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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 1.283 by root, Sat Nov 17 23:40:03 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <cmath> 26#include <cmath>
26 27
30#include <skills.h> 31#include <skills.h>
31#include <tod.h> 32#include <tod.h>
32 33
33#include <sproto.h> 34#include <sproto.h>
34 35
35/* Want this regardless of rplay. */ 36// these must be in the inventory before they can be applied
36#include <sounds.h>
37 37
38/** 38static 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{ 39{
45 int arch_flag, name_flag, race_flag; 40 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 { 41 {
59 arch_flag = op->subtype & 1; 42 set (WEAPON);
60 name_flag = op->subtype & 2; 43 set (ARMOUR);
61 race_flag = op->subtype & 4; 44 set (BOOTS);
45 set (GLOVES);
46 set (AMULET);
47 set (GIRDLE);
48 set (BRACERS);
49 set (SHIELD);
50 set (HELMET);
51 set (RING);
52 set (CLOAK);
53 set (WAND);
54 set (ROD);
55 set (HORN);
56 set (SKILL);
57 set (SPELL);
58 set (BOW);
59 set (RANGED);
60 set (BUILDER);
61 set (SKILL_TOOL);
62 } 62 }
63 else 63} apply_types_inv_only;
64
65// these only make sense for the player
66
67static const struct apply_types_player_only : typeset
68{
69 apply_types_player_only ()
64 { 70 {
65 arch_flag = 1; 71 set (TRANSPORT);
66 name_flag = 1; 72 set (EXIT);
67 race_flag = 1; 73 set (BOOK);
74 set (SIGN);
75 set (BOOK);
76 set (SKILLSCROLL);
77 set (SPELLBOOK);
78 set (INSCRIBABLE);
79 set (TREASURE);
80 set (SAVEBED);
81 set (ARMOUR_IMPROVER);
82 set (WEAPON_IMPROVER);
83 set (CLOCK);
84 set (MENU);
85 set (LIGHTER); /* for lighting torches/lanterns/etc */
68 } 86 }
87} apply_types_player_only;
69 88
70 /* If the director has race set, only affect objects with a arch, 89// applying these _can_ be attempted, others cannot
71 * name or race that matches. 90// be applied at all. used by e.g. apply below.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78 91
79 /* If the director has slaying set, only affect objects where none 92static const struct 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{ 93{
98 dynbuf_text &buf = msg_dynbuf; buf.clear (); 94 apply_types ()
99 95 : 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 { 96 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 97 set (T_HANDLE);
130 { 98 set (TRIGGER);
131 if (operate_altar (altar, &money, pl)) 99 set (SCROLL);
132 { 100 set (POTION);
133 identify (id); 101 set (CLOSE_CON);
134 102 set (CONTAINER);
135 buf.printf ("You have %s.\r", long_desc (id, pl)); 103 set (LAMP);
136 if (id->msg) 104 set (TORCH);
137 buf << "The item has a story:\r" << id->msg << "\n\n"; 105 set (DRINK);
138 106 set (FOOD);
139 /* If no more money, might as well quit now */ 107 set (FLESH);
140 if (!money || !check_altar_sacrifice (altar, money)) 108 set (POISON);
141 break; 109 set (POWER_CRYSTAL);
142 } 110 set (ITEM_TRANSFORMER);
143 else
144 {
145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
146 break;
147 }
148 }
149 } 111 }
150 112} 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}
396 113
397/**************************************************************************** 114/****************************************************************************
398 * Weapon improvement code follows 115 * Weapon improvement code follows
399 ****************************************************************************/ 116 ****************************************************************************/
400 117
424 if (!item) 141 if (!item)
425 return 0; 142 return 0;
426 143
427 for (op = op->below; op; op = op->below) 144 for (op = op->below; op; op = op->below)
428 if (op->arch->archname == item) 145 if (op->arch->archname == item)
429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 146 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 147 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
431 count += op->number_of (); 148 count += op->number_of ();
432 149
433 return count; 150 return count;
434} 151}
435 152
482 if (improver->slaying) 199 if (improver->slaying)
483 { 200 {
484 count = check_item (op, improver->slaying); 201 count = check_item (op, improver->slaying);
485 if (count < 1) 202 if (count < 1)
486 { 203 {
487 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 204 op->failmsgf ("The gods want more %ss", &improver->slaying);
488 return 0; 205 return 0;
489 } 206 }
490 } 207 }
491 else 208 else
492 count = 1; 209 count = 1;
535 */ 252 */
536static int 253static int
537prepare_weapon (object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
538{ 255{
539 int sacrifice_count, i; 256 int sacrifice_count, i;
540 char buf[MAX_BUF];
541 257
542 if (weapon->level != 0) 258 if (weapon->level != 0)
543 { 259 {
544 op->failmsg ("Weapon is already prepared!"); 260 op->failmsg ("Weapon is already prepared!");
545 return 0; 261 return 0;
574 "Your sacrifice was accepted." 290 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.", 291 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level 292 &weapon->name, weapon->level
577 )); 293 ));
578 294
579 sprintf (buf, "%s's %s", &op->name, &weapon->name); 295 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 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
582 slot at once! */ 297 slot at once! */
583 improver->decrease (); 298 improver->decrease ();
584 weapon->last_eat = 0; 299 weapon->last_eat = 0;
585 return 1; 300 return 1;
591 * Returns 0 if it was not able to work for some reason. 306 * Returns 0 if it was not able to work for some reason.
592 * 307 *
593 * Checks if weapon was prepared, if enough potions on the floor, ... 308 * Checks if weapon was prepared, if enough potions on the floor, ...
594 * 309 *
595 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
596 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
597 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
598 */ 313 */
599static int 314static int
600improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
601{ 316{
617 { 332 {
618 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
619 return 0; 334 return 0;
620 } 335 }
621 336
622 if (QUERY_FLAG (weapon, FLAG_APPLIED) 337 if (weapon->flag [FLAG_APPLIED]
623 && !check_item_power (op, weapon->item_power + 1)) 338 && !check_item_power (op, weapon->item_power + 1))
624 { 339 {
625 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
627 "really want to improve it."); 342 "really want to improve it.");
628 return 0; 343 return 0;
629 } 344 }
630 345
631 /* This just increases damage by 5 points, no matter what. No sacrifice 346 /* This just increases damage by 5 points, no matter what. No sacrifice
632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 347 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
633 * don't put any maximum value on damage - the limit is how much the 348 * don't put any maximum value on damage - the limit is how much the
634 * weapon can be improved. 349 * weapon can be improved.
635 */ 350 */
636 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
637 { 352 {
638 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
639 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
677 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
678 393
679 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
681 { 396 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
683 return 0; 398 return 0;
684 } 399 }
685 400
686 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++; 402 weapon->item_power++;
709 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
710 */ 425 */
711static int 426static int
712check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
713{ 428{
714 object *otmp;
715
716 if (op->type != PLAYER) 429 if (op->type != PLAYER)
717 return 0; 430 return 0;
718 431
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 { 433 {
721 op->failmsg ("Something blocks the magic of the scroll!"); 434 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0; 435 return 0;
723 } 436 }
724 437
725 otmp = find_marked_object (op); 438 object *otmp = op->mark ();
726 439
727 if (!otmp) 440 if (!otmp)
728 { 441 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 442 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; 443 return 0;
731 } 444 }
732 445
733 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
734 { 447 {
735 op->failmsg ("Marked item is not a weapon or bow!"); 448 op->failmsg ("Marked item is not a weapon or bow!");
449 return 0;
450 }
451
452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
736 return 0; 455 return 0;
737 } 456 }
738 457
739 op->statusmsg ("Applied weapon builder."); 458 op->statusmsg ("Applied weapon builder.");
740 459
758 * the stats of a player w/ armour as well as a weapon 477 * the stats of a player w/ armour as well as a weapon
759 * will probably horribly unbalance the game. Magic enchanting 478 * will probably horribly unbalance the game. Magic enchanting
760 * depends on the level of the character - ie the plus 479 * depends on the level of the character - ie the plus
761 * value (magic) of the armour can never be increased beyond 480 * value (magic) of the armour can never be increased beyond
762 * the level of the character / 10 -- rounding upish, nor may 481 * the level of the character / 10 -- rounding upish, nor may
763 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
764 * the users level or 90) 483 * the users level or 90)
765 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
766 * changing of physical area right now. 485 * changing of physical area right now.
767 */ 486 */
768static int 487static int
769improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
770{ 489{
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
774 { 491 {
775 op->failmsg ("This armour can not be enchanted any further!"); 492 op->failmsg ("This armour can not be enchanted any further!");
776 return 0; 493 return 0;
777 } 494 }
788 } 505 }
789 506
790 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
792 */ 509 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794 511
795 armour->magic++; 512 armour->magic++;
796 513
797 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
798 { 515 {
836 553
837 if (op->type == PLAYER) 554 if (op->type == PLAYER)
838 { 555 {
839 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
840 557
841 if (QUERY_FLAG (armour, FLAG_APPLIED)) 558 if (armour->flag [FLAG_APPLIED])
842 op->update_stats (); 559 op->update_stats ();
843 } 560 }
844 561
845 improver->decrease (); 562 improver->decrease ();
846 563
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
928 ob_to_copy = ob; 645 ob_to_copy = ob;
929 646
930 item = ob_to_copy->deep_clone (); 647 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 } 650 }
934 else 651 else
935 { 652 {
936 if (!conv_to) 653 if (!conv_to)
949 666
950 if (nr) 667 if (nr)
951 item->nrof *= nr; 668 item->nrof *= nr;
952 669
953 if (converter->flag [FLAG_PRECIOUS]) 670 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 671 item->set_flag (FLAG_UNPAID);
955 672
956 if (is_in_shop (converter)) 673 if (converter->is_in_shop ())
957 { 674 {
958 // converters on shop floors don't work anymore, bug lets check for it 675 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 676 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 678 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID); 679 item->set_flag (FLAG_UNPAID);
963 } 680 }
964 else if (price_in < sint64 (item->nrof) * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
965 { 682 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 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); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
968 /** 685 /**
969 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
970 * hopefully had something in mind when doing this. 687 * hopefully had something in mind when doing this.
971 */ 688 */
972 } 689 }
973 690
974 // elmex: only identify if we need to, for example so that generated money doesn't 691 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily. 692 // get an 'identified' flag so easily.
976 if (need_identify (item)) 693 if (item->need_identify ())
977 identify (item); 694 identify (item);
978 695
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 696 item->insert_at (converter, 0, INS_NO_WALK_ON);
697
980 return 1; 698 return 1;
981} 699}
982 700
983/** 701/**
984 * Handle apply on containers. 702 * Handle apply on containers.
985 * By Eneq(@csd.uu.se). 703 * By Eneq(@csd.uu.se).
986 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 704 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
987 * added the alchemical cauldron to the code -b.t. 705 * added the alchemical cauldron to the code -b.t.
988 */ 706 */
989static int 707static int
1015 op->close_container (); 733 op->close_container ();
1016 return 1; 734 return 1;
1017 } 735 }
1018 else if (!sack->env) 736 else if (!sack->env)
1019 { 737 {
1020 // active, but not ours: some other player has opened it 738 // active on floor, but not ours: some other player has opened it
739 // normally this only happens to dms standing on the same space.
740 // but it doesn't hurt to handle it.
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 741 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1022 return 1; 742 return 1;
1023 } 743 }
744 }
1024 745
1025 // fall through to opening it (active in inv) 746 // it's locked?
747 if (sack->slaying)
1026 } 748 {
1027 else if (sack->env) 749 if (object *tmp = find_key (op, op, sack))
750 {
751 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
752 }
753 else
754 {
755 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
756 esrv_update_item (UPD_FLAGS, op, sack);
757 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
758 return 1;
759 }
760 }
761
762 if (sack->env && !sack->flag [FLAG_APPLIED])
1028 { 763 {
1029 // it is in our env, so activate it, do not open yet 764 // it is in our env, so activate it, do not open yet
1030 op->close_container (); 765 op->close_container ();
1031 sack->flag [FLAG_APPLIED] = 1; 766 sack->flag [FLAG_APPLIED] = true;
1032 esrv_update_item (UPD_FLAGS, op, sack); 767 esrv_update_item (UPD_FLAGS, op, sack);
1033 op->statusmsg (format ("You ready %s.", query_name (sack))); 768 op->statusmsg (format ("You ready %s.", query_name (sack)));
1034 return 1;
1035 }
1036
1037 // it's locked?
1038 if (sack->slaying)
1039 { 769 }
1040 if (object *tmp = find_key (op, op, sack))
1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1042 else 770 else
1043 {
1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1045 return 1;
1046 }
1047 }
1048
1049 op->open_container (sack); 771 op->open_container (sack);
1050 772
1051 return 1; 773 return 1;
1052} 774}
1053 775
1054/** 776/**
1102{ 824{
1103 int rv = 0; 825 int rv = 0;
1104 double opinion; 826 double opinion;
1105 object *tmp, *next; 827 object *tmp, *next;
1106 828
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 829 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1108 830
1109 bool has_unpaid = false; 831 bool has_unpaid = false;
1110 832
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to 833 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :( 834 // a quick and small change :(
1125 */ 847 */
1126 for (tmp = op->inv; tmp; tmp = next) 848 for (tmp = op->inv; tmp; tmp = next)
1127 { 849 {
1128 next = tmp->below; 850 next = tmp->below;
1129 851
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 852 if (tmp->flag [FLAG_UNPAID])
1131 { 853 {
1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 854 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133 855
1134 if (i >= 0) 856 if (i >= 0)
1135 tmp->move (i); 857 tmp->move (i);
1136 } 858 }
1137 } 859 }
1138 860
1139 /* Don't teleport things like spell effects */ 861 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK)) 862 if (op->flag [FLAG_NO_PICK])
1141 return 0; 863 return 0;
1142 864
1143 /* unpaid objects, or non living objects, can't transfer by 865 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space. 866 * shop mats. Instead, put it on a nearby space.
1145 */ 867 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 868 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1147 { 869 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 870 /* 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); 871 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150 872
1151 if (i != -1) 873 if (i != -1)
1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 874 rv = transfer_ob (op, op->x + DIRX (i), op->y + DIRY (i), 0, shop_mat);
1153 875
1154 return 0; 876 return 0;
1155 } 877 }
1156 878
1157 /* Removed code that checked for multipart objects - it appears that 879 /* Removed code that checked for multipart objects - it appears that
1164 /* this is only used for players */ 886 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 887 rv = teleport (shop_mat, SHOP_MAT, op);
1166 888
1167 if (has_unpaid) 889 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 890 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 891 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 892 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 893 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 894 op->contr->play_sound (sound_find ("shop_leave"));
1173 895
1174 if (shop_mat->msg) 896 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 897 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 898 /* 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 899 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 900 * actually the shop floor.
1179 */ 901 */
1180 else if (!rv && !is_in_shop (op)) 902 else if (!rv && !op->is_in_shop ())
1181 { 903 {
1182 opinion = shopkeeper_approval (op->map, op); 904 opinion = shopkeeper_approval (op->map, op);
1183 905
1184 op->statusmsg ( 906 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 907 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1200 if (i == -1) 922 if (i == -1)
1201 LOG (llevError, "Internal shop-mat problem.\n"); 923 LOG (llevError, "Internal shop-mat problem.\n");
1202 else 924 else
1203 { 925 {
1204 op->remove (); 926 op->remove ();
1205 op->x += freearr_x[i]; 927 op->x += DIRX (i);
1206 op->y += freearr_y[i]; 928 op->y += DIRY (i);
1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 929 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 } 930 }
1209 } 931 }
1210 932
1211 CLEAR_FLAG (op, FLAG_NO_APPLY); 933 op->clr_flag (FLAG_NO_APPLY);
1212 return rv; 934 return rv;
1213} 935}
1214 936
1215/** 937/**
1216 * Handles applying a sign. 938 * Handles applying a sign.
1244 op->failmsg ("You cannot read it anymore."); 966 op->failmsg ("You cannot read it anymore.");
1245 967
1246 return; 968 return;
1247 } 969 }
1248 970
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 971 if (!op->flag [FLAG_WIZPASS])
1250 sign->last_eat++; 972 sign->last_eat++;
1251 } 973 }
1252 974
1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 975 /* 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 976 * 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 977 * move_on is zero, it needs to be manually applied (doesn't talk
1256 * to us). 978 * to us).
1257 */ 979 */
1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 980 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1259 { 981 {
1260 op->failmsg ("You are unable to read while blind!"); 982 op->failmsg ("You are unable to read while blind!");
1261 return; 983 return;
1262 } 984 }
1263 985
1298 1020
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1021 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED); 1022 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301 1023
1302 transfer_ob (victim, 1024 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir], 1025 EXIT_X (trap) + DIRX (dir),
1304 EXIT_Y (trap) + freearr_y[dir], 1026 EXIT_Y (trap) + DIRY (dir),
1305 0, victim); 1027 0, victim);
1306}
1307
1308/**
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} 1028}
3028 1029
3029/** 1030/**
3030 * Unapplies specified item. 1031 * Unapplies specified item.
3031 * No check done on cursed/damned. 1032 * No check done on cursed/damned.
3032 * Break this out of apply_special - this is just done 1033 * Break this out of apply_special - this is just done
3033 * to keep the size of apply_special to a more managable size. 1034 * to keep the size of apply_special to a more managable size.
3034 */ 1035 */
3035static int 1036static bool
3036unapply_special (object *who, object *op, int aflags) 1037unapply_special (object *who, object *op, int aflags)
3037{ 1038{
3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1039 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1040 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3040 return RESULT_INT (0); 1041 return RESULT_INT (0);
3041 1042
3042 CLEAR_FLAG (op, FLAG_APPLIED); 1043 if (who->current_weapon == op)
1044 who->current_weapon = 0;
1045
1046 op->flag [FLAG_APPLIED] = false;
3043 1047
3044 switch (op->type) 1048 switch (op->type)
3045 { 1049 {
3046 case SKILL_TOOL: 1050 case SKILL:
1051 if (player *pl = who->contr)
1052 if (op->invisible)
1053 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1054 else
1055 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1056
1057 change_abil (who, op);
1058 who->flag [FLAG_READY_SKILL] = false;
1059 break;
1060
1061 case WEAPON:
1062 who->statusmsg (format ("You unwield %s.", query_name (op)));
1063 change_abil (who, op);
1064 who->flag [FLAG_READY_WEAPON] = false;
1065
3047 // unapplying a skill tool should also unapply the skill it governs 1066 // 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 1067 // but this is hard, as it shouldn't do so when the skill can
3049 // be used for other reasons 1068 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1069 //TODO: really?
3051 if (tmp->skill == op->skill 1070 if (who->chosen_skill)
3052 && tmp->type == SKILL 1071 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
3053 && tmp->flag [FLAG_APPLIED]
3054 && !tmp->flag [FLAG_CAN_USE_SKILL])
3055 unapply_special (who, tmp, 0); 1072 unapply_special (who, who->chosen_skill, 0);
3056 1073
3057 change_abil (who, op);
3058 break; 1074 break;
3059 1075
1076 case RANGED:
1077 case BOW:
3060 case WEAPON: 1078 case WAND:
1079 case ROD:
1080 case HORN:
3061 if (player *pl = who->contr) 1081 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 { 1082 {
3077 if (IS_COMBAT_SKILL (op->subtype)) 1083 who->statusmsg (format ("You unready %s.", query_name (op)));
3078 who->change_weapon (who->contr->combat_ob = 0); 1084 change_abil (who, op);
3079 else if (IS_RANGED_SKILL (op->subtype)) 1085 }
3080 who->change_weapon (who->contr->ranged_ob = 0); 1086 else
3081 1087 {
3082 if (op->invisible) 1088 if (op->type == BOW)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1089 op->flag [FLAG_READY_BOW ] = false;
3084 else 1090 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1091 op->flag [FLAG_READY_RANGE] = false;
3086 } 1092 }
3087 1093
3088 change_abil (who, op);
3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
3090 break; 1094 break;
3091 1095
3092 case ARMOUR: 1096 case ARMOUR:
3093 case HELMET: 1097 case HELMET:
3094 case SHIELD: 1098 case SHIELD:
3101 case CLOAK: 1105 case CLOAK:
3102 who->statusmsg (format ("You unwear %s.", query_name (op))); 1106 who->statusmsg (format ("You unwear %s.", query_name (op)));
3103 change_abil (who, op); 1107 change_abil (who, op);
3104 break; 1108 break;
3105 1109
1110 case SPELL:
3106 case BOW: 1111 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))); 1112 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; 1113 break;
3131 1114
3132 case BUILDER: 1115 //case SKILL_TOOL://TODO
3133 if (who->contr)
3134 who->statusmsg (format ("You unready %s.", query_name (op)));
3135 break;
3136
3137 default: 1116 default:
3138 who->statusmsg (format ("You unapply %s.", query_name (op))); 1117 who->statusmsg (format ("You unapply %s.", query_name (op)));
3139 break; 1118 break;
3140 } 1119 }
3141 1120
3143 if (object *pl = op->visible_to ()) 1122 if (object *pl = op->visible_to ())
3144 esrv_send_item (pl, op); 1123 esrv_send_item (pl, op);
3145 1124
3146 who->update_stats (); 1125 who->update_stats ();
3147 1126
3148 return 0; 1127 return 1;
3149} 1128}
3150 1129
3151/** 1130/**
3152 * Returns the object that is using location 'loc'. 1131 * Returns the object that is using location 'loc'.
3153 * Note that 'start' is the first object to start examing - we 1132 * Note that 'start' is the first object to start examing - we
3165static object * 1144static object *
3166get_next_item_from_body_location (int loc, object *start) 1145get_next_item_from_body_location (int loc, object *start)
3167{ 1146{
3168 for (object *tmp = start; tmp; tmp = tmp->below) 1147 for (object *tmp = start; tmp; tmp = tmp->below)
3169 if (tmp->flag [FLAG_APPLIED] 1148 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info 1149 && tmp->slot [loc].info
3171 && (!tmp->invisible || tmp->type == SKILL)) 1150 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3172 return tmp; 1151 return tmp;
3173 1152
3174 return 0; 1153 return 0;
3175} 1154}
3176 1155
3189#define CANNOT_REMOVE_CURSED \ 1168#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1169 "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, " \ 1170 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>" 1171 "priests or even other players might help.>"
3193 1172
3194static int 1173static bool
3195unapply_for_ob (object *who, object *op, int aflags) 1174unapply_for_ob (object *who, object *op, int aflags)
3196{ 1175{
3197 if (op->is_range ()) 1176 if (op->is_range ())
3198 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1178 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))) 1179 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3201 { 1180 {
3202 if (aflags & AP_PRINT) 1181 if (aflags & AP_PRINT)
3203 who->failmsg (query_name (tmp)); 1182 who->failmsg (query_name (tmp));
3204 else 1183 else
3205 unapply_special (who, tmp, aflags); 1184 unapply_special (who, tmp, aflags);
3208 { 1187 {
3209 /* In this case, we want to try and remove a cursed item. 1188 /* 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 1189 * While we know it won't work, we want unapply_special to
3211 * at least generate the message. 1190 * at least generate the message.
3212 */ 1191 */
3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1192 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3214 return 1; 1193 return 1;
3215 } 1194 }
3216 1195
3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1196 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3218 { 1197 {
3238#endif 1217#endif
3239 return 1; 1218 return 1;
3240 } 1219 }
3241 1220
3242 /* If we are just printing, we don't care about cursed status */ 1221 /* 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)))) 1222 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3244 { 1223 {
3245 if (aflags & AP_PRINT) 1224 if (aflags & AP_PRINT)
3246 who->failmsg (query_name (tmp)); 1225 who->failmsg (query_name (tmp));
3247 else 1226 else
3248 unapply_special (who, tmp, aflags); 1227 unapply_special (who, tmp, aflags);
3252 /* Cursed item that we can't unequip - tell the player. 1231 /* Cursed item that we can't unequip - tell the player.
3253 * Note this could be annoying if this is just one of a few, 1232 * 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 1233 * so it may not be critical (eg, putting on a ring and you have
3255 * one cursed ring.) 1234 * one cursed ring.)
3256 */ 1235 */
3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1236 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3258 } 1237 }
3259 1238
3260 last = tmp->below; 1239 last = tmp->below;
3261 } 1240 }
3262 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1241 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3308 1287
3309 /* if we have an applied weapon/shield, and unapply it would free 1288 /* if we have an applied weapon/shield, and unapply it would free
3310 * enough slots to equip the new item, then just set "can 1289 * enough slots to equip the new item, then just set "can
3311 * apply unapply". We don't care about the logic below - if you have a 1290 * apply unapply". We don't care about the logic below - if you have a
3312 * shield equipped and try to equip another shield, there is only 1291 * shield equipped and try to equip another shield, there is only
3313 * one choice. However, the check for the number of body locations 1292 * one choice. However, the check for the number of body locations
3314 * does take into the account cases where what is being applied 1293 * does take into the account cases where what is being applied
3315 * may be two handed for example. 1294 * may be two handed for example.
3316 */ 1295 */
3317 if (ws) 1296 if (ws)
3318 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 1297 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3321 continue; 1300 continue;
3322 } 1301 }
3323 1302
3324 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1303 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3325 if (!tmp1) 1304 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; 1305 retval |= CAN_APPLY_NEVER;
3334 }
3335 else 1306 else
3336 { 1307 {
3337 /* need to unapply something. However, if this something 1308 /* need to unapply something. However, if this something
3338 * is different than we had found before, it means they need 1309 * is different than we had found before, it means they need
3339 * to apply multiple objects 1310 * to apply multiple objects
3345 else if (tmp != tmp1) 1316 else if (tmp != tmp1)
3346 retval |= CAN_APPLY_UNAPPLY_MULT; 1317 retval |= CAN_APPLY_UNAPPLY_MULT;
3347 1318
3348 /* This object isn't using up all the slots, so there must 1319 /* This object isn't using up all the slots, so there must
3349 * be another. If so, and it the new item doesn't need all 1320 * be another. If so, and it the new item doesn't need all
3350 * the slots, the player then has a choice. 1321 * the slots, the player then has a choice.
3351 */ 1322 */
3352 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) 1323 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3353 && abs (op->slot[i].info) < who->slot[i].info) 1324 && abs (op->slot[i].info) < who->slot[i].info)
3354 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1325 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3355 1326
3368 * the weapon/shield checks, and the range checks for monsters, 1339 * the weapon/shield checks, and the range checks for monsters,
3369 * because you can't control those just by body location - bows, shields, 1340 * 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 1341 * and weapons all use the same slot. Similar for horn/rod/wand - they
3371 * all use the same location. 1342 * all use the same location.
3372 */ 1343 */
3373 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1344 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3374 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3375 1346
3376 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1347 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3377 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3378 1349
3379 if (who->type != PLAYER) 1350 if (who->type != PLAYER)
3380 { 1351 {
3381 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1352 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3382 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3383 1354
3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3385 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3386 1357
3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1358 if (op->type == RING && !who->flag [FLAG_USE_RING])
3388 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
3389 1360
3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1361 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3391 retval |= CAN_APPLY_RESTRICTION; 1362 retval |= CAN_APPLY_RESTRICTION;
3392 } 1363 }
3393 1364
3394 return retval; 1365 return retval;
3395} 1366}
3419 */ 1390 */
3420 1391
3421#define LACK_ITEM_POWER \ 1392#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1393 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423 1394
3424int 1395static bool
3425apply_special (object *who, object *op, int aflags) 1396apply_special (object *who, object *op, int aflags)
3426{ 1397{
3427 int basic_flag = aflags & AP_BASIC_FLAGS; 1398 int basic_flag = aflags & AP_MODE;
3428 object *tmp, *tmp2, *skop = NULL; 1399 object *tmp, *skop = NULL;
3429
3430 if (who == NULL)
3431 {
3432 LOG (llevError, "apply_special() from object without environment.\n");
3433 return 1;
3434 }
3435
3436 if (op->env != who)
3437 return 1; /* op is not in inventory */
3438 1400
3439 /* trying to unequip op */ 1401 /* trying to unequip op */
3440 if (QUERY_FLAG (op, FLAG_APPLIED)) 1402 if (op->flag [FLAG_APPLIED])
3441 { 1403 {
3442 /* always apply, so no reason to unapply */ 1404 /* always apply, so no reason to unapply */
3443 if (basic_flag == AP_APPLY) 1405 if (basic_flag == AP_APPLY)
3444 return 0; 1406 return 0;
3445 1407
3446 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3447 {
3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3449 return 1;
3450 }
3451
3452 return unapply_special (who, op, aflags); 1408 return unapply_special (who, op, aflags);
3453 } 1409 }
3454 else if (basic_flag == AP_UNAPPLY) 1410 else if (basic_flag == AP_UNAPPLY)
3455 return 0; 1411 return 0;
3456 1412
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); 1413 splay (op);
3467 1414
3468 /* Can't just apply this object. Lets see what not and what to do */ 1415 /* Can't just apply this object. Lets see what not and what to do */
3469 if (int i = can_apply_object (who, op)) 1416 if (int i = can_apply_object (who, op))
3470 { 1417 {
3471 if (i & CAN_APPLY_NEVER) 1418 if (i & CAN_APPLY_NEVER)
3472 { 1419 {
3473 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1420 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; 1421 return 1;
3475 } 1422 }
3476 else if (i & CAN_APPLY_RESTRICTION) 1423 else if (i & CAN_APPLY_RESTRICTION)
3477 { 1424 {
3478 who->failmsg (format ( 1425 who->failmsgf (
3479 "You have a prohibition against using a %s. " 1426 "You have a prohibition against using a %s. "
3480 "H<Your belief, profession or class prevents you from applying this item.>", 1427 "H<Your belief, profession or class prevents you from applying this item.>",
3481 query_name (op) 1428 query_name (op)
3482 )); 1429 );
3483 return 1; 1430 return 1;
3484 } 1431 }
3485 1432
3486 if (who->type != PLAYER) 1433 if (who->type != PLAYER)
3487 { 1434 {
3503 } 1450 }
3504 } 1451 }
3505 1452
3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1453 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3507 { 1454 {
1455 // try to ready attached skill first
3508 skop = find_skill_by_name (who, op->skill); 1456 skop = find_skill_by_name (who, op->skill);
3509 1457
3510 if (!skop) 1458 if (!skop)
3511 { 1459 {
3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1460 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3513 return 1; 1461 return 1;
3514 } 1462 }
3515 else 1463 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 */ 1464 {
3519 who->change_skill (skop); 1465 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1466 return 1;
1467 }
3520 } 1468 }
3521 1469
3522 if (!check_item_power (who, op->item_power)) 1470 if (!check_item_power (who, op->item_power))
3523 { 1471 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1472 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3525 return 1; 1473 return 1;
3526 } 1474 }
3527 1475
3528 /* Ok. We are now at the state where we can apply the new object. 1476 /* 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_... 1477 * Note that we don't have the checks for can_use_...
3530 * below - that is already taken care of by can_apply_object. 1478 * below - that is already taken care of by can_apply_object.
3531 */ 1479 */
1480
1481 // 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; 1482 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3533 1483
3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1484 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3535 return RESULT_INT (0); 1485 return RESULT_INT (0);
3536 1486
3537 switch (op->type) 1487 switch (op->type)
3538 { 1488 {
3539 case WEAPON: 1489 case WEAPON:
3540 //TODO: this obviously fails for players using a shorter prefix 1490 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 { 1491 {
3544 /* if the weapon does not have the name as the character, can't use it. */ 1492 /* 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) */ 1493 /* (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.>"); 1494 who->failmsg ("The weapon does not recognize you as its owner. "
3547 1495 "H<Its name indicates that it belongs to somebody else.>");
3548 if (tmp) 1496 if (tmp) who->insert (tmp);
3549 insert_ob_in_ob (tmp, who);
3550
3551 return 1; 1497 return 1;
3552 } 1498 }
3553 1499
3554 if (!skop) 1500 op->flag [FLAG_APPLIED] = true;
1501
1502 if (player *pl = who->contr)
3555 { 1503 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1504 who->statusmsg (format ("You wield %s.", query_name (op)));
3557 return 1; 1505 change_abil (who, op);
3558 } 1506 }
3559 1507
3560 SET_FLAG (op, FLAG_APPLIED); 1508 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; 1509 break;
3571 1510
3572 case ARMOUR: 1511 case ARMOUR:
3573 case HELMET: 1512 case HELMET:
3574 case SHIELD: 1513 case SHIELD:
3577 case GIRDLE: 1516 case GIRDLE:
3578 case BRACERS: 1517 case BRACERS:
3579 case CLOAK: 1518 case CLOAK:
3580 case RING: 1519 case RING:
3581 case AMULET: 1520 case AMULET:
3582 SET_FLAG (op, FLAG_APPLIED); 1521 op->set_flag (FLAG_APPLIED);
3583 who->statusmsg (format ("You wear %s.", query_name (op))); 1522 who->statusmsg (format ("You wear %s.", query_name (op)));
3584 change_abil (who, op); 1523 change_abil (who, op);
3585 break; 1524 break;
3586 1525
3587 case SKILL_TOOL: 1526 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill 1527 // applying a skill tool does not ready the skill
3589 SET_FLAG (op, FLAG_APPLIED); 1528 // if something needs the skill, it has to ready it itself
3590 1529 //TODO: unapplying should unapply the skill, though
3591 if (!(aflags & AP_NO_READY))
3592 {
3593 skop = find_skill_by_name (who, op->skill);
3594 if (!skop->flag [FLAG_APPLIED]) 1530 op->set_flag (FLAG_APPLIED);
3595 apply_special (who, skop, AP_APPLY);
3596 }
3597 break; 1531 break;
3598 1532
3599 case SKILL: 1533 case SKILL:
3600 if (player *pl = who->contr) 1534 if (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) 1535 if (op->invisible)
3653 { 1536 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
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 1537 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1538 who->statusmsg (format ("You ready %s.", query_name (op)));
3663 } 1539
3664 else 1540 who->set_flag (FLAG_READY_SKILL);
3665 { 1541 op->set_flag (FLAG_APPLIED);
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op); 1542 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL);
3670 }
3671
3672 break; 1543 break;
3673 1544
3674 case BOW: 1545 case BOW:
3675 if (op->level && !op->name.starts_with (who->name)) 1546 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3676 { 1547 {
3677 who->failmsg ("The weapon does not recognize you as its owner. " 1548 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>"); 1549 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp) 1550 if (tmp) who->insert (tmp);
3680 insert_ob_in_ob (tmp, who);
3681
3682 return 1; 1551 return 1;
3683 } 1552 }
1553
1554 if (player *pl = who->contr)
1555 {
1556 op->flag [FLAG_APPLIED] = true;
1557 who->statusmsg (format ("You wield the %s.", query_name (op)));
1558 change_abil (who, op);
1559 }
1560 break;
1561
1562 case RANGED:
1563 if (player *pl = who->contr)
1564 {
1565 op->flag [FLAG_APPLIED] = true;
1566 who->statusmsg (format ("You applied the %s.", query_name (op)));
1567 }
1568 break;
1569
1570 case SPELL:
1571 if (player *pl = who->contr)
1572 {
1573 op->flag [FLAG_APPLIED] = true;
1574 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1575 }
1576 break;
3684 1577
3685 /*FALLTHROUGH*/ 1578 /*FALLTHROUGH*/
3686 case WAND: 1579 case WAND:
3687 case ROD: 1580 case ROD:
3688 case HORN: 1581 case HORN:
3689 /* check for skill, alter player status */ 1582 op->flag [FLAG_APPLIED] = true;
3690 1583
3691 if (!skop) 1584 if (player *pl = who->contr)
3692 { 1585 {
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))); 1586 who->statusmsg (format ("You ready %s.", query_name (op)));
3705 1587
3706 if (op->type == BOW) 1588 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))); 1589 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3711 } 1590
1591 change_abil (who, op);
3712 } 1592 }
3713 else 1593 else
3714 { 1594 {
3715 if (op->type == BOW) 1595 if (op->type == BOW)
3716 SET_FLAG (who, FLAG_READY_BOW); 1596 op->flag [FLAG_READY_BOW ] = true;
3717 else 1597 else
3718 SET_FLAG (who, FLAG_READY_RANGE); 1598 op->flag [FLAG_READY_RANGE] = true;
3719 } 1599 }
3720 1600
3721 break; 1601 break;
3722 1602
3723 case BUILDER: 1603 case BUILDER:
3724 if (who->type == PLAYER) 1604 if (player *pl = who->contr)
3725 { 1605 {
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))); 1606 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731 1607 //TODO: change_abil?
3732 who->contr->ranged_ob = op;
3733 } 1608 }
3734 break; 1609 break;
3735 1610
3736 default: 1611 default:
3737 who->statusmsg (format ("You apply %s.", query_name (op))); 1612 who->statusmsg (format ("You apply %s.", query_name (op)));
3738 } 1613 }
3739 1614
3740 SET_FLAG (op, FLAG_APPLIED); 1615 op->set_flag (FLAG_APPLIED);
3741 1616
3742 if (tmp)
3743 who->insert (tmp); 1617 if (tmp) who->insert (tmp);
3744 1618
3745 who->update_stats (); 1619 who->update_stats ();
3746 1620
3747 /* We exclude spell casting objects. The fire code will set the 1621 /* We exclude spell casting objects. The fire code will set the
3748 * been applied flag when they are used - until that point, 1622 * been applied flag when they are used - until that point,
3749 * you don't know anything about them. 1623 * you don't know anything about them.
3750 */ 1624 */
3751 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1625 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3752 SET_FLAG (op, FLAG_BEEN_APPLIED); 1626 op->set_flag (FLAG_BEEN_APPLIED);
3753 1627
3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1628 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3755 if (who->type == PLAYER) 1629 if (who->type == PLAYER)
3756 { 1630 {
3757 who->failmsg ( 1631 who->failmsg (
3758 "Oops, it feels deadly cold! " 1632 "Oops, it feels deadly cold! "
3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1633 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 ); 1634 );
3761 SET_FLAG (op, FLAG_KNOWN_CURSED); 1635 op->set_flag (FLAG_KNOWN_CURSED);
3762 } 1636 }
3763 1637
3764 if (object *pl = op->visible_to ()) 1638 if (object *pl = op->visible_to ())
3765 esrv_send_item (pl, op); 1639 esrv_send_item (pl, op);
3766 1640
3767 return 0; 1641 return 0;
1642}
1643
1644/**
1645 * Check if op should abort moving victim because of it's race or slaying.
1646 * Returns 1 if it should abort, returns 0 if it should continue.
1647 */
1648int
1649should_director_abort (object *op, object *victim)
1650{
1651 int arch_flag, name_flag, race_flag;
1652
1653 /* Get flags to determine what of arch, name, and race should be checked.
1654 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1655 * the next is the name flag, and the last is the race flag. Also note,
1656 * if subtype is set to zero, that also goes to defaults of all affecting
1657 * it. Examples:
1658 * subtype 1: only arch
1659 * subtype 3: arch or name
1660 * subtype 5: arch or race
1661 * subtype 7: all three
1662 */
1663 if (op->subtype)
1664 {
1665 arch_flag = op->subtype & 1;
1666 name_flag = op->subtype & 2;
1667 race_flag = op->subtype & 4;
1668 }
1669 else
1670 {
1671 arch_flag = 1;
1672 name_flag = 1;
1673 race_flag = 1;
1674 }
1675
1676 /* If the director has race set, only affect objects with a arch,
1677 * name or race that matches.
1678 */
1679 if ((op->race) &&
1680 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1681 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1682 ((!(victim->race && race_flag) || op->race != victim->race)))
1683 return 1;
1684
1685 /* If the director has slaying set, only affect objects where none
1686 * of arch, name, or race match.
1687 */
1688 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1689 ((victim->name && name_flag && op->slaying == victim->name)) ||
1690 ((victim->race && race_flag && op->slaying == victim->race)))
1691 return 1;
1692
1693 return 0;
1694}
1695
1696/**
1697 * This handles a player dropping money on an altar to identify stuff.
1698 * It'll identify marked item, if none all items up to dropped money.
1699 * Return value: 1 if money was destroyed, 0 if not.
1700 */
1701static int
1702apply_id_altar (object *money, object *altar, object *pl)
1703{
1704 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1705
1706 if (!pl || pl->type != PLAYER)
1707 return 0;
1708
1709 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1710 * identifying' from being printed out more than it needs to be.
1711 */
1712 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1713 return 0;
1714
1715 /* if the player has a marked item, identify that if it needs to be
1716 * identified. If it doesn't, then go through the player inventory.
1717 */
1718 if (object *marked = pl->mark ())
1719 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1720 {
1721 if (operate_altar (altar, &money, pl))
1722 {
1723 identify (marked);
1724
1725 buf.printf ("You have %s.\r", long_desc (marked, pl));
1726 if (marked->msg)
1727 buf << "The item has a story:\r" << marked->msg << "\n\n";
1728
1729 return !money;
1730 }
1731 }
1732
1733 for (object *id = pl->inv; id; id = id->below)
1734 {
1735 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1736 {
1737 if (operate_altar (altar, &money, pl))
1738 {
1739 identify (id);
1740
1741 buf.printf ("You have %s.\r", long_desc (id, pl));
1742 if (id->msg)
1743 buf << "The item has a story:\r" << id->msg << "\n\n";
1744
1745 /* If no more money, might as well quit now */
1746 if (!money || !check_altar_sacrifice (altar, money))
1747 break;
1748 }
1749 else
1750 {
1751 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1752 break;
1753 }
1754 }
1755 }
1756
1757 if (buf.empty ())
1758 pl->failmsg ("You have nothing that needs identifying");
1759 else
1760 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1761
1762 return !money;
1763}
1764
1765/**
1766 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1767 * matching item.
1768 **/
1769void
1770handle_apply_yield (object *tmp)
1771{
1772 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1773 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1774}
1775
1776/**
1777 * Handles applying a potion.
1778 */
1779int
1780apply_potion (object *op, object *tmp)
1781{
1782 int got_one = 0, i;
1783 object *force = 0;
1784
1785 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1786 {
1787 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1788
1789 tmp->clr_flag (FLAG_APPLIED);
1790 return 0;
1791 }
1792
1793 if (op->type == PLAYER)
1794 if (!tmp->flag [FLAG_IDENTIFIED])
1795 identify (tmp);
1796
1797 handle_apply_yield (tmp);
1798
1799 /* Potion of restoration - only for players */
1800 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1801 {
1802 object *depl;
1803 archetype *at;
1804
1805 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1806 {
1807 op->drain_stat ();
1808 op->update_stats ();
1809 tmp->decrease ();
1810 return 1;
1811 }
1812
1813 if (!(at = archetype::find (shstr_depletion)))
1814 {
1815 LOG (llevError, "Could not find archetype depletion\n");
1816 return 0;
1817 }
1818
1819 depl = present_arch_in_ob (at, op);
1820
1821 if (depl)
1822 {
1823 for (i = 0; i < NUM_STATS; i++)
1824 if (depl->stats.stat (i))
1825 op->statusmsg (restore_msg[i]);
1826
1827 depl->destroy ();
1828 op->update_stats ();
1829 }
1830 else
1831 op->statusmsg ("Your potion had no effect.");
1832
1833 tmp->decrease ();
1834 return 1;
1835 }
1836
1837 /* improvement potion - only for players */
1838 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1839 {
1840 for (i = 1; i < min (11, op->level); i++)
1841 {
1842 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1843 {
1844 if (op->contr->levhp[i] != 1)
1845 {
1846 op->contr->levhp[i] = 1;
1847 break;
1848 }
1849
1850 if (op->contr->levsp[i] != 1)
1851 {
1852 op->contr->levsp[i] = 1;
1853 break;
1854 }
1855
1856 if (op->contr->levgrace[i] != 1)
1857 {
1858 op->contr->levgrace[i] = 1;
1859 break;
1860 }
1861 }
1862 else
1863 {
1864 if (op->contr->levhp[i] < 9)
1865 {
1866 op->contr->levhp[i] = 9;
1867 break;
1868 }
1869
1870 if (op->contr->levsp[i] < 6)
1871 {
1872 op->contr->levsp[i] = 6;
1873 break;
1874 }
1875
1876 if (op->contr->levgrace[i] < 3)
1877 {
1878 op->contr->levgrace[i] = 3;
1879 break;
1880 }
1881 }
1882 }
1883
1884 /* Just makes checking easier */
1885 if (i < min (11, op->level))
1886 got_one = 1;
1887
1888 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1889 {
1890 if (got_one)
1891 {
1892 op->update_stats ();
1893 op->statusmsg ("The Gods smile upon you and remake you "
1894 "a little more in their image. "
1895 "You feel a little more perfect.", NDI_GREEN);
1896 }
1897 else
1898 op->statusmsg ("The potion had no effect - you are already perfect.");
1899 }
1900 else
1901 { /* cursed potion */
1902 if (got_one)
1903 {
1904 op->update_stats ();
1905 op->failmsg ("The Gods are angry and punish you.");
1906 }
1907 else
1908 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1909 }
1910
1911 tmp->decrease ();
1912 return 1;
1913 }
1914
1915
1916 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1917 * and heroism all fit into this category. Given the spell object code,
1918 * there is no limit to the number of spells that potions can be cast,
1919 * but direction is problematic to try and imbue fireball potions for example.
1920 */
1921 if (tmp->inv)
1922 {
1923 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1924 {
1925 op->failmsg ("Yech! Your lungs are on fire!");
1926 create_exploding_ball_at (op, op->level);
1927 }
1928 else
1929 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1930
1931 tmp->decrease ();
1932
1933 /* if youre dead, no point in doing this... */
1934 if (!op->flag [FLAG_REMOVED])
1935 op->update_stats ();
1936
1937 return 1;
1938 }
1939
1940 /* Deal with protection potions */
1941 force = NULL;
1942 for (i = 0; i < NROFATTACKS; i++)
1943 {
1944 if (tmp->resist[i])
1945 {
1946 if (!force)
1947 force = archetype::get (FORCE_NAME);
1948
1949 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1950 force->type = POTION_EFFECT;
1951 break; /* Only need to find one protection since we copy entire batch */
1952 }
1953 }
1954
1955 /* This is a protection potion */
1956 if (force)
1957 {
1958 /* cursed items last longer */
1959 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1960 {
1961 force->stats.food *= 10;
1962 for (i = 0; i < NROFATTACKS; i++)
1963 if (force->resist[i] > 0)
1964 force->resist[i] = -force->resist[i]; /* prot => vuln */
1965 }
1966
1967 force->speed_left = -1;
1968 force = insert_ob_in_ob (force, op);
1969 tmp->clr_flag (FLAG_APPLIED);
1970 force->set_flag (FLAG_APPLIED);
1971 change_abil (op, force);
1972 tmp->decrease ();
1973 return 1;
1974 }
1975
1976 /* Only thing left are the stat potions */
1977 if (op->type == PLAYER)
1978 { /* only for players */
1979 if ((tmp->flag [FLAG_CURSED]
1980 || tmp->flag [FLAG_DAMNED])
1981 && tmp->value != 0)
1982 tmp->clr_flag (FLAG_APPLIED);
1983 else
1984 tmp->set_flag (FLAG_APPLIED);
1985
1986 if (!change_abil (op, tmp))
1987 op->statusmsg ("Nothing happened.");
1988 }
1989
1990 /* CLEAR_FLAG is so that if the character has other potions
1991 * that were grouped with the one consumed, his
1992 * stat will not be raised by them. fix_player just clears
1993 * up all the stats.
1994 */
1995 tmp->clr_flag (FLAG_APPLIED);
1996 op->update_stats ();
1997 tmp->decrease ();
1998 return 1;
1999}
2000
2001/**
2002 * 'victim' moves onto 'trap'
2003 * 'victim' leaves 'trap'
2004 * effect is determined by move_on/move_off of trap and move_type of victime.
2005 *
2006 * originator: Player, monster or other object that caused 'victim' to move
2007 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2008 * However, some types of traps require an originator to function.
2009 */
2010void
2011move_apply (object *trap, object *victim, object *originator)
2012{
2013 static int recursion_depth = 0;
2014
2015 trap = trap->head_ ();
2016
2017 /* Only exits affect DMs. */
2018 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2019 return;
2020
2021 /* move_apply() is the most likely candidate for causing unwanted and
2022 * possibly unlimited recursion.
2023 */
2024
2025 /* The following was changed because it was causing perfectly correct
2026 * maps to fail. 1) it's not an error to recurse:
2027 * rune detonates, summoning monster. monster lands on nearby rune.
2028 * nearby rune detonates. This sort of recursion is expected and
2029 * proper. This code was causing needless crashes.
2030 */
2031 if (recursion_depth >= 500)
2032 {
2033 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2034 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2035 return;
2036 }
2037
2038 recursion_depth++;
2039
2040 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2041 switch (trap->type)
2042 {
2043 case PLAYERMOVER:
2044 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2045 {
2046 if (!trap->stats.maxsp)
2047 trap->stats.maxsp = 2;
2048
2049 /* Is this correct? From the docs, it doesn't look like it
2050 * should be divided by trap->speed
2051 */
2052 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2053
2054 /* Just put in some sanity check. I think there is a bug in the
2055 * above with some objects have zero speed, and thus the player
2056 * getting permanently paralyzed.
2057 */
2058 victim->speed_left = max (-50.f, victim->speed_left);
2059 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2060 }
2061 break;
2062
2063 case SPINNER:
2064 if (victim->direction)
2065 {
2066 victim->direction = absdir (victim->direction - trap->stats.sp);
2067 update_turn_face (victim);
2068 }
2069 break;
2070
2071 case DIRECTOR:
2072 if (victim->direction && !should_director_abort (trap, victim))
2073 {
2074 victim->direction = trap->stats.sp;
2075 update_turn_face (victim);
2076 }
2077 break;
2078
2079 case BUTTON:
2080 case PEDESTAL:
2081 case T_MATCH:
2082 update_button (trap, originator);
2083 break;
2084
2085 case ALTAR:
2086 /* sacrifice victim on trap */
2087 apply_altar (trap, victim, originator);
2088 break;
2089
2090 case THROWN_OBJ:
2091 if (trap->inv == NULL)
2092 break;
2093 /* fallthrough */
2094
2095 case ARROW:
2096 /* bad bug: monster throw a object, make a step forwards, step on object ,
2097 * trigger this here and get hit by own missile - and will be own enemy.
2098 * Victim then is his own enemy and will start to kill herself (this is
2099 * removed) but we have not synced victim and his missile. To avoid senseless
2100 * action, we avoid hits here
2101 */
2102 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2103 && trap->owner != victim)
2104 hit_with_arrow (trap, victim);
2105 break;
2106
2107 case SPELL_EFFECT:
2108 apply_spell_effect (trap, victim);
2109 break;
2110
2111 case TRAPDOOR:
2112 {
2113 int max, sound_was_played;
2114 object *ab, *ab_next;
2115
2116 if (!trap->value)
2117 {
2118 int tot;
2119
2120 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2121 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2122 tot += ab->head_ ()->total_weight ();
2123
2124 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2125 break;
2126
2127 SET_ANIMATION (trap, trap->value);
2128 update_object (trap, UP_OBJ_FACE);
2129 }
2130
2131 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2132 {
2133 /* need to set this up, since if we do transfer the object,
2134 * ab->above would be bogus
2135 */
2136 ab_next = ab->above;
2137
2138 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2139 {
2140 if (!sound_was_played)
2141 {
2142 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2143 sound_was_played = 1;
2144 }
2145
2146 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2147 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2148 }
2149 }
2150 break;
2151 }
2152
2153 case CONVERTER:
2154 if (convert_item (victim, trap) < 0)
2155 {
2156 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2157 archetype::get (shstr_burnout)->insert_at (trap, trap);
2158 }
2159
2160 break;
2161
2162 case TRIGGER_BUTTON:
2163 case TRIGGER_PEDESTAL:
2164 case TRIGGER_ALTAR:
2165 check_trigger (trap, victim, originator);
2166 break;
2167
2168 case DEEP_SWAMP:
2169 walk_on_deep_swamp (trap, victim);
2170 break;
2171
2172 case CHECK_INV:
2173 check_inv (victim, trap);
2174 break;
2175
2176 case HOLE:
2177 move_apply_hole (trap, victim);
2178 break;
2179
2180 case EXIT:
2181 if (victim->type == PLAYER && EXIT_PATH (trap))
2182 {
2183 /* Basically, don't show exits leading to random maps the
2184 * players output.
2185 */
2186 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2187 victim->statusmsg (trap->msg, NDI_NAVY);
2188
2189 trap->play_sound (trap->sound);
2190 victim->enter_exit (trap);
2191 }
2192 break;
2193
2194 case ENCOUNTER:
2195 /* may be some leftovers on this */
2196 break;
2197
2198 case SHOP_MAT:
2199 apply_shop_mat (trap, victim);
2200 break;
2201
2202 /* Drop a certain amount of gold, and have one item identified */
2203 case IDENTIFY_ALTAR:
2204 apply_id_altar (victim, trap, originator);
2205 break;
2206
2207 case SIGN:
2208 if (victim->type != PLAYER && trap->stats.food > 0)
2209 break; /* monsters musn't apply magic_mouths with counters */
2210
2211 apply_sign (victim, trap, 1);
2212 break;
2213
2214 case CONTAINER:
2215 apply_container (victim, trap);
2216 break;
2217
2218 case RUNE:
2219 case TRAP:
2220 if (trap->level && victim->flag [FLAG_ALIVE])
2221 spring_trap (trap, victim);
2222 break;
2223
2224 default:
2225 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2226 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2227 break;
2228 }
2229
2230 recursion_depth--;
2231}
2232
2233/**
2234 * Handles reading a regular (ie not containing a spell) book.
2235 */
2236static void
2237apply_book (object *op, object *tmp)
2238{
2239 int lev_diff;
2240 object *skill_ob;
2241
2242 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2243 {
2244 op->failmsg ("You are unable to read while blind!");
2245 return;
2246 }
2247
2248 if (!tmp->msg)
2249 {
2250 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2251 return;
2252 }
2253
2254 /* need a literacy skill to read stuff! */
2255 skill_ob = find_skill_by_name (op, tmp->skill);
2256 if (!skill_ob)
2257 {
2258 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2259 return;
2260 }
2261
2262 lev_diff = tmp->level - (skill_ob->level + 5);
2263 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2264 {
2265 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2266 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2267 : lev_diff < 5 ? "This book is beyond your comprehension."
2268 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2269 : lev_diff < 15 ? "This book is way beyond your comprehension."
2270 : "This book is totally beyond your comprehension.");
2271 return;
2272 }
2273
2274 // we currently don't use the message types for anything.
2275 // readable_message_type *msgType = get_readable_message_type (tmp);
2276
2277 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2278
2279 if (player *pl = op->contr)
2280 if (client *ns = pl->ns)
2281 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2282
2283 /* gain xp from reading */
2284 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2285 { /* only if not read before */
2286 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2287
2288 if (!tmp->flag [FLAG_IDENTIFIED])
2289 {
2290 /*exp_gain *= 2; because they just identified it too */
2291 tmp->set_flag (FLAG_IDENTIFIED);
2292
2293 if (object *pl = tmp->visible_to ())
2294 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2295 }
2296
2297 change_exp (op, exp_gain, skill_ob->skill, 0);
2298 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2299 }
2300}
2301
2302/**
2303 * op made some mistake with a scroll, this takes care of punishment.
2304 * scroll_failure()- hacked directly from spell_failure
2305 */
2306static void
2307scroll_failure (object *op, int failure, int power)
2308{
2309 if (abs (failure / 4) > power)
2310 power = abs (failure / 4); /* set minimum effect */
2311
2312 if (failure <= -1 && failure > -15)
2313 { /* wonder */
2314 object *tmp;
2315
2316 op->failmsg ("Your spell warps!");
2317 tmp = archetype::get (SPELL_WONDER);
2318 cast_wonder (op, op, 0, tmp);
2319 tmp->destroy ();
2320 }
2321 else if (failure <= -15 && failure > -35)
2322 { /* drain mana */
2323 op->failmsg ("Your mana is drained!");
2324 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2325 if (op->stats.sp < 0)
2326 op->stats.sp = 0;
2327 }
2328 else if (settings.spell_failure_effects == TRUE)
2329 {
2330 if (failure <= -35 && failure > -60)
2331 { /* confusion */
2332 op->failmsg ("The magic recoils on you!");
2333 confuse_player (op, op, power);
2334 }
2335 else if (failure <= -60 && failure > -70)
2336 { /* paralysis */
2337 op->failmsg ("The magic recoils and paralyzes you!");
2338 paralyze_player (op, op, power);
2339 }
2340 else if (failure <= -70 && failure > -80)
2341 { /* blind */
2342 op->failmsg ("The magic recoils on you!");
2343 blind_player (op, op, power);
2344 }
2345 else if (failure <= -80)
2346 { /* blast the immediate area */
2347 object *tmp = archetype::get (LOOSE_MANA);
2348 cast_magic_storm (op, tmp, power);
2349 op->failmsg ("You unleash uncontrolled mana!");
2350 tmp->destroy ();
2351 }
2352 }
2353}
2354
2355/**
2356 * Handles the applying of a skill scroll, calling learn_skill straight.
2357 * op is the person learning the skill, tmp is the skill scroll object
2358 */
2359static void
2360apply_skillscroll (object *op, object *tmp)
2361{
2362 switch (learn_skill (op, tmp))
2363 {
2364 case 0:
2365 op->play_sound (sound_find ("generic_fail"));
2366 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2367 break;
2368
2369 case 1:
2370 tmp->decrease ();
2371 op->play_sound (sound_find ("skill_learn"));
2372 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2373 break;
2374
2375 default:
2376 tmp->decrease ();
2377 op->play_sound (sound_find ("generic_fail"));
2378 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2379 break;
2380 }
2381}
2382
2383/**
2384 * Actually makes op learn spell.
2385 * Informs player of what happens.
2386 */
2387void
2388do_learn_spell (object *op, object *spell, int special_prayer)
2389{
2390 object *tmp;
2391
2392 if (op->type != PLAYER)
2393 {
2394 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2395 return;
2396 }
2397
2398 /* Upgrade special prayers to normal prayers */
2399 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2400 {
2401 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2402 {
2403 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2404 return;
2405 }
2406 return;
2407 }
2408
2409 op->contr->play_sound (sound_find ("learn_spell"));
2410
2411 tmp = spell->clone ();
2412 insert_ob_in_ob (tmp, op);
2413
2414 if (special_prayer)
2415 tmp->set_flag (FLAG_STARTEQUIP);
2416
2417 esrv_add_spells (op->contr, tmp);
2418}
2419
2420/**
2421 * Erases spell from player's inventory.
2422 */
2423void
2424do_forget_spell (object *op, const char *spell)
2425{
2426 object *spob;
2427
2428 if (op->type != PLAYER)
2429 {
2430 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2431 return;
2432 }
2433 if ((spob = check_spell_known (op, spell)) == NULL)
2434 {
2435 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2436 return;
2437 }
2438
2439 op->failmsgf ("You lose knowledge of %s.", spell);
2440 esrv_remove_spell (op->contr, spob);
2441 spob->destroy ();
2442}
2443
2444/**
2445 * Handles player applying a spellbook.
2446 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2447 * stuff like that. Random learning failure too.
2448 */
2449static void
2450apply_spellbook (object *op, object *tmp)
2451{
2452 object *skop, *spell, *spell_skill;
2453
2454 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2455 {
2456 op->failmsg ("You are unable to read while blind.");
2457 return;
2458 }
2459
2460 /* artifact_spellbooks have 'slaying' field point to a spell name,
2461 * instead of having their spell stored in stats.sp. These are
2462 * legacy spellbooks
2463 */
2464 if (tmp->slaying)
2465 {
2466 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2467
2468 if (!spell)
2469 {
2470 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2471 return;
2472 }
2473 else
2474 insert_ob_in_ob (spell, tmp);
2475
2476 tmp->slaying = 0;
2477 }
2478
2479 skop = find_skill_by_name (op, tmp->skill);
2480
2481 /* need a literacy skill to learn spells. Also, having a literacy level
2482 * lower than the spell will make learning the spell more difficult */
2483 if (!skop)
2484 {
2485 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2486 return;
2487 }
2488
2489 spell = tmp->inv;
2490
2491 if (!spell)
2492 {
2493 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2494 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2495 return;
2496 }
2497
2498 int learn_level = sqrtf (spell->level) * 1.5f;
2499 if (skop->level < learn_level)
2500 {
2501 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2502 &tmp->skill, learn_level);
2503 return;
2504 }
2505
2506 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2507
2508 if (!tmp->flag [FLAG_IDENTIFIED])
2509 identify (tmp);
2510
2511 /* I removed the check for special_prayer_mark here - it didn't make
2512 * a lot of sense - special prayers are not found in spellbooks, and
2513 * if the player doesn't know the spell, doesn't make a lot of sense that
2514 * they would have a special prayer mark.
2515 */
2516 if (check_spell_known (op, spell->name))
2517 {
2518 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2519 return;
2520 }
2521
2522 if (spell->skill)
2523 {
2524 spell_skill = find_skill_by_name (op, spell->skill);
2525
2526 if (!spell_skill)
2527 {
2528 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2529 return;
2530 }
2531
2532 if (spell_skill->level < spell->level)
2533 {
2534 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2535 return;
2536 }
2537 }
2538
2539 /* Logic as follows
2540 *
2541 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2542 *
2543 * 2- The learner's skill level in literacy adjusts the chance to learn
2544 * a spell.
2545 *
2546 * 3 -Automatically fail to learn if you read while confused
2547 *
2548 * Overall, chances are the same but a player will find having a high
2549 * literacy rate very useful! -b.t.
2550 */
2551 if (op->flag [FLAG_CONFUSED])
2552 {
2553 op->failmsg ("In your confused state you flub the wording of the text!");
2554 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2555 }
2556 else if (tmp->flag [FLAG_STARTEQUIP] ||
2557 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2558 {
2559 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2560 do_learn_spell (op, spell, 0);
2561
2562 /* xp gain to literacy for spell learning */
2563 if (!tmp->flag [FLAG_STARTEQUIP])
2564 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2565 }
2566 else
2567 {
2568 op->contr->play_sound (sound_find ("fumble_spell"));
2569 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2570 }
2571
2572 tmp->decrease ();
2573}
2574
2575/**
2576 * Handles applying a spell scroll.
2577 */
2578void
2579apply_scroll (object *op, object *tmp, int dir)
2580{
2581 object *skop;
2582
2583 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2584 {
2585 op->failmsg ("You are unable to read while blind.");
2586 return;
2587 }
2588
2589 if (!tmp->inv || tmp->inv->type != SPELL)
2590 {
2591 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2592 return;
2593 }
2594
2595 if (op->type == PLAYER)
2596 {
2597 /* players need a literacy skill to read stuff! */
2598 int exp_gain = 0;
2599
2600 /* hard code literacy - tmp->skill points to where the exp
2601 * should go for anything killed by the spell.
2602 */
2603 skop = find_skill_by_name (op, shstr_literacy);
2604
2605 if (!skop)
2606 {
2607 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2608 return;
2609 }
2610
2611 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2612 change_exp (op, exp_gain, skop->skill, 0);
2613 }
2614
2615 if (!tmp->flag [FLAG_IDENTIFIED])
2616 identify (tmp);
2617
2618 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2619
2620 cast_spell (op, tmp, dir, tmp->inv, NULL);
2621 tmp->decrease ();
2622}
2623
2624/**
2625 * Applies a treasure object - by default, chest. op
2626 * is the person doing the applying, tmp is the treasure
2627 * chest.
2628 */
2629static void
2630apply_treasure (object *op, object *tmp)
2631{
2632 /* Nice side effect of this treasure creation method is that the treasure
2633 * for the chest is done when the chest is created, and put into the chest
2634 * inventory. So that when the chest burns up, the items still exist. Also
2635 * prevents people from moving chests to more difficult maps to get better
2636 * treasure
2637 */
2638 object *treas = tmp->inv;
2639
2640 if (!treas)
2641 {
2642 op->statusmsg ("The chest was empty.");
2643 tmp->decrease ();
2644 return;
2645 }
2646
2647 while (tmp->inv)
2648 {
2649 treas = tmp->inv;
2650 treas->remove ();
2651
2652 treas->x = op->x;
2653 treas->y = op->y;
2654 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2655
2656 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2657 spring_trap (treas, op);
2658
2659 /* If either player or container was destroyed, no need to do
2660 * further processing. I think this should be enclused with
2661 * spring trap above, as I don't think there is otherwise
2662 * any way for the treasure chest or player to get killed.
2663 */
2664 if (op->destroyed () || tmp->destroyed ())
2665 break;
2666 }
2667
2668 if (!tmp->destroyed () && !tmp->inv)
2669 tmp->decrease (true);
2670}
2671
2672/**
2673 * A dragon is eating some flesh. If the flesh contains resistances,
2674 * there is a chance for the dragon's skin to get improved.
2675 *
2676 * attributes:
2677 * object *op the object (dragon player) eating the flesh
2678 * object *meal the flesh item, getting chewed in dragon's mouth
2679 * return:
2680 * int 1 if eating successful, 0 if it doesn't work
2681 */
2682static int
2683dragon_eat_flesh (object *op, object *meal)
2684{
2685 object *skin = NULL; /* pointer to dragon skin force */
2686 object *abil = NULL; /* pointer to dragon ability force */
2687 object *tmp = NULL; /* tmp. object */
2688
2689 double chance; /* improvement-chance of one resistance type */
2690 double totalchance = 1; /* total chance of gaining one resistance */
2691 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2692 double mbonus = 0; /* monster bonus */
2693 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2694 int winners = 0; /* number of winners */
2695 int i; /* index */
2696
2697 /* let's make sure and doublecheck the parameters */
2698 if (meal->type != FLESH || !op->is_dragon ())
2699 return 0;
2700
2701 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2702 from the player's inventory */
2703 for (tmp = op->inv; tmp; tmp = tmp->below)
2704 if (tmp->type == FORCE)
2705 if (tmp->arch->archname == shstr_dragon_skin_force)
2706 skin = tmp;
2707 else if (tmp->arch->archname == shstr_dragon_ability_force)
2708 abil = tmp;
2709
2710 /* if either skin or ability are missing, this is an old player
2711 which is not to be considered a dragon -> bail out */
2712 if (skin == NULL || abil == NULL)
2713 return 0;
2714
2715 /* now start by filling stomache and health, according to food-value */
2716 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2717 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2718 else
2719 op->stats.hp += meal->stats.food / 50;
2720
2721 min_it (op->stats.hp, op->stats.maxhp);
2722 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2723
2724 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2725
2726 /* on to the interesting part: chances for adding resistance */
2727 for (i = 0; i < NROFATTACKS; i++)
2728 {
2729 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2730 {
2731 /* got positive resistance, now calculate improvement chance (0-100) */
2732
2733 /* this bonus makes resistance increase easier at lower levels */
2734 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2735 if (i == abil->stats.exp)
2736 bonus += 5; /* additional bonus for resistance of ability-focus */
2737
2738 /* monster bonus increases with level, because high-level
2739 flesh is too rare */
2740 mbonus = op->level * 20. / ((double) settings.max_level);
2741
2742 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2743 ((double)settings.max_level)) - skin->resist[i];
2744
2745 if (chance >= 0.)
2746 chance += 1.;
2747 else
2748 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2749
2750 /* chance is proportional to amount of resistance (max. 50) */
2751 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2752
2753 /* doubled chance for resistance of ability-focus */
2754 if (i == abil->stats.exp)
2755 chance = min (100., chance * 2.);
2756
2757 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2758 if (rndm (10000) < (unsigned int)(chance * 100))
2759 {
2760 atnr_winner[winners] = i;
2761 winners++;
2762 }
2763
2764 if (chance >= 0.01)
2765 totalchance *= 1 - chance / 100;
2766
2767 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2768 }
2769 }
2770
2771 /* inverse totalchance as until now we have the failure-chance */
2772 totalchance = 100 - totalchance * 100;
2773
2774 /* print message according to totalchance */
2775 const char *buf;
2776 if (totalchance > 50.)
2777 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2778 else if (totalchance > 10.)
2779 buf = format ("The %s tasted very good.", &meal->name);
2780 else if (totalchance > 1.)
2781 buf = format ("The %s tasted good.", &meal->name);
2782 else if (totalchance > 0.1)
2783 buf = format ("The %s tasted bland.", &meal->name);
2784 else if (totalchance >= 0.01)
2785 buf = format ("The %s had a boring taste.", &meal->name);
2786 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2787 buf = format ("The %s tasted strange.", &meal->name);
2788 else
2789 buf = format ("The %s had no taste.", &meal->name);
2790
2791 op->statusmsg (buf);
2792
2793 /* now choose a winner if we have any */
2794 i = -1;
2795 if (winners > 0)
2796 i = atnr_winner [rndm (winners)];
2797
2798 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2799 {
2800 /* resistance increased! */
2801 skin->resist[i]++;
2802 op->update_stats ();
2803
2804 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2805 }
2806
2807 /* if this flesh contains a new ability focus, we mark it
2808 into the ability_force and it will take effect on next level */
2809 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2810 {
2811 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2812
2813 if (meal->last_eat != abil->stats.exp)
2814 op->statusmsg (format (
2815 "Your metabolism prepares to focus on %s!\n"
2816 "The change will happen at level %d.",
2817 change_resist_msg[meal->last_eat],
2818 abil->level + 1
2819 ));
2820 else
2821 {
2822 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2823 abil->last_eat = 0;
2824 }
2825 }
2826
2827 return 1;
2828}
2829
2830/**
2831 * op eats food.
2832 * If player, takes care of messages and dragon special food.
2833 */
2834static void
2835apply_food (object *op, object *tmp)
2836{
2837 int capacity_remaining;
2838
2839 if (op->type != PLAYER)
2840 op->stats.hp = op->stats.maxhp;
2841 else
2842 {
2843 /* check if this is a dragon (player), eating some flesh */
2844 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2845 ;
2846 else
2847 {
2848 /* usual case - no dragon meal: */
2849 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2850 {
2851 if (tmp->type == FOOD || tmp->type == FLESH)
2852 op->failmsg ("You feel full, but what a waste of food!");
2853 else
2854 op->statusmsg ("Most of the drink goes down your face not your throat!");
2855 }
2856
2857 tmp->play_sound (
2858 tmp->sound
2859 ? tmp->sound
2860 : tmp->type == DRINK
2861 ? sound_find ("eat_drink")
2862 : sound_find ("eat_food")
2863 );
2864
2865 if (!tmp->flag [FLAG_CURSED])
2866 {
2867 const char *buf;
2868
2869 if (!op->is_dragon ())
2870 {
2871 /* eating message for normal players */
2872 if (tmp->type == DRINK)
2873 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2874 else
2875 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2876 }
2877 else
2878 /* eating message for dragon players */
2879 buf = format ("The %s tasted terrible!", &tmp->name);
2880
2881 op->statusmsg (buf);
2882
2883 capacity_remaining = MAX_FOOD - op->stats.food;
2884 op->stats.food += tmp->stats.food;
2885 if (capacity_remaining < tmp->stats.food)
2886 op->stats.hp += capacity_remaining / 50;
2887 else
2888 op->stats.hp += tmp->stats.food / 50;
2889
2890 min_it (op->stats.hp, op->stats.maxhp);
2891 min_it (op->stats.food, MAX_FOOD);
2892 }
2893
2894 /* special food hack -b.t. */
2895 if (tmp->title || tmp->flag [FLAG_CURSED])
2896 eat_special_food (op, tmp);
2897 }
2898 }
2899
2900 handle_apply_yield (tmp);
2901 tmp->decrease ();
2902}
2903
2904/**
2905 * Handles applying an improve armor scroll.
2906 * Does some sanity checks, then calls improve_armour.
2907 */
2908static void
2909apply_armour_improver (object *op, object *tmp)
2910{
2911 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2912 {
2913 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2914 return;
2915 }
2916
2917 object *armor = op->mark ();
2918
2919 if (!armor)
2920 {
2921 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2922 return;
2923 }
2924
2925 if (armor->type != ARMOUR
2926 && armor->type != CLOAK
2927 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2928 {
2929 op->failmsg ("Your marked item is not armour!\n");
2930 return;
2931 }
2932
2933 if (!op->apply (armor, AP_UNAPPLY))
2934 {
2935 op->failmsg ("You are unable to take off your armour to improve it!");
2936 return;
2937 }
2938
2939 op->statusmsg ("Applying armour enchantment.");
2940 improve_armour (op, tmp, armor);
2941}
2942
2943void
2944apply_poison (object *op, object *tmp)
2945{
2946 // need to do it now when it is still on the map
2947 handle_apply_yield (tmp);
2948
2949 object *poison = tmp->split (1);
2950
2951 if (op->type == PLAYER)
2952 {
2953 op->contr->play_sound (sound_find ("drink_poison"));
2954 op->failmsg ("Yech! That tasted poisonous!");
2955 op->contr->killer = poison;
2956 }
2957
2958 if (poison->stats.hp > 0)
2959 {
2960 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2961 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2962 }
2963
2964 op->stats.food -= op->stats.food / 4;
2965 poison->destroy ();
2966}
2967
2968/**
2969 * This function will try to apply a lighter and in case no lighter
2970 * is specified it will try to find a lighter in the players inventory,
2971 * and inform him about this requirement.
2972 *
2973 * who - the player
2974 * op - the item we want to light
2975 * lighter - the lighter or 0 if a lighter has yet to be found
2976 */
2977static object *
2978auto_apply_lighter (object *who, object *op, object *lighter)
2979{
2980 if (lighter == 0)
2981 {
2982 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2983 {
2984 if (tmp->type == LIGHTER)
2985 {
2986 lighter = tmp;
2987 break;
2988 }
2989 }
2990
2991 if (!lighter)
2992 {
2993 who->failmsgf (
2994 "You can't light up the %s with your bare hands! "
2995 "H<You need a lighter in your inventory, for example a flint and steel.>",
2996 &op->name
2997 );
2998 return 0;
2999 }
3000 }
3001
3002 // last_eat == 0 means the lighter is not being used up!
3003 if (lighter->last_eat && lighter->stats.food)
3004 {
3005 /* lighter gets used up */
3006 lighter = lighter->split ();
3007 lighter->stats.food--;
3008 who->insert (lighter);
3009 }
3010 else if (lighter->last_eat)
3011 {
3012 /* no charges left in lighter */
3013 who->failmsgf (
3014 "You attempt to light the %s with a used up %s.",
3015 &op->name, &lighter->name
3016 );
3017 return 0;
3018 }
3019
3020 return lighter;
3021}
3022
3023/**
3024 * Designed primarily to light torches/lanterns/etc.
3025 * Also burns up burnable material too. First object in the inventory is
3026 * the selected object to "burn". -b.t.
3027 */
3028static void
3029apply_lighter (object *who, object *lighter)
3030{
3031 if (object *item = who->mark ())
3032 {
3033 if (!auto_apply_lighter (who, item, lighter))
3034 return;
3035
3036 /* Perhaps we should split what we are trying to light on fire?
3037 * I can't see many times when you would want to light multiple
3038 * objects at once.
3039 */
3040
3041 save_throw_object (item, AT_FIRE, who);
3042
3043 if (item->destroyed ()
3044 || ((item->type == LAMP || item->type == TORCH)
3045 && item->glow_radius > 0))
3046 who->statusmsg (format (
3047 "You light the %s with the %s.",
3048 &item->name, &lighter->name
3049 ));
3050 else
3051 who->failmsgf (
3052 "You attempt to light the %s with the %s and fail.",
3053 &item->name, &lighter->name
3054 );
3055 }
3056 else
3057 who->failmsg ("You need to mark a lightable object.");
3058}
3059
3060/**
3061 * This function generates a cursed effect for cursed lamps and torches.
3062 */
3063static void
3064player_apply_lamp_cursed_effect (object *who, object *op)
3065{
3066 if (op->level)
3067 {
3068 who->failmsgf (
3069 "The %s was cursed, it explodes in a big fireball!",
3070 &op->name
3071 );
3072 create_exploding_ball_at (who, op->level);
3073 }
3074 else
3075 {
3076 who->failmsgf (
3077 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3078 &op->name
3079 );
3080 }
3081
3082 op->destroy ();
3083}
3084
3085/**
3086 * Apply for players and lamps
3087 *
3088 * who - the player
3089 * op - the lamp
3090 */
3091static void
3092player_apply_lamp (object *who, object *op)
3093{
3094 bool switch_on = op->glow_radius ? false : true;
3095
3096 if (switch_on)
3097 {
3098 object *lighter = 0;
3099
3100 if (op->flag [FLAG_IS_LIGHTABLE]
3101 && !(lighter = auto_apply_lighter (who, op, 0)))
3102 return;
3103
3104 if (op->stats.food < 1)
3105 {
3106 if (op->type == LAMP)
3107 who->failmsgf (
3108 "The %s is out of fuel! "
3109 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3110 &op->name
3111 );
3112 else
3113 who->failmsgf (
3114 "The %s is burnt out! "
3115 "H<Torches and similar items burn out and become worthless.>",
3116 &op->name
3117 );
3118 return;
3119 }
3120
3121 if (op->flag [FLAG_CURSED])
3122 {
3123 player_apply_lamp_cursed_effect (who, op);
3124 return;
3125 }
3126
3127 if (lighter)
3128 who->statusmsg (format (
3129 "You light up the %s with the %s.", &op->name, &lighter->name));
3130 else
3131 who->statusmsg (format ("You light up the %s.", &op->name));
3132 }
3133 else
3134 {
3135 if (op->flag [FLAG_CURSED])
3136 {
3137 player_apply_lamp_cursed_effect (who, op);
3138 return;
3139 }
3140
3141 if (op->type == TORCH)
3142 {
3143 if (!op->flag [FLAG_IS_LIGHTABLE])
3144 {
3145 who->statusmsg (format (
3146 "You put out the %s. "
3147 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3148 &op->name, &op->name));
3149 }
3150 else
3151 who->statusmsg (format (
3152 "You put out the %s."
3153 "H<Torches wear out if you put them out.>",
3154 &op->name));
3155 }
3156 else
3157 who->statusmsg (format ("You turn off the %s.", &op->name));
3158 }
3159
3160 apply_lamp (op, switch_on);
3161}
3162
3163void get_animation_from_arch (object *op, arch_ptr a)
3164{
3165 op->animation_id = a->animation_id;
3166 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3167 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3168 op->anim_speed = a->anim_speed;
3169 op->last_anim = 0;
3170 op->state = 0;
3171 op->face = a->face;
3172
3173 if (NUM_ANIMATIONS(op) > 1)
3174 {
3175 SET_ANIMATION(op, 0);
3176 animate_object (op, op->direction);
3177 }
3178 else
3179 update_object (op, UP_OBJ_FACE);
3180}
3181
3182/**
3183 * Apply for LAMPs and TORCHes.
3184 *
3185 * op - the lamp
3186 * switch_on - a flag which says whether the lamp should be switched on or off
3187 */
3188void apply_lamp (object *op, bool switch_on)
3189{
3190 op->set_glow_radius (switch_on ? op->range : 0);
3191 op->set_speed (switch_on ? op->arch->speed : 0);
3192
3193 // torches wear out if you put them out
3194 if (op->type == TORCH && !switch_on)
3195 {
3196 if (op->flag [FLAG_IS_LIGHTABLE])
3197 {
3198 op->stats.food -= (double) op->arch->stats.food / 15;
3199 if (op->stats.food < 0)
3200 op->stats.food = 0;
3201 }
3202 else
3203 op->stats.food = 0;
3204 }
3205
3206 // lamps and torched get worthless when used up
3207 if (op->stats.food <= 0)
3208 op->value = 0;
3209
3210 // FIXME: This is a hack to make the more sane torches and lamps
3211 // still animated ;-/
3212 if (op->other_arch)
3213 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3214
3215 if (object *pl = op->visible_to ())
3216 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3217}
3218
3219/**
3220 * This handles items of type 'transformer'.
3221 * Basically those items, used with a marked item, transform both items into something
3222 * else.
3223 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3224 * Change information is contained in the 'slaying' field of the marked item.
3225 * The format is as follow: transformer:[number ]yield[;transformer:...].
3226 * This way an item can be transformed in many things, and/or many objects.
3227 * The 'slaying' field for transformer is used as verb for the action.
3228 */
3229static void
3230apply_item_transformer (object *pl, object *transformer)
3231{
3232 object *new_item;
3233 const char *find;
3234 char *separator;
3235 int yield;
3236 char got[MAX_BUF];
3237 int len;
3238
3239 if (!pl || !transformer)
3240 return;
3241
3242 object *marked = pl->mark ();
3243
3244 if (!marked)
3245 {
3246 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3247 return;
3248 }
3249
3250 if (!marked->slaying)
3251 {
3252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3253 return;
3254 }
3255
3256 /* check whether they are compatible or not */
3257 find = strstr (&marked->slaying, transformer->arch->archname);
3258 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3259 {
3260 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3261 return;
3262 }
3263
3264 find += strlen (transformer->arch->archname) + 1;
3265 /* Item can be used, now find how many and what it yields */
3266 if (isdigit (*(find)))
3267 {
3268 yield = atoi (find);
3269 if (yield < 1)
3270 {
3271 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3272 yield = 1;
3273 }
3274 }
3275 else
3276 yield = 1;
3277
3278 while (isdigit (*find))
3279 find++;
3280
3281 while (*find == ' ')
3282 find++;
3283
3284 memset (got, 0, MAX_BUF);
3285
3286 if ((separator = (char *) strchr (find, ';')))
3287 len = separator - find;
3288 else
3289 len = strlen (find);
3290
3291 min_it (len, MAX_BUF - 1);
3292
3293 strcpy (got, find);
3294 got[len] = '\0';
3295
3296 /* Now create new item, remove used ones when required. */
3297 new_item = archetype::get (got);
3298 if (!new_item)
3299 {
3300 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3301 return;
3302 }
3303
3304 new_item->nrof = yield;
3305
3306 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3307
3308 pl->insert (new_item);
3309 /* Eat up one item */
3310 marked->decrease ();
3311
3312 /* Eat one transformer if needed */
3313 if (transformer->stats.food)
3314 if (--transformer->stats.food == 0)
3315 transformer->decrease ();
3316}
3317
3318/**
3319 * Main apply handler.
3320 *
3321 * Checks for unpaid items before applying.
3322 *
3323 * Return value is currently not used
3324 *
3325 * who is the object that is causing object to be applied, op is the object
3326 * being applied.
3327 *
3328 * aflag is special (always apply/unapply) flags. Nothing is done with
3329 * them in this function - they are passed to apply_special
3330 */
3331static bool
3332manual_apply (object *who, object *op, int aflag)
3333{
3334 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3335 return RESULT_INT (0);
3336 else if (apply_types_inv_only [op->type])
3337 {
3338 // special item, using slot system, needs to be in inv
3339 if (op->env == who)
3340 return apply_special (who, op, aflag);
3341
3342 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3343 }
3344 else if (!who->contr && apply_types_player_only [op->type])
3345 return 0; // monsters shouldn't try to apply player-only stuff
3346 else if (apply_types [op->type])
3347 {
3348 // ordinary stuff, may be on the floor
3349 switch (op->type)
3350 {
3351 case T_HANDLE:
3352 who->play_sound (sound_find ("turn_handle"));
3353 who->statusmsg ("You turn the handle.");
3354 op->value = op->value ? 0 : 1;
3355 SET_ANIMATION (op, op->value);
3356 update_object (op, UP_OBJ_FACE);
3357 push_button (op, who);
3358 break;
3359
3360 case TRIGGER:
3361 if (check_trigger (op, who, who))
3362 {
3363 who->statusmsg ("You turn the handle.");
3364 who->play_sound (sound_find ("turn_handle"));
3365 }
3366 else
3367 who->failmsg ("The handle doesn't move.");
3368
3369 break;
3370
3371 case EXIT:
3372 if (!EXIT_PATH (op))
3373 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3374 else
3375 {
3376 /* Don't display messages for random maps. */
3377 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3378 who->statusmsg (op->msg, NDI_NAVY);
3379
3380 who->enter_exit (op);
3381 }
3382
3383 break;
3384
3385 case INSCRIBABLE:
3386 who->statusmsg (op->msg);
3387 // maybe show a spell menu to chose from or something like that
3388 break;
3389
3390 case SIGN:
3391 apply_sign (who, op, 0);
3392 break;
3393
3394 case BOOK:
3395 apply_book (who, op);
3396 break;
3397
3398 case SKILLSCROLL:
3399 apply_skillscroll (who, op);
3400 break;
3401
3402 case SPELLBOOK:
3403 apply_spellbook (who, op);
3404 break;
3405
3406 case SCROLL:
3407 apply_scroll (who, op, 0);
3408 break;
3409
3410 case POTION:
3411 apply_potion (who, op);
3412 break;
3413
3414 /* Eneq(@csd.uu.se): Handle apply on containers. */
3415 //TODO: remove, as it is unsed?
3416 case CLOSE_CON:
3417 apply_container (who, op->env);
3418 break;
3419
3420 case CONTAINER:
3421 apply_container (who, op);
3422 break;
3423
3424 case TREASURE:
3425 apply_treasure (who, op);
3426 break;
3427
3428 case LAMP:
3429 case TORCH:
3430 player_apply_lamp (who, op);
3431 break;
3432
3433 case DRINK:
3434 case FOOD:
3435 case FLESH:
3436 apply_food (who, op);
3437 break;
3438
3439 case POISON:
3440 apply_poison (who, op);
3441 break;
3442
3443 case SAVEBED:
3444 break;
3445
3446 case ARMOUR_IMPROVER:
3447 apply_armour_improver (who, op);
3448 break;
3449
3450 case WEAPON_IMPROVER:
3451 check_improve_weapon (who, op);
3452 break;
3453
3454 case CLOCK:
3455 {
3456 timeofday_t tod;
3457
3458 get_tod (&tod);
3459 who->play_sound (sound_find ("sound_clock"));
3460 who->statusmsg (format (
3461 "It is %d minute%s past %d o'clock %s",
3462 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3463 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3464 ));
3465 }
3466 break;
3467
3468 case MENU:
3469 shop_listing (op, who);
3470 break;
3471
3472 case POWER_CRYSTAL:
3473 apply_power_crystal (who, op); /* see egoitem.c */
3474 break;
3475
3476 case LIGHTER: /* for lighting torches/lanterns/etc */
3477 apply_lighter (who, op);
3478 break;
3479
3480 case ITEM_TRANSFORMER:
3481 apply_item_transformer (who, op);
3482 break;
3483 }
3484
3485 return 1;
3486 }
3487 else
3488 {
3489 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3490 return 0;
3491 }
3492}
3493
3494/**
3495 * player_apply_below attempts to apply the object 'below' the player.
3496 * If the player has an open container, we use that for below, otherwise
3497 * we use the ground.
3498 */
3499void
3500player_apply_below (object *pl)
3501{
3502 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3503
3504 /* If using a container, set the starting item to be the top
3505 * item in the container. Otherwise, use the map.
3506 */
3507
3508 // first try to apply "applyables"
3509 for (object *tmp = top; tmp; tmp = tmp->below)
3510 if (!tmp->invisible && apply_types [tmp->type])
3511 {
3512 // If it is visible, player can apply it.
3513 pl->apply (tmp);
3514 return;
3515 }
3516
3517 while (top && top->invisible)
3518 top = top->below;
3519
3520 if (!top || top->flag [FLAG_IS_FLOOR])
3521 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3522 "H<There is nothing here that you can apply.>");
3523 else
3524 // next, try to explain the topmost object
3525 switch (top->type)
3526 {
3527 // TODO: all this should move to examine
3528 case ALTAR:
3529 case IDENTIFY_ALTAR:
3530 case TRIGGER_ALTAR:
3531 case CONVERTER:
3532 //case TRIGGER_PEDESTAL:
3533 pl->failmsgf (
3534 "You see no obvious mechanism on the %s."
3535 "H<You have to drop one or more specific items here.>",
3536 query_short_name (top)
3537 );
3538 break;
3539
3540 case BUTTON:
3541 case TRIGGER_BUTTON:
3542 pl->failmsgf (
3543 "The %s looks as if you could activate it with somehting heavy. "
3544 "H<You must put enough items here to activate it.>",
3545 query_short_name (top)
3546 );
3547 break;
3548
3549 default:
3550 examine (pl, top);
3551 break;
3552 }
3553}
3554
3555// saner interface, returns successful status
3556bool
3557object::apply (object *ob, int aflags)
3558{
3559 if (!ob) // simplifies a lot of callers
3560 return true;
3561
3562 ob = ob->head_ ();
3563
3564 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3565 {
3566 if (contr)
3567 {
3568 examine (this, ob);
3569 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3570 return 1;
3571 }
3572 else
3573 return 0; /* monsters just skip unpaid items */
3574 }
3575
3576 if (contr)
3577 {
3578 if (!ob->env && (move_type & MOVE_FLYING))
3579 {
3580 /* player is flying and applying object not in inventory */
3581 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3582 {
3583 failmsg ("But you are floating high above the ground! "
3584 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3585 "or waiting till the levitation effect wears off.>");
3586 return 0;
3587 }
3588 }
3589
3590 contr->last_used = ob;
3591 }
3592
3593 bool want_apply =
3594 aflags & AP_APPLY ? true
3595 : aflags & AP_UNAPPLY ? false
3596 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3597
3598 // cannot unapply cursed items
3599 if (!want_apply
3600 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3601 && ob->flag [FLAG_APPLIED]
3602 && !(aflags & AP_IGNORE_CURSE))
3603 {
3604 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3605 return 0;
3606 }
3607
3608 object_ptr *slot = 0;
3609
3610 // detect the slot, if this is a player
3611 if (contr && !(aflags & AP_NO_SLOT))
3612 {
3613 object *oslot;
3614
3615 switch (ob->type)
3616 {
3617 case WEAPON:
3618 slot = &contr->combat_ob;
3619 oslot = contr->ranged_ob;
3620 break;
3621
3622 case RANGED:
3623 case BOW:
3624 case SPELL:
3625 case WAND:
3626 case ROD:
3627 case HORN:
3628 case BUILDER:
3629 slot = &contr->ranged_ob;
3630 oslot = contr->combat_ob;
3631 break;
3632
3633 // oh, the humanity
3634 case SKILL:
3635 // skill is used on it's own, as opposed to being a chosen_skill
3636
3637 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3638 {
3639 failmsgf (
3640 "You feel as if you wanted to do something funny, but you can't remember what. "
3641 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3642 "It cannot be used on its own.>",
3643 &ob->skill
3644 );
3645 return 1;
3646 }
3647
3648 if (skill_flags [ob->subtype] & SF_AUTARK
3649 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3650 {
3651 if (skill_flags [ob->subtype] & SF_USE)
3652 failmsgf (
3653 "You feel as if you wanted to do something funny, but you can't remember what. "
3654 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3655 &ob->skill, &ob->skill
3656 );
3657 else
3658 failmsgf (
3659 "You feel as if you wanted to do something funny, but you can't remember what. "
3660 "H<The %s skill cannot be readied or used, it is always active.>",
3661 &ob->skill
3662 );
3663
3664 return 1;
3665 }
3666
3667 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3668 break;
3669
3670 if (skill_flags [ob->subtype] & SF_COMBAT)
3671 {
3672 slot = &contr->combat_ob;
3673 oslot = contr->ranged_ob;
3674 }
3675 else if (skill_flags [ob->subtype] & SF_RANGED)
3676 {
3677 slot = &contr->ranged_ob;
3678 oslot = contr->combat_ob;
3679 }
3680
3681 break;
3682 }
3683
3684 // now handle slot exclusions
3685 if (slot)
3686 {
3687 // only one slot can be active
3688 if (want_apply)
3689 {
3690 // clear slot unless we are in it already
3691 if (*slot != ob)
3692 if (!apply (*slot, AP_UNAPPLY))
3693 return false;
3694
3695 // unapply other slot, because we want to become active
3696 if (!apply (oslot, AP_UNAPPLY))
3697 return false;
3698 }
3699
3700 // clear item from slot if applied
3701 if (!want_apply && current_weapon == ob)
3702 current_weapon = 0;
3703 }
3704 }
3705
3706 if (ob->flag [FLAG_APPLIED] != want_apply)
3707 manual_apply (this, ob, aflags);
3708
3709 if (ob->flag [FLAG_APPLIED] != want_apply)
3710 return false;
3711
3712 if (slot && want_apply)
3713 current_weapon = *slot = ob;
3714
3715 return true;
3768} 3716}
3769 3717
3770/** 3718/**
3771 * Map was just loaded, handle op's initialisation. 3719 * Map was just loaded, handle op's initialisation.
3772 * 3720 *
3773 * Generates shop floor's item, and treasures. 3721 * Generates shop floor's item, and treasures.
3774 */ 3722 */
3775int 3723int
3776auto_apply (object *op) 3724auto_apply (object *op)
3777{ 3725{
3778 object *tmp = NULL, *tmp2; 3726 object *tmp = NULL;
3779 int i; 3727 int i;
3780 3728
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3729 op->clr_flag (FLAG_AUTO_APPLY);
3782 3730
3783 switch (op->type) 3731 switch (op->type)
3784 { 3732 {
3785 case SHOP_FLOOR: 3733 case SHOP_FLOOR:
3786 if (!op->has_random_items ()) 3734 if (!op->has_random_items ())
3796 == NULL && --i); 3744 == NULL && --i);
3797 3745
3798 if (tmp == NULL) 3746 if (tmp == NULL)
3799 return 0; 3747 return 0;
3800 3748
3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3749 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3802 { 3750 {
3803 tmp->destroy (); 3751 tmp->destroy ();
3804 tmp = NULL; 3752 tmp = NULL;
3805 } 3753 }
3806 } 3754 }
3807 while (!tmp); 3755 while (!tmp);
3808 3756
3809 tmp->x = op->x; 3757 tmp->x = op->x;
3810 tmp->y = op->y; 3758 tmp->y = op->y;
3811 SET_FLAG (tmp, FLAG_UNPAID); 3759 tmp->set_flag (FLAG_UNPAID);
3812 insert_ob_in_map (tmp, op->map, NULL, 0); 3760 insert_ob_in_map (tmp, op->map, NULL, 0);
3813 identify (tmp); 3761 identify (tmp);
3814 break; 3762 break;
3815 3763
3816 case TREASURE: 3764 case TREASURE:
3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3765 if (op->flag [FLAG_IS_A_TEMPLATE])
3818 return 0; 3766 return 0;
3819 3767
3820 while (op->stats.hp-- > 0) 3768 while (op->stats.hp-- > 0)
3821 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3769 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); 3770 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3860 3808
3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3809 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3862 { 3810 {
3863 invnext = invtmp->below; 3811 invnext = invtmp->below;
3864 3812
3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3813 if (invtmp->flag [FLAG_AUTO_APPLY])
3866 auto_apply (invtmp); 3814 auto_apply (invtmp);
3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3815 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3868 { 3816 {
3869 while (invtmp->stats.hp-- > 0) 3817 while (invtmp->stats.hp-- > 0)
3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3818 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3871 3819
3872 invtmp->randomitems = NULL; 3820 invtmp->randomitems = NULL;
3873 } 3821 }
3874 else if (invtmp && invtmp->arch 3822 else if (invtmp->arch
3875 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3823 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3824 && invtmp->has_random_items ())
3876 { 3825 {
3877 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3826 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3878 /* Need to clear this so that we never try to create 3827 /* Need to clear this so that we never try to create
3879 * treasure again for this object 3828 * treasure again for this object
3880 */ 3829 */
3881 invtmp->randomitems = NULL; 3830 invtmp->randomitems = NULL;
3882 } 3831 }
3883 } 3832 }
3833
3884 /* This is really temporary - the code at the bottom will 3834 /* This is really temporary - the code at the bottom will
3885 * also set randomitems to null. The problem is there are bunches 3835 * also set randomitems to null. The problem is there are bunches
3886 * of maps/players already out there with items that have spells 3836 * of maps/players already out there with items that have spells
3887 * which haven't had the randomitems set to null yet. 3837 * which haven't had the randomitems set to null yet.
3888 * MSW 2004-05-13 3838 * MSW 2004-05-13
3892 * Ryo 2004-08-16 3842 * Ryo 2004-08-16
3893 */ 3843 */
3894 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3844 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) 3845 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3896 tmp->randomitems = NULL; 3846 tmp->randomitems = NULL;
3897
3898 } 3847 }
3899 3848
3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3849 if (tmp->flag [FLAG_AUTO_APPLY])
3901 auto_apply (tmp); 3850 auto_apply (tmp);
3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3851 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3903 { 3852 {
3904 while ((tmp->stats.hp--) > 0) 3853 while ((tmp->stats.hp--) > 0)
3905 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3854 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3907 } 3856 }
3908 else if (tmp->type == TIMED_GATE) 3857 else if (tmp->type == TIMED_GATE)
3909 { 3858 {
3910 object *head = tmp->head != NULL ? tmp->head : tmp; 3859 object *head = tmp->head != NULL ? tmp->head : tmp;
3911 3860
3912 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3861 if (head->flag [FLAG_IS_LINKED])
3913 tmp->set_speed (0); 3862 tmp->set_speed (0);
3914 } 3863 }
3915 /* This function can be called everytime a map is loaded, even when 3864 /* 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 3865 * 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 3866 * over and ove again, so after we generate the treasure, blank out
3959 /* bigger morsel of food = longer effect time */ 3908 /* bigger morsel of food = longer effect time */
3960 int duration = TIME2TICK (food->stats.food); 3909 int duration = TIME2TICK (food->stats.food);
3961 3910
3962 if (force = who->force_find (key)) 3911 if (force = who->force_find (key))
3963 { 3912 {
3964 if (duration > abs (force->speed_left / force->speed)) 3913 if (duration > fabs (force->speed_left / force->speed))
3965 { 3914 {
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)); 3915 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); 3916 force->force_set_timer (duration);
3968 } 3917 }
3969 else 3918 else
4006 } 3955 }
4007 3956
4008 /* check for hp, sp change */ 3957 /* check for hp, sp change */
4009 if (food->stats.hp != 0) 3958 if (food->stats.hp != 0)
4010 { 3959 {
4011 if (QUERY_FLAG (food, FLAG_CURSED)) 3960 if (food->flag [FLAG_CURSED])
4012 { 3961 {
4013 who->contr->killer = food; 3962 who->contr->killer = food;
4014 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3963 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4015 who->failmsg ("Eck!...that was poisonous!"); 3964 who->failmsg ("Eck!...that was poisonous!");
4016 } 3965 }
4025 } 3974 }
4026 } 3975 }
4027 3976
4028 if (food->stats.sp != 0) 3977 if (food->stats.sp != 0)
4029 { 3978 {
4030 if (QUERY_FLAG (food, FLAG_CURSED)) 3979 if (food->flag [FLAG_CURSED])
4031 { 3980 {
4032 who->failmsg ("You are drained of mana!"); 3981 who->failmsg ("You are drained of mana!");
4033 who->stats.sp -= food->stats.sp; 3982 who->stats.sp -= food->stats.sp;
4034 if (who->stats.sp < 0) 3983 if (who->stats.sp < 0)
4035 who->stats.sp = 0; 3984 who->stats.sp = 0;
4118 pl->animation_id = change->animation_id; 4067 pl->animation_id = change->animation_id;
4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4068 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4120 } 4069 }
4121 4070
4122 /* check the special case of can't use weapons */ 4071 /* check the special case of can't use weapons */
4123 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4072 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4124 if (change->name == shstr_monk) 4073 if (change->name == shstr_monk)
4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4074 pl->clr_flag (FLAG_USE_WEAPON);
4126 4075
4127 break; 4076 break;
4128 } 4077 }
4129 } 4078 }
4130} 4079}

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