (object *money, object *altar, object *pl)
1752{
1753 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1754
1755 if (!pl || pl->type != PLAYER)
1756 return 0;
1757
1758 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1759 * identifying' from being printed out more than it needs to be.
1760 */
1761 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1762 return 0;
1763
1764 /* if the player has a marked item, identify that if it needs to be
1765 * identified. If it doesn't, then go through the player inventory.
1766 */
1767 if (object *marked = pl->mark ())
1768 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1769 {
1770 if (operate_altar (altar, &money, pl))
1771 {
1772 identify (marked);
1773
1774 buf.printf ("You have %s.\r", long_desc (marked, pl));
1775 if (marked->msg)
1776 buf << "The item has a story:\r" << marked->msg << "\n\n";
1777
1778 return !money;
1779 }
1780 }
1781
1782 for (object *id = pl->inv; id; id = id->below)
1783 {
1784 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1785 {
1786 if (operate_altar (altar, &money, pl))
1787 {
1788 identify (id);
1789
1790 buf.printf ("You have %s.\r", long_desc (id, pl));
1791 if (id->msg)
1792 buf << "The item has a story:\r" << id->msg << "\n\n";
1793
1794 /* If no more money, might as well quit now */
1795 if (!money || !check_altar_sacrifice (altar, money))
1796 break;
1797 }
1798 else
1799 {
1800 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1801 break;
1802 }
1803 }
1804 }
1805
1806 if (buf.empty ())
1807 pl->failmsg ("You have nothing that needs identifying");
1808 else
1809 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1810
1811 return !money;
1812}
1813
1814/**
1815 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1816 * matching item.
1817 **/
1818void
1819handle_apply_yield (object *tmp)
1820{
1821 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1822 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1823}
1824
1825/**
1826 * Handles applying a potion.
1827 */
1828int
1829apply_potion (object *op, object *tmp)
1830{
1831 int got_one = 0, i;
1832 object *force = 0;
1833
1834 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1835
1836 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1837 {
1838 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1839
1840 tmp->clr_flag (FLAG_APPLIED);
1841 return 0;
1842 }
1843
1844 if (op->type == PLAYER)
1845 if (!tmp->flag [FLAG_IDENTIFIED])
1846 identify (tmp);
1847
1848 handle_apply_yield (tmp);
1849
1850 /* Potion of restoration - only for players */
1851 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1852 {
1853 object *depl;
1854 archetype *at;
1855
1856 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1857 {
1858 op->drain_stat ();
1859 op->update_stats ();
1860 tmp->decrease ();
1861 return 1;
1862 }
1863
1864 if (!(at = archetype::find (shstr_depletion)))
1865 {
1866 LOG (llevError, "Could not find archetype depletion\n");
1867 return 0;
1868 }
1869
1870 depl = present_arch_in_ob (at, op);
1871
1872 if (depl)
1873 {
1874 for (i = 0; i < NUM_STATS; i++)
1875 if (depl->stats.stat (i))
1876 op->statusmsg (restore_msg[i]);
1877
1878 depl->destroy ();
1879 op->update_stats ();
1880 }
1881 else
1882 op->statusmsg ("Your potion had no effect.");
1883
1884 tmp->decrease ();
1885 return 1;
1886 }
1887
1888 /* improvement potion - only for players */
1889 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1890 {
1891 for (i = 1; i < min (11, op->level); i++)
1892 {
1893 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1894 {
1895 if (op->contr->levhp[i] != 1)
1896 {
1897 op->contr->levhp[i] = 1;
1898 break;
1899 }
1900
1901 if (op->contr->levsp[i] != 1)
1902 {
1903 op->contr->levsp[i] = 1;
1904 break;
1905 }
1906
1907 if (op->contr->levgrace[i] != 1)
1908 {
1909 op->contr->levgrace[i] = 1;
1910 break;
1911 }
1912 }
1913 else
1914 {
1915 if (op->contr->levhp[i] < 9)
1916 {
1917 op->contr->levhp[i] = 9;
1918 break;
1919 }
1920
1921 if (op->contr->levsp[i] < 6)
1922 {
1923 op->contr->levsp[i] = 6;
1924 break;
1925 }
1926
1927 if (op->contr->levgrace[i] < 3)
1928 {
1929 op->contr->levgrace[i] = 3;
1930 break;
1931 }
1932 }
1933 }
1934
1935 /* Just makes checking easier */
1936 if (i < min (11, op->level))
1937 got_one = 1;
1938
1939 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1940 {
1941 if (got_one)
1942 {
1943 op->update_stats ();
1944 op->statusmsg ("The Gods smile upon you and remake you "
1945 "a little more in their image. "
1946 "You feel a little more perfect.", NDI_GREEN);
1947 }
1948 else
1949 op->statusmsg ("The potion had no effect - you are already perfect.");
1950 }
1951 else
1952 { /* cursed potion */
1953 if (got_one)
1954 {
1955 op->update_stats ();
1956 op->failmsg ("The Gods are angry and punish you.");
1957 }
1958 else
1959 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1960 }
1961
1962 tmp->decrease ();
1963 return 1;
1964 }
1965
1966
1967 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1968 * and heroism all fit into this category. Given the spell object code,
1969 * there is no limit to the number of spells that potions can be cast,
1970 * but direction is problematic to try and imbue fireball potions for example.
1971 */
1972 if (tmp->inv)
1973 {
1974 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1975 {
1976 op->failmsg ("Yech! Your lungs are on fire!");
1977 create_exploding_ball_at (op, op->level);
1978 }
1979 else
1980 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1981
1982 tmp->decrease ();
1983
1984 /* if youre dead, no point in doing this... */
1985 if (!op->flag [FLAG_REMOVED])
1986 op->update_stats ();
1987
1988 return 1;
1989 }
1990
1991 /* Deal with protection potions */
1992 force = NULL;
1993 for (i = 0; i < NROFATTACKS; i++)
1994 {
1995 if (tmp->resist[i])
1996 {
1997 if (!force)
1998 force = get_archetype (FORCE_NAME);
1999
2000 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2001 force->type = POTION_EFFECT;
2002 break; /* Only need to find one protection since we copy entire batch */
2003 }
2004 }
2005
2006 /* This is a protection potion */
2007 if (force)
2008 {
2009 /* cursed items last longer */
2010 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2011 {
2012 force->stats.food *= 10;
2013 for (i = 0; i < NROFATTACKS; i++)
2014 if (force->resist[i] > 0)
2015 force->resist[i] = -force->resist[i]; /* prot => vuln */
2016 }
2017
2018 force->speed_left = -1;
2019 force = insert_ob_in_ob (force, op);
2020 tmp->clr_flag (FLAG_APPLIED);
2021 force->set_flag (FLAG_APPLIED);
2022 change_abil (op, force);
2023 tmp->decrease ();
2024 return 1;
2025 }
2026
2027 /* Only thing left are the stat potions */
2028 if (op->type == PLAYER)
2029 { /* only for players */
2030 if ((tmp->flag [FLAG_CURSED]
2031 || tmp->flag [FLAG_DAMNED])
2032 && tmp->value != 0)
2033 tmp->clr_flag (FLAG_APPLIED);
2034 else
2035 tmp->set_flag (FLAG_APPLIED);
2036
2037 if (!change_abil (op, tmp))
2038 op->statusmsg ("Nothing happened.");
2039 }
2040
2041 /* CLEAR_FLAG is so that if the character has other potions
2042 * that were grouped with the one consumed, his
2043 * stat will not be raised by them. fix_player just clears
2044 * up all the stats.
2045 */
2046 tmp->clr_flag (FLAG_APPLIED);
2047 op->update_stats ();
2048 tmp->decrease ();
2049 return 1;
2050}
2051
2052/**
2053 * 'victim' moves onto 'trap'
2054 * 'victim' leaves 'trap'
2055 * effect is determined by move_on/move_off of trap and move_type of victime.
2056 *
2057 * originator: Player, monster or other object that caused 'victim' to move
2058 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2059 * However, some types of traps require an originator to function.
2060 */
2061void
2062move_apply (object *trap, object *victim, object *originator)
2063{
2064 static int recursion_depth = 0;
2065
2066 /* Only exits affect DMs. */
2067 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2068 return;
2069
2070 /* move_apply() is the most likely candidate for causing unwanted and
2071 * possibly unlimited recursion.
2072 */
2073 /* The following was changed because it was causing perfectly correct
2074 * maps to fail. 1) it's not an error to recurse:
2075 * rune detonates, summoning monster. monster lands on nearby rune.
2076 * nearby rune detonates. This sort of recursion is expected and
2077 * proper. This code was causing needless crashes.
2078 */
2079 if (recursion_depth >= 500)
2080 {
2081 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2082 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2083 return;
2084 }
2085
2086 recursion_depth++;
2087 if (trap->head)
2088 trap = trap->head;
2089
2090 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2091 switch (trap->type)
2092 {
2093 case PLAYERMOVER:
2094 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2095 {
2096 if (!trap->stats.maxsp)
2097 trap->stats.maxsp = 2;
2098
2099 /* Is this correct? From the docs, it doesn't look like it
2100 * should be divided by trap->speed
2101 */
2102 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2103
2104 /* Just put in some sanity check. I think there is a bug in the
2105 * above with some objects have zero speed, and thus the player
2106 * getting permanently paralyzed.
2107 */
2108 if (victim->speed_left < -50.f)
2109 victim->speed_left = -50.f;
2110 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2111 }
2112 break;
2113
2114 case SPINNER:
2115 if (victim->direction)
2116 {
2117 victim->direction = absdir (victim->direction - trap->stats.sp);
2118 update_turn_face (victim);
2119 }
2120 break;
2121
2122 case DIRECTOR:
2123 if (victim->direction && !should_director_abort (trap, victim))
2124 {
2125 victim->direction = trap->stats.sp;
2126 update_turn_face (victim);
2127 }
2128 break;
2129
2130 case BUTTON:
2131 case PEDESTAL:
2132 case T_MATCH:
2133 update_button (trap, originator);
2134 break;
2135
2136 case ALTAR:
2137 /* sacrifice victim on trap */
2138 apply_altar (trap, victim, originator);
2139 break;
2140
2141 case THROWN_OBJ:
2142 if (trap->inv == NULL)
2143 break;
2144 /* fallthrough */
2145
2146 case ARROW:
2147 /* bad bug: monster throw a object, make a step forwards, step on object ,
2148 * trigger this here and get hit by own missile - and will be own enemy.
2149 * Victim then is his own enemy and will start to kill herself (this is
2150 * removed) but we have not synced victim and his missile. To avoid senseless
2151 * action, we avoid hits here
2152 */
2153 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2154 && trap->owner != victim)
2155 hit_with_arrow (trap, victim);
2156 break;
2157
2158 case SPELL_EFFECT:
2159 apply_spell_effect (trap, victim);
2160 break;
2161
2162 case TRAPDOOR:
2163 {
2164 int max, sound_was_played;
2165 object *ab, *ab_next;
2166
2167 if (!trap->value)
2168 {
2169 int tot;
2170
2171 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2172 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2173 tot += ab->head_ ()->total_weight ();
2174
2175 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2176 break;
2177
2178 SET_ANIMATION (trap, trap->value);
2179 update_object (trap, UP_OBJ_FACE);
2180 }
2181
2182 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2183 {
2184 /* need to set this up, since if we do transfer the object,
2185 * ab->above would be bogus
2186 */
2187 ab_next = ab->above;
2188
2189 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2190 {
2191 if (!sound_was_played)
2192 {
2193 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2194 sound_was_played = 1;
2195 }
2196
2197 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2198 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2199 }
2200 }
2201 break;
2202 }
2203
2204 case CONVERTER:
2205 if (convert_item (victim, trap) < 0)
2206 {
2207 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2208 archetype::get (shstr_burnout)->insert_at (trap, trap);
2209 }
2210
2211 break;
2212
2213 case TRIGGER_BUTTON:
2214 case TRIGGER_PEDESTAL:
2215 case TRIGGER_ALTAR:
2216 check_trigger (trap, victim, originator);
2217 break;
2218
2219 case DEEP_SWAMP:
2220 walk_on_deep_swamp (trap, victim);
2221 break;
2222
2223 case CHECK_INV:
2224 check_inv (victim, trap);
2225 break;
2226
2227 case HOLE:
2228 move_apply_hole (trap, victim);
2229 break;
2230
2231 case EXIT:
2232 if (victim->type == PLAYER && EXIT_PATH (trap))
2233 {
2234 /* Basically, don't show exits leading to random maps the
2235 * players output.
2236 */
2237 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2238 victim->statusmsg (trap->msg, NDI_NAVY);
2239
2240 trap->play_sound (trap->sound);
2241 victim->enter_exit (trap);
2242 }
2243 break;
2244
2245 case ENCOUNTER:
2246 /* may be some leftovers on this */
2247 break;
2248
2249 case SHOP_MAT:
2250 apply_shop_mat (trap, victim);
2251 break;
2252
2253 /* Drop a certain amount of gold, and have one item identified */
2254 case IDENTIFY_ALTAR:
2255 apply_id_altar (victim, trap, originator);
2256 break;
2257
2258 case SIGN:
2259 if (victim->type != PLAYER && trap->stats.food > 0)
2260 break; /* monsters musn't apply magic_mouths with counters */
2261
2262 apply_sign (victim, trap, 1);
2263 break;
2264
2265 case CONTAINER:
2266 apply_container (victim, trap);
2267 break;
2268
2269 case RUNE:
2270 case TRAP:
2271 if (trap->level && victim->flag [FLAG_ALIVE])
2272 spring_trap (trap, victim);
2273 break;
2274
2275 default:
2276 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2277 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2278 break;
2279 }
2280
2281 recursion_depth--;
2282}
2283
2284/**
2285 * Handles reading a regular (ie not containing a spell) book.
2286 */
2287static void
2288apply_book (object *op, object *tmp)
2289{
2290 int lev_diff;
2291 object *skill_ob;
2292
2293 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2294 {
2295 op->failmsg ("You are unable to read while blind!");
2296 return;
2297 }
2298
2299 if (!tmp->msg)
2300 {
2301 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2302 return;
2303 }
2304
2305 /* need a literacy skill to read stuff! */
2306 skill_ob = find_skill_by_name (op, tmp->skill);
2307 if (!skill_ob)
2308 {
2309 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2310 return;
2311 }
2312
2313 lev_diff = tmp->level - (skill_ob->level + 5);
2314 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2315 {
2316 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2317 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2318 : lev_diff < 5 ? "This book is beyond your comprehension."
2319 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2320 : lev_diff < 15 ? "This book is way beyond your comprehension."
2321 : "This book is totally beyond your comprehension.");
2322 return;
2323 }
2324
2325 // we currently don't use the message types for anything.
2326 // readable_message_type *msgType = get_readable_message_type (tmp);
2327
2328 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2329
2330 if (player *pl = op->contr)
2331 if (client *ns = pl->ns)
2332 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2333
2334 /* gain xp from reading */
2335 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2336 { /* only if not read before */
2337 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2338
2339 if (!tmp->flag [FLAG_IDENTIFIED])
2340 {
2341 /*exp_gain *= 2; because they just identified it too */
2342 tmp->set_flag (FLAG_IDENTIFIED);
2343
2344 if (object *pl = tmp->visible_to ())
2345 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2346 }
2347
2348 change_exp (op, exp_gain, skill_ob->skill, 0);
2349 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2350 }
2351}
2352
2353/**
2354 * op made some mistake with a scroll, this takes care of punishment.
2355 * scroll_failure()- hacked directly from spell_failure
2356 */
2357static void
2358scroll_failure (object *op, int failure, int power)
2359{
2360 if (abs (failure / 4) > power)
2361 power = abs (failure / 4); /* set minimum effect */
2362
2363 if (failure <= -1 && failure > -15)
2364 { /* wonder */
2365 object *tmp;
2366
2367 op->failmsg ("Your spell warps!");
2368 tmp = get_archetype (SPELL_WONDER);
2369 cast_wonder (op, op, 0, tmp);
2370 tmp->destroy ();
2371 }
2372 else if (failure <= -15 && failure > -35)
2373 { /* drain mana */
2374 op->failmsg ("Your mana is drained!");
2375 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2376 if (op->stats.sp < 0)
2377 op->stats.sp = 0;
2378 }
2379 else if (settings.spell_failure_effects == TRUE)
2380 {
2381 if (failure <= -35 && failure > -60)
2382 { /* confusion */
2383 op->failmsg ("The magic recoils on you!");
2384 confuse_player (op, op, power);
2385 }
2386 else if (failure <= -60 && failure > -70)
2387 { /* paralysis */
2388 op->failmsg ("The magic recoils and paralyzes you!");
2389 paralyze_player (op, op, power);
2390 }
2391 else if (failure <= -70 && failure > -80)
2392 { /* blind */
2393 op->failmsg ("The magic recoils on you!");
2394 blind_player (op, op, power);
2395 }
2396 else if (failure <= -80)
2397 { /* blast the immediate area */
2398 object *tmp = get_archetype (LOOSE_MANA);
2399 cast_magic_storm (op, tmp, power);
2400 op->failmsg ("You unleash uncontrolled mana!");
2401 tmp->destroy ();
2402 }
2403 }
2404}
2405
2406/**
2407 * Handles the applying of a skill scroll, calling learn_skill straight.
2408 * op is the person learning the skill, tmp is the skill scroll object
2409 */
2410static void
2411apply_skillscroll (object *op, object *tmp)
2412{
2413 switch (learn_skill (op, tmp))
2414 {
2415 case 0:
2416 op->play_sound (sound_find ("generic_fail"));
2417 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2418 break;
2419
2420 case 1:
2421 tmp->decrease ();
2422 op->play_sound (sound_find ("skill_learn"));
2423 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2424 break;
2425
2426 default:
2427 tmp->decrease ();
2428 op->play_sound (sound_find ("generic_fail"));
2429 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2430 break;
2431 }
2432}
2433
2434/**
2435 * Actually makes op learn spell.
2436 * Informs player of what happens.
2437 */
2438void
2439do_learn_spell (object *op, object *spell, int special_prayer)
2440{
2441 object *tmp;
2442
2443 if (op->type != PLAYER)
2444 {
2445 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2446 return;
2447 }
2448
2449 /* Upgrade special prayers to normal prayers */
2450 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2451 {
2452 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2453 {
2454 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2455 return;
2456 }
2457 return;
2458 }
2459
2460 op->contr->play_sound (sound_find ("learn_spell"));
2461
2462 tmp = spell->clone ();
2463 insert_ob_in_ob (tmp, op);
2464
2465 if (special_prayer)
2466 tmp->set_flag (FLAG_STARTEQUIP);
2467
2468 esrv_add_spells (op->contr, tmp);
2469}
2470
2471/**
2472 * Erases spell from player's inventory.
2473 */
2474void
2475do_forget_spell (object *op, const char *spell)
2476{
2477 object *spob;
2478
2479 if (op->type != PLAYER)
2480 {
2481 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2482 return;
2483 }
2484 if ((spob = check_spell_known (op, spell)) == NULL)
2485 {
2486 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2487 return;
2488 }
2489
2490 op->failmsgf ("You lose knowledge of %s.", spell);
2491 esrv_remove_spell (op->contr, spob);
2492 spob->destroy ();
2493}
2494
2495/**
2496 * Handles player applying a spellbook.
2497 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2498 * stuff like that. Random learning failure too.
2499 */
2500static void
2501apply_spellbook (object *op, object *tmp)
2502{
2503 object *skop, *spell, *spell_skill;
2504
2505 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2506 {
2507 op->failmsg ("You are unable to read while blind.");
2508 return;
2509 }
2510
2511 /* artifact_spellbooks have 'slaying' field point to a spell name,
2512 * instead of having their spell stored in stats.sp. These are
2513 * legacy spellbooks
2514 */
2515 if (tmp->slaying)
2516 {
2517 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2518
2519 if (!spell)
2520 {
2521 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2522 return;
2523 }
2524 else
2525 insert_ob_in_ob (spell, tmp);
2526
2527 tmp->slaying = 0;
2528 }
2529
2530 skop = find_skill_by_name (op, tmp->skill);
2531
2532 /* need a literacy skill to learn spells. Also, having a literacy level
2533 * lower than the spell will make learning the spell more difficult */
2534 if (!skop)
2535 {
2536 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2537 return;
2538 }
2539
2540 spell = tmp->inv;
2541
2542 if (!spell)
2543 {
2544 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2545 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2546 return;
2547 }
2548
2549 int learn_level = sqrtf (spell->level) * 1.5f;
2550 if (skop->level < learn_level)
2551 {
2552 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2553 &tmp->skill, learn_level);
2554 return;
2555 }
2556
2557 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2558
2559 if (!tmp->flag [FLAG_IDENTIFIED])
2560 identify (tmp);
2561
2562 /* I removed the check for special_prayer_mark here - it didn't make
2563 * a lot of sense - special prayers are not found in spellbooks, and
2564 * if the player doesn't know the spell, doesn't make a lot of sense that
2565 * they would have a special prayer mark.
2566 */
2567 if (check_spell_known (op, spell->name))
2568 {
2569 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2570 return;
2571 }
2572
2573 if (spell->skill)
2574 {
2575 spell_skill = find_skill_by_name (op, spell->skill);
2576
2577 if (!spell_skill)
2578 {
2579 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2580 return;
2581 }
2582
2583 if (spell_skill->level < spell->level)
2584 {
2585 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2586 return;
2587 }
2588 }
2589
2590 /* Logic as follows
2591 *
2592 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2593 *
2594 * 2- The learner's skill level in literacy adjusts the chance to learn
2595 * a spell.
2596 *
2597 * 3 -Automatically fail to learn if you read while confused
2598 *
2599 * Overall, chances are the same but a player will find having a high
2600 * literacy rate very useful! -b.t.
2601 */
2602 if (op->flag [FLAG_CONFUSED])
2603 {
2604 op->failmsg ("In your confused state you flub the wording of the text!");
2605 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2606 }
2607 else if (tmp->flag [FLAG_STARTEQUIP] ||
2608 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2609 {
2610 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2611 do_learn_spell (op, spell, 0);
2612
2613 /* xp gain to literacy for spell learning */
2614 if (!tmp->flag [FLAG_STARTEQUIP])
2615 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2616 }
2617 else
2618 {
2619 op->contr->play_sound (sound_find ("fumble_spell"));
2620 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2621 }
2622
2623 tmp->decrease ();
2624}
2625
2626/**
2627 * Handles applying a spell scroll.
2628 */
2629void
2630apply_scroll (object *op, object *tmp, int dir)
2631{
2632 object *skop;
2633
2634 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2635 {
2636 op->failmsg ("You are unable to read while blind.");
2637 return;
2638 }
2639
2640 if (!tmp->inv || tmp->inv->type != SPELL)
2641 {
2642 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2643 return;
2644 }
2645
2646 if (op->type == PLAYER)
2647 {
2648 /* players need a literacy skill to read stuff! */
2649 int exp_gain = 0;
2650
2651 /* hard code literacy - tmp->skill points to where the exp
2652 * should go for anything killed by the spell.
2653 */
2654 skop = find_skill_by_name (op, shstr_literacy);
2655
2656 if (!skop)
2657 {
2658 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2659 return;
2660 }
2661
2662 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2663 change_exp (op, exp_gain, skop->skill, 0);
2664 }
2665
2666 if (!tmp->flag [FLAG_IDENTIFIED])
2667 identify (tmp);
2668
2669 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2670
2671 cast_spell (op, tmp, dir, tmp->inv, NULL);
2672 tmp->decrease ();
2673}
2674
2675/**
2676 * Applies a treasure object - by default, chest. op
2677 * is the person doing the applying, tmp is the treasure
2678 * chest.
2679 */
2680static void
2681apply_treasure (object *op, object *tmp)
2682{
2683 /* Nice side effect of this treasure creation method is that the treasure
2684 * for the chest is done when the chest is created, and put into the chest
2685 * inventory. So that when the chest burns up, the items still exist. Also
2686 * prevents people from moving chests to more difficult maps to get better
2687 * treasure
2688 */
2689 object *treas = tmp->inv;
2690
2691 if (!treas)
2692 {
2693 op->statusmsg ("The chest was empty.");
2694 tmp->decrease ();
2695 return;
2696 }
2697
2698 while (tmp->inv)
2699 {
2700 treas = tmp->inv;
2701 treas->remove ();
2702
2703 treas->x = op->x;
2704 treas->y = op->y;
2705 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2706
2707 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2708 spring_trap (treas, op);
2709
2710 /* If either player or container was destroyed, no need to do
2711 * further processing. I think this should be enclused with
2712 * spring trap above, as I don't think there is otherwise
2713 * any way for the treasure chest or player to get killed.
2714 */
2715 if (op->destroyed () || tmp->destroyed ())
2716 break;
2717 }
2718
2719 if (!tmp->destroyed () && !tmp->inv)
2720 tmp->decrease (true);
2721}
2722
2723/**
2724 * A dragon is eating some flesh. If the flesh contains resistances,
2725 * there is a chance for the dragon's skin to get improved.
2726 *
2727 * attributes:
2728 * object *op the object (dragon player) eating the flesh
2729 * object *meal the flesh item, getting chewed in dragon's mouth
2730 * return:
2731 * int 1 if eating successful, 0 if it doesn't work
2732 */
2733static int
2734dragon_eat_flesh (object *op, object *meal)
2735{
2736 object *skin = NULL; /* pointer to dragon skin force */
2737 object *abil = NULL; /* pointer to dragon ability force */
2738 object *tmp = NULL; /* tmp. object */
2739
2740 double chance; /* improvement-chance of one resistance type */
2741 double totalchance = 1; /* total chance of gaining one resistance */
2742 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2743 double mbonus = 0; /* monster bonus */
2744 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2745 int winners = 0; /* number of winners */
2746 int i; /* index */
2747
2748 /* let's make sure and doublecheck the parameters */
2749 if (meal->type != FLESH || !op->is_dragon ())
2750 return 0;
2751
2752 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2753 from the player's inventory */
2754 for (tmp = op->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == FORCE)
2756 if (tmp->arch->archname == shstr_dragon_skin_force)
2757 skin = tmp;
2758 else if (tmp->arch->archname == shstr_dragon_ability_force)
2759 abil = tmp;
2760
2761 /* if either skin or ability are missing, this is an old player
2762 which is not to be considered a dragon -> bail out */
2763 if (skin == NULL || abil == NULL)
2764 return 0;
2765
2766 /* now start by filling stomache and health, according to food-value */
2767 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2768 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2769 else
2770 op->stats.hp += meal->stats.food / 50;
2771
2772 min_it (op->stats.hp, op->stats.maxhp);
2773 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2774
2775 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2776
2777 /* on to the interesting part: chances for adding resistance */
2778 for (i = 0; i < NROFATTACKS; i++)
2779 {
2780 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2781 {
2782 /* got positive resistance, now calculate improvement chance (0-100) */
2783
2784 /* this bonus makes resistance increase easier at lower levels */
2785 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2786 if (i == abil->stats.exp)
2787 bonus += 5; /* additional bonus for resistance of ability-focus */
2788
2789 /* monster bonus increases with level, because high-level
2790 flesh is too rare */
2791 mbonus = op->level * 20. / ((double) settings.max_level);
2792
2793 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2794 ((double)settings.max_level)) - skin->resist[i];
2795
2796 if (chance >= 0.)
2797 chance += 1.;
2798 else
2799 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2800
2801 /* chance is proportional to amount of resistance (max. 50) */
2802 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2803
2804 /* doubled chance for resistance of ability-focus */
2805 if (i == abil->stats.exp)
2806 chance = min (100., chance * 2.);
2807
2808 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2809 if (rndm (10000) < (unsigned int)(chance * 100))
2810 {
2811 atnr_winner[winners] = i;
2812 winners++;
2813 }
2814
2815 if (chance >= 0.01)
2816 totalchance *= 1 - chance / 100;
2817
2818 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2819 }
2820 }
2821
2822 /* inverse totalchance as until now we have the failure-chance */
2823 totalchance = 100 - totalchance * 100;
2824
2825 /* print message according to totalchance */
2826 const char *buf;
2827 if (totalchance > 50.)
2828 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2829 else if (totalchance > 10.)
2830 buf = format ("The %s tasted very good.", &meal->name);
2831 else if (totalchance > 1.)
2832 buf = format ("The %s tasted good.", &meal->name);
2833 else if (totalchance > 0.1)
2834 buf = format ("The %s tasted bland.", &meal->name);
2835 else if (totalchance >= 0.01)
2836 buf = format ("The %s had a boring taste.", &meal->name);
2837 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2838 buf = format ("The %s tasted strange.", &meal->name);
2839 else
2840 buf = format ("The %s had no taste.", &meal->name);
2841
2842 op->statusmsg (buf);
2843
2844 /* now choose a winner if we have any */
2845 i = -1;
2846 if (winners > 0)
2847 i = atnr_winner [rndm (winners)];
2848
2849 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2850 {
2851 /* resistance increased! */
2852 skin->resist[i]++;
2853 op->update_stats ();
2854
2855 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2856 }
2857
2858 /* if this flesh contains a new ability focus, we mark it
2859 into the ability_force and it will take effect on next level */
2860 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2861 {
2862 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2863
2864 if (meal->last_eat != abil->stats.exp)
2865 op->statusmsg (format (
2866 "Your metabolism prepares to focus on %s!\n"
2867 "The change will happen at level %d.",
2868 change_resist_msg[meal->last_eat],
2869 abil->level + 1
2870 ));
2871 else
2872 {
2873 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2874 abil->last_eat = 0;
2875 }
2876 }
2877
2878 return 1;
2879}
2880
2881/**
2882 * op eats food.
2883 * If player, takes care of messages and dragon special food.
2884 */
2885static void
2886apply_food (object *op, object *tmp)
2887{
2888 int capacity_remaining;
2889
2890 if (op->type != PLAYER)
2891 op->stats.hp = op->stats.maxhp;
2892 else
2893 {
2894 /* check if this is a dragon (player), eating some flesh */
2895 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2896 ;
2897 else
2898 {
2899 /* usual case - no dragon meal: */
2900 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2901 {
2902 if (tmp->type == FOOD || tmp->type == FLESH)
2903 op->failmsg ("You feel full, but what a waste of food!");
2904 else
2905 op->statusmsg ("Most of the drink goes down your face not your throat!");
2906 }
2907
2908 tmp->play_sound (
2909 tmp->sound
2910 ? tmp->sound
2911 : tmp->type == DRINK
2912 ? sound_find ("eat_drink")
2913 : sound_find ("eat_food")
2914 );
2915
2916 if (!tmp->flag [FLAG_CURSED])
2917 {
2918 const char *buf;
2919
2920 if (!op->is_dragon ())
2921 {
2922 /* eating message for normal players */
2923 if (tmp->type == DRINK)
2924 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2925 else
2926 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2927 }
2928 else
2929 /* eating message for dragon players */
2930 buf = format ("The %s tasted terrible!", &tmp->name);
2931
2932 op->statusmsg (buf);
2933
2934 capacity_remaining = MAX_FOOD - op->stats.food;
2935 op->stats.food += tmp->stats.food;
2936 if (capacity_remaining < tmp->stats.food)
2937 op->stats.hp += capacity_remaining / 50;
2938 else
2939 op->stats.hp += tmp->stats.food / 50;
2940
2941 min_it (op->stats.hp, op->stats.maxhp);
2942 min_it (op->stats.food, MAX_FOOD);
2943 }
2944
2945 /* special food hack -b.t. */
2946 if (tmp->title || tmp->flag [FLAG_CURSED])
2947 eat_special_food (op, tmp);
2948 }
2949 }
2950
2951 handle_apply_yield (tmp);
2952 tmp->decrease ();
2953}
2954
2955/**
2956 * Handles applying an improve armor scroll.
2957 * Does some sanity checks, then calls improve_armour.
2958 */
2959static void
2960apply_armour_improver (object *op, object *tmp)
2961{
2962 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2963 {
2964 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2965 return;
2966 }
2967
2968 object *armor = op->mark ();
2969
2970 if (!armor)
2971 {
2972 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2973 return;
2974 }
2975
2976 if (armor->type != ARMOUR
2977 && armor->type != CLOAK
2978 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2979 {
2980 op->failmsg ("Your marked item is not armour!\n");
2981 return;
2982 }
2983
2984 if (!op->apply (armor, AP_UNAPPLY))
2985 {
2986 op->failmsg ("You are unable to take off your armour to improve it!");
2987 return;
2988 }
2989
2990 op->statusmsg ("Applying armour enchantment.");
2991 improve_armour (op, tmp, armor);
2992}
2993
2994void
2995apply_poison (object *op, object *tmp)
2996{
2997 // need to do it now when it is still on the map
2998 handle_apply_yield (tmp);
2999
3000 object *poison = tmp->split (1);
3001
3002 if (op->type == PLAYER)
3003 {
3004 op->contr->play_sound (sound_find ("drink_poison"));
3005 op->failmsg ("Yech! That tasted poisonous!");
3006 op->contr->killer = poison;
3007 }
3008
3009 if (poison->stats.hp > 0)
3010 {
3011 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3012 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3013 }
3014
3015 op->stats.food -= op->stats.food / 4;
3016 poison->destroy ();
3017}
3018
3019/**
3020 * This function will try to apply a lighter and in case no lighter
3021 * is specified it will try to find a lighter in the players inventory,
3022 * and inform him about this requirement.
3023 *
3024 * who - the player
3025 * op - the item we want to light
3026 * lighter - the lighter or 0 if a lighter has yet to be found
3027 */
3028static object *
3029auto_apply_lighter (object *who, object *op, object *lighter)
3030{
3031 if (lighter == 0)
3032 {
3033 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3034 {
3035 if (tmp->type == LIGHTER)
3036 {
3037 lighter = tmp;
3038 break;
3039 }
3040 }
3041
3042 if (!lighter)
3043 {
3044 who->failmsgf (
3045 "You can't light up the %s with your bare hands! "
3046 "H<You need a lighter in your inventory, for example a flint and steel.>",
3047 &op->name
3048 );
3049 return 0;
3050 }
3051 }
3052
3053 // last_eat == 0 means the lighter is not being used up!
3054 if (lighter->last_eat && lighter->stats.food)
3055 {
3056 /* lighter gets used up */
3057 lighter = lighter->split ();
3058 lighter->stats.food--;
3059 who->insert (lighter);
3060 }
3061 else if (lighter->last_eat)
3062 {
3063 /* no charges left in lighter */
3064 who->failmsgf (
3065 "You attempt to light the %s with a used up %s.",
3066 &op->name, &lighter->name
3067 );
3068 return 0;
3069 }
3070
3071 return lighter;
3072}
3073
3074/**
3075 * Designed primarily to light torches/lanterns/etc.
3076 * Also burns up burnable material too. First object in the inventory is
3077 * the selected object to "burn". -b.t.
3078 */
3079static void
3080apply_lighter (object *who, object *lighter)
3081{
3082 int is_player_env = 0;
3083
3084 if (object *item = who->mark ())
3085 {
3086 if (!auto_apply_lighter (who, item, lighter))
3087 return;
3088
3089 /* Perhaps we should split what we are trying to light on fire?
3090 * I can't see many times when you would want to light multiple
3091 * objects at once.
3092 */
3093
3094 save_throw_object (item, AT_FIRE, who);
3095
3096 if (item->destroyed ()
3097 || ((item->type == LAMP || item->type == TORCH)
3098 && item->glow_radius > 0))
3099 who->statusmsg (format (
3100 "You light the %s with the %s.",
3101 &item->name, &lighter->name
3102 ));
3103 else
3104 who->failmsgf (
3105 "You attempt to light the %s with the %s and fail.",
3106 &item->name, &lighter->name
3107 );
3108 }
3109 else
3110 who->failmsg ("You need to mark a lightable object.");
3111}
3112
3113/**
3114 * This function generates a cursed effect for cursed lamps and torches.
3115 */
3116static void
3117player_apply_lamp_cursed_effect (object *who, object *op)
3118{
3119 if (op->level)
3120 {
3121 who->failmsgf (
3122 "The %s was cursed, it explodes in a big fireball!",
3123 &op->name
3124 );
3125 create_exploding_ball_at (who, op->level);
3126 }
3127 else
3128 {
3129 who->failmsgf (
3130 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3131 &op->name
3132 );
3133 }
3134
3135 op->destroy ();
3136}
3137
3138/**
3139 * Apply for players and lamps
3140 *
3141 * who - the player
3142 * op - the lamp
3143 */
3144static void
3145player_apply_lamp (object *who, object *op)
3146{
3147 bool switch_on = op->glow_radius ? false : true;
3148
3149 if (switch_on)
3150 {
3151 object *lighter = 0;
3152
3153 if (op->flag [FLAG_IS_LIGHTABLE]
3154 && !(lighter = auto_apply_lighter (who, op, 0)))
3155 return;
3156
3157 if (op->stats.food < 1)
3158 {
3159 if (op->type == LAMP)
3160 who->failmsgf (
3161 "The %s is out of fuel! "
3162 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3163 &op->name
3164 );
3165 else
3166 who->failmsgf (
3167 "The %s is burnt out! "
3168 "H<Torches and similar items burn out and become worthless.>",
3169 &op->name
3170 );
3171 return;
3172 }
3173
3174 if (op->flag [FLAG_CURSED])
3175 {
3176 player_apply_lamp_cursed_effect (who, op);
3177 return;
3178 }
3179
3180 if (lighter)
3181 who->statusmsg (format (
3182 "You light up the %s with the %s.", &op->name, &lighter->name));
3183 else
3184 who->statusmsg (format ("You light up the %s.", &op->name));
3185 }
3186 else
3187 {
3188 if (op->flag [FLAG_CURSED])
3189 {
3190 player_apply_lamp_cursed_effect (who, op);
3191 return;
3192 }
3193
3194 if (op->type == TORCH)
3195 {
3196 if (!op->flag [FLAG_IS_LIGHTABLE])
3197 {
3198 who->statusmsg (format (
3199 "You put out the %s. "
3200 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3201 &op->name, &op->name));
3202 }
3203 else
3204 who->statusmsg (format (
3205 "You put out the %s."
3206 "H<Torches wear out if you put them out.>",
3207 &op->name));
3208 }
3209 else
3210 who->statusmsg (format ("You turn off the %s.", &op->name));
3211 }
3212
3213 apply_lamp (op, switch_on);
3214}
3215
3216void get_animation_from_arch (object *op, arch_ptr a)
3217{
3218 op->animation_id = a->animation_id;
3219 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3220 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3221 op->anim_speed = a->anim_speed;
3222 op->last_anim = 0;
3223 op->state = 0;
3224 op->face = a->face;
3225
3226 if (NUM_ANIMATIONS(op) > 1)
3227 {
3228 SET_ANIMATION(op, 0);
3229 animate_object (op, op->direction);
3230 }
3231 else
3232 update_object (op, UP_OBJ_FACE);
3233}
3234
3235/**
3236 * Apply for LAMPs and TORCHes.
3237 *
3238 * op - the lamp
3239 * switch_on - a flag which says whether the lamp should be switched on or off
3240 */
3241void apply_lamp (object *op, bool switch_on)
3242{
3243 op->set_glow_radius (switch_on ? op->range : 0);
3244 op->set_speed (switch_on ? op->arch->speed : 0);
3245
3246 // torches wear out if you put them out
3247 if (op->type == TORCH && !switch_on)
3248 {
3249 if (op->flag [FLAG_IS_LIGHTABLE])
3250 {
3251 op->stats.food -= (double) op->arch->stats.food / 15;
3252 if (op->stats.food < 0)
3253 op->stats.food = 0;
3254 }
3255 else
3256 op->stats.food = 0;
3257 }
3258
3259 // lamps and torched get worthless when used up
3260 if (op->stats.food <= 0)
3261 op->value = 0;
3262
3263 // FIXME: This is a hack to make the more sane torches and lamps
3264 // still animated ;-/
3265 if (op->other_arch)
3266 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3267
3268 if (object *pl = op->visible_to ())
3269 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3270}
3271
3272/**
3273 * This handles items of type 'transformer'.
3274 * Basically those items, used with a marked item, transform both items into something
3275 * else.
3276 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3277 * Change information is contained in the 'slaying' field of the marked item.
3278 * The format is as follow: transformer:[number ]yield[;transformer:...].
3279 * This way an item can be transformed in many things, and/or many objects.
3280 * The 'slaying' field for transformer is used as verb for the action.
3281 */
3282static void
3283apply_item_transformer (object *pl, object *transformer)
3284{
3285 object *new_item;
3286 const char *find;
3287 char *separator;
3288 int yield;
3289 char got[MAX_BUF];
3290 int len;
3291
3292 if (!pl || !transformer)
3293 return;
3294
3295 object *marked = pl->mark ();
3296
3297 if (!marked)
3298 {
3299 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3300 return;
3301 }
3302
3303 if (!marked->slaying)
3304 {
3305 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3306 return;
3307 }
3308
3309 /* check whether they are compatible or not */
3310 find = strstr (&marked->slaying, transformer->arch->archname);
3311 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3312 {
3313 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3314 return;
3315 }
3316
3317 find += strlen (transformer->arch->archname) + 1;
3318 /* Item can be used, now find how many and what it yields */
3319 if (isdigit (*(find)))
3320 {
3321 yield = atoi (find);
3322 if (yield < 1)
3323 {
3324 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3325 yield = 1;
3326 }
3327 }
3328 else
3329 yield = 1;
3330
3331 while (isdigit (*find))
3332 find++;
3333
3334 while (*find == ' ')
3335 find++;
3336
3337 memset (got, 0, MAX_BUF);
3338
3339 if ((separator = (char *) strchr (find, ';')))
3340 len = separator - find;
3341 else
3342 len = strlen (find);
3343
3344 min_it (len, MAX_BUF - 1);
3345
3346 strcpy (got, find);
3347 got[len] = '\0';
3348
3349 /* Now create new item, remove used ones when required. */
3350 new_item = get_archetype (got);
3351 if (!new_item)
3352 {
3353 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3354 return;
3355 }
3356
3357 new_item->nrof = yield;
3358
3359 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3360
3361 pl->insert (new_item);
3362 /* Eat up one item */
3363 marked->decrease ();
3364
3365 /* Eat one transformer if needed */
3366 if (transformer->stats.food)
3367 if (--transformer->stats.food == 0)
3368 transformer->decrease ();
3369}
3370
3371/**
3372 * Main apply handler.
3373 *
3374 * Checks for unpaid items before applying.
3375 *
3376 * Return value is currently not used
3377 *
3378 * who is the object that is causing object to be applied, op is the object
3379 * being applied.
3380 *
3381 * aflag is special (always apply/unapply) flags. Nothing is done with
3382 * them in this function - they are passed to apply_special
3383 */
3384static bool
3385manual_apply (object *who, object *op, int aflag)
3386{
3387 op = op->head_ ();
3388
3389 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3390 {
3391 if (who->contr)
3392 {
3393 examine (who, op);
3394 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3395 return 1;
3396 }
3397 else
3398 return 0; /* monsters just skip unpaid items */
3399 }
3400
3401 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3402 return RESULT_INT (0);
3403 else if (apply_types_inv_only [op->type])
3404 {
3405 // special item, using slot system, needs to be in inv
3406 if (op->env == who)
3407 return apply_special (who, op, aflag);
3408
3409 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3410 }
3411 else if (!who->contr && apply_types_player_only [op->type])
3412 return 0; // monsters shouldn't try to apply player-only stuff
3413 else if (apply_types [op->type])
3414 {
3415 // ordinary stuff, may be on the floor
3416 switch (op->type)
3417 {
3418 case T_HANDLE:
3419 who->play_sound (sound_find ("turn_handle"));
3420 who->statusmsg ("You turn the handle.");
3421 op->value = op->value ? 0 : 1;
3422 SET_ANIMATION (op, op->value);
3423 update_object (op, UP_OBJ_FACE);
3424 push_button (op, who);
3425 break;
3426
3427 case TRIGGER:
3428 if (check_trigger (op, who, who))
3429 {
3430 who->statusmsg ("You turn the handle.");
3431 who->play_sound (sound_find ("turn_handle"));
3432 }
3433 else
3434 who->failmsg ("The handle doesn't move.");
3435
3436 break;
3437
3438 case EXIT:
3439 if (!EXIT_PATH (op))
3440 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3441 else
3442 {
3443 /* Don't display messages for random maps. */
3444 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3445 who->statusmsg (op->msg, NDI_NAVY);
3446
3447 who->enter_exit (op);
3448 }
3449
3450 break;
3451
3452 case INSCRIBABLE:
3453 who->statusmsg (op->msg);
3454 // maybe show a spell menu to chose from or something like that
3455 break;
3456
3457 case SIGN:
3458 apply_sign (who, op, 0);
3459 break;
3460
3461 case BOOK:
3462 apply_book (who, op);
3463 break;
3464
3465 case SKILLSCROLL:
3466 apply_skillscroll (who, op);
3467 break;
3468
3469 case SPELLBOOK:
3470 apply_spellbook (who, op);
3471 break;
3472
3473 case SCROLL:
3474 apply_scroll (who, op, 0);
3475 break;
3476
3477 case POTION:
3478 apply_potion (who, op);
3479 break;
3480
3481 /* Eneq(@csd.uu.se): Handle apply on containers. */
3482 //TODO: remove, as it is unsed?
3483 case CLOSE_CON:
3484 apply_container (who, op->env);
3485 break;
3486
3487 case CONTAINER:
3488 apply_container (who, op);
3489 break;
3490
3491 case TREASURE:
3492 apply_treasure (who, op);
3493 break;
3494
3495 case LAMP:
3496 case TORCH:
3497 player_apply_lamp (who, op);
3498 break;
3499
3500 case DRINK:
3501 case FOOD:
3502 case FLESH:
3503 apply_food (who, op);
3504 break;
3505
3506 case POISON:
3507 apply_poison (who, op);
3508 break;
3509
3510 case SAVEBED:
3511 break;
3512
3513 case ARMOUR_IMPROVER:
3514 apply_armour_improver (who, op);
3515 break;
3516
3517 case WEAPON_IMPROVER:
3518 check_improve_weapon (who, op);
3519 break;
3520
3521 case CLOCK:
3522 {
3523 char buf[MAX_BUF];
3524 timeofday_t tod;
3525
3526 get_tod (&tod);
3527 who->play_sound (sound_find ("sound_clock"));
3528 who->statusmsg (format (
3529 "It is %d minute%s past %d o'clock %s",
3530 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3531 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3532 ));
3533 }
3534 break;
3535
3536 case MENU:
3537 shop_listing (op, who);
3538 break;
3539
3540 case POWER_CRYSTAL:
3541 apply_power_crystal (who, op); /* see egoitem.c */
3542 break;
3543
3544 case LIGHTER: /* for lighting torches/lanterns/etc */
3545 apply_lighter (who, op);
3546 break;
3547
3548 case ITEM_TRANSFORMER:
3549 apply_item_transformer (who, op);
3550 break;
3551 }
3552
3553 return 1;
3554 }
3555 else
3556 {
3557 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3558 return 0;
3559 }
3560}
3561
3562/**
3563 * player_apply_below attempts to apply the object 'below' the player.
3564 * If the player has an open container, we use that for below, otherwise
3565 * we use the ground.
3566 */
3567void
3568player_apply_below (object *pl)
3569{
3570 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3571
3572 /* If using a container, set the starting item to be the top
3573 * item in the container. Otherwise, use the map.
3574 */
3575
3576 // first try to apply "applyables"
3577 for (object *tmp = top; tmp; tmp = tmp->below)
3578 if (!tmp->invisible && apply_types [tmp->type])
3579 {
3580 // If it is visible, player can apply it.
3581 pl->apply (tmp);
3582 return;
3583 }
3584
3585 while (top && top->invisible)
3586 top = top->below;
3587
3588 if (!top || top->flag [FLAG_IS_FLOOR])
3589 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3590 "H<There is nothing here that you can apply.>");
3591 else
3592 // next, try to explain the topmost object
3593 switch (top->type)
3594 {
3595 // TODO: all this should move to examine
3596 case ALTAR:
3597 case IDENTIFY_ALTAR:
3598 case TRIGGER_ALTAR:
3599 case CONVERTER:
3600 //case TRIGGER_PEDESTAL:
3601 pl->failmsgf (
3602 "You see no obvious mechanism on the %s."
3603 "H<You have to drop one or more specific items here.>",
3604 query_short_name (top)
3605 );
3606 break;
3607
3608 case BUTTON:
3609 case TRIGGER_BUTTON:
3610 pl->failmsgf (
3611 "The %s looks as if you could activate it with somehting heavy. "
3612 "H<You must put enough items here to activate it.>",
3613 query_short_name (top)
3614 );
3615 break;
3616
3617 default:
3618 examine (pl, top);
3619 break;
3620 }
3621}
3622
3623// saner interface, returns successful status
3624bool
3625object::apply (object *ob, int aflags)
3626{
3627 if (!ob) // simplifies a lot of callers
3628 return true;
3629
3630 if (contr)
3631 {
3632 if (!ob->env && (move_type & MOVE_FLYING))
3633 {
3634 /* player is flying and applying object not in inventory */
3635 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3636 {
3637 failmsg ("But you are floating high above the ground! "
3638 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3639 "or waiting till the levitation effect wears off.>");
3640 return 0;
3641 }
3642 }
3643
3644 contr->last_used = ob;
3645 }
3646
3647 bool want_apply =
3648 aflags & AP_APPLY ? true
3649 : aflags & AP_UNAPPLY ? false
3650 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3651
3652 object_ptr *slot = 0;
3653
3654 // detect the slot, if this is a player
3655 if (contr && !(aflags & AP_NO_SLOT))
3656 {
3657 object *oslot;
3658
3659 switch (ob->type)
3660 {
3661 case WEAPON:
3662 slot = &contr->combat_ob;
3663 oslot = contr->ranged_ob;
3664 break;
3665
3666 case BOW:
3667 case RANGED:
3668 case SPELL:
3669 case WAND:
3670 case ROD:
3671 case HORN:
3672 case BUILDER:
3673 slot = &contr->ranged_ob;
3674 oslot = contr->combat_ob;
3675 break;
3676
3677 // oh, the humanity
3678 case SKILL:
3679 if (aflags & AP_NO_SLOT)
3680 break;
3681
3682 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3683 break;
3684
3685 if (skill_flags [ob->subtype] & SF_COMBAT)
3686 {
3687 slot = &contr->combat_ob;
3688 oslot = contr->ranged_ob;
3689 }
3690 else if (skill_flags [ob->subtype] & SF_RANGED)
3691 {
3692 slot = &contr->ranged_ob;
3693 oslot = contr->combat_ob;
3694 }
3695
3696 break;
3697 }
3698
3699 // now handle slot exclusions
3700 if (slot)
3701 {
3702 // only one slot can be active
3703 if (want_apply)
3704 {
3705 // clear slot unless we are in it already
3706 if (*slot != ob)
3707 apply (*slot, AP_UNAPPLY);
3708
3709 // unapply other slot, because we want to become active
3710 apply (oslot, AP_UNAPPLY);
3711 }
3712
3713 // clear item from slot if applied
3714 if (!want_apply && current_weapon == ob)
3715 current_weapon = 0;
3716 }
3717 }
3718
3719 if (ob->flag [FLAG_APPLIED] != want_apply)
3720 manual_apply (this, ob, aflags);
3721
3722 if (ob->flag [FLAG_APPLIED] != want_apply)
3723 return false;
3724
3725 if (slot && want_apply)
3726 current_weapon = *slot = ob;
3727
3728 return true;
3768} 3729}
3769 3730
3770/** 3731/**
3771 * Map was just loaded, handle op's initialisation. 3732 * Map was just loaded, handle op's initialisation.
3772 * 3733 *
3776auto_apply (object *op) 3737auto_apply (object *op)
3777{ 3738{
3778 object *tmp = NULL, *tmp2; 3739 object *tmp = NULL, *tmp2;
3779 int i; 3740 int i;
3780 3741
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3742 op->clr_flag (FLAG_AUTO_APPLY);
3782 3743
3783 switch (op->type) 3744 switch (op->type)
3784 { 3745 {
3785 case SHOP_FLOOR: 3746 case SHOP_FLOOR:
3786 if (!op->has_random_items ()) 3747 if (!op->has_random_items ())
3796 == NULL && --i); 3757 == NULL && --i);
3797 3758
3798 if (tmp == NULL) 3759 if (tmp == NULL)
3799 return 0; 3760 return 0;
3800 3761
3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3762 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3802 { 3763 {
3803 tmp->destroy (); 3764 tmp->destroy ();
3804 tmp = NULL; 3765 tmp = NULL;
3805 } 3766 }
3806 } 3767 }
3807 while (!tmp); 3768 while (!tmp);
3808 3769
3809 tmp->x = op->x; 3770 tmp->x = op->x;
3810 tmp->y = op->y; 3771 tmp->y = op->y;
3811 SET_FLAG (tmp, FLAG_UNPAID); 3772 tmp->set_flag (FLAG_UNPAID);
3812 insert_ob_in_map (tmp, op->map, NULL, 0); 3773 insert_ob_in_map (tmp, op->map, NULL, 0);
3813 identify (tmp); 3774 identify (tmp);
3814 break; 3775 break;
3815 3776
3816 case TREASURE: 3777 case TREASURE:
3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3778 if (op->flag [FLAG_IS_A_TEMPLATE])
3818 return 0; 3779 return 0;
3819 3780
3820 while (op->stats.hp-- > 0) 3781 while (op->stats.hp-- > 0)
3821 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3782 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3822 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3783 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3860 3821
3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3822 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3862 { 3823 {
3863 invnext = invtmp->below; 3824 invnext = invtmp->below;
3864 3825
3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3826 if (invtmp->flag [FLAG_AUTO_APPLY])
3866 auto_apply (invtmp); 3827 auto_apply (invtmp);
3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3828 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3868 { 3829 {
3869 while (invtmp->stats.hp-- > 0) 3830 while (invtmp->stats.hp-- > 0)
3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3831 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3879 * treasure again for this object 3840 * treasure again for this object
3880 */ 3841 */
3881 invtmp->randomitems = NULL; 3842 invtmp->randomitems = NULL;
3882 } 3843 }
3883 } 3844 }
3845
3884 /* This is really temporary - the code at the bottom will 3846 /* This is really temporary - the code at the bottom will
3885 * also set randomitems to null. The problem is there are bunches 3847 * also set randomitems to null. The problem is there are bunches
3886 * of maps/players already out there with items that have spells 3848 * of maps/players already out there with items that have spells
3887 * which haven't had the randomitems set to null yet. 3849 * which haven't had the randomitems set to null yet.
3888 * MSW 2004-05-13 3850 * MSW 2004-05-13
3892 * Ryo 2004-08-16 3854 * Ryo 2004-08-16
3893 */ 3855 */
3894 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3856 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3895 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3857 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3896 tmp->randomitems = NULL; 3858 tmp->randomitems = NULL;
3897
3898 } 3859 }
3899 3860
3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3861 if (tmp->flag [FLAG_AUTO_APPLY])
3901 auto_apply (tmp); 3862 auto_apply (tmp);
3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3863 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3903 { 3864 {
3904 while ((tmp->stats.hp--) > 0) 3865 while ((tmp->stats.hp--) > 0)
3905 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3866 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3907 } 3868 }
3908 else if (tmp->type == TIMED_GATE) 3869 else if (tmp->type == TIMED_GATE)
3909 { 3870 {
3910 object *head = tmp->head != NULL ? tmp->head : tmp; 3871 object *head = tmp->head != NULL ? tmp->head : tmp;
3911 3872
3912 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3873 if (head->flag [FLAG_IS_LINKED])
3913 tmp->set_speed (0); 3874 tmp->set_speed (0);
3914 } 3875 }
3915 /* This function can be called everytime a map is loaded, even when 3876 /* This function can be called everytime a map is loaded, even when
3916 * swapping back in. As such, we don't want to create the treasure 3877 * swapping back in. As such, we don't want to create the treasure
3917 * over and ove again, so after we generate the treasure, blank out 3878 * over and ove again, so after we generate the treasure, blank out
3959 /* bigger morsel of food = longer effect time */ 3920 /* bigger morsel of food = longer effect time */
3960 int duration = TIME2TICK (food->stats.food); 3921 int duration = TIME2TICK (food->stats.food);
3961 3922
3962 if (force = who->force_find (key)) 3923 if (force = who->force_find (key))
3963 { 3924 {
3964 if (duration > abs (force->speed_left / force->speed)) 3925 if (duration > fabs (force->speed_left / force->speed))
3965 { 3926 {
3966 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)); 3927 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));
3967 force->force_set_timer (duration); 3928 force->force_set_timer (duration);
3968 } 3929 }
3969 else 3930 else
4006 } 3967 }
4007 3968
4008 /* check for hp, sp change */ 3969 /* check for hp, sp change */
4009 if (food->stats.hp != 0) 3970 if (food->stats.hp != 0)
4010 { 3971 {
4011 if (QUERY_FLAG (food, FLAG_CURSED)) 3972 if (food->flag [FLAG_CURSED])
4012 { 3973 {
4013 who->contr->killer = food; 3974 who->contr->killer = food;
4014 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3975 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4015 who->failmsg ("Eck!...that was poisonous!"); 3976 who->failmsg ("Eck!...that was poisonous!");
4016 } 3977 }
4025 } 3986 }
4026 } 3987 }
4027 3988
4028 if (food->stats.sp != 0) 3989 if (food->stats.sp != 0)
4029 { 3990 {
4030 if (QUERY_FLAG (food, FLAG_CURSED)) 3991 if (food->flag [FLAG_CURSED])
4031 { 3992 {
4032 who->failmsg ("You are drained of mana!"); 3993 who->failmsg ("You are drained of mana!");
4033 who->stats.sp -= food->stats.sp; 3994 who->stats.sp -= food->stats.sp;
4034 if (who->stats.sp < 0) 3995 if (who->stats.sp < 0)
4035 who->stats.sp = 0; 3996 who->stats.sp = 0;
4118 pl->animation_id = change->animation_id; 4079 pl->animation_id = change->animation_id;
4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4080 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4120 } 4081 }
4121 4082
4122 /* check the special case of can't use weapons */ 4083 /* check the special case of can't use weapons */
4123 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4084 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4124 if (change->name == shstr_monk) 4085 if (change->name == shstr_monk)
4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4086 pl->clr_flag (FLAG_USE_WEAPON);
4126 4087
4127 break; 4088 break;
4128 } 4089 }
4129 } 4090 }
4130} 4091}

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