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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 1.261 by root, Wed Apr 28 19:59:06 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
36#include <sounds.h>
37 36
38/** 37static const struct apply_types_inv_only : typeset
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42int
43should_director_abort (object *op, object *victim)
44{ 38{
45 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 { 40 {
59 arch_flag = op->subtype & 1; 41 set (WEAPON);
60 name_flag = op->subtype & 2; 42 set (ARMOUR);
61 race_flag = op->subtype & 4; 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
62 } 61 }
63 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
64 { 69 {
65 arch_flag = 1; 70 set (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;
535 */ 251 */
536static int 252static int
537prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
538{ 254{
539 int sacrifice_count, i; 255 int sacrifice_count, i;
540 char buf[MAX_BUF];
541 256
542 if (weapon->level != 0) 257 if (weapon->level != 0)
543 { 258 {
544 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
545 return 0; 260 return 0;
574 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level 291 &weapon->name, weapon->level
577 )); 292 ));
578 293
579 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
580 weapon->name = weapon->name_pl = buf;
581 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
582 slot at once! */ 296 slot at once! */
583 improver->decrease (); 297 improver->decrease ();
584 weapon->last_eat = 0; 298 weapon->last_eat = 0;
585 return 1; 299 return 1;
617 { 331 {
618 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
619 return 0; 333 return 0;
620 } 334 }
621 335
622 if (QUERY_FLAG (weapon, FLAG_APPLIED) 336 if (weapon->flag [FLAG_APPLIED]
623 && !check_item_power (op, weapon->item_power + 1)) 337 && !check_item_power (op, weapon->item_power + 1))
624 { 338 {
625 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
627 "really want to improve it."); 341 "really want to improve it.");
677 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
678 392
679 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
681 { 395 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
683 return 0; 397 return 0;
684 } 398 }
685 399
686 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++; 401 weapon->item_power++;
709 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
710 */ 424 */
711static int 425static int
712check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
713{ 427{
714 object *otmp;
715
716 if (op->type != PLAYER) 428 if (op->type != PLAYER)
717 return 0; 429 return 0;
718 430
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 { 432 {
721 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0; 434 return 0;
723 } 435 }
724 436
725 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
726 438
727 if (!otmp) 439 if (!otmp)
728 { 440 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
730 return 0; 442 return 0;
731 } 443 }
732 444
733 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
734 { 446 {
735 op->failmsg ("Marked item is not a weapon or bow!"); 447 op->failmsg ("Marked item is not a weapon or bow!");
448 return 0;
449 }
450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
736 return 0; 454 return 0;
737 } 455 }
738 456
739 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
740 458
766 * changing of physical area right now. 484 * changing of physical area right now.
767 */ 485 */
768static int 486static int
769improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
770{ 488{
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
774 { 490 {
775 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
776 return 0; 492 return 0;
777 } 493 }
788 } 504 }
789 505
790 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
792 */ 508 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794 510
795 armour->magic++; 511 armour->magic++;
796 512
797 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
798 { 514 {
836 552
837 if (op->type == PLAYER) 553 if (op->type == PLAYER)
838 { 554 {
839 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
840 556
841 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557 if (armour->flag [FLAG_APPLIED])
842 op->update_stats (); 558 op->update_stats ();
843 } 559 }
844 560
845 improver->decrease (); 561 improver->decrease ();
846 562
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
928 ob_to_copy = ob; 644 ob_to_copy = ob;
929 645
930 item = ob_to_copy->deep_clone (); 646 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 } 649 }
934 else 650 else
935 { 651 {
936 if (!conv_to) 652 if (!conv_to)
949 665
950 if (nr) 666 if (nr)
951 item->nrof *= nr; 667 item->nrof *= nr;
952 668
953 if (converter->flag [FLAG_PRECIOUS]) 669 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 670 item->set_flag (FLAG_UNPAID);
955 671
956 if (is_in_shop (converter)) 672 if (converter->is_in_shop ())
957 { 673 {
958 // converters on shop floors don't work anymore, bug lets check for it 674 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 675 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 677 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID); 678 item->set_flag (FLAG_UNPAID);
963 } 679 }
964 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
965 { 681 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
971 */ 687 */
972 } 688 }
973 689
974 // elmex: only identify if we need to, for example so that generated money doesn't 690 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily. 691 // get an 'identified' flag so easily.
976 if (need_identify (item)) 692 if (item->need_identify ())
977 identify (item); 693 identify (item);
978 694
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
980 return 1; 696 return 1;
981} 697}
1016 return 1; 732 return 1;
1017 } 733 }
1018 else if (!sack->env) 734 else if (!sack->env)
1019 { 735 {
1020 // active, but not ours: some other player has opened it 736 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 737 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1022 return 1; 738 return 1;
1023 } 739 }
1024 740
1025 // fall through to opening it (active in inv) 741 // fall through to opening it (active in inv)
1026 } 742 }
1102{ 818{
1103 int rv = 0; 819 int rv = 0;
1104 double opinion; 820 double opinion;
1105 object *tmp, *next; 821 object *tmp, *next;
1106 822
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 823 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1108 824
1109 bool has_unpaid = false; 825 bool has_unpaid = false;
1110 826
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to 827 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :( 828 // a quick and small change :(
1125 */ 841 */
1126 for (tmp = op->inv; tmp; tmp = next) 842 for (tmp = op->inv; tmp; tmp = next)
1127 { 843 {
1128 next = tmp->below; 844 next = tmp->below;
1129 845
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 846 if (tmp->flag [FLAG_UNPAID])
1131 { 847 {
1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 848 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133 849
1134 if (i >= 0) 850 if (i >= 0)
1135 tmp->move (i); 851 tmp->move (i);
1136 } 852 }
1137 } 853 }
1138 854
1139 /* Don't teleport things like spell effects */ 855 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK)) 856 if (op->flag [FLAG_NO_PICK])
1141 return 0; 857 return 0;
1142 858
1143 /* unpaid objects, or non living objects, can't transfer by 859 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space. 860 * shop mats. Instead, put it on a nearby space.
1145 */ 861 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 862 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1147 { 863 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 864 /* 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); 865 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150 866
1151 if (i != -1) 867 if (i != -1)
1164 /* this is only used for players */ 880 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1166 882
1167 if (has_unpaid) 883 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 884 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 885 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 886 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 887 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 888 op->contr->play_sound (sound_find ("shop_leave"));
1173 889
1174 if (shop_mat->msg) 890 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 891 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 892 /* 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 893 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 894 * actually the shop floor.
1179 */ 895 */
1180 else if (!rv && !is_in_shop (op)) 896 else if (!rv && !op->is_in_shop ())
1181 { 897 {
1182 opinion = shopkeeper_approval (op->map, op); 898 opinion = shopkeeper_approval (op->map, op);
1183 899
1184 op->statusmsg ( 900 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 901 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 op->y += freearr_y[i]; 922 op->y += freearr_y[i];
1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 923 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 } 924 }
1209 } 925 }
1210 926
1211 CLEAR_FLAG (op, FLAG_NO_APPLY); 927 op->clr_flag (FLAG_NO_APPLY);
1212 return rv; 928 return rv;
1213} 929}
1214 930
1215/** 931/**
1216 * Handles applying a sign. 932 * Handles applying a sign.
1244 op->failmsg ("You cannot read it anymore."); 960 op->failmsg ("You cannot read it anymore.");
1245 961
1246 return; 962 return;
1247 } 963 }
1248 964
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 965 if (!op->flag [FLAG_WIZPASS])
1250 sign->last_eat++; 966 sign->last_eat++;
1251 } 967 }
1252 968
1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 969 /* 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 970 * 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 971 * move_on is zero, it needs to be manually applied (doesn't talk
1256 * to us). 972 * to us).
1257 */ 973 */
1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 974 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1259 { 975 {
1260 op->failmsg ("You are unable to read while blind!"); 976 op->failmsg ("You are unable to read while blind!");
1261 return; 977 return;
1262 } 978 }
1263 979
1304 EXIT_Y (trap) + freearr_y[dir], 1020 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim); 1021 0, victim);
1306} 1022}
1307 1023
1308/** 1024/**
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. 1025 * Unapplies specified item.
3031 * No check done on cursed/damned. 1026 * No check done on cursed/damned.
3032 * Break this out of apply_special - this is just done 1027 * Break this out of apply_special - this is just done
3033 * to keep the size of apply_special to a more managable size. 1028 * to keep the size of apply_special to a more managable size.
3034 */ 1029 */
3035static int 1030static bool
3036unapply_special (object *who, object *op, int aflags) 1031unapply_special (object *who, object *op, int aflags)
3037{ 1032{
3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1033 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1034 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3040 return RESULT_INT (0); 1035 return RESULT_INT (0);
3041 1036
3042 CLEAR_FLAG (op, FLAG_APPLIED); 1037 if (who->current_weapon == op)
1038 who->current_weapon = 0;
1039
1040 op->flag [FLAG_APPLIED] = false;
3043 1041
3044 switch (op->type) 1042 switch (op->type)
3045 { 1043 {
3046 case SKILL_TOOL: 1044 case SKILL:
1045 if (player *pl = who->contr)
1046 if (op->invisible)
1047 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1048 else
1049 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1050
1051 change_abil (who, op);
1052 who->flag [FLAG_READY_SKILL] = false;
1053 break;
1054
1055 case WEAPON:
1056 who->statusmsg (format ("You unwield %s.", query_name (op)));
1057 change_abil (who, op);
1058 who->flag [FLAG_READY_WEAPON] = false;
1059
3047 // unapplying a skill tool should also unapply the skill it governs 1060 // 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 1061 // but this is hard, as it shouldn't do so when the skill can
3049 // be used for other reasons 1062 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1063 if (who->chosen_skill)
3051 if (tmp->skill == op->skill 1064 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); 1065 unapply_special (who, op, 0);
3056 1066
3057 change_abil (who, op);
3058 break; 1067 break;
3059 1068
1069 case BOW:
3060 case WEAPON: 1070 case WAND:
1071 case ROD:
1072 case HORN:
1073 case RANGED:
3061 if (player *pl = who->contr) 1074 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 { 1075 {
3077 if (IS_COMBAT_SKILL (op->subtype)) 1076 who->statusmsg (format ("You unready %s.", query_name (op)));
3078 who->change_weapon (who->contr->combat_ob = 0); 1077 change_abil (who, op);
3079 else if (IS_RANGED_SKILL (op->subtype)) 1078 }
3080 who->change_weapon (who->contr->ranged_ob = 0); 1079 else
3081 1080 {
3082 if (op->invisible) 1081 if (op->type == BOW)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1082 op->flag [FLAG_READY_BOW ] = false;
3084 else 1083 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1084 op->flag [FLAG_READY_RANGE] = false;
3086 } 1085 }
3087 1086
3088 change_abil (who, op);
3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
3090 break; 1087 break;
3091 1088
3092 case ARMOUR: 1089 case ARMOUR:
3093 case HELMET: 1090 case HELMET:
3094 case SHIELD: 1091 case SHIELD:
3101 case CLOAK: 1098 case CLOAK:
3102 who->statusmsg (format ("You unwear %s.", query_name (op))); 1099 who->statusmsg (format ("You unwear %s.", query_name (op)));
3103 change_abil (who, op); 1100 change_abil (who, op);
3104 break; 1101 break;
3105 1102
1103 case SPELL:
3106 case BOW: 1104 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))); 1105 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; 1106 break;
3131 1107
3132 case BUILDER: 1108 //case SKILL_TOOL://TODO
3133 if (who->contr)
3134 who->statusmsg (format ("You unready %s.", query_name (op)));
3135 break;
3136
3137 default: 1109 default:
3138 who->statusmsg (format ("You unapply %s.", query_name (op))); 1110 who->statusmsg (format ("You unapply %s.", query_name (op)));
3139 break; 1111 break;
3140 } 1112 }
3141 1113
3143 if (object *pl = op->visible_to ()) 1115 if (object *pl = op->visible_to ())
3144 esrv_send_item (pl, op); 1116 esrv_send_item (pl, op);
3145 1117
3146 who->update_stats (); 1118 who->update_stats ();
3147 1119
3148 return 0; 1120 return 1;
3149} 1121}
3150 1122
3151/** 1123/**
3152 * Returns the object that is using location 'loc'. 1124 * Returns the object that is using location 'loc'.
3153 * Note that 'start' is the first object to start examing - we 1125 * Note that 'start' is the first object to start examing - we
3165static object * 1137static object *
3166get_next_item_from_body_location (int loc, object *start) 1138get_next_item_from_body_location (int loc, object *start)
3167{ 1139{
3168 for (object *tmp = start; tmp; tmp = tmp->below) 1140 for (object *tmp = start; tmp; tmp = tmp->below)
3169 if (tmp->flag [FLAG_APPLIED] 1141 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info 1142 && tmp->slot [loc].info
3171 && (!tmp->invisible || tmp->type == SKILL)) 1143 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3172 return tmp; 1144 return tmp;
3173 1145
3174 return 0; 1146 return 0;
3175} 1147}
3176 1148
3189#define CANNOT_REMOVE_CURSED \ 1161#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1162 "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, " \ 1163 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>" 1164 "priests or even other players might help.>"
3193 1165
3194static int 1166static bool
3195unapply_for_ob (object *who, object *op, int aflags) 1167unapply_for_ob (object *who, object *op, int aflags)
3196{ 1168{
3197 if (op->is_range ()) 1169 if (op->is_range ())
3198 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1170 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1171 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))) 1172 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3201 { 1173 {
3202 if (aflags & AP_PRINT) 1174 if (aflags & AP_PRINT)
3203 who->failmsg (query_name (tmp)); 1175 who->failmsg (query_name (tmp));
3204 else 1176 else
3205 unapply_special (who, tmp, aflags); 1177 unapply_special (who, tmp, aflags);
3208 { 1180 {
3209 /* In this case, we want to try and remove a cursed item. 1181 /* 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 1182 * While we know it won't work, we want unapply_special to
3211 * at least generate the message. 1183 * at least generate the message.
3212 */ 1184 */
3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1185 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3214 return 1; 1186 return 1;
3215 } 1187 }
3216 1188
3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1189 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3218 { 1190 {
3238#endif 1210#endif
3239 return 1; 1211 return 1;
3240 } 1212 }
3241 1213
3242 /* If we are just printing, we don't care about cursed status */ 1214 /* 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)))) 1215 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3244 { 1216 {
3245 if (aflags & AP_PRINT) 1217 if (aflags & AP_PRINT)
3246 who->failmsg (query_name (tmp)); 1218 who->failmsg (query_name (tmp));
3247 else 1219 else
3248 unapply_special (who, tmp, aflags); 1220 unapply_special (who, tmp, aflags);
3252 /* Cursed item that we can't unequip - tell the player. 1224 /* Cursed item that we can't unequip - tell the player.
3253 * Note this could be annoying if this is just one of a few, 1225 * 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 1226 * so it may not be critical (eg, putting on a ring and you have
3255 * one cursed ring.) 1227 * one cursed ring.)
3256 */ 1228 */
3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1229 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3258 } 1230 }
3259 1231
3260 last = tmp->below; 1232 last = tmp->below;
3261 } 1233 }
3262 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1234 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3321 continue; 1293 continue;
3322 } 1294 }
3323 1295
3324 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1296 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3325 if (!tmp1) 1297 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; 1298 retval |= CAN_APPLY_NEVER;
3334 }
3335 else 1299 else
3336 { 1300 {
3337 /* need to unapply something. However, if this something 1301 /* need to unapply something. However, if this something
3338 * is different than we had found before, it means they need 1302 * is different than we had found before, it means they need
3339 * to apply multiple objects 1303 * to apply multiple objects
3368 * the weapon/shield checks, and the range checks for monsters, 1332 * the weapon/shield checks, and the range checks for monsters,
3369 * because you can't control those just by body location - bows, shields, 1333 * 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 1334 * and weapons all use the same slot. Similar for horn/rod/wand - they
3371 * all use the same location. 1335 * all use the same location.
3372 */ 1336 */
3373 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1337 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3374 retval |= CAN_APPLY_RESTRICTION; 1338 retval |= CAN_APPLY_RESTRICTION;
3375 1339
3376 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1340 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3377 retval |= CAN_APPLY_RESTRICTION; 1341 retval |= CAN_APPLY_RESTRICTION;
3378 1342
3379 if (who->type != PLAYER) 1343 if (who->type != PLAYER)
3380 { 1344 {
3381 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1345 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3382 retval |= CAN_APPLY_RESTRICTION; 1346 retval |= CAN_APPLY_RESTRICTION;
3383 1347
3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1348 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3385 retval |= CAN_APPLY_RESTRICTION; 1349 retval |= CAN_APPLY_RESTRICTION;
3386 1350
3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1351 if (op->type == RING && !who->flag [FLAG_USE_RING])
3388 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3389 1353
3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3391 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3392 } 1356 }
3393 1357
3394 return retval; 1358 return retval;
3395} 1359}
3419 */ 1383 */
3420 1384
3421#define LACK_ITEM_POWER \ 1385#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1386 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423 1387
3424int 1388static bool
3425apply_special (object *who, object *op, int aflags) 1389apply_special (object *who, object *op, int aflags)
3426{ 1390{
3427 int basic_flag = aflags & AP_BASIC_FLAGS; 1391 int basic_flag = aflags & AP_MODE;
3428 object *tmp, *tmp2, *skop = NULL; 1392 object *tmp, *tmp2, *skop = NULL;
3429 1393
3430 if (who == NULL) 1394 if (who == NULL)
3431 { 1395 {
3432 LOG (llevError, "apply_special() from object without environment.\n"); 1396 LOG (llevError, "apply_special() from object without environment.\n");
3433 return 1; 1397 return 1;
3434 } 1398 }
3435 1399
1400 //TODO: remove these when apply_special is no longer exposed
3436 if (op->env != who) 1401 if (op->env != who)
3437 return 1; /* op is not in inventory */ 1402 return 1; /* op is not in inventory */
3438 1403
3439 /* trying to unequip op */ 1404 /* trying to unequip op */
3440 if (QUERY_FLAG (op, FLAG_APPLIED)) 1405 if (op->flag [FLAG_APPLIED])
3441 { 1406 {
3442 /* always apply, so no reason to unapply */ 1407 /* always apply, so no reason to unapply */
3443 if (basic_flag == AP_APPLY) 1408 if (basic_flag == AP_APPLY)
3444 return 0; 1409 return 0;
3445 1410
3446 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1411 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3447 { 1412 {
3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1413 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3449 return 1; 1414 return 1;
3450 } 1415 }
3451 1416
3452 return unapply_special (who, op, aflags); 1417 return unapply_special (who, op, aflags);
3453 } 1418 }
3454 else if (basic_flag == AP_UNAPPLY) 1419 else if (basic_flag == AP_UNAPPLY)
3455 return 0; 1420 return 0;
3456 1421
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); 1422 splay (op);
3467 1423
3468 /* Can't just apply this object. Lets see what not and what to do */ 1424 /* Can't just apply this object. Lets see what not and what to do */
3469 if (int i = can_apply_object (who, op)) 1425 if (int i = can_apply_object (who, op))
3470 { 1426 {
3471 if (i & CAN_APPLY_NEVER) 1427 if (i & CAN_APPLY_NEVER)
3472 { 1428 {
3473 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1429 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; 1430 return 1;
3475 } 1431 }
3476 else if (i & CAN_APPLY_RESTRICTION) 1432 else if (i & CAN_APPLY_RESTRICTION)
3477 { 1433 {
3478 who->failmsg (format ( 1434 who->failmsgf (
3479 "You have a prohibition against using a %s. " 1435 "You have a prohibition against using a %s. "
3480 "H<Your belief, profession or class prevents you from applying this item.>", 1436 "H<Your belief, profession or class prevents you from applying this item.>",
3481 query_name (op) 1437 query_name (op)
3482 )); 1438 );
3483 return 1; 1439 return 1;
3484 } 1440 }
3485 1441
3486 if (who->type != PLAYER) 1442 if (who->type != PLAYER)
3487 { 1443 {
3503 } 1459 }
3504 } 1460 }
3505 1461
3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1462 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3507 { 1463 {
1464 // try to ready attached skill first
3508 skop = find_skill_by_name (who, op->skill); 1465 skop = find_skill_by_name (who, op->skill);
3509 1466
3510 if (!skop) 1467 if (!skop)
3511 { 1468 {
3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1469 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3513 return 1; 1470 return 1;
3514 } 1471 }
3515 else 1472 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 */ 1473 {
3519 who->change_skill (skop); 1474 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1475 return 1;
1476 }
3520 } 1477 }
3521 1478
3522 if (!check_item_power (who, op->item_power)) 1479 if (!check_item_power (who, op->item_power))
3523 { 1480 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1481 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3527 1484
3528 /* Ok. We are now at the state where we can apply the new object. 1485 /* 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_... 1486 * Note that we don't have the checks for can_use_...
3530 * below - that is already taken care of by can_apply_object. 1487 * below - that is already taken care of by can_apply_object.
3531 */ 1488 */
1489
1490 // 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; 1491 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3533 1492
3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1493 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3535 return RESULT_INT (0); 1494 return RESULT_INT (0);
3536 1495
3537 switch (op->type) 1496 switch (op->type)
3538 { 1497 {
3539 case WEAPON: 1498 case WEAPON:
3540 //TODO: this obviously fails for players using a shorter prefix 1499 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 { 1500 {
3544 /* if the weapon does not have the name as the character, can't use it. */ 1501 /* 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) */ 1502 /* (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.>"); 1503 who->failmsg ("The weapon does not recognize you as its owner. "
3547 1504 "H<Its name indicates that it belongs to somebody else.>");
3548 if (tmp) 1505 if (tmp) who->insert (tmp);
3549 insert_ob_in_ob (tmp, who);
3550
3551 return 1; 1506 return 1;
3552 } 1507 }
3553 1508
3554 if (!skop) 1509 op->flag [FLAG_APPLIED] = true;
1510
1511 if (player *pl = who->contr)
3555 { 1512 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1513 who->statusmsg (format ("You wield %s.", query_name (op)));
3557 return 1; 1514 change_abil (who, op);
3558 } 1515 }
3559 1516
3560 SET_FLAG (op, FLAG_APPLIED); 1517 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; 1518 break;
3571 1519
3572 case ARMOUR: 1520 case ARMOUR:
3573 case HELMET: 1521 case HELMET:
3574 case SHIELD: 1522 case SHIELD:
3577 case GIRDLE: 1525 case GIRDLE:
3578 case BRACERS: 1526 case BRACERS:
3579 case CLOAK: 1527 case CLOAK:
3580 case RING: 1528 case RING:
3581 case AMULET: 1529 case AMULET:
3582 SET_FLAG (op, FLAG_APPLIED); 1530 op->set_flag (FLAG_APPLIED);
3583 who->statusmsg (format ("You wear %s.", query_name (op))); 1531 who->statusmsg (format ("You wear %s.", query_name (op)));
3584 change_abil (who, op); 1532 change_abil (who, op);
3585 break; 1533 break;
3586 1534
3587 case SKILL_TOOL: 1535 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill 1536 // applying a skill tool does not ready the skill
3589 SET_FLAG (op, FLAG_APPLIED); 1537 // if something needs the skill, it has to ready it itself
1538 //TODO: unapplying should unapply the skill, though
1539 op->set_flag (FLAG_APPLIED);
1540 break;
3590 1541
1542 case SKILL:
3591 if (!(aflags & AP_NO_READY)) 1543 if (!(aflags & AP_NO_SLOT))
3592 { 1544 {
3593 skop = find_skill_by_name (who, op->skill); 1545 // skill is used on it's own, as opposed to being a chosen_skill
3594 if (!skop->flag [FLAG_APPLIED]) 1546
3595 apply_special (who, skop, AP_APPLY); 1547 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1548 {
1549 who->failmsgf (
1550 "You feel as if you wanted to do something funny, but you can't remember what. "
1551 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1552 "It cannot be used on its own.>",
1553 &op->skill
1554 );
1555 if (tmp) who->insert (tmp);
1556 return 1;
1557 }
1558
1559 if (skill_flags [op->subtype] & SF_AUTARK
1560 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1561 {
1562 if (skill_flags [op->subtype] & SF_USE)
1563 who->failmsgf (
1564 "You feel as if you wanted to do something funny, but you can't remember what. "
1565 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1566 &op->skill, &op->skill
1567 );
1568 else
1569 who->failmsgf (
1570 "You feel as if you wanted to do something funny, but you can't remember what. "
1571 "H<The %s skill cannot be readied or used, it is always active.>",
1572 &op->skill
1573 );
1574
1575 if (tmp) who->insert (tmp);
1576
1577 return 1;
1578 }
1579
1580 if (who->contr)
1581 if (op->invisible)
1582 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1583 else
1584 who->statusmsg (format ("You ready %s.", query_name (op)));
3596 } 1585 }
1586
1587 who->set_flag (FLAG_READY_SKILL);
1588 op->set_flag (FLAG_APPLIED);
1589 change_abil (who, op);
3597 break; 1590 break;
3598 1591
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: 1592 case BOW:
3675 if (op->level && !op->name.starts_with (who->name)) 1593 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3676 { 1594 {
3677 who->failmsg ("The weapon does not recognize you as its owner. " 1595 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>"); 1596 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp) 1597 if (tmp) who->insert (tmp);
3680 insert_ob_in_ob (tmp, who);
3681
3682 return 1; 1598 return 1;
3683 } 1599 }
1600
1601 if (player *pl = who->contr)
1602 {
1603 op->flag [FLAG_APPLIED] = true;
1604 who->statusmsg (format ("You wield the %s.", query_name (op)));
1605 change_abil (who, op);
1606 }
1607 break;
1608
1609 case RANGED:
1610 if (player *pl = who->contr)
1611 {
1612 op->flag [FLAG_APPLIED] = true;
1613 who->statusmsg (format ("You applied the %s.", query_name (op)));
1614 }
1615 break;
1616
1617 case SPELL:
1618 if (player *pl = who->contr)
1619 {
1620 op->flag [FLAG_APPLIED] = true;
1621 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1622 }
1623 break;
3684 1624
3685 /*FALLTHROUGH*/ 1625 /*FALLTHROUGH*/
3686 case WAND: 1626 case WAND:
3687 case ROD: 1627 case ROD:
3688 case HORN: 1628 case HORN:
3689 /* check for skill, alter player status */ 1629 op->flag [FLAG_APPLIED] = true;
3690 1630
3691 if (!skop) 1631 if (player *pl = who->contr)
3692 { 1632 {
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))); 1633 who->statusmsg (format ("You ready %s.", query_name (op)));
3705 1634
3706 if (op->type == BOW) 1635 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))); 1636 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3711 } 1637
1638 change_abil (who, op);
3712 } 1639 }
3713 else 1640 else
3714 { 1641 {
3715 if (op->type == BOW) 1642 if (op->type == BOW)
3716 SET_FLAG (who, FLAG_READY_BOW); 1643 op->flag [FLAG_READY_BOW ] = true;
3717 else 1644 else
3718 SET_FLAG (who, FLAG_READY_RANGE); 1645 op->flag [FLAG_READY_RANGE] = true;
3719 } 1646 }
3720 1647
3721 break; 1648 break;
3722 1649
3723 case BUILDER: 1650 case BUILDER:
3724 if (who->type == PLAYER) 1651 if (player *pl = who->contr)
3725 { 1652 {
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))); 1653 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731 1654 //TODO: change_abil?
3732 who->contr->ranged_ob = op;
3733 } 1655 }
3734 break; 1656 break;
3735 1657
3736 default: 1658 default:
3737 who->statusmsg (format ("You apply %s.", query_name (op))); 1659 who->statusmsg (format ("You apply %s.", query_name (op)));
3738 } 1660 }
3739 1661
3740 SET_FLAG (op, FLAG_APPLIED); 1662 op->set_flag (FLAG_APPLIED);
3741 1663
3742 if (tmp)
3743 who->insert (tmp); 1664 if (tmp) who->insert (tmp);
3744 1665
3745 who->update_stats (); 1666 who->update_stats ();
3746 1667
3747 /* We exclude spell casting objects. The fire code will set the 1668 /* We exclude spell casting objects. The fire code will set the
3748 * been applied flag when they are used - until that point, 1669 * been applied flag when they are used - until that point,
3749 * you don't know anything about them. 1670 * you don't know anything about them.
3750 */ 1671 */
3751 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1672 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3752 SET_FLAG (op, FLAG_BEEN_APPLIED); 1673 op->set_flag (FLAG_BEEN_APPLIED);
3753 1674
3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1675 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3755 if (who->type == PLAYER) 1676 if (who->type == PLAYER)
3756 { 1677 {
3757 who->failmsg ( 1678 who->failmsg (
3758 "Oops, it feels deadly cold! " 1679 "Oops, it feels deadly cold! "
3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1680 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 ); 1681 );
3761 SET_FLAG (op, FLAG_KNOWN_CURSED); 1682 op->set_flag (FLAG_KNOWN_CURSED);
3762 } 1683 }
3763 1684
3764 if (object *pl = op->visible_to ()) 1685 if (object *pl = op->visible_to ())
3765 esrv_send_item (pl, op); 1686 esrv_send_item (pl, op);
3766 1687
3767 return 0; 1688 return 0;
1689}
1690
1691/**
1692 * Check if op should abort moving victim because of it's race or slaying.
1693 * Returns 1 if it should abort, returns 0 if it should continue.
1694 */
1695int
1696should_director_abort (object *op, object *victim)
1697{
1698 int arch_flag, name_flag, race_flag;
1699
1700 /* Get flags to determine what of arch, name, and race should be checked.
1701 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1702 * the next is the name flag, and the last is the race flag. Also note,
1703 * if subtype is set to zero, that also goes to defaults of all affecting
1704 * it. Examples:
1705 * subtype 1: only arch
1706 * subtype 3: arch or name
1707 * subtype 5: arch or race
1708 * subtype 7: all three
1709 */
1710 if (op->subtype)
1711 {
1712 arch_flag = op->subtype & 1;
1713 name_flag = op->subtype & 2;
1714 race_flag = op->subtype & 4;
1715 }
1716 else
1717 {
1718 arch_flag = 1;
1719 name_flag = 1;
1720 race_flag = 1;
1721 }
1722
1723 /* If the director has race set, only affect objects with a arch,
1724 * name or race that matches.
1725 */
1726 if ((op->race) &&
1727 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1728 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1729 ((!(victim->race && race_flag) || op->race != victim->race)))
1730 return 1;
1731
1732 /* If the director has slaying set, only affect objects where none
1733 * of arch, name, or race match.
1734 */
1735 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1736 ((victim->name && name_flag && op->slaying == victim->name)) ||
1737 ((victim->race && race_flag && op->slaying == victim->race)))
1738 return 1;
1739
1740 return 0;
1741}
1742
1743/**
1744 * This handles a player dropping money on an altar to identify stuff.
1745 * It'll identify marked item, if none all items up to dropped money.
1746 * Return value: 1 if money was destroyed, 0 if not.
1747 */
1748static int
1749apply_id_altar (object *money, object *altar, object *pl)
1750{
1751 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1752
1753 if (!pl || pl->type != PLAYER)
1754 return 0;
1755
1756 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1757 * identifying' from being printed out more than it needs to be.
1758 */
1759 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1760 return 0;
1761
1762 /* if the player has a marked item, identify that if it needs to be
1763 * identified. If it doesn't, then go through the player inventory.
1764 */
1765 if (object *marked = pl->mark ())
1766 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1767 {
1768 if (operate_altar (altar, &money, pl))
1769 {
1770 identify (marked);
1771
1772 buf.printf ("You have %s.\r", long_desc (marked, pl));
1773 if (marked->msg)
1774 buf << "The item has a story:\r" << marked->msg << "\n\n";
1775
1776 return !money;
1777 }
1778 }
1779
1780 for (object *id = pl->inv; id; id = id->below)
1781 {
1782 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1783 {
1784 if (operate_altar (altar, &money, pl))
1785 {
1786 identify (id);
1787
1788 buf.printf ("You have %s.\r", long_desc (id, pl));
1789 if (id->msg)
1790 buf << "The item has a story:\r" << id->msg << "\n\n";
1791
1792 /* If no more money, might as well quit now */
1793 if (!money || !check_altar_sacrifice (altar, money))
1794 break;
1795 }
1796 else
1797 {
1798 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1799 break;
1800 }
1801 }
1802 }
1803
1804 if (buf.empty ())
1805 pl->failmsg ("You have nothing that needs identifying");
1806 else
1807 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1808
1809 return !money;
1810}
1811
1812/**
1813 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1814 * matching item.
1815 **/
1816void
1817handle_apply_yield (object *tmp)
1818{
1819 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1820 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1821}
1822
1823/**
1824 * Handles applying a potion.
1825 */
1826int
1827apply_potion (object *op, object *tmp)
1828{
1829 int got_one = 0, i;
1830 object *force = 0;
1831
1832 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1833
1834 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1835 {
1836 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1837
1838 tmp->clr_flag (FLAG_APPLIED);
1839 return 0;
1840 }
1841
1842 if (op->type == PLAYER)
1843 if (!tmp->flag [FLAG_IDENTIFIED])
1844 identify (tmp);
1845
1846 handle_apply_yield (tmp);
1847
1848 /* Potion of restoration - only for players */
1849 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1850 {
1851 object *depl;
1852 archetype *at;
1853
1854 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1855 {
1856 op->drain_stat ();
1857 op->update_stats ();
1858 tmp->decrease ();
1859 return 1;
1860 }
1861
1862 if (!(at = archetype::find (shstr_depletion)))
1863 {
1864 LOG (llevError, "Could not find archetype depletion\n");
1865 return 0;
1866 }
1867
1868 depl = present_arch_in_ob (at, op);
1869
1870 if (depl)
1871 {
1872 for (i = 0; i < NUM_STATS; i++)
1873 if (depl->stats.stat (i))
1874 op->statusmsg (restore_msg[i]);
1875
1876 depl->destroy ();
1877 op->update_stats ();
1878 }
1879 else
1880 op->statusmsg ("Your potion had no effect.");
1881
1882 tmp->decrease ();
1883 return 1;
1884 }
1885
1886 /* improvement potion - only for players */
1887 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1888 {
1889 for (i = 1; i < min (11, op->level); i++)
1890 {
1891 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1892 {
1893 if (op->contr->levhp[i] != 1)
1894 {
1895 op->contr->levhp[i] = 1;
1896 break;
1897 }
1898
1899 if (op->contr->levsp[i] != 1)
1900 {
1901 op->contr->levsp[i] = 1;
1902 break;
1903 }
1904
1905 if (op->contr->levgrace[i] != 1)
1906 {
1907 op->contr->levgrace[i] = 1;
1908 break;
1909 }
1910 }
1911 else
1912 {
1913 if (op->contr->levhp[i] < 9)
1914 {
1915 op->contr->levhp[i] = 9;
1916 break;
1917 }
1918
1919 if (op->contr->levsp[i] < 6)
1920 {
1921 op->contr->levsp[i] = 6;
1922 break;
1923 }
1924
1925 if (op->contr->levgrace[i] < 3)
1926 {
1927 op->contr->levgrace[i] = 3;
1928 break;
1929 }
1930 }
1931 }
1932
1933 /* Just makes checking easier */
1934 if (i < min (11, op->level))
1935 got_one = 1;
1936
1937 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1938 {
1939 if (got_one)
1940 {
1941 op->update_stats ();
1942 op->statusmsg ("The Gods smile upon you and remake you "
1943 "a little more in their image. "
1944 "You feel a little more perfect.", NDI_GREEN);
1945 }
1946 else
1947 op->statusmsg ("The potion had no effect - you are already perfect.");
1948 }
1949 else
1950 { /* cursed potion */
1951 if (got_one)
1952 {
1953 op->update_stats ();
1954 op->failmsg ("The Gods are angry and punish you.");
1955 }
1956 else
1957 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1958 }
1959
1960 tmp->decrease ();
1961 return 1;
1962 }
1963
1964
1965 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1966 * and heroism all fit into this category. Given the spell object code,
1967 * there is no limit to the number of spells that potions can be cast,
1968 * but direction is problematic to try and imbue fireball potions for example.
1969 */
1970 if (tmp->inv)
1971 {
1972 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1973 {
1974 op->failmsg ("Yech! Your lungs are on fire!");
1975 create_exploding_ball_at (op, op->level);
1976 }
1977 else
1978 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1979
1980 tmp->decrease ();
1981
1982 /* if youre dead, no point in doing this... */
1983 if (!op->flag [FLAG_REMOVED])
1984 op->update_stats ();
1985
1986 return 1;
1987 }
1988
1989 /* Deal with protection potions */
1990 force = NULL;
1991 for (i = 0; i < NROFATTACKS; i++)
1992 {
1993 if (tmp->resist[i])
1994 {
1995 if (!force)
1996 force = get_archetype (FORCE_NAME);
1997
1998 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1999 force->type = POTION_EFFECT;
2000 break; /* Only need to find one protection since we copy entire batch */
2001 }
2002 }
2003
2004 /* This is a protection potion */
2005 if (force)
2006 {
2007 /* cursed items last longer */
2008 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2009 {
2010 force->stats.food *= 10;
2011 for (i = 0; i < NROFATTACKS; i++)
2012 if (force->resist[i] > 0)
2013 force->resist[i] = -force->resist[i]; /* prot => vuln */
2014 }
2015
2016 force->speed_left = -1;
2017 force = insert_ob_in_ob (force, op);
2018 tmp->clr_flag (FLAG_APPLIED);
2019 force->set_flag (FLAG_APPLIED);
2020 change_abil (op, force);
2021 tmp->decrease ();
2022 return 1;
2023 }
2024
2025 /* Only thing left are the stat potions */
2026 if (op->type == PLAYER)
2027 { /* only for players */
2028 if ((tmp->flag [FLAG_CURSED]
2029 || tmp->flag [FLAG_DAMNED])
2030 && tmp->value != 0)
2031 tmp->clr_flag (FLAG_APPLIED);
2032 else
2033 tmp->set_flag (FLAG_APPLIED);
2034
2035 if (!change_abil (op, tmp))
2036 op->statusmsg ("Nothing happened.");
2037 }
2038
2039 /* CLEAR_FLAG is so that if the character has other potions
2040 * that were grouped with the one consumed, his
2041 * stat will not be raised by them. fix_player just clears
2042 * up all the stats.
2043 */
2044 tmp->clr_flag (FLAG_APPLIED);
2045 op->update_stats ();
2046 tmp->decrease ();
2047 return 1;
2048}
2049
2050/**
2051 * 'victim' moves onto 'trap'
2052 * 'victim' leaves 'trap'
2053 * effect is determined by move_on/move_off of trap and move_type of victime.
2054 *
2055 * originator: Player, monster or other object that caused 'victim' to move
2056 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2057 * However, some types of traps require an originator to function.
2058 */
2059void
2060move_apply (object *trap, object *victim, object *originator)
2061{
2062 static int recursion_depth = 0;
2063
2064 trap = trap->head_ ();
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
2074 /* The following was changed because it was causing perfectly correct
2075 * maps to fail. 1) it's not an error to recurse:
2076 * rune detonates, summoning monster. monster lands on nearby rune.
2077 * nearby rune detonates. This sort of recursion is expected and
2078 * proper. This code was causing needless crashes.
2079 */
2080 if (recursion_depth >= 500)
2081 {
2082 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2083 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2084 return;
2085 }
2086
2087 recursion_depth++;
2088
2089 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2090 switch (trap->type)
2091 {
2092 case PLAYERMOVER:
2093 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2094 {
2095 if (!trap->stats.maxsp)
2096 trap->stats.maxsp = 2;
2097
2098 /* Is this correct? From the docs, it doesn't look like it
2099 * should be divided by trap->speed
2100 */
2101 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2102
2103 /* Just put in some sanity check. I think there is a bug in the
2104 * above with some objects have zero speed, and thus the player
2105 * getting permanently paralyzed.
2106 */
2107 victim->speed_left = max (-50.f, victim->speed_left);
2108 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2109 }
2110 break;
2111
2112 case SPINNER:
2113 if (victim->direction)
2114 {
2115 victim->direction = absdir (victim->direction - trap->stats.sp);
2116 update_turn_face (victim);
2117 }
2118 break;
2119
2120 case DIRECTOR:
2121 if (victim->direction && !should_director_abort (trap, victim))
2122 {
2123 victim->direction = trap->stats.sp;
2124 update_turn_face (victim);
2125 }
2126 break;
2127
2128 case BUTTON:
2129 case PEDESTAL:
2130 case T_MATCH:
2131 update_button (trap, originator);
2132 break;
2133
2134 case ALTAR:
2135 /* sacrifice victim on trap */
2136 apply_altar (trap, victim, originator);
2137 break;
2138
2139 case THROWN_OBJ:
2140 if (trap->inv == NULL)
2141 break;
2142 /* fallthrough */
2143
2144 case ARROW:
2145 /* bad bug: monster throw a object, make a step forwards, step on object ,
2146 * trigger this here and get hit by own missile - and will be own enemy.
2147 * Victim then is his own enemy and will start to kill herself (this is
2148 * removed) but we have not synced victim and his missile. To avoid senseless
2149 * action, we avoid hits here
2150 */
2151 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2152 && trap->owner != victim)
2153 hit_with_arrow (trap, victim);
2154 break;
2155
2156 case SPELL_EFFECT:
2157 apply_spell_effect (trap, victim);
2158 break;
2159
2160 case TRAPDOOR:
2161 {
2162 int max, sound_was_played;
2163 object *ab, *ab_next;
2164
2165 if (!trap->value)
2166 {
2167 int tot;
2168
2169 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2170 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2171 tot += ab->head_ ()->total_weight ();
2172
2173 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2174 break;
2175
2176 SET_ANIMATION (trap, trap->value);
2177 update_object (trap, UP_OBJ_FACE);
2178 }
2179
2180 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2181 {
2182 /* need to set this up, since if we do transfer the object,
2183 * ab->above would be bogus
2184 */
2185 ab_next = ab->above;
2186
2187 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2188 {
2189 if (!sound_was_played)
2190 {
2191 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2192 sound_was_played = 1;
2193 }
2194
2195 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2196 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2197 }
2198 }
2199 break;
2200 }
2201
2202 case CONVERTER:
2203 if (convert_item (victim, trap) < 0)
2204 {
2205 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2206 archetype::get (shstr_burnout)->insert_at (trap, trap);
2207 }
2208
2209 break;
2210
2211 case TRIGGER_BUTTON:
2212 case TRIGGER_PEDESTAL:
2213 case TRIGGER_ALTAR:
2214 check_trigger (trap, victim, originator);
2215 break;
2216
2217 case DEEP_SWAMP:
2218 walk_on_deep_swamp (trap, victim);
2219 break;
2220
2221 case CHECK_INV:
2222 check_inv (victim, trap);
2223 break;
2224
2225 case HOLE:
2226 move_apply_hole (trap, victim);
2227 break;
2228
2229 case EXIT:
2230 if (victim->type == PLAYER && EXIT_PATH (trap))
2231 {
2232 /* Basically, don't show exits leading to random maps the
2233 * players output.
2234 */
2235 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2236 victim->statusmsg (trap->msg, NDI_NAVY);
2237
2238 trap->play_sound (trap->sound);
2239 victim->enter_exit (trap);
2240 }
2241 break;
2242
2243 case ENCOUNTER:
2244 /* may be some leftovers on this */
2245 break;
2246
2247 case SHOP_MAT:
2248 apply_shop_mat (trap, victim);
2249 break;
2250
2251 /* Drop a certain amount of gold, and have one item identified */
2252 case IDENTIFY_ALTAR:
2253 apply_id_altar (victim, trap, originator);
2254 break;
2255
2256 case SIGN:
2257 if (victim->type != PLAYER && trap->stats.food > 0)
2258 break; /* monsters musn't apply magic_mouths with counters */
2259
2260 apply_sign (victim, trap, 1);
2261 break;
2262
2263 case CONTAINER:
2264 apply_container (victim, trap);
2265 break;
2266
2267 case RUNE:
2268 case TRAP:
2269 if (trap->level && victim->flag [FLAG_ALIVE])
2270 spring_trap (trap, victim);
2271 break;
2272
2273 default:
2274 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2275 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2276 break;
2277 }
2278
2279 recursion_depth--;
2280}
2281
2282/**
2283 * Handles reading a regular (ie not containing a spell) book.
2284 */
2285static void
2286apply_book (object *op, object *tmp)
2287{
2288 int lev_diff;
2289 object *skill_ob;
2290
2291 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2292 {
2293 op->failmsg ("You are unable to read while blind!");
2294 return;
2295 }
2296
2297 if (!tmp->msg)
2298 {
2299 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2300 return;
2301 }
2302
2303 /* need a literacy skill to read stuff! */
2304 skill_ob = find_skill_by_name (op, tmp->skill);
2305 if (!skill_ob)
2306 {
2307 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2308 return;
2309 }
2310
2311 lev_diff = tmp->level - (skill_ob->level + 5);
2312 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2313 {
2314 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2315 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2316 : lev_diff < 5 ? "This book is beyond your comprehension."
2317 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2318 : lev_diff < 15 ? "This book is way beyond your comprehension."
2319 : "This book is totally beyond your comprehension.");
2320 return;
2321 }
2322
2323 // we currently don't use the message types for anything.
2324 // readable_message_type *msgType = get_readable_message_type (tmp);
2325
2326 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2327
2328 if (player *pl = op->contr)
2329 if (client *ns = pl->ns)
2330 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2331
2332 /* gain xp from reading */
2333 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2334 { /* only if not read before */
2335 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2336
2337 if (!tmp->flag [FLAG_IDENTIFIED])
2338 {
2339 /*exp_gain *= 2; because they just identified it too */
2340 tmp->set_flag (FLAG_IDENTIFIED);
2341
2342 if (object *pl = tmp->visible_to ())
2343 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2344 }
2345
2346 change_exp (op, exp_gain, skill_ob->skill, 0);
2347 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2348 }
2349}
2350
2351/**
2352 * op made some mistake with a scroll, this takes care of punishment.
2353 * scroll_failure()- hacked directly from spell_failure
2354 */
2355static void
2356scroll_failure (object *op, int failure, int power)
2357{
2358 if (abs (failure / 4) > power)
2359 power = abs (failure / 4); /* set minimum effect */
2360
2361 if (failure <= -1 && failure > -15)
2362 { /* wonder */
2363 object *tmp;
2364
2365 op->failmsg ("Your spell warps!");
2366 tmp = get_archetype (SPELL_WONDER);
2367 cast_wonder (op, op, 0, tmp);
2368 tmp->destroy ();
2369 }
2370 else if (failure <= -15 && failure > -35)
2371 { /* drain mana */
2372 op->failmsg ("Your mana is drained!");
2373 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2374 if (op->stats.sp < 0)
2375 op->stats.sp = 0;
2376 }
2377 else if (settings.spell_failure_effects == TRUE)
2378 {
2379 if (failure <= -35 && failure > -60)
2380 { /* confusion */
2381 op->failmsg ("The magic recoils on you!");
2382 confuse_player (op, op, power);
2383 }
2384 else if (failure <= -60 && failure > -70)
2385 { /* paralysis */
2386 op->failmsg ("The magic recoils and paralyzes you!");
2387 paralyze_player (op, op, power);
2388 }
2389 else if (failure <= -70 && failure > -80)
2390 { /* blind */
2391 op->failmsg ("The magic recoils on you!");
2392 blind_player (op, op, power);
2393 }
2394 else if (failure <= -80)
2395 { /* blast the immediate area */
2396 object *tmp = get_archetype (LOOSE_MANA);
2397 cast_magic_storm (op, tmp, power);
2398 op->failmsg ("You unleash uncontrolled mana!");
2399 tmp->destroy ();
2400 }
2401 }
2402}
2403
2404/**
2405 * Handles the applying of a skill scroll, calling learn_skill straight.
2406 * op is the person learning the skill, tmp is the skill scroll object
2407 */
2408static void
2409apply_skillscroll (object *op, object *tmp)
2410{
2411 switch (learn_skill (op, tmp))
2412 {
2413 case 0:
2414 op->play_sound (sound_find ("generic_fail"));
2415 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2416 break;
2417
2418 case 1:
2419 tmp->decrease ();
2420 op->play_sound (sound_find ("skill_learn"));
2421 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2422 break;
2423
2424 default:
2425 tmp->decrease ();
2426 op->play_sound (sound_find ("generic_fail"));
2427 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2428 break;
2429 }
2430}
2431
2432/**
2433 * Actually makes op learn spell.
2434 * Informs player of what happens.
2435 */
2436void
2437do_learn_spell (object *op, object *spell, int special_prayer)
2438{
2439 object *tmp;
2440
2441 if (op->type != PLAYER)
2442 {
2443 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2444 return;
2445 }
2446
2447 /* Upgrade special prayers to normal prayers */
2448 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2449 {
2450 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2451 {
2452 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2453 return;
2454 }
2455 return;
2456 }
2457
2458 op->contr->play_sound (sound_find ("learn_spell"));
2459
2460 tmp = spell->clone ();
2461 insert_ob_in_ob (tmp, op);
2462
2463 if (special_prayer)
2464 tmp->set_flag (FLAG_STARTEQUIP);
2465
2466 esrv_add_spells (op->contr, tmp);
2467}
2468
2469/**
2470 * Erases spell from player's inventory.
2471 */
2472void
2473do_forget_spell (object *op, const char *spell)
2474{
2475 object *spob;
2476
2477 if (op->type != PLAYER)
2478 {
2479 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2480 return;
2481 }
2482 if ((spob = check_spell_known (op, spell)) == NULL)
2483 {
2484 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2485 return;
2486 }
2487
2488 op->failmsgf ("You lose knowledge of %s.", spell);
2489 esrv_remove_spell (op->contr, spob);
2490 spob->destroy ();
2491}
2492
2493/**
2494 * Handles player applying a spellbook.
2495 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2496 * stuff like that. Random learning failure too.
2497 */
2498static void
2499apply_spellbook (object *op, object *tmp)
2500{
2501 object *skop, *spell, *spell_skill;
2502
2503 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2504 {
2505 op->failmsg ("You are unable to read while blind.");
2506 return;
2507 }
2508
2509 /* artifact_spellbooks have 'slaying' field point to a spell name,
2510 * instead of having their spell stored in stats.sp. These are
2511 * legacy spellbooks
2512 */
2513 if (tmp->slaying)
2514 {
2515 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2516
2517 if (!spell)
2518 {
2519 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2520 return;
2521 }
2522 else
2523 insert_ob_in_ob (spell, tmp);
2524
2525 tmp->slaying = 0;
2526 }
2527
2528 skop = find_skill_by_name (op, tmp->skill);
2529
2530 /* need a literacy skill to learn spells. Also, having a literacy level
2531 * lower than the spell will make learning the spell more difficult */
2532 if (!skop)
2533 {
2534 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2535 return;
2536 }
2537
2538 spell = tmp->inv;
2539
2540 if (!spell)
2541 {
2542 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2543 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2544 return;
2545 }
2546
2547 int learn_level = sqrtf (spell->level) * 1.5f;
2548 if (skop->level < learn_level)
2549 {
2550 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2551 &tmp->skill, learn_level);
2552 return;
2553 }
2554
2555 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2556
2557 if (!tmp->flag [FLAG_IDENTIFIED])
2558 identify (tmp);
2559
2560 /* I removed the check for special_prayer_mark here - it didn't make
2561 * a lot of sense - special prayers are not found in spellbooks, and
2562 * if the player doesn't know the spell, doesn't make a lot of sense that
2563 * they would have a special prayer mark.
2564 */
2565 if (check_spell_known (op, spell->name))
2566 {
2567 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2568 return;
2569 }
2570
2571 if (spell->skill)
2572 {
2573 spell_skill = find_skill_by_name (op, spell->skill);
2574
2575 if (!spell_skill)
2576 {
2577 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2578 return;
2579 }
2580
2581 if (spell_skill->level < spell->level)
2582 {
2583 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2584 return;
2585 }
2586 }
2587
2588 /* Logic as follows
2589 *
2590 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2591 *
2592 * 2- The learner's skill level in literacy adjusts the chance to learn
2593 * a spell.
2594 *
2595 * 3 -Automatically fail to learn if you read while confused
2596 *
2597 * Overall, chances are the same but a player will find having a high
2598 * literacy rate very useful! -b.t.
2599 */
2600 if (op->flag [FLAG_CONFUSED])
2601 {
2602 op->failmsg ("In your confused state you flub the wording of the text!");
2603 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2604 }
2605 else if (tmp->flag [FLAG_STARTEQUIP] ||
2606 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2607 {
2608 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2609 do_learn_spell (op, spell, 0);
2610
2611 /* xp gain to literacy for spell learning */
2612 if (!tmp->flag [FLAG_STARTEQUIP])
2613 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2614 }
2615 else
2616 {
2617 op->contr->play_sound (sound_find ("fumble_spell"));
2618 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2619 }
2620
2621 tmp->decrease ();
2622}
2623
2624/**
2625 * Handles applying a spell scroll.
2626 */
2627void
2628apply_scroll (object *op, object *tmp, int dir)
2629{
2630 object *skop;
2631
2632 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2633 {
2634 op->failmsg ("You are unable to read while blind.");
2635 return;
2636 }
2637
2638 if (!tmp->inv || tmp->inv->type != SPELL)
2639 {
2640 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2641 return;
2642 }
2643
2644 if (op->type == PLAYER)
2645 {
2646 /* players need a literacy skill to read stuff! */
2647 int exp_gain = 0;
2648
2649 /* hard code literacy - tmp->skill points to where the exp
2650 * should go for anything killed by the spell.
2651 */
2652 skop = find_skill_by_name (op, shstr_literacy);
2653
2654 if (!skop)
2655 {
2656 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2657 return;
2658 }
2659
2660 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2661 change_exp (op, exp_gain, skop->skill, 0);
2662 }
2663
2664 if (!tmp->flag [FLAG_IDENTIFIED])
2665 identify (tmp);
2666
2667 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2668
2669 cast_spell (op, tmp, dir, tmp->inv, NULL);
2670 tmp->decrease ();
2671}
2672
2673/**
2674 * Applies a treasure object - by default, chest. op
2675 * is the person doing the applying, tmp is the treasure
2676 * chest.
2677 */
2678static void
2679apply_treasure (object *op, object *tmp)
2680{
2681 /* Nice side effect of this treasure creation method is that the treasure
2682 * for the chest is done when the chest is created, and put into the chest
2683 * inventory. So that when the chest burns up, the items still exist. Also
2684 * prevents people from moving chests to more difficult maps to get better
2685 * treasure
2686 */
2687 object *treas = tmp->inv;
2688
2689 if (!treas)
2690 {
2691 op->statusmsg ("The chest was empty.");
2692 tmp->decrease ();
2693 return;
2694 }
2695
2696 while (tmp->inv)
2697 {
2698 treas = tmp->inv;
2699 treas->remove ();
2700
2701 treas->x = op->x;
2702 treas->y = op->y;
2703 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2704
2705 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2706 spring_trap (treas, op);
2707
2708 /* If either player or container was destroyed, no need to do
2709 * further processing. I think this should be enclused with
2710 * spring trap above, as I don't think there is otherwise
2711 * any way for the treasure chest or player to get killed.
2712 */
2713 if (op->destroyed () || tmp->destroyed ())
2714 break;
2715 }
2716
2717 if (!tmp->destroyed () && !tmp->inv)
2718 tmp->decrease (true);
2719}
2720
2721/**
2722 * A dragon is eating some flesh. If the flesh contains resistances,
2723 * there is a chance for the dragon's skin to get improved.
2724 *
2725 * attributes:
2726 * object *op the object (dragon player) eating the flesh
2727 * object *meal the flesh item, getting chewed in dragon's mouth
2728 * return:
2729 * int 1 if eating successful, 0 if it doesn't work
2730 */
2731static int
2732dragon_eat_flesh (object *op, object *meal)
2733{
2734 object *skin = NULL; /* pointer to dragon skin force */
2735 object *abil = NULL; /* pointer to dragon ability force */
2736 object *tmp = NULL; /* tmp. object */
2737
2738 double chance; /* improvement-chance of one resistance type */
2739 double totalchance = 1; /* total chance of gaining one resistance */
2740 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2741 double mbonus = 0; /* monster bonus */
2742 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2743 int winners = 0; /* number of winners */
2744 int i; /* index */
2745
2746 /* let's make sure and doublecheck the parameters */
2747 if (meal->type != FLESH || !op->is_dragon ())
2748 return 0;
2749
2750 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2751 from the player's inventory */
2752 for (tmp = op->inv; tmp; tmp = tmp->below)
2753 if (tmp->type == FORCE)
2754 if (tmp->arch->archname == shstr_dragon_skin_force)
2755 skin = tmp;
2756 else if (tmp->arch->archname == shstr_dragon_ability_force)
2757 abil = tmp;
2758
2759 /* if either skin or ability are missing, this is an old player
2760 which is not to be considered a dragon -> bail out */
2761 if (skin == NULL || abil == NULL)
2762 return 0;
2763
2764 /* now start by filling stomache and health, according to food-value */
2765 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2766 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2767 else
2768 op->stats.hp += meal->stats.food / 50;
2769
2770 min_it (op->stats.hp, op->stats.maxhp);
2771 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2772
2773 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2774
2775 /* on to the interesting part: chances for adding resistance */
2776 for (i = 0; i < NROFATTACKS; i++)
2777 {
2778 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2779 {
2780 /* got positive resistance, now calculate improvement chance (0-100) */
2781
2782 /* this bonus makes resistance increase easier at lower levels */
2783 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2784 if (i == abil->stats.exp)
2785 bonus += 5; /* additional bonus for resistance of ability-focus */
2786
2787 /* monster bonus increases with level, because high-level
2788 flesh is too rare */
2789 mbonus = op->level * 20. / ((double) settings.max_level);
2790
2791 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2792 ((double)settings.max_level)) - skin->resist[i];
2793
2794 if (chance >= 0.)
2795 chance += 1.;
2796 else
2797 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2798
2799 /* chance is proportional to amount of resistance (max. 50) */
2800 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2801
2802 /* doubled chance for resistance of ability-focus */
2803 if (i == abil->stats.exp)
2804 chance = min (100., chance * 2.);
2805
2806 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2807 if (rndm (10000) < (unsigned int)(chance * 100))
2808 {
2809 atnr_winner[winners] = i;
2810 winners++;
2811 }
2812
2813 if (chance >= 0.01)
2814 totalchance *= 1 - chance / 100;
2815
2816 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2817 }
2818 }
2819
2820 /* inverse totalchance as until now we have the failure-chance */
2821 totalchance = 100 - totalchance * 100;
2822
2823 /* print message according to totalchance */
2824 const char *buf;
2825 if (totalchance > 50.)
2826 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2827 else if (totalchance > 10.)
2828 buf = format ("The %s tasted very good.", &meal->name);
2829 else if (totalchance > 1.)
2830 buf = format ("The %s tasted good.", &meal->name);
2831 else if (totalchance > 0.1)
2832 buf = format ("The %s tasted bland.", &meal->name);
2833 else if (totalchance >= 0.01)
2834 buf = format ("The %s had a boring taste.", &meal->name);
2835 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2836 buf = format ("The %s tasted strange.", &meal->name);
2837 else
2838 buf = format ("The %s had no taste.", &meal->name);
2839
2840 op->statusmsg (buf);
2841
2842 /* now choose a winner if we have any */
2843 i = -1;
2844 if (winners > 0)
2845 i = atnr_winner [rndm (winners)];
2846
2847 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2848 {
2849 /* resistance increased! */
2850 skin->resist[i]++;
2851 op->update_stats ();
2852
2853 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2854 }
2855
2856 /* if this flesh contains a new ability focus, we mark it
2857 into the ability_force and it will take effect on next level */
2858 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2859 {
2860 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2861
2862 if (meal->last_eat != abil->stats.exp)
2863 op->statusmsg (format (
2864 "Your metabolism prepares to focus on %s!\n"
2865 "The change will happen at level %d.",
2866 change_resist_msg[meal->last_eat],
2867 abil->level + 1
2868 ));
2869 else
2870 {
2871 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2872 abil->last_eat = 0;
2873 }
2874 }
2875
2876 return 1;
2877}
2878
2879/**
2880 * op eats food.
2881 * If player, takes care of messages and dragon special food.
2882 */
2883static void
2884apply_food (object *op, object *tmp)
2885{
2886 int capacity_remaining;
2887
2888 if (op->type != PLAYER)
2889 op->stats.hp = op->stats.maxhp;
2890 else
2891 {
2892 /* check if this is a dragon (player), eating some flesh */
2893 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2894 ;
2895 else
2896 {
2897 /* usual case - no dragon meal: */
2898 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2899 {
2900 if (tmp->type == FOOD || tmp->type == FLESH)
2901 op->failmsg ("You feel full, but what a waste of food!");
2902 else
2903 op->statusmsg ("Most of the drink goes down your face not your throat!");
2904 }
2905
2906 tmp->play_sound (
2907 tmp->sound
2908 ? tmp->sound
2909 : tmp->type == DRINK
2910 ? sound_find ("eat_drink")
2911 : sound_find ("eat_food")
2912 );
2913
2914 if (!tmp->flag [FLAG_CURSED])
2915 {
2916 const char *buf;
2917
2918 if (!op->is_dragon ())
2919 {
2920 /* eating message for normal players */
2921 if (tmp->type == DRINK)
2922 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2923 else
2924 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2925 }
2926 else
2927 /* eating message for dragon players */
2928 buf = format ("The %s tasted terrible!", &tmp->name);
2929
2930 op->statusmsg (buf);
2931
2932 capacity_remaining = MAX_FOOD - op->stats.food;
2933 op->stats.food += tmp->stats.food;
2934 if (capacity_remaining < tmp->stats.food)
2935 op->stats.hp += capacity_remaining / 50;
2936 else
2937 op->stats.hp += tmp->stats.food / 50;
2938
2939 min_it (op->stats.hp, op->stats.maxhp);
2940 min_it (op->stats.food, MAX_FOOD);
2941 }
2942
2943 /* special food hack -b.t. */
2944 if (tmp->title || tmp->flag [FLAG_CURSED])
2945 eat_special_food (op, tmp);
2946 }
2947 }
2948
2949 handle_apply_yield (tmp);
2950 tmp->decrease ();
2951}
2952
2953/**
2954 * Handles applying an improve armor scroll.
2955 * Does some sanity checks, then calls improve_armour.
2956 */
2957static void
2958apply_armour_improver (object *op, object *tmp)
2959{
2960 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2961 {
2962 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2963 return;
2964 }
2965
2966 object *armor = op->mark ();
2967
2968 if (!armor)
2969 {
2970 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2971 return;
2972 }
2973
2974 if (armor->type != ARMOUR
2975 && armor->type != CLOAK
2976 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2977 {
2978 op->failmsg ("Your marked item is not armour!\n");
2979 return;
2980 }
2981
2982 if (!op->apply (armor, AP_UNAPPLY))
2983 {
2984 op->failmsg ("You are unable to take off your armour to improve it!");
2985 return;
2986 }
2987
2988 op->statusmsg ("Applying armour enchantment.");
2989 improve_armour (op, tmp, armor);
2990}
2991
2992void
2993apply_poison (object *op, object *tmp)
2994{
2995 // need to do it now when it is still on the map
2996 handle_apply_yield (tmp);
2997
2998 object *poison = tmp->split (1);
2999
3000 if (op->type == PLAYER)
3001 {
3002 op->contr->play_sound (sound_find ("drink_poison"));
3003 op->failmsg ("Yech! That tasted poisonous!");
3004 op->contr->killer = poison;
3005 }
3006
3007 if (poison->stats.hp > 0)
3008 {
3009 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3010 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3011 }
3012
3013 op->stats.food -= op->stats.food / 4;
3014 poison->destroy ();
3015}
3016
3017/**
3018 * This function will try to apply a lighter and in case no lighter
3019 * is specified it will try to find a lighter in the players inventory,
3020 * and inform him about this requirement.
3021 *
3022 * who - the player
3023 * op - the item we want to light
3024 * lighter - the lighter or 0 if a lighter has yet to be found
3025 */
3026static object *
3027auto_apply_lighter (object *who, object *op, object *lighter)
3028{
3029 if (lighter == 0)
3030 {
3031 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3032 {
3033 if (tmp->type == LIGHTER)
3034 {
3035 lighter = tmp;
3036 break;
3037 }
3038 }
3039
3040 if (!lighter)
3041 {
3042 who->failmsgf (
3043 "You can't light up the %s with your bare hands! "
3044 "H<You need a lighter in your inventory, for example a flint and steel.>",
3045 &op->name
3046 );
3047 return 0;
3048 }
3049 }
3050
3051 // last_eat == 0 means the lighter is not being used up!
3052 if (lighter->last_eat && lighter->stats.food)
3053 {
3054 /* lighter gets used up */
3055 lighter = lighter->split ();
3056 lighter->stats.food--;
3057 who->insert (lighter);
3058 }
3059 else if (lighter->last_eat)
3060 {
3061 /* no charges left in lighter */
3062 who->failmsgf (
3063 "You attempt to light the %s with a used up %s.",
3064 &op->name, &lighter->name
3065 );
3066 return 0;
3067 }
3068
3069 return lighter;
3070}
3071
3072/**
3073 * Designed primarily to light torches/lanterns/etc.
3074 * Also burns up burnable material too. First object in the inventory is
3075 * the selected object to "burn". -b.t.
3076 */
3077static void
3078apply_lighter (object *who, object *lighter)
3079{
3080 int is_player_env = 0;
3081
3082 if (object *item = who->mark ())
3083 {
3084 if (!auto_apply_lighter (who, item, lighter))
3085 return;
3086
3087 /* Perhaps we should split what we are trying to light on fire?
3088 * I can't see many times when you would want to light multiple
3089 * objects at once.
3090 */
3091
3092 save_throw_object (item, AT_FIRE, who);
3093
3094 if (item->destroyed ()
3095 || ((item->type == LAMP || item->type == TORCH)
3096 && item->glow_radius > 0))
3097 who->statusmsg (format (
3098 "You light the %s with the %s.",
3099 &item->name, &lighter->name
3100 ));
3101 else
3102 who->failmsgf (
3103 "You attempt to light the %s with the %s and fail.",
3104 &item->name, &lighter->name
3105 );
3106 }
3107 else
3108 who->failmsg ("You need to mark a lightable object.");
3109}
3110
3111/**
3112 * This function generates a cursed effect for cursed lamps and torches.
3113 */
3114static void
3115player_apply_lamp_cursed_effect (object *who, object *op)
3116{
3117 if (op->level)
3118 {
3119 who->failmsgf (
3120 "The %s was cursed, it explodes in a big fireball!",
3121 &op->name
3122 );
3123 create_exploding_ball_at (who, op->level);
3124 }
3125 else
3126 {
3127 who->failmsgf (
3128 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3129 &op->name
3130 );
3131 }
3132
3133 op->destroy ();
3134}
3135
3136/**
3137 * Apply for players and lamps
3138 *
3139 * who - the player
3140 * op - the lamp
3141 */
3142static void
3143player_apply_lamp (object *who, object *op)
3144{
3145 bool switch_on = op->glow_radius ? false : true;
3146
3147 if (switch_on)
3148 {
3149 object *lighter = 0;
3150
3151 if (op->flag [FLAG_IS_LIGHTABLE]
3152 && !(lighter = auto_apply_lighter (who, op, 0)))
3153 return;
3154
3155 if (op->stats.food < 1)
3156 {
3157 if (op->type == LAMP)
3158 who->failmsgf (
3159 "The %s is out of fuel! "
3160 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3161 &op->name
3162 );
3163 else
3164 who->failmsgf (
3165 "The %s is burnt out! "
3166 "H<Torches and similar items burn out and become worthless.>",
3167 &op->name
3168 );
3169 return;
3170 }
3171
3172 if (op->flag [FLAG_CURSED])
3173 {
3174 player_apply_lamp_cursed_effect (who, op);
3175 return;
3176 }
3177
3178 if (lighter)
3179 who->statusmsg (format (
3180 "You light up the %s with the %s.", &op->name, &lighter->name));
3181 else
3182 who->statusmsg (format ("You light up the %s.", &op->name));
3183 }
3184 else
3185 {
3186 if (op->flag [FLAG_CURSED])
3187 {
3188 player_apply_lamp_cursed_effect (who, op);
3189 return;
3190 }
3191
3192 if (op->type == TORCH)
3193 {
3194 if (!op->flag [FLAG_IS_LIGHTABLE])
3195 {
3196 who->statusmsg (format (
3197 "You put out the %s. "
3198 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3199 &op->name, &op->name));
3200 }
3201 else
3202 who->statusmsg (format (
3203 "You put out the %s."
3204 "H<Torches wear out if you put them out.>",
3205 &op->name));
3206 }
3207 else
3208 who->statusmsg (format ("You turn off the %s.", &op->name));
3209 }
3210
3211 apply_lamp (op, switch_on);
3212}
3213
3214void get_animation_from_arch (object *op, arch_ptr a)
3215{
3216 op->animation_id = a->animation_id;
3217 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3218 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3219 op->anim_speed = a->anim_speed;
3220 op->last_anim = 0;
3221 op->state = 0;
3222 op->face = a->face;
3223
3224 if (NUM_ANIMATIONS(op) > 1)
3225 {
3226 SET_ANIMATION(op, 0);
3227 animate_object (op, op->direction);
3228 }
3229 else
3230 update_object (op, UP_OBJ_FACE);
3231}
3232
3233/**
3234 * Apply for LAMPs and TORCHes.
3235 *
3236 * op - the lamp
3237 * switch_on - a flag which says whether the lamp should be switched on or off
3238 */
3239void apply_lamp (object *op, bool switch_on)
3240{
3241 op->set_glow_radius (switch_on ? op->range : 0);
3242 op->set_speed (switch_on ? op->arch->speed : 0);
3243
3244 // torches wear out if you put them out
3245 if (op->type == TORCH && !switch_on)
3246 {
3247 if (op->flag [FLAG_IS_LIGHTABLE])
3248 {
3249 op->stats.food -= (double) op->arch->stats.food / 15;
3250 if (op->stats.food < 0)
3251 op->stats.food = 0;
3252 }
3253 else
3254 op->stats.food = 0;
3255 }
3256
3257 // lamps and torched get worthless when used up
3258 if (op->stats.food <= 0)
3259 op->value = 0;
3260
3261 // FIXME: This is a hack to make the more sane torches and lamps
3262 // still animated ;-/
3263 if (op->other_arch)
3264 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3265
3266 if (object *pl = op->visible_to ())
3267 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3268}
3269
3270/**
3271 * This handles items of type 'transformer'.
3272 * Basically those items, used with a marked item, transform both items into something
3273 * else.
3274 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3275 * Change information is contained in the 'slaying' field of the marked item.
3276 * The format is as follow: transformer:[number ]yield[;transformer:...].
3277 * This way an item can be transformed in many things, and/or many objects.
3278 * The 'slaying' field for transformer is used as verb for the action.
3279 */
3280static void
3281apply_item_transformer (object *pl, object *transformer)
3282{
3283 object *new_item;
3284 const char *find;
3285 char *separator;
3286 int yield;
3287 char got[MAX_BUF];
3288 int len;
3289
3290 if (!pl || !transformer)
3291 return;
3292
3293 object *marked = pl->mark ();
3294
3295 if (!marked)
3296 {
3297 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3298 return;
3299 }
3300
3301 if (!marked->slaying)
3302 {
3303 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3304 return;
3305 }
3306
3307 /* check whether they are compatible or not */
3308 find = strstr (&marked->slaying, transformer->arch->archname);
3309 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3310 {
3311 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3312 return;
3313 }
3314
3315 find += strlen (transformer->arch->archname) + 1;
3316 /* Item can be used, now find how many and what it yields */
3317 if (isdigit (*(find)))
3318 {
3319 yield = atoi (find);
3320 if (yield < 1)
3321 {
3322 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3323 yield = 1;
3324 }
3325 }
3326 else
3327 yield = 1;
3328
3329 while (isdigit (*find))
3330 find++;
3331
3332 while (*find == ' ')
3333 find++;
3334
3335 memset (got, 0, MAX_BUF);
3336
3337 if ((separator = (char *) strchr (find, ';')))
3338 len = separator - find;
3339 else
3340 len = strlen (find);
3341
3342 min_it (len, MAX_BUF - 1);
3343
3344 strcpy (got, find);
3345 got[len] = '\0';
3346
3347 /* Now create new item, remove used ones when required. */
3348 new_item = get_archetype (got);
3349 if (!new_item)
3350 {
3351 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3352 return;
3353 }
3354
3355 new_item->nrof = yield;
3356
3357 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3358
3359 pl->insert (new_item);
3360 /* Eat up one item */
3361 marked->decrease ();
3362
3363 /* Eat one transformer if needed */
3364 if (transformer->stats.food)
3365 if (--transformer->stats.food == 0)
3366 transformer->decrease ();
3367}
3368
3369/**
3370 * Main apply handler.
3371 *
3372 * Checks for unpaid items before applying.
3373 *
3374 * Return value is currently not used
3375 *
3376 * who is the object that is causing object to be applied, op is the object
3377 * being applied.
3378 *
3379 * aflag is special (always apply/unapply) flags. Nothing is done with
3380 * them in this function - they are passed to apply_special
3381 */
3382static bool
3383manual_apply (object *who, object *op, int aflag)
3384{
3385 op = op->head_ ();
3386
3387 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3388 {
3389 if (who->contr)
3390 {
3391 examine (who, op);
3392 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3393 return 1;
3394 }
3395 else
3396 return 0; /* monsters just skip unpaid items */
3397 }
3398
3399 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3400 return RESULT_INT (0);
3401 else if (apply_types_inv_only [op->type])
3402 {
3403 // special item, using slot system, needs to be in inv
3404 if (op->env == who)
3405 return apply_special (who, op, aflag);
3406
3407 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3408 }
3409 else if (!who->contr && apply_types_player_only [op->type])
3410 return 0; // monsters shouldn't try to apply player-only stuff
3411 else if (apply_types [op->type])
3412 {
3413 // ordinary stuff, may be on the floor
3414 switch (op->type)
3415 {
3416 case T_HANDLE:
3417 who->play_sound (sound_find ("turn_handle"));
3418 who->statusmsg ("You turn the handle.");
3419 op->value = op->value ? 0 : 1;
3420 SET_ANIMATION (op, op->value);
3421 update_object (op, UP_OBJ_FACE);
3422 push_button (op, who);
3423 break;
3424
3425 case TRIGGER:
3426 if (check_trigger (op, who, who))
3427 {
3428 who->statusmsg ("You turn the handle.");
3429 who->play_sound (sound_find ("turn_handle"));
3430 }
3431 else
3432 who->failmsg ("The handle doesn't move.");
3433
3434 break;
3435
3436 case EXIT:
3437 if (!EXIT_PATH (op))
3438 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3439 else
3440 {
3441 /* Don't display messages for random maps. */
3442 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3443 who->statusmsg (op->msg, NDI_NAVY);
3444
3445 who->enter_exit (op);
3446 }
3447
3448 break;
3449
3450 case INSCRIBABLE:
3451 who->statusmsg (op->msg);
3452 // maybe show a spell menu to chose from or something like that
3453 break;
3454
3455 case SIGN:
3456 apply_sign (who, op, 0);
3457 break;
3458
3459 case BOOK:
3460 apply_book (who, op);
3461 break;
3462
3463 case SKILLSCROLL:
3464 apply_skillscroll (who, op);
3465 break;
3466
3467 case SPELLBOOK:
3468 apply_spellbook (who, op);
3469 break;
3470
3471 case SCROLL:
3472 apply_scroll (who, op, 0);
3473 break;
3474
3475 case POTION:
3476 apply_potion (who, op);
3477 break;
3478
3479 /* Eneq(@csd.uu.se): Handle apply on containers. */
3480 //TODO: remove, as it is unsed?
3481 case CLOSE_CON:
3482 apply_container (who, op->env);
3483 break;
3484
3485 case CONTAINER:
3486 apply_container (who, op);
3487 break;
3488
3489 case TREASURE:
3490 apply_treasure (who, op);
3491 break;
3492
3493 case LAMP:
3494 case TORCH:
3495 player_apply_lamp (who, op);
3496 break;
3497
3498 case DRINK:
3499 case FOOD:
3500 case FLESH:
3501 apply_food (who, op);
3502 break;
3503
3504 case POISON:
3505 apply_poison (who, op);
3506 break;
3507
3508 case SAVEBED:
3509 break;
3510
3511 case ARMOUR_IMPROVER:
3512 apply_armour_improver (who, op);
3513 break;
3514
3515 case WEAPON_IMPROVER:
3516 check_improve_weapon (who, op);
3517 break;
3518
3519 case CLOCK:
3520 {
3521 timeofday_t tod;
3522
3523 get_tod (&tod);
3524 who->play_sound (sound_find ("sound_clock"));
3525 who->statusmsg (format (
3526 "It is %d minute%s past %d o'clock %s",
3527 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3528 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3529 ));
3530 }
3531 break;
3532
3533 case MENU:
3534 shop_listing (op, who);
3535 break;
3536
3537 case POWER_CRYSTAL:
3538 apply_power_crystal (who, op); /* see egoitem.c */
3539 break;
3540
3541 case LIGHTER: /* for lighting torches/lanterns/etc */
3542 apply_lighter (who, op);
3543 break;
3544
3545 case ITEM_TRANSFORMER:
3546 apply_item_transformer (who, op);
3547 break;
3548 }
3549
3550 return 1;
3551 }
3552 else
3553 {
3554 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3555 return 0;
3556 }
3557}
3558
3559/**
3560 * player_apply_below attempts to apply the object 'below' the player.
3561 * If the player has an open container, we use that for below, otherwise
3562 * we use the ground.
3563 */
3564void
3565player_apply_below (object *pl)
3566{
3567 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3568
3569 /* If using a container, set the starting item to be the top
3570 * item in the container. Otherwise, use the map.
3571 */
3572
3573 // first try to apply "applyables"
3574 for (object *tmp = top; tmp; tmp = tmp->below)
3575 if (!tmp->invisible && apply_types [tmp->type])
3576 {
3577 // If it is visible, player can apply it.
3578 pl->apply (tmp);
3579 return;
3580 }
3581
3582 while (top && top->invisible)
3583 top = top->below;
3584
3585 if (!top || top->flag [FLAG_IS_FLOOR])
3586 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3587 "H<There is nothing here that you can apply.>");
3588 else
3589 // next, try to explain the topmost object
3590 switch (top->type)
3591 {
3592 // TODO: all this should move to examine
3593 case ALTAR:
3594 case IDENTIFY_ALTAR:
3595 case TRIGGER_ALTAR:
3596 case CONVERTER:
3597 //case TRIGGER_PEDESTAL:
3598 pl->failmsgf (
3599 "You see no obvious mechanism on the %s."
3600 "H<You have to drop one or more specific items here.>",
3601 query_short_name (top)
3602 );
3603 break;
3604
3605 case BUTTON:
3606 case TRIGGER_BUTTON:
3607 pl->failmsgf (
3608 "The %s looks as if you could activate it with somehting heavy. "
3609 "H<You must put enough items here to activate it.>",
3610 query_short_name (top)
3611 );
3612 break;
3613
3614 default:
3615 examine (pl, top);
3616 break;
3617 }
3618}
3619
3620// saner interface, returns successful status
3621bool
3622object::apply (object *ob, int aflags)
3623{
3624 if (!ob) // simplifies a lot of callers
3625 return true;
3626
3627 if (contr)
3628 {
3629 if (!ob->env && (move_type & MOVE_FLYING))
3630 {
3631 /* player is flying and applying object not in inventory */
3632 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3633 {
3634 failmsg ("But you are floating high above the ground! "
3635 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3636 "or waiting till the levitation effect wears off.>");
3637 return 0;
3638 }
3639 }
3640
3641 contr->last_used = ob;
3642 }
3643
3644 bool want_apply =
3645 aflags & AP_APPLY ? true
3646 : aflags & AP_UNAPPLY ? false
3647 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3648
3649 object_ptr *slot = 0;
3650
3651 // detect the slot, if this is a player
3652 if (contr && !(aflags & AP_NO_SLOT))
3653 {
3654 object *oslot;
3655
3656 switch (ob->type)
3657 {
3658 case WEAPON:
3659 slot = &contr->combat_ob;
3660 oslot = contr->ranged_ob;
3661 break;
3662
3663 case BOW:
3664 case RANGED:
3665 case SPELL:
3666 case WAND:
3667 case ROD:
3668 case HORN:
3669 case BUILDER:
3670 slot = &contr->ranged_ob;
3671 oslot = contr->combat_ob;
3672 break;
3673
3674 // oh, the humanity
3675 case SKILL:
3676 if (aflags & AP_NO_SLOT)
3677 break;
3678
3679 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3680 break;
3681
3682 if (skill_flags [ob->subtype] & SF_COMBAT)
3683 {
3684 slot = &contr->combat_ob;
3685 oslot = contr->ranged_ob;
3686 }
3687 else if (skill_flags [ob->subtype] & SF_RANGED)
3688 {
3689 slot = &contr->ranged_ob;
3690 oslot = contr->combat_ob;
3691 }
3692
3693 break;
3694 }
3695
3696 // now handle slot exclusions
3697 if (slot)
3698 {
3699 // only one slot can be active
3700 if (want_apply)
3701 {
3702 // clear slot unless we are in it already
3703 if (*slot != ob)
3704 apply (*slot, AP_UNAPPLY);
3705
3706 // unapply other slot, because we want to become active
3707 apply (oslot, AP_UNAPPLY);
3708 }
3709
3710 // clear item from slot if applied
3711 if (!want_apply && current_weapon == ob)
3712 current_weapon = 0;
3713 }
3714 }
3715
3716 if (ob->flag [FLAG_APPLIED] != want_apply)
3717 manual_apply (this, ob, aflags);
3718
3719 if (ob->flag [FLAG_APPLIED] != want_apply)
3720 return false;
3721
3722 if (slot && want_apply)
3723 current_weapon = *slot = ob;
3724
3725 return true;
3768} 3726}
3769 3727
3770/** 3728/**
3771 * Map was just loaded, handle op's initialisation. 3729 * Map was just loaded, handle op's initialisation.
3772 * 3730 *
3776auto_apply (object *op) 3734auto_apply (object *op)
3777{ 3735{
3778 object *tmp = NULL, *tmp2; 3736 object *tmp = NULL, *tmp2;
3779 int i; 3737 int i;
3780 3738
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3739 op->clr_flag (FLAG_AUTO_APPLY);
3782 3740
3783 switch (op->type) 3741 switch (op->type)
3784 { 3742 {
3785 case SHOP_FLOOR: 3743 case SHOP_FLOOR:
3786 if (!op->has_random_items ()) 3744 if (!op->has_random_items ())
3796 == NULL && --i); 3754 == NULL && --i);
3797 3755
3798 if (tmp == NULL) 3756 if (tmp == NULL)
3799 return 0; 3757 return 0;
3800 3758
3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3759 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3802 { 3760 {
3803 tmp->destroy (); 3761 tmp->destroy ();
3804 tmp = NULL; 3762 tmp = NULL;
3805 } 3763 }
3806 } 3764 }
3807 while (!tmp); 3765 while (!tmp);
3808 3766
3809 tmp->x = op->x; 3767 tmp->x = op->x;
3810 tmp->y = op->y; 3768 tmp->y = op->y;
3811 SET_FLAG (tmp, FLAG_UNPAID); 3769 tmp->set_flag (FLAG_UNPAID);
3812 insert_ob_in_map (tmp, op->map, NULL, 0); 3770 insert_ob_in_map (tmp, op->map, NULL, 0);
3813 identify (tmp); 3771 identify (tmp);
3814 break; 3772 break;
3815 3773
3816 case TREASURE: 3774 case TREASURE:
3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3775 if (op->flag [FLAG_IS_A_TEMPLATE])
3818 return 0; 3776 return 0;
3819 3777
3820 while (op->stats.hp-- > 0) 3778 while (op->stats.hp-- > 0)
3821 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3779 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); 3780 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3860 3818
3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3819 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3862 { 3820 {
3863 invnext = invtmp->below; 3821 invnext = invtmp->below;
3864 3822
3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3823 if (invtmp->flag [FLAG_AUTO_APPLY])
3866 auto_apply (invtmp); 3824 auto_apply (invtmp);
3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3825 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3868 { 3826 {
3869 while (invtmp->stats.hp-- > 0) 3827 while (invtmp->stats.hp-- > 0)
3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3828 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3879 * treasure again for this object 3837 * treasure again for this object
3880 */ 3838 */
3881 invtmp->randomitems = NULL; 3839 invtmp->randomitems = NULL;
3882 } 3840 }
3883 } 3841 }
3842
3884 /* This is really temporary - the code at the bottom will 3843 /* This is really temporary - the code at the bottom will
3885 * also set randomitems to null. The problem is there are bunches 3844 * also set randomitems to null. The problem is there are bunches
3886 * of maps/players already out there with items that have spells 3845 * of maps/players already out there with items that have spells
3887 * which haven't had the randomitems set to null yet. 3846 * which haven't had the randomitems set to null yet.
3888 * MSW 2004-05-13 3847 * MSW 2004-05-13
3892 * Ryo 2004-08-16 3851 * Ryo 2004-08-16
3893 */ 3852 */
3894 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3853 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) 3854 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3896 tmp->randomitems = NULL; 3855 tmp->randomitems = NULL;
3897
3898 } 3856 }
3899 3857
3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3858 if (tmp->flag [FLAG_AUTO_APPLY])
3901 auto_apply (tmp); 3859 auto_apply (tmp);
3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3860 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3903 { 3861 {
3904 while ((tmp->stats.hp--) > 0) 3862 while ((tmp->stats.hp--) > 0)
3905 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3863 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3907 } 3865 }
3908 else if (tmp->type == TIMED_GATE) 3866 else if (tmp->type == TIMED_GATE)
3909 { 3867 {
3910 object *head = tmp->head != NULL ? tmp->head : tmp; 3868 object *head = tmp->head != NULL ? tmp->head : tmp;
3911 3869
3912 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3870 if (head->flag [FLAG_IS_LINKED])
3913 tmp->set_speed (0); 3871 tmp->set_speed (0);
3914 } 3872 }
3915 /* This function can be called everytime a map is loaded, even when 3873 /* 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 3874 * 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 3875 * over and ove again, so after we generate the treasure, blank out
3959 /* bigger morsel of food = longer effect time */ 3917 /* bigger morsel of food = longer effect time */
3960 int duration = TIME2TICK (food->stats.food); 3918 int duration = TIME2TICK (food->stats.food);
3961 3919
3962 if (force = who->force_find (key)) 3920 if (force = who->force_find (key))
3963 { 3921 {
3964 if (duration > abs (force->speed_left / force->speed)) 3922 if (duration > fabs (force->speed_left / force->speed))
3965 { 3923 {
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)); 3924 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); 3925 force->force_set_timer (duration);
3968 } 3926 }
3969 else 3927 else
4006 } 3964 }
4007 3965
4008 /* check for hp, sp change */ 3966 /* check for hp, sp change */
4009 if (food->stats.hp != 0) 3967 if (food->stats.hp != 0)
4010 { 3968 {
4011 if (QUERY_FLAG (food, FLAG_CURSED)) 3969 if (food->flag [FLAG_CURSED])
4012 { 3970 {
4013 who->contr->killer = food; 3971 who->contr->killer = food;
4014 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3972 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4015 who->failmsg ("Eck!...that was poisonous!"); 3973 who->failmsg ("Eck!...that was poisonous!");
4016 } 3974 }
4025 } 3983 }
4026 } 3984 }
4027 3985
4028 if (food->stats.sp != 0) 3986 if (food->stats.sp != 0)
4029 { 3987 {
4030 if (QUERY_FLAG (food, FLAG_CURSED)) 3988 if (food->flag [FLAG_CURSED])
4031 { 3989 {
4032 who->failmsg ("You are drained of mana!"); 3990 who->failmsg ("You are drained of mana!");
4033 who->stats.sp -= food->stats.sp; 3991 who->stats.sp -= food->stats.sp;
4034 if (who->stats.sp < 0) 3992 if (who->stats.sp < 0)
4035 who->stats.sp = 0; 3993 who->stats.sp = 0;
4118 pl->animation_id = change->animation_id; 4076 pl->animation_id = change->animation_id;
4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4077 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4120 } 4078 }
4121 4079
4122 /* check the special case of can't use weapons */ 4080 /* check the special case of can't use weapons */
4123 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4081 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4124 if (change->name == shstr_monk) 4082 if (change->name == shstr_monk)
4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4083 pl->clr_flag (FLAG_USE_WEAPON);
4126 4084
4127 break; 4085 break;
4128 } 4086 }
4129 } 4087 }
4130} 4088}

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