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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.219 by root, Sat Jan 30 23:30:26 2010 UTC vs.
Revision 1.245 by root, Tue Apr 6 03:53:29 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/* Want this regardless of rplay. */ 35typedef bitset<NUM_TYPES> types_t;
36#include <sounds.h>
37 36
38/** 37// these must be in the inventory before they can be applied
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{
45 int arch_flag, name_flag, race_flag;
46 38
47 /* Get flags to determine what of arch, name, and race should be checked. 39static const struct may_attempt_inv : types_t
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 40{
49 * the next is the name flag, and the last is the race flag. Also note, 41 may_attempt_inv ()
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 { 42 {
59 arch_flag = op->subtype & 1; 43 set (WEAPON);
60 name_flag = op->subtype & 2; 44 set (ARMOUR);
61 race_flag = op->subtype & 4; 45 set (BOOTS);
46 set (GLOVES);
47 set (AMULET);
48 set (GIRDLE);
49 set (BRACERS);
50 set (SHIELD);
51 set (HELMET);
52 set (RING);
53 set (CLOAK);
54 set (WAND);
55 set (ROD);
56 set (HORN);
57 set (SKILL);
58 set (SPELL);
59 set (BOW);
60 set (RANGED);
61 set (BUILDER);
62 set (SKILL_TOOL);
62 } 63 }
63 else 64} may_attempt_inv;
65
66// these only make sense for the player
67
68static const struct may_attempt_player : types_t
69{
70 may_attempt_player ()
64 { 71 {
65 arch_flag = 1; 72 set (EXIT);
66 name_flag = 1; 73 set (BOOK);
67 race_flag = 1; 74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (TREASURE);
77 set (SAVEBED);
78 set (ARMOUR_IMPROVER);
79 set (WEAPON_IMPROVER);
80 set (CLOCK);
81 set (MENU);
82 set (LIGHTER); /* for lighting torches/lanterns/etc */
83 set (INSCRIBABLE);
84 set (SIGN);
85 set (BOOK);
68 } 86 }
87} may_attempt_player;
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 may_attempt : types_t
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 may_attempt ()
99 95 : types_t ((types_t)may_attempt_player | (types_t)may_attempt_inv)
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} may_attempt;
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
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 SET_FLAG (item, 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 ());
1164 /* this is only used for players */ 881 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1166 883
1167 if (has_unpaid) 884 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 885 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 886 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 887 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 888 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 889 op->contr->play_sound (sound_find ("shop_leave"));
1173 890
1174 if (shop_mat->msg) 891 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 893 /* 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 894 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 895 * actually the shop floor.
1179 */ 896 */
1180 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1181 { 898 {
1182 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1183 900
1184 op->statusmsg ( 901 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1304 EXIT_Y (trap) + freearr_y[dir], 1021 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim); 1022 0, victim);
1306} 1023}
1307 1024
1308/** 1025/**
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 = -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 = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1773 if (!spell)
1774 {
1775 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1776 return;
1777 }
1778 else
1779 insert_ob_in_ob (spell, tmp);
1780
1781 tmp->slaying = 0;
1782 }
1783
1784 skop = find_skill_by_name (op, tmp->skill);
1785
1786 /* need a literacy skill to learn spells. Also, having a literacy level
1787 * lower than the spell will make learning the spell more difficult */
1788 if (!skop)
1789 {
1790 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1791 return;
1792 }
1793
1794 spell = tmp->inv;
1795
1796 if (!spell)
1797 {
1798 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1799 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1800 return;
1801 }
1802
1803 int learn_level = sqrtf (spell->level) * 1.5f;
1804 if (skop->level < learn_level)
1805 {
1806 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1807 &tmp->skill, learn_level));
1808 return;
1809 }
1810
1811 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1812
1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1814 identify (tmp);
1815
1816 /* I removed the check for special_prayer_mark here - it didn't make
1817 * a lot of sense - special prayers are not found in spellbooks, and
1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark.
1820 */
1821 if (check_spell_known (op, spell->name))
1822 {
1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1824 return;
1825 }
1826
1827 if (spell->skill)
1828 {
1829 spell_skill = find_skill_by_name (op, spell->skill);
1830
1831 if (!spell_skill)
1832 {
1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1834 return;
1835 }
1836
1837 if (spell_skill->level < spell->level)
1838 {
1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1840 return;
1841 }
1842 }
1843
1844 /* Logic as follows
1845 *
1846 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1847 *
1848 * 2- The learner's skill level in literacy adjusts the chance to learn
1849 * a spell.
1850 *
1851 * 3 -Automatically fail to learn if you read while confused
1852 *
1853 * Overall, chances are the same but a player will find having a high
1854 * literacy rate very useful! -b.t.
1855 */
1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1857 {
1858 op->failmsg ("In your confused state you flub the wording of the text!");
1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1860 }
1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1863 {
1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1865 do_learn_spell (op, spell, 0);
1866
1867 /* xp gain to literacy for spell learning */
1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1870 }
1871 else
1872 {
1873 op->contr->play_sound (sound_find ("fumble_spell"));
1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1875 }
1876
1877 tmp->decrease ();
1878}
1879
1880/**
1881 * Handles applying a spell scroll.
1882 */
1883void
1884apply_scroll (object *op, object *tmp, int dir)
1885{
1886 object *skop;
1887
1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1889 {
1890 op->failmsg ("You are unable to read while blind.");
1891 return;
1892 }
1893
1894 if (!tmp->inv || tmp->inv->type != SPELL)
1895 {
1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1897 return;
1898 }
1899
1900 if (op->type == PLAYER)
1901 {
1902 /* players need a literacy skill to read stuff! */
1903 int exp_gain = 0;
1904
1905 /* hard code literacy - tmp->skill points to where the exp
1906 * should go for anything killed by the spell.
1907 */
1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1909
1910 if (!skop)
1911 {
1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1913 return;
1914 }
1915
1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1917 change_exp (op, exp_gain, skop->skill, 0);
1918 }
1919
1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1921 identify (tmp);
1922
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924
1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 tmp->decrease ();
1927}
1928
1929/**
1930 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure
1932 * chest.
1933 */
1934static void
1935apply_treasure (object *op, object *tmp)
1936{
1937 /* Nice side effect of this treasure creation method is that the treasure
1938 * for the chest is done when the chest is created, and put into the chest
1939 * inventory. So that when the chest burns up, the items still exist. Also
1940 * prevents people from moving chests to more difficult maps to get better
1941 * treasure
1942 */
1943 object *treas = tmp->inv;
1944
1945 if (!treas)
1946 {
1947 op->statusmsg ("The chest was empty.");
1948 tmp->decrease ();
1949 return;
1950 }
1951
1952 while (tmp->inv)
1953 {
1954 treas = tmp->inv;
1955 treas->remove ();
1956
1957 treas->x = op->x;
1958 treas->y = op->y;
1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1960
1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1962 spring_trap (treas, op);
1963
1964 /* If either player or container was destroyed, no need to do
1965 * further processing. I think this should be enclused with
1966 * spring trap above, as I don't think there is otherwise
1967 * any way for the treasure chest or player to get killed.
1968 */
1969 if (op->destroyed () || tmp->destroyed ())
1970 break;
1971 }
1972
1973 if (!tmp->destroyed () && !tmp->inv)
1974 tmp->decrease (true);
1975}
1976
1977/**
1978 * A dragon is eating some flesh. If the flesh contains resistances,
1979 * there is a chance for the dragon's skin to get improved.
1980 *
1981 * attributes:
1982 * object *op the object (dragon player) eating the flesh
1983 * object *meal the flesh item, getting chewed in dragon's mouth
1984 * return:
1985 * int 1 if eating successful, 0 if it doesn't work
1986 */
1987static int
1988dragon_eat_flesh (object *op, object *meal)
1989{
1990 object *skin = NULL; /* pointer to dragon skin force */
1991 object *abil = NULL; /* pointer to dragon ability force */
1992 object *tmp = NULL; /* tmp. object */
1993
1994 double chance; /* improvement-chance of one resistance type */
1995 double totalchance = 1; /* total chance of gaining one resistance */
1996 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1997 double mbonus = 0; /* monster bonus */
1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1999 int winners = 0; /* number of winners */
2000 int i; /* index */
2001
2002 /* let's make sure and doublecheck the parameters */
2003 if (meal->type != FLESH || !op->is_dragon ())
2004 return 0;
2005
2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2007 from the player's inventory */
2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2009 if (tmp->type == FORCE)
2010 if (tmp->arch->archname == shstr_dragon_skin_force)
2011 skin = tmp;
2012 else if (tmp->arch->archname == shstr_dragon_ability_force)
2013 abil = tmp;
2014
2015 /* if either skin or ability are missing, this is an old player
2016 which is not to be considered a dragon -> bail out */
2017 if (skin == NULL || abil == NULL)
2018 return 0;
2019
2020 /* now start by filling stomache and health, according to food-value */
2021 if ((999 - op->stats.food) < meal->stats.food)
2022 op->stats.hp += (999 - op->stats.food) / 50;
2023 else
2024 op->stats.hp += meal->stats.food / 50;
2025
2026 if (op->stats.hp > op->stats.maxhp)
2027 op->stats.hp = op->stats.maxhp;
2028
2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2030
2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2032
2033 /* on to the interesting part: chances for adding resistance */
2034 for (i = 0; i < NROFATTACKS; i++)
2035 {
2036 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2037 {
2038 /* got positive resistance, now calculate improvement chance (0-100) */
2039
2040 /* this bonus makes resistance increase easier at lower levels */
2041 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2042 if (i == abil->stats.exp)
2043 bonus += 5; /* additional bonus for resistance of ability-focus */
2044
2045 /* monster bonus increases with level, because high-level
2046 flesh is too rare */
2047 mbonus = op->level * 20. / ((double) settings.max_level);
2048
2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2050 ((double)settings.max_level)) - skin->resist[i];
2051
2052 if (chance >= 0.)
2053 chance += 1.;
2054 else
2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2056
2057 /* chance is proportional to amount of resistance (max. 50) */
2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2059
2060 /* doubled chance for resistance of ability-focus */
2061 if (i == abil->stats.exp)
2062 chance = min (100., chance * 2.);
2063
2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2065 if (rndm (10000) < (unsigned int)(chance * 100))
2066 {
2067 atnr_winner[winners] = i;
2068 winners++;
2069 }
2070
2071 if (chance >= 0.01)
2072 totalchance *= 1 - chance / 100;
2073
2074 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2075 }
2076 }
2077
2078 /* inverse totalchance as until now we have the failure-chance */
2079 totalchance = 100 - totalchance * 100;
2080
2081 /* print message according to totalchance */
2082 const char *buf;
2083 if (totalchance > 50.)
2084 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2085 else if (totalchance > 10.)
2086 buf = format ("The %s tasted very good.", &meal->name);
2087 else if (totalchance > 1.)
2088 buf = format ("The %s tasted good.", &meal->name);
2089 else if (totalchance > 0.1)
2090 buf = format ("The %s tasted bland.", &meal->name);
2091 else if (totalchance >= 0.01)
2092 buf = format ("The %s had a boring taste.", &meal->name);
2093 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2094 buf = format ("The %s tasted strange.", &meal->name);
2095 else
2096 buf = format ("The %s had no taste.", &meal->name);
2097
2098 op->statusmsg (buf);
2099
2100 /* now choose a winner if we have any */
2101 i = -1;
2102 if (winners > 0)
2103 i = atnr_winner [rndm (winners)];
2104
2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2106 {
2107 /* resistance increased! */
2108 skin->resist[i]++;
2109 op->update_stats ();
2110
2111 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2112 }
2113
2114 /* if this flesh contains a new ability focus, we mark it
2115 into the ability_force and it will take effect on next level */
2116 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2117 {
2118 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2119
2120 if (meal->last_eat != abil->stats.exp)
2121 op->statusmsg (format (
2122 "Your metabolism prepares to focus on %s!\n"
2123 "The change will happen at level %d.",
2124 change_resist_msg[meal->last_eat],
2125 abil->level + 1
2126 ));
2127 else
2128 {
2129 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2130 abil->last_eat = 0;
2131 }
2132 }
2133
2134 return 1;
2135}
2136
2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = 999 - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 if (op->stats.hp > op->stats.maxhp)
2198 op->stats.hp = op->stats.maxhp;
2199 if (op->stats.food > 999)
2200 op->stats.food = 999;
2201 }
2202
2203 /* special food hack -b.t. */
2204 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2205 eat_special_food (op, tmp);
2206 }
2207 }
2208
2209 handle_apply_yield (tmp);
2210 tmp->decrease ();
2211}
2212
2213/**
2214 * Handles applying an improve armor scroll.
2215 * Does some sanity checks, then calls improve_armour.
2216 */
2217static void
2218apply_armour_improver (object *op, object *tmp)
2219{
2220 object *armor;
2221
2222 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2223 {
2224 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2225 return;
2226 }
2227
2228 armor = find_marked_object (op);
2229
2230 if (!armor)
2231 {
2232 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2233 return;
2234 }
2235
2236 if (armor->type != ARMOUR
2237 && armor->type != CLOAK
2238 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2239 {
2240 op->failmsg ("Your marked item is not armour!\n");
2241 return;
2242 }
2243
2244 op->statusmsg ("Applying armour enchantment.");
2245 improve_armour (op, tmp, armor);
2246}
2247
2248void
2249apply_poison (object *op, object *tmp)
2250{
2251 // need to do it now when it is still on the map
2252 handle_apply_yield (tmp);
2253
2254 object *poison = tmp->split (1);
2255
2256 if (op->type == PLAYER)
2257 {
2258 op->contr->play_sound (sound_find ("drink_poison"));
2259 op->failmsg ("Yech! That tasted poisonous!");
2260 op->contr->killer = poison;
2261 }
2262
2263 if (poison->stats.hp > 0)
2264 {
2265 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2266 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2267 }
2268
2269 op->stats.food -= op->stats.food / 4;
2270 poison->destroy ();
2271}
2272
2273/**
2274 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2275 * A valid 2 way exit means:
2276 * -You can come back (there is another exit at the other side)
2277 * -You are
2278 * ° the owner of the exit
2279 * ° or in the same party as the owner
2280 *
2281 * Note: a owner in a 2 way exit is saved as the owner's name
2282 * in the field exit->name cause the field exit->owner doesn't
2283 * survive in the swapping (in fact the whole exit doesn't survive).
2284 */
2285static int
2286is_legal_2ways_exit (object *op, object *exit)
2287{
2288 if (exit->stats.exp != 1)
2289 return 1; /*This is not a 2 way, so it is legal */
2290
2291#if 0 //TODO
2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2293 return 0; /* This is a reset town portal */
2294#endif
2295
2296 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2297
2298 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2299
2300 if (exitmap)
2301 {
2302 exitmap->load_sync ();
2303
2304 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2305
2306 if (!tmp)
2307 return 0;
2308
2309 for (; tmp; tmp = tmp->above)
2310 {
2311 if (tmp->type != EXIT)
2312 continue; /*Not an exit */
2313
2314 if (!EXIT_PATH (tmp))
2315 continue; /*Not a valid exit */
2316
2317 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2318 continue; /*Not in the same place */
2319
2320 if (exit->map->path != EXIT_PATH (tmp))
2321 continue; /*Not in the same map */
2322
2323 /* From here we have found the exit is valid. However we do
2324 * here the check of the exit owner. It is important for the
2325 * town portals to prevent strangers from visiting your appartments
2326 */
2327 if (!exit->race)
2328 return 1; /*No owner, free for all! */
2329
2330 object *exit_owner = 0;
2331
2332 for_all_players (pp)
2333 {
2334 if (!pp->ob)
2335 continue;
2336
2337 if (pp->ob->name != exit->race)
2338 continue;
2339
2340 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2341 break;
2342 }
2343
2344 if (!exit_owner)
2345 return 0; /* No more owner */
2346
2347 if (exit_owner->contr == op->contr)
2348 return 1; /*It is your exit */
2349
2350 if (exit_owner && /*There is a owner */
2351 (op->contr) && /*A player tries to pass */
2352 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2353 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2354 return 0;
2355
2356 return 1;
2357 }
2358 }
2359
2360 return 0;
2361}
2362
2363/**
2364 * This function will try to apply a lighter and in case no lighter
2365 * is specified it will try to find a lighter in the players inventory,
2366 * and inform him about this requirement.
2367 *
2368 * who - the player
2369 * op - the item we want to light
2370 * lighter - the lighter or 0 if a lighter has yet to be found
2371 */
2372static object *
2373auto_apply_lighter (object *who, object *op, object *lighter)
2374{
2375 if (lighter == 0)
2376 {
2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2378 {
2379 if (tmp->type == LIGHTER)
2380 {
2381 lighter = tmp;
2382 break;
2383 }
2384 }
2385
2386 if (!lighter)
2387 {
2388 who->failmsg (format (
2389 "You can't light up the %s with your bare hands! "
2390 "H<You need a lighter in your inventory, for example a flint and steel.>",
2391 &op->name));
2392 return 0;
2393 }
2394 }
2395
2396 // last_eat == 0 means the lighter is not being used up!
2397 if (lighter->last_eat && lighter->stats.food)
2398 {
2399 /* lighter gets used up */
2400 lighter = lighter->split ();
2401 lighter->stats.food--;
2402 who->insert (lighter);
2403 }
2404 else if (lighter->last_eat)
2405 {
2406 /* no charges left in lighter */
2407 who->failmsg (format (
2408 "You attempt to light the %s with a used up %s.",
2409 &op->name, &lighter->name));
2410 return 0;
2411 }
2412
2413 return lighter;
2414}
2415
2416/**
2417 * Designed primarily to light torches/lanterns/etc.
2418 * Also burns up burnable material too. First object in the inventory is
2419 * the selected object to "burn". -b.t.
2420 */
2421static void
2422apply_lighter (object *who, object *lighter)
2423{
2424 object *item;
2425 int is_player_env = 0;
2426
2427 item = find_marked_object (who);
2428 if (item)
2429 {
2430 if (!auto_apply_lighter (who, item, lighter))
2431 return;
2432
2433 /* Perhaps we should split what we are trying to light on fire?
2434 * I can't see many times when you would want to light multiple
2435 * objects at once.
2436 */
2437
2438 save_throw_object (item, AT_FIRE, who);
2439
2440 if (item->destroyed ()
2441 || ((item->type == LAMP || item->type == TORCH)
2442 && item->glow_radius > 0))
2443 who->statusmsg (format (
2444 "You light the %s with the %s.",
2445 &item->name, &lighter->name));
2446 else
2447 who->failmsg (format (
2448 "You attempt to light the %s with the %s and fail.",
2449 &item->name, &lighter->name));
2450 }
2451 else
2452 who->failmsg ("You need to mark a lightable object.");
2453}
2454
2455/**
2456 * This function generates a cursed effect for cursed lamps and torches.
2457 */
2458static void
2459player_apply_lamp_cursed_effect (object *who, object *op)
2460{
2461 if (op->level)
2462 {
2463 who->failmsg (format (
2464 "The %s was cursed, it explodes in a big fireball!",
2465 &op->name));
2466 create_exploding_ball_at (who, op->level);
2467 }
2468 else
2469 {
2470 who->failmsg (format (
2471 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2472 &op->name));
2473 }
2474
2475 op->destroy ();
2476}
2477
2478/**
2479 * Apply for players and lamps
2480 *
2481 * who - the player
2482 * op - the lamp
2483 */
2484static void
2485player_apply_lamp (object *who, object *op)
2486{
2487 bool switch_on = op->glow_radius ? false : true;
2488
2489 if (switch_on)
2490 {
2491 object *lighter = 0;
2492
2493 if (op->flag [FLAG_IS_LIGHTABLE]
2494 && !(lighter = auto_apply_lighter (who, op, 0)))
2495 return;
2496
2497 if (op->stats.food < 1)
2498 {
2499 if (op->type == LAMP)
2500 who->failmsg (format (
2501 "The %s is out of fuel! "
2502 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2503 &op->name));
2504 else
2505 who->failmsg (format (
2506 "The %s is burnt out! "
2507 "H<Torches and similar items burn out and become worthless.>",
2508 &op->name));
2509 return;
2510 }
2511
2512 if (op->flag [FLAG_CURSED])
2513 {
2514 player_apply_lamp_cursed_effect (who, op);
2515 return;
2516 }
2517
2518 if (lighter)
2519 who->statusmsg (format (
2520 "You light up the %s with the %s.", &op->name, &lighter->name));
2521 else
2522 who->statusmsg (format ("You light up the %s.", &op->name));
2523 }
2524 else
2525 {
2526 if (op->flag [FLAG_CURSED])
2527 {
2528 player_apply_lamp_cursed_effect (who, op);
2529 return;
2530 }
2531
2532 if (op->type == TORCH)
2533 {
2534 if (!op->flag [FLAG_IS_LIGHTABLE])
2535 {
2536 who->statusmsg (format (
2537 "You put out the %s. "
2538 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2539 &op->name, &op->name));
2540 }
2541 else
2542 who->statusmsg (format (
2543 "You put out the %s."
2544 "H<Torches wear out if you put them out.>",
2545 &op->name));
2546 }
2547 else
2548 who->statusmsg (format ("You turn off the %s.", &op->name));
2549 }
2550
2551 apply_lamp (op, switch_on);
2552}
2553
2554void get_animation_from_arch (object *op, arch_ptr a)
2555{
2556 op->animation_id = a->animation_id;
2557 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2558 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2559 op->anim_speed = a->anim_speed;
2560 op->last_anim = 0;
2561 op->state = 0;
2562 op->face = a->face;
2563
2564 if (NUM_ANIMATIONS(op) > 1)
2565 {
2566 SET_ANIMATION(op, 0);
2567 animate_object (op, op->direction);
2568 }
2569 else
2570 update_object (op, UP_OBJ_FACE);
2571}
2572
2573/**
2574 * Apply for LAMPs and TORCHes.
2575 *
2576 * op - the lamp
2577 * switch_on - a flag which says whether the lamp should be switched on or off
2578 */
2579void apply_lamp (object *op, bool switch_on)
2580{
2581 op->set_glow_radius (switch_on ? op->range : 0);
2582 op->set_speed (switch_on ? op->arch->speed : 0);
2583
2584 // torches wear out if you put them out
2585 if (op->type == TORCH && !switch_on)
2586 {
2587 if (op->flag [FLAG_IS_LIGHTABLE])
2588 {
2589 op->stats.food -= (double) op->arch->stats.food / 15;
2590 if (op->stats.food < 0)
2591 op->stats.food = 0;
2592 }
2593 else
2594 op->stats.food = 0;
2595 }
2596
2597 // lamps and torched get worthless when used up
2598 if (op->stats.food <= 0)
2599 op->value = 0;
2600
2601 // FIXME: This is a hack to make the more sane torches and lamps
2602 // still animated ;-/
2603 if (op->other_arch)
2604 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2605
2606 if (object *pl = op->visible_to ())
2607 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2608}
2609
2610/**
2611 * This handles items of type 'transformer'.
2612 * Basically those items, used with a marked item, transform both items into something
2613 * else.
2614 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2615 * Change information is contained in the 'slaying' field of the marked item.
2616 * The format is as follow: transformer:[number ]yield[;transformer:...].
2617 * This way an item can be transformed in many things, and/or many objects.
2618 * The 'slaying' field for transformer is used as verb for the action.
2619 */
2620static void
2621apply_item_transformer (object *pl, object *transformer)
2622{
2623 object *marked;
2624 object *new_item;
2625 const char *find;
2626 char *separator;
2627 int yield;
2628 char got[MAX_BUF];
2629 int len;
2630
2631 if (!pl || !transformer)
2632 return;
2633
2634 marked = find_marked_object (pl);
2635
2636 if (!marked)
2637 {
2638 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2639 return;
2640 }
2641
2642 if (!marked->slaying)
2643 {
2644 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2645 return;
2646 }
2647
2648 /* check whether they are compatible or not */
2649 find = strstr (&marked->slaying, transformer->arch->archname);
2650 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2651 {
2652 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2653 return;
2654 }
2655
2656 find += strlen (transformer->arch->archname) + 1;
2657 /* Item can be used, now find how many and what it yields */
2658 if (isdigit (*(find)))
2659 {
2660 yield = atoi (find);
2661 if (yield < 1)
2662 {
2663 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2664 yield = 1;
2665 }
2666 }
2667 else
2668 yield = 1;
2669
2670 while (isdigit (*find))
2671 find++;
2672
2673 while (*find == ' ')
2674 find++;
2675
2676 memset (got, 0, MAX_BUF);
2677
2678 if ((separator = strchr (find, ';')))
2679 len = separator - find;
2680 else
2681 len = strlen (find);
2682
2683 min_it (len, MAX_BUF - 1);
2684
2685 strcpy (got, find);
2686 got[len] = '\0';
2687
2688 /* Now create new item, remove used ones when required. */
2689 new_item = get_archetype (got);
2690 if (!new_item)
2691 {
2692 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2693 return;
2694 }
2695
2696 new_item->nrof = yield;
2697
2698 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2699
2700 pl->insert (new_item);
2701 /* Eat up one item */
2702 marked->decrease ();
2703
2704 /* Eat one transformer if needed */
2705 if (transformer->stats.food)
2706 if (--transformer->stats.food == 0)
2707 transformer->decrease ();
2708}
2709
2710/**
2711 * Main apply handler.
2712 *
2713 * Checks for unpaid items before applying.
2714 *
2715 * Return value:
2716 * 0: player or monster can't apply objects of that type
2717 * 1: has been applied, or there was an error applying the object
2718 * 2: objects of that type can't be applied if not in inventory
2719 *
2720 * who is the object that is causing object to be applied, op is the object
2721 * being applied.
2722 *
2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2724 * them in this function - they are passed to apply_special
2725 */
2726int
2727manual_apply (object *who, object *op, int aflag)
2728{
2729 op = op->head_ ();
2730
2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2732 {
2733 if (who->type == PLAYER)
2734 {
2735 examine (who, op);
2736 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2737 return 1;
2738 }
2739 else
2740 return 0; /* monsters just skip unpaid items */
2741 }
2742
2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2744 return RESULT_INT (0);
2745
2746 switch (op->type)
2747 {
2748 case T_HANDLE:
2749 who->play_sound (sound_find ("turn_handle"));
2750 who->statusmsg ("You turn the handle.");
2751 op->value = op->value ? 0 : 1;
2752 SET_ANIMATION (op, op->value);
2753 update_object (op, UP_OBJ_FACE);
2754 push_button (op, who);
2755 return 1;
2756
2757 case TRIGGER:
2758 if (check_trigger (op, who, who))
2759 {
2760 who->statusmsg ("You turn the handle.");
2761 who->play_sound (sound_find ("turn_handle"));
2762 }
2763 else
2764 who->failmsg ("The handle doesn't move.");
2765
2766 return 1;
2767
2768 case EXIT:
2769 if (who->type != PLAYER)
2770 return 0;
2771
2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2773 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2774 else
2775 {
2776 /* Don't display messages for random maps. */
2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2778 who->statusmsg (op->msg, NDI_NAVY);
2779
2780 who->enter_exit (op);
2781 }
2782
2783 return 1;
2784
2785 case INSCRIBABLE:
2786 who->statusmsg (op->msg);
2787 // maybe show a spell menu to chose from or something like that
2788 return 1;
2789
2790 case SIGN:
2791 apply_sign (who, op, 0);
2792 return 1;
2793
2794 case BOOK:
2795 if (who->type == PLAYER)
2796 {
2797 apply_book (who, op);
2798 return 1;
2799 }
2800 else
2801 return 0;
2802
2803 case SKILLSCROLL:
2804 if (who->type == PLAYER)
2805 {
2806 apply_skillscroll (who, op);
2807 return 1;
2808 }
2809 else
2810 return 0;
2811
2812 case SPELLBOOK:
2813 if (who->type == PLAYER)
2814 {
2815 apply_spellbook (who, op);
2816 return 1;
2817 }
2818 else
2819 return 0;
2820
2821 case SCROLL:
2822 apply_scroll (who, op, 0);
2823 return 1;
2824
2825 case POTION:
2826 apply_potion (who, op);
2827 return 1;
2828
2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2830 //TODO: remove, as it is unsed?
2831 case CLOSE_CON:
2832 apply_container (who, op->env);
2833 return 1;
2834
2835 case CONTAINER:
2836 apply_container (who, op);
2837 return 1;
2838
2839 case TREASURE:
2840 if (who->type == PLAYER)
2841 {
2842 apply_treasure (who, op);
2843 return 1;
2844 }
2845 else
2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2852
2853 case WEAPON:
2854 case ARMOUR:
2855 case BOOTS:
2856 case GLOVES:
2857 case AMULET:
2858 case GIRDLE:
2859 case BRACERS:
2860 case SHIELD:
2861 case HELMET:
2862 case RING:
2863 case CLOAK:
2864 case WAND:
2865 case ROD:
2866 case HORN:
2867 case SKILL:
2868 case BOW:
2869 case BUILDER:
2870 case SKILL_TOOL:
2871 if (op->env != who)
2872 return 2; /* not in inventory */
2873
2874 apply_special (who, op, aflag);
2875 return 1;
2876
2877 case DRINK:
2878 case FOOD:
2879 case FLESH:
2880 apply_food (who, op);
2881 return 1;
2882
2883 case POISON:
2884 apply_poison (who, op);
2885 return 1;
2886
2887 case SAVEBED:
2888 return 1;
2889
2890 case ARMOUR_IMPROVER:
2891 if (who->type == PLAYER)
2892 {
2893 apply_armour_improver (who, op);
2894 return 1;
2895 }
2896 else
2897 return 0;
2898
2899 case WEAPON_IMPROVER:
2900 check_improve_weapon (who, op);
2901 return 1;
2902
2903 case CLOCK:
2904 if (who->type == PLAYER)
2905 {
2906 char buf[MAX_BUF];
2907 timeofday_t tod;
2908
2909 get_tod (&tod);
2910 who->play_sound (sound_find ("sound_clock"));
2911 who->statusmsg (format (
2912 "It is %d minute%s past %d o'clock %s",
2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2914 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2915 ));
2916 return 1;
2917 }
2918 else
2919 return 0;
2920
2921 case MENU:
2922 if (who->type == PLAYER)
2923 {
2924 shop_listing (op, who);
2925 return 1;
2926 }
2927 else
2928 return 0;
2929
2930 case POWER_CRYSTAL:
2931 apply_power_crystal (who, op); /* see egoitem.c */
2932 return 1;
2933
2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2935 if (who->type == PLAYER)
2936 {
2937 apply_lighter (who, op);
2938 return 1;
2939 }
2940 else
2941 return 0;
2942
2943 case ITEM_TRANSFORMER:
2944 apply_item_transformer (who, op);
2945 return 1;
2946
2947 default:
2948 return 0;
2949 }
2950}
2951
2952/* quiet suppresses the "don't know how to apply" and "you must get it first"
2953 * messages as needed by player_apply_below(). But there can still be
2954 * "but you are floating high above the ground" messages.
2955 *
2956 * Same return value as apply() function.
2957 */
2958int
2959player_apply (object *pl, object *op, int aflag, int quiet)
2960{
2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2962 {
2963 /* player is flying and applying object not in inventory */
2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2965 {
2966 pl->failmsg ("But you are floating high above the ground! "
2967 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968 "or waiting till the levitation effect wears off.>");
2969 return 0;
2970 }
2971 }
2972
2973 pl->contr->last_used = op;
2974
2975 int tmp = manual_apply (pl, op, aflag);
2976
2977 if (!quiet)
2978 {
2979 if (tmp == 0)
2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2981 else if (tmp == 2)
2982 pl->failmsg ("You must get it first!\n");
2983 }
2984
2985 return tmp;
2986}
2987
2988/**
2989 * player_apply_below attempts to apply the object 'below' the player.
2990 * If the player has an open container, we use that for below, otherwise
2991 * we use the ground.
2992 */
2993void
2994player_apply_below (object *pl)
2995{
2996 int floors = 0;
2997
2998 /* If using a container, set the starting item to be the top
2999 * item in the container. Otherwise, use the map.
3000 * This is perhaps more complicated. However, I want to make sure that
3001 * we don't use a corrupt pointer for the next object, so we get the
3002 * next object in the stack before applying. This is can only be a
3003 * problem if player_apply() has a bug in that it uses the object but does
3004 * not return a proper value.
3005 */
3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3007 {
3008 next = tmp->below;
3009
3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3011 floors++;
3012 else if (floors > 0)
3013 return; /* process only floor objects after first floor object */
3014
3015 /* If it is visible, player can apply it. If it is applied by
3016 * person moving on it, also activate. Added code to make it
3017 * so that at least one of players movement types be that which
3018 * the item needs.
3019 */
3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
3021 if (player_apply (pl, tmp, 0, 1) == 1)
3022 return;
3023
3024 if (floors >= 2)
3025 return; /* process at most two floor objects */
3026 }
3027}
3028
3029/**
3030 * Unapplies specified item. 1026 * Unapplies specified item.
3031 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
3032 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
3033 * to keep the size of apply_special to a more managable size. 1029 * to keep the size of apply_special to a more managable size.
3034 */ 1030 */
3035static int 1031static bool
3036unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
3037{ 1033{
3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3040 return RESULT_INT (0); 1036 return RESULT_INT (0);
3041 1037
3042 CLEAR_FLAG (op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
1040
1041 op->flag [FLAG_APPLIED] = false;
3043 1042
3044 switch (op->type) 1043 switch (op->type)
3045 { 1044 {
3046 case SKILL_TOOL: 1045 case SKILL:
1046 if (player *pl = who->contr)
1047 if (op->invisible)
1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1049 else
1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1051
1052 change_abil (who, op);
1053 who->flag [FLAG_READY_SKILL] = false;
1054 break;
1055
1056 case WEAPON:
1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
1058 change_abil (who, op);
1059 who->flag [FLAG_READY_WEAPON] = false;
1060
3047 // unapplying a skill tool should also unapply the skill it governs 1061 // 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 1062 // but this is hard, as it shouldn't do so when the skill can
3049 // be used for other reasons 1063 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1064 if (who->chosen_skill)
3051 if (tmp->skill == op->skill 1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
3052 && tmp->type == SKILL
3053 && tmp->flag [FLAG_APPLIED]
3054 && !tmp->flag [FLAG_CAN_USE_SKILL])
3055 unapply_special (who, tmp, 0); 1066 unapply_special (who, op, 0);
3056 1067
3057 change_abil (who, op);
3058 break; 1068 break;
3059 1069
1070 case BOW:
3060 case WEAPON: 1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
3061 if (player *pl = who->contr) 1075 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 { 1076 {
3077 if (IS_COMBAT_SKILL (op->subtype)) 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
3078 who->change_weapon (who->contr->combat_ob = 0); 1078 change_abil (who, op);
3079 else if (IS_RANGED_SKILL (op->subtype)) 1079 }
3080 who->change_weapon (who->contr->ranged_ob = 0); 1080 else
1081 {
1082 who->change_skill (0);
3081 1083
3082 if (op->invisible) 1084 if (op->type == BOW)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1085 op->flag [FLAG_READY_BOW ] = false;
3084 else 1086 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1087 op->flag [FLAG_READY_RANGE] = false;
3086 } 1088 }
3087 1089
3088 change_abil (who, op);
3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
3090 break; 1090 break;
3091 1091
3092 case ARMOUR: 1092 case ARMOUR:
3093 case HELMET: 1093 case HELMET:
3094 case SHIELD: 1094 case SHIELD:
3101 case CLOAK: 1101 case CLOAK:
3102 who->statusmsg (format ("You unwear %s.", query_name (op))); 1102 who->statusmsg (format ("You unwear %s.", query_name (op)));
3103 change_abil (who, op); 1103 change_abil (who, op);
3104 break; 1104 break;
3105 1105
1106 case SPELL:
3106 case BOW: 1107 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))); 1108 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; 1109 break;
3131 1110
3132 case BUILDER: 1111 //case SKILL_TOOL://TODO
3133 if (who->contr)
3134 who->statusmsg (format ("You unready %s.", query_name (op)));
3135 break;
3136
3137 default: 1112 default:
3138 who->statusmsg (format ("You unapply %s.", query_name (op))); 1113 who->statusmsg (format ("You unapply %s.", query_name (op)));
3139 break; 1114 break;
3140 } 1115 }
3141 1116
3143 if (object *pl = op->visible_to ()) 1118 if (object *pl = op->visible_to ())
3144 esrv_send_item (pl, op); 1119 esrv_send_item (pl, op);
3145 1120
3146 who->update_stats (); 1121 who->update_stats ();
3147 1122
3148 return 0; 1123 return 1;
3149} 1124}
3150 1125
3151/** 1126/**
3152 * Returns the object that is using location 'loc'. 1127 * Returns the object that is using location 'loc'.
3153 * Note that 'start' is the first object to start examing - we 1128 * Note that 'start' is the first object to start examing - we
3165static object * 1140static object *
3166get_next_item_from_body_location (int loc, object *start) 1141get_next_item_from_body_location (int loc, object *start)
3167{ 1142{
3168 for (object *tmp = start; tmp; tmp = tmp->below) 1143 for (object *tmp = start; tmp; tmp = tmp->below)
3169 if (tmp->flag [FLAG_APPLIED] 1144 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info 1145 && tmp->slot [loc].info
3171 && (!tmp->invisible || tmp->type == SKILL)) 1146 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3172 return tmp; 1147 return tmp;
3173 1148
3174 return 0; 1149 return 0;
3175} 1150}
3176 1151
3189#define CANNOT_REMOVE_CURSED \ 1164#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1165 "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, " \ 1166 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>" 1167 "priests or even other players might help.>"
3193 1168
3194static int 1169static bool
3195unapply_for_ob (object *who, object *op, int aflags) 1170unapply_for_ob (object *who, object *op, int aflags)
3196{ 1171{
3197 if (op->is_range ()) 1172 if (op->is_range ())
3198 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3321 continue; 1296 continue;
3322 } 1297 }
3323 1298
3324 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1299 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3325 if (!tmp1) 1300 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; 1301 retval |= CAN_APPLY_NEVER;
3334 }
3335 else 1302 else
3336 { 1303 {
3337 /* need to unapply something. However, if this something 1304 /* need to unapply something. However, if this something
3338 * is different than we had found before, it means they need 1305 * is different than we had found before, it means they need
3339 * to apply multiple objects 1306 * to apply multiple objects
3419 */ 1386 */
3420 1387
3421#define LACK_ITEM_POWER \ 1388#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1389 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423 1390
3424int 1391static bool
3425apply_special (object *who, object *op, int aflags) 1392apply_special (object *who, object *op, int aflags)
3426{ 1393{
3427 int basic_flag = aflags & AP_BASIC_FLAGS; 1394 int basic_flag = aflags & AP_MODE;
3428 object *tmp, *tmp2, *skop = NULL; 1395 object *tmp, *tmp2, *skop = NULL;
3429 1396
3430 if (who == NULL) 1397 if (who == NULL)
3431 { 1398 {
3432 LOG (llevError, "apply_special() from object without environment.\n"); 1399 LOG (llevError, "apply_special() from object without environment.\n");
3433 return 1; 1400 return 1;
3434 } 1401 }
3435 1402
1403 //TODO: remove these when apply_special is no longer exposed
3436 if (op->env != who) 1404 if (op->env != who)
3437 return 1; /* op is not in inventory */ 1405 return 1; /* op is not in inventory */
3438 1406
3439 /* trying to unequip op */ 1407 /* trying to unequip op */
3440 if (QUERY_FLAG (op, FLAG_APPLIED)) 1408 if (QUERY_FLAG (op, FLAG_APPLIED))
3451 1419
3452 return unapply_special (who, op, aflags); 1420 return unapply_special (who, op, aflags);
3453 } 1421 }
3454 else if (basic_flag == AP_UNAPPLY) 1422 else if (basic_flag == AP_UNAPPLY)
3455 return 0; 1423 return 0;
3456
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 1424
3466 splay (op); 1425 splay (op);
3467 1426
3468 /* Can't just apply this object. Lets see what not and what to do */ 1427 /* Can't just apply this object. Lets see what not and what to do */
3469 if (int i = can_apply_object (who, op)) 1428 if (int i = can_apply_object (who, op))
3503 } 1462 }
3504 } 1463 }
3505 1464
3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1465 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3507 { 1466 {
1467 // try to ready attached skill first
3508 skop = find_skill_by_name (who, op->skill); 1468 skop = find_skill_by_name (who, op->skill);
3509 1469
3510 if (!skop) 1470 if (!skop)
3511 { 1471 {
3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1472 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3513 return 1; 1473 return 1;
3514 } 1474 }
3515 else 1475 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 */ 1476 {
3519 who->change_skill (skop); 1477 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
1478 return 1;
1479 }
3520 } 1480 }
3521 1481
3522 if (!check_item_power (who, op->item_power)) 1482 if (!check_item_power (who, op->item_power))
3523 { 1483 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1484 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3527 1487
3528 /* Ok. We are now at the state where we can apply the new object. 1488 /* 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_... 1489 * Note that we don't have the checks for can_use_...
3530 * below - that is already taken care of by can_apply_object. 1490 * below - that is already taken care of by can_apply_object.
3531 */ 1491 */
1492
1493 // 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; 1494 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3533 1495
3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1496 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3535 return RESULT_INT (0); 1497 return RESULT_INT (0);
3536 1498
3537 switch (op->type) 1499 switch (op->type)
3538 { 1500 {
3539 case WEAPON: 1501 case WEAPON:
3540 //TODO: this obviously fails for players using a shorter prefix 1502 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 { 1503 {
3544 /* if the weapon does not have the name as the character, can't use it. */ 1504 /* 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) */ 1505 /* (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.>"); 1506 who->failmsg ("The weapon does not recognize you as its owner. "
3547 1507 "H<Its name indicates that it belongs to somebody else.>");
3548 if (tmp) 1508 if (tmp) who->insert (tmp);
3549 insert_ob_in_ob (tmp, who);
3550
3551 return 1; 1509 return 1;
3552 } 1510 }
3553 1511
3554 if (!skop) 1512 op->flag [FLAG_APPLIED] = true;
1513
1514 if (player *pl = who->contr)
3555 { 1515 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1516 who->statusmsg (format ("You wield %s.", query_name (op)));
3557 return 1; 1517 change_abil (who, op);
3558 } 1518 }
3559 1519 else
3560 SET_FLAG (op, FLAG_APPLIED);
3561 who->change_skill (skop); 1520 who->change_skill (skop);
3562 1521
3563 if (who->contr) 1522 op->flag [FLAG_READY_WEAPON] = true;
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; 1523 break;
3571 1524
3572 case ARMOUR: 1525 case ARMOUR:
3573 case HELMET: 1526 case HELMET:
3574 case SHIELD: 1527 case SHIELD:
3583 who->statusmsg (format ("You wear %s.", query_name (op))); 1536 who->statusmsg (format ("You wear %s.", query_name (op)));
3584 change_abil (who, op); 1537 change_abil (who, op);
3585 break; 1538 break;
3586 1539
3587 case SKILL_TOOL: 1540 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill 1541 // applying a skill tool does not ready the skill
1542 // if something needs the skill, it has to ready it itself
1543 //TODO: unapplying should unapply the skill, though
3589 SET_FLAG (op, FLAG_APPLIED); 1544 SET_FLAG (op, FLAG_APPLIED);
1545 break;
3590 1546
1547 case SKILL:
3591 if (!(aflags & AP_NO_READY)) 1548 if (!(aflags & AP_NO_SLOT))
3592 { 1549 {
3593 skop = find_skill_by_name (who, op->skill); 1550 // skill is used on it's own, as opposed to being a chosen_skill
3594 if (!skop->flag [FLAG_APPLIED])
3595 apply_special (who, skop, AP_APPLY);
3596 }
3597 break;
3598 1551
3599 case SKILL: 1552 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3600 if (player *pl = who->contr)
3601 {
3602 if (IS_COMBAT_SKILL (op->subtype))
3603 { 1553 {
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 ( 1554 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. " 1555 "You feel as if you wanted to do something funny, but you can't remember what. "
3618 "H<Some skills need an item, in this case a melee weapon, to function.>", 1556 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3619 &op->skill 1557 "It cannot be used on its own.>",
3620 ));
3621 return 1;
3622
3623 found_weapon:;
3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3627 }
3628 else if (IS_RANGED_SKILL (op->subtype))
3629 {
3630 if (skill_flags [op->subtype] & SF_NEED_BOW)
3631 {
3632 for (object *item = who->inv; item; item = item->below)
3633 if (item->type == BOW && item->flag [FLAG_APPLIED])
3634 {
3635 //TODO: bows should/must all have skill missile weapon right now
3636 who->change_weapon (pl->ranged_ob = item);
3637 goto found_bow;
3638 }
3639
3640 who->failmsg (
3641 "You need to apply a missile weapon before readying this skill. "
3642 "H<Some skills need an item, in this case a missile weapon, to function.>"
3643 );
3644 return 1;
3645
3646 found_bow:;
3647 }
3648 else
3649 who->change_weapon (pl->ranged_ob = op);
3650 }
3651
3652 if (!op->invisible)
3653 {
3654 who->statusmsg (format (
3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill 1558 &op->skill
3659 )); 1559 ));
1560 if (tmp) who->insert (tmp);
1561 return 1;
3660 } 1562 }
1563
1564 if (skill_flags [op->subtype] & SF_AUTARK
1565 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566 {
1567 if (skill_flags [op->subtype] & SF_USE)
1568 who->failmsg (format (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571 &op->skill, &op->skill
1572 ));
1573 else
1574 who->failmsg (format (
1575 "You feel as if you wanted to do something funny, but you can't remember what. "
1576 "H<The %s skill cannot be readied or used, it is always active.>",
1577 &op->skill
1578 ));
1579
1580 if (tmp) who->insert (tmp);
1581
1582 return 1;
1583 }
1584
1585 if (who->contr)
1586 if (op->invisible)
1587 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3661 else 1588 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1589 who->statusmsg (format ("You ready %s.", query_name (op)));
3663 } 1590 }
3664 else 1591
3665 {
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL); 1592 SET_FLAG (who, FLAG_READY_SKILL);
3670 } 1593 SET_FLAG (op, FLAG_APPLIED);
3671 1594 change_abil (who, op);
3672 break; 1595 break;
3673 1596
3674 case BOW: 1597 case BOW:
3675 if (op->level && !op->name.starts_with (who->name)) 1598 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3676 { 1599 {
3677 who->failmsg ("The weapon does not recognize you as its owner. " 1600 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>"); 1601 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp) 1602 if (tmp) who->insert (tmp);
3680 insert_ob_in_ob (tmp, who);
3681
3682 return 1; 1603 return 1;
3683 } 1604 }
1605
1606 if (player *pl = who->contr)
1607 {
1608 op->flag [FLAG_APPLIED] = true;
1609 who->statusmsg (format ("You wield the %s.", query_name (op)));
1610 change_abil (who, op);
1611 }
1612 break;
1613
1614 case RANGED:
1615 if (player *pl = who->contr)
1616 {
1617 op->flag [FLAG_APPLIED] = true;
1618 who->statusmsg (format ("You applied the %s.", query_name (op)));
1619 }
1620 break;
1621
1622 case SPELL:
1623 if (player *pl = who->contr)
1624 {
1625 op->flag [FLAG_APPLIED] = true;
1626 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1627 }
1628 break;
3684 1629
3685 /*FALLTHROUGH*/ 1630 /*FALLTHROUGH*/
3686 case WAND: 1631 case WAND:
3687 case ROD: 1632 case ROD:
3688 case HORN: 1633 case HORN:
3689 /* check for skill, alter player status */ 1634 /* check for skill, alter player status */
3690 1635
3691 if (!skop) 1636 if (!skop)
3692 { 1637 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1638 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1639 if (tmp) who->insert (tmp);
3694 return 1; 1640 return 1;
3695 } 1641 }
3696 1642
3697 SET_FLAG (op, FLAG_APPLIED); 1643 op->flag [FLAG_APPLIED] = true;
3698 who->change_skill (skop);
3699 1644
3700 if (who->contr) 1645 if (player *pl = who->contr)
3701 { 1646 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op))); 1647 who->statusmsg (format ("You ready %s.", query_name (op)));
3705 1648
3706 if (op->type == BOW) 1649 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))); 1650 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3711 } 1651
1652 change_abil (who, op);
3712 } 1653 }
3713 else 1654 else
3714 { 1655 {
1656 who->change_skill (skop);
1657
3715 if (op->type == BOW) 1658 if (op->type == BOW)
3716 SET_FLAG (who, FLAG_READY_BOW); 1659 op->flag [FLAG_READY_BOW ] = true;
3717 else 1660 else
3718 SET_FLAG (who, FLAG_READY_RANGE); 1661 op->flag [FLAG_READY_RANGE] = true;
3719 } 1662 }
3720 1663
3721 break; 1664 break;
3722 1665
3723 case BUILDER: 1666 case BUILDER:
3724 if (who->type == PLAYER) 1667 if (player *pl = who->contr)
3725 { 1668 {
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))); 1669 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731 1670 //TODO: change_abil?
3732 who->contr->ranged_ob = op;
3733 } 1671 }
3734 break; 1672 break;
3735 1673
3736 default: 1674 default:
3737 who->statusmsg (format ("You apply %s.", query_name (op))); 1675 who->statusmsg (format ("You apply %s.", query_name (op)));
3738 } 1676 }
3739 1677
3740 SET_FLAG (op, FLAG_APPLIED); 1678 SET_FLAG (op, FLAG_APPLIED);
3741 1679
3742 if (tmp)
3743 who->insert (tmp); 1680 if (tmp) who->insert (tmp);
3744 1681
3745 who->update_stats (); 1682 who->update_stats ();
3746 1683
3747 /* We exclude spell casting objects. The fire code will set the 1684 /* We exclude spell casting objects. The fire code will set the
3748 * been applied flag when they are used - until that point, 1685 * been applied flag when they are used - until that point,
3763 1700
3764 if (object *pl = op->visible_to ()) 1701 if (object *pl = op->visible_to ())
3765 esrv_send_item (pl, op); 1702 esrv_send_item (pl, op);
3766 1703
3767 return 0; 1704 return 0;
1705}
1706
1707/**
1708 * Check if op should abort moving victim because of it's race or slaying.
1709 * Returns 1 if it should abort, returns 0 if it should continue.
1710 */
1711int
1712should_director_abort (object *op, object *victim)
1713{
1714 int arch_flag, name_flag, race_flag;
1715
1716 /* Get flags to determine what of arch, name, and race should be checked.
1717 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1718 * the next is the name flag, and the last is the race flag. Also note,
1719 * if subtype is set to zero, that also goes to defaults of all affecting
1720 * it. Examples:
1721 * subtype 1: only arch
1722 * subtype 3: arch or name
1723 * subtype 5: arch or race
1724 * subtype 7: all three
1725 */
1726 if (op->subtype)
1727 {
1728 arch_flag = op->subtype & 1;
1729 name_flag = op->subtype & 2;
1730 race_flag = op->subtype & 4;
1731 }
1732 else
1733 {
1734 arch_flag = 1;
1735 name_flag = 1;
1736 race_flag = 1;
1737 }
1738
1739 /* If the director has race set, only affect objects with a arch,
1740 * name or race that matches.
1741 */
1742 if ((op->race) &&
1743 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1744 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1745 ((!(victim->race && race_flag) || op->race != victim->race)))
1746 return 1;
1747
1748 /* If the director has slaying set, only affect objects where none
1749 * of arch, name, or race match.
1750 */
1751 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1752 ((victim->name && name_flag && op->slaying == victim->name)) ||
1753 ((victim->race && race_flag && op->slaying == victim->race)))
1754 return 1;
1755
1756 return 0;
1757}
1758
1759/**
1760 * This handles a player dropping money on an altar to identify stuff.
1761 * It'll identify marked item, if none all items up to dropped money.
1762 * Return value: 1 if money was destroyed, 0 if not.
1763 */
1764static int
1765apply_id_altar (object *money, object *altar, object *pl)
1766{
1767 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1768
1769 if (!pl || pl->type != PLAYER)
1770 return 0;
1771
1772 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1773 * identifying' from being printed out more than it needs to be.
1774 */
1775 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1776 return 0;
1777
1778 /* if the player has a marked item, identify that if it needs to be
1779 * identified. If it doesn't, then go through the player inventory.
1780 */
1781 if (object *marked = find_marked_object (pl))
1782 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1783 {
1784 if (operate_altar (altar, &money, pl))
1785 {
1786 identify (marked);
1787
1788 buf.printf ("You have %s.\r", long_desc (marked, pl));
1789 if (marked->msg)
1790 buf << "The item has a story:\r" << marked->msg << "\n\n";
1791
1792 return !money;
1793 }
1794 }
1795
1796 for (object *id = pl->inv; id; id = id->below)
1797 {
1798 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1799 {
1800 if (operate_altar (altar, &money, pl))
1801 {
1802 identify (id);
1803
1804 buf.printf ("You have %s.\r", long_desc (id, pl));
1805 if (id->msg)
1806 buf << "The item has a story:\r" << id->msg << "\n\n";
1807
1808 /* If no more money, might as well quit now */
1809 if (!money || !check_altar_sacrifice (altar, money))
1810 break;
1811 }
1812 else
1813 {
1814 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1815 break;
1816 }
1817 }
1818 }
1819
1820 if (buf.empty ())
1821 pl->failmsg ("You have nothing that needs identifying");
1822 else
1823 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1824
1825 return !money;
1826}
1827
1828/**
1829 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1830 * matching item.
1831 **/
1832void
1833handle_apply_yield (object *tmp)
1834{
1835 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1836 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1837}
1838
1839/**
1840 * Handles applying a potion.
1841 */
1842int
1843apply_potion (object *op, object *tmp)
1844{
1845 int got_one = 0, i;
1846 object *force = 0;
1847
1848 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1849
1850 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1851 {
1852 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1853
1854 CLEAR_FLAG (tmp, FLAG_APPLIED);
1855 return 0;
1856 }
1857
1858 if (op->type == PLAYER)
1859 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1860 identify (tmp);
1861
1862 handle_apply_yield (tmp);
1863
1864 /* Potion of restoration - only for players */
1865 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1866 {
1867 object *depl;
1868 archetype *at;
1869
1870 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1871 {
1872 op->drain_stat ();
1873 op->update_stats ();
1874 tmp->decrease ();
1875 return 1;
1876 }
1877
1878 if (!(at = archetype::find (shstr_depletion)))
1879 {
1880 LOG (llevError, "Could not find archetype depletion\n");
1881 return 0;
1882 }
1883
1884 depl = present_arch_in_ob (at, op);
1885
1886 if (depl)
1887 {
1888 for (i = 0; i < NUM_STATS; i++)
1889 if (depl->stats.stat (i))
1890 op->statusmsg (restore_msg[i]);
1891
1892 depl->destroy ();
1893 op->update_stats ();
1894 }
1895 else
1896 op->statusmsg ("Your potion had no effect.");
1897
1898 tmp->decrease ();
1899 return 1;
1900 }
1901
1902 /* improvement potion - only for players */
1903 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1904 {
1905 for (i = 1; i < min (11, op->level); i++)
1906 {
1907 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1908 {
1909 if (op->contr->levhp[i] != 1)
1910 {
1911 op->contr->levhp[i] = 1;
1912 break;
1913 }
1914
1915 if (op->contr->levsp[i] != 1)
1916 {
1917 op->contr->levsp[i] = 1;
1918 break;
1919 }
1920
1921 if (op->contr->levgrace[i] != 1)
1922 {
1923 op->contr->levgrace[i] = 1;
1924 break;
1925 }
1926 }
1927 else
1928 {
1929 if (op->contr->levhp[i] < 9)
1930 {
1931 op->contr->levhp[i] = 9;
1932 break;
1933 }
1934
1935 if (op->contr->levsp[i] < 6)
1936 {
1937 op->contr->levsp[i] = 6;
1938 break;
1939 }
1940
1941 if (op->contr->levgrace[i] < 3)
1942 {
1943 op->contr->levgrace[i] = 3;
1944 break;
1945 }
1946 }
1947 }
1948
1949 /* Just makes checking easier */
1950 if (i < min (11, op->level))
1951 got_one = 1;
1952
1953 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1954 {
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->statusmsg ("The Gods smile upon you and remake you "
1959 "a little more in their image. "
1960 "You feel a little more perfect.", NDI_GREEN);
1961 }
1962 else
1963 op->statusmsg ("The potion had no effect - you are already perfect.");
1964 }
1965 else
1966 { /* cursed potion */
1967 if (got_one)
1968 {
1969 op->update_stats ();
1970 op->failmsg ("The Gods are angry and punish you.");
1971 }
1972 else
1973 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1974 }
1975
1976 tmp->decrease ();
1977 return 1;
1978 }
1979
1980
1981 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1982 * and heroism all fit into this category. Given the spell object code,
1983 * there is no limit to the number of spells that potions can be cast,
1984 * but direction is problematic to try and imbue fireball potions for example.
1985 */
1986 if (tmp->inv)
1987 {
1988 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1989 {
1990 op->failmsg ("Yech! Your lungs are on fire!");
1991 create_exploding_ball_at (op, op->level);
1992 }
1993 else
1994 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1995
1996 tmp->decrease ();
1997
1998 /* if youre dead, no point in doing this... */
1999 if (!QUERY_FLAG (op, FLAG_REMOVED))
2000 op->update_stats ();
2001
2002 return 1;
2003 }
2004
2005 /* Deal with protection potions */
2006 force = NULL;
2007 for (i = 0; i < NROFATTACKS; i++)
2008 {
2009 if (tmp->resist[i])
2010 {
2011 if (!force)
2012 force = get_archetype (FORCE_NAME);
2013
2014 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2015 force->type = POTION_EFFECT;
2016 break; /* Only need to find one protection since we copy entire batch */
2017 }
2018 }
2019
2020 /* This is a protection potion */
2021 if (force)
2022 {
2023 /* cursed items last longer */
2024 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2025 {
2026 force->stats.food *= 10;
2027 for (i = 0; i < NROFATTACKS; i++)
2028 if (force->resist[i] > 0)
2029 force->resist[i] = -force->resist[i]; /* prot => vuln */
2030 }
2031
2032 force->speed_left = -1;
2033 force = insert_ob_in_ob (force, op);
2034 CLEAR_FLAG (tmp, FLAG_APPLIED);
2035 SET_FLAG (force, FLAG_APPLIED);
2036 change_abil (op, force);
2037 tmp->decrease ();
2038 return 1;
2039 }
2040
2041 /* Only thing left are the stat potions */
2042 if (op->type == PLAYER)
2043 { /* only for players */
2044 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2045 || QUERY_FLAG (tmp, FLAG_DAMNED))
2046 && tmp->value != 0)
2047 CLEAR_FLAG (tmp, FLAG_APPLIED);
2048 else
2049 SET_FLAG (tmp, FLAG_APPLIED);
2050
2051 if (!change_abil (op, tmp))
2052 op->statusmsg ("Nothing happened.");
2053 }
2054
2055 /* CLEAR_FLAG is so that if the character has other potions
2056 * that were grouped with the one consumed, his
2057 * stat will not be raised by them. fix_player just clears
2058 * up all the stats.
2059 */
2060 CLEAR_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats ();
2062 tmp->decrease ();
2063 return 1;
2064}
2065
2066/**
2067 * 'victim' moves onto 'trap'
2068 * 'victim' leaves 'trap'
2069 * effect is determined by move_on/move_off of trap and move_type of victime.
2070 *
2071 * originator: Player, monster or other object that caused 'victim' to move
2072 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2073 * However, some types of traps require an originator to function.
2074 */
2075void
2076move_apply (object *trap, object *victim, object *originator)
2077{
2078 static int recursion_depth = 0;
2079
2080 /* Only exits affect DMs. */
2081 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2082 return;
2083
2084 /* move_apply() is the most likely candidate for causing unwanted and
2085 * possibly unlimited recursion.
2086 */
2087 /* The following was changed because it was causing perfectly correct
2088 * maps to fail. 1) it's not an error to recurse:
2089 * rune detonates, summoning monster. monster lands on nearby rune.
2090 * nearby rune detonates. This sort of recursion is expected and
2091 * proper. This code was causing needless crashes.
2092 */
2093 if (recursion_depth >= 500)
2094 {
2095 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2096 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2097 return;
2098 }
2099
2100 recursion_depth++;
2101 if (trap->head)
2102 trap = trap->head;
2103
2104 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2105 switch (trap->type)
2106 {
2107 case PLAYERMOVER:
2108 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2109 {
2110 if (!trap->stats.maxsp)
2111 trap->stats.maxsp = 2;
2112
2113 /* Is this correct? From the docs, it doesn't look like it
2114 * should be divided by trap->speed
2115 */
2116 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2117
2118 /* Just put in some sanity check. I think there is a bug in the
2119 * above with some objects have zero speed, and thus the player
2120 * getting permanently paralyzed.
2121 */
2122 if (victim->speed_left < -50.f)
2123 victim->speed_left = -50.f;
2124 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2125 }
2126 break;
2127
2128 case SPINNER:
2129 if (victim->direction)
2130 {
2131 victim->direction = absdir (victim->direction - trap->stats.sp);
2132 update_turn_face (victim);
2133 }
2134 break;
2135
2136 case DIRECTOR:
2137 if (victim->direction && !should_director_abort (trap, victim))
2138 {
2139 victim->direction = trap->stats.sp;
2140 update_turn_face (victim);
2141 }
2142 break;
2143
2144 case BUTTON:
2145 case PEDESTAL:
2146 case T_MATCH:
2147 update_button (trap, originator);
2148 break;
2149
2150 case ALTAR:
2151 /* sacrifice victim on trap */
2152 apply_altar (trap, victim, originator);
2153 break;
2154
2155 case THROWN_OBJ:
2156 if (trap->inv == NULL)
2157 break;
2158 /* fallthrough */
2159
2160 case ARROW:
2161 /* bad bug: monster throw a object, make a step forwards, step on object ,
2162 * trigger this here and get hit by own missile - and will be own enemy.
2163 * Victim then is his own enemy and will start to kill herself (this is
2164 * removed) but we have not synced victim and his missile. To avoid senseless
2165 * action, we avoid hits here
2166 */
2167 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2168 && trap->owner != victim)
2169 hit_with_arrow (trap, victim);
2170 break;
2171
2172 case SPELL_EFFECT:
2173 apply_spell_effect (trap, victim);
2174 break;
2175
2176 case TRAPDOOR:
2177 {
2178 int max, sound_was_played;
2179 object *ab, *ab_next;
2180
2181 if (!trap->value)
2182 {
2183 int tot;
2184
2185 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2186 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187 tot += ab->head_ ()->total_weight ();
2188
2189 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2190 break;
2191
2192 SET_ANIMATION (trap, trap->value);
2193 update_object (trap, UP_OBJ_FACE);
2194 }
2195
2196 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2197 {
2198 /* need to set this up, since if we do transfer the object,
2199 * ab->above would be bogus
2200 */
2201 ab_next = ab->above;
2202
2203 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2204 {
2205 if (!sound_was_played)
2206 {
2207 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2208 sound_was_played = 1;
2209 }
2210
2211 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2212 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2213 }
2214 }
2215 break;
2216 }
2217
2218 case CONVERTER:
2219 if (convert_item (victim, trap) < 0)
2220 {
2221 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2222 archetype::get (shstr_burnout)->insert_at (trap, trap);
2223 }
2224
2225 break;
2226
2227 case TRIGGER_BUTTON:
2228 case TRIGGER_PEDESTAL:
2229 case TRIGGER_ALTAR:
2230 check_trigger (trap, victim, originator);
2231 break;
2232
2233 case DEEP_SWAMP:
2234 walk_on_deep_swamp (trap, victim);
2235 break;
2236
2237 case CHECK_INV:
2238 check_inv (victim, trap);
2239 break;
2240
2241 case HOLE:
2242 move_apply_hole (trap, victim);
2243 break;
2244
2245 case EXIT:
2246 if (victim->type == PLAYER && EXIT_PATH (trap))
2247 {
2248 /* Basically, don't show exits leading to random maps the
2249 * players output.
2250 */
2251 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2252 victim->statusmsg (trap->msg, NDI_NAVY);
2253
2254 trap->play_sound (trap->sound);
2255 victim->enter_exit (trap);
2256 }
2257 break;
2258
2259 case ENCOUNTER:
2260 /* may be some leftovers on this */
2261 break;
2262
2263 case SHOP_MAT:
2264 apply_shop_mat (trap, victim);
2265 break;
2266
2267 /* Drop a certain amount of gold, and have one item identified */
2268 case IDENTIFY_ALTAR:
2269 apply_id_altar (victim, trap, originator);
2270 break;
2271
2272 case SIGN:
2273 if (victim->type != PLAYER && trap->stats.food > 0)
2274 break; /* monsters musn't apply magic_mouths with counters */
2275
2276 apply_sign (victim, trap, 1);
2277 break;
2278
2279 case CONTAINER:
2280 apply_container (victim, trap);
2281 break;
2282
2283 case RUNE:
2284 case TRAP:
2285 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2286 spring_trap (trap, victim);
2287 break;
2288
2289 default:
2290 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2291 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2292 break;
2293 }
2294
2295 recursion_depth--;
2296}
2297
2298/**
2299 * Handles reading a regular (ie not containing a spell) book.
2300 */
2301static void
2302apply_book (object *op, object *tmp)
2303{
2304 int lev_diff;
2305 object *skill_ob;
2306
2307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2308 {
2309 op->failmsg ("You are unable to read while blind!");
2310 return;
2311 }
2312
2313 if (!tmp->msg)
2314 {
2315 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2316 return;
2317 }
2318
2319 /* need a literacy skill to read stuff! */
2320 skill_ob = find_skill_by_name (op, tmp->skill);
2321 if (!skill_ob)
2322 {
2323 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2324 return;
2325 }
2326
2327 lev_diff = tmp->level - (skill_ob->level + 5);
2328 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2329 {
2330 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2331 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2332 : lev_diff < 5 ? "This book is beyond your comprehension."
2333 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2334 : lev_diff < 15 ? "This book is way beyond your comprehension."
2335 : "This book is totally beyond your comprehension.");
2336 return;
2337 }
2338
2339 // we currently don't use the message types for anything.
2340 // readable_message_type *msgType = get_readable_message_type (tmp);
2341
2342 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2343
2344 if (player *pl = op->contr)
2345 if (client *ns = pl->ns)
2346 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2347
2348 /* gain xp from reading */
2349 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2350 { /* only if not read before */
2351 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2352
2353 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2354 {
2355 /*exp_gain *= 2; because they just identified it too */
2356 SET_FLAG (tmp, FLAG_IDENTIFIED);
2357
2358 if (object *pl = tmp->visible_to ())
2359 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2360 }
2361
2362 change_exp (op, exp_gain, skill_ob->skill, 0);
2363 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2364 }
2365}
2366
2367/**
2368 * op made some mistake with a scroll, this takes care of punishment.
2369 * scroll_failure()- hacked directly from spell_failure
2370 */
2371static void
2372scroll_failure (object *op, int failure, int power)
2373{
2374 if (abs (failure / 4) > power)
2375 power = abs (failure / 4); /* set minimum effect */
2376
2377 if (failure <= -1 && failure > -15)
2378 { /* wonder */
2379 object *tmp;
2380
2381 op->failmsg ("Your spell warps!");
2382 tmp = get_archetype (SPELL_WONDER);
2383 cast_wonder (op, op, 0, tmp);
2384 tmp->destroy ();
2385 }
2386 else if (failure <= -15 && failure > -35)
2387 { /* drain mana */
2388 op->failmsg ("Your mana is drained!");
2389 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2390 if (op->stats.sp < 0)
2391 op->stats.sp = 0;
2392 }
2393 else if (settings.spell_failure_effects == TRUE)
2394 {
2395 if (failure <= -35 && failure > -60)
2396 { /* confusion */
2397 op->failmsg ("The magic recoils on you!");
2398 confuse_player (op, op, power);
2399 }
2400 else if (failure <= -60 && failure > -70)
2401 { /* paralysis */
2402 op->failmsg ("The magic recoils and paralyzes you!");
2403 paralyze_player (op, op, power);
2404 }
2405 else if (failure <= -70 && failure > -80)
2406 { /* blind */
2407 op->failmsg ("The magic recoils on you!");
2408 blind_player (op, op, power);
2409 }
2410 else if (failure <= -80)
2411 { /* blast the immediate area */
2412 object *tmp = get_archetype (LOOSE_MANA);
2413 cast_magic_storm (op, tmp, power);
2414 op->failmsg ("You unleash uncontrolled mana!");
2415 tmp->destroy ();
2416 }
2417 }
2418}
2419
2420/**
2421 * Handles the applying of a skill scroll, calling learn_skill straight.
2422 * op is the person learning the skill, tmp is the skill scroll object
2423 */
2424static void
2425apply_skillscroll (object *op, object *tmp)
2426{
2427 switch (learn_skill (op, tmp))
2428 {
2429 case 0:
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2432 break;
2433
2434 case 1:
2435 tmp->decrease ();
2436 op->play_sound (sound_find ("skill_learn"));
2437 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2438 break;
2439
2440 default:
2441 tmp->decrease ();
2442 op->play_sound (sound_find ("generic_fail"));
2443 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2444 break;
2445 }
2446}
2447
2448/**
2449 * Actually makes op learn spell.
2450 * Informs player of what happens.
2451 */
2452void
2453do_learn_spell (object *op, object *spell, int special_prayer)
2454{
2455 object *tmp;
2456
2457 if (op->type != PLAYER)
2458 {
2459 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2460 return;
2461 }
2462
2463 /* Upgrade special prayers to normal prayers */
2464 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2465 {
2466 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2467 {
2468 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2469 return;
2470 }
2471 return;
2472 }
2473
2474 op->contr->play_sound (sound_find ("learn_spell"));
2475
2476 tmp = spell->clone ();
2477 insert_ob_in_ob (tmp, op);
2478
2479 if (special_prayer)
2480 SET_FLAG (tmp, FLAG_STARTEQUIP);
2481
2482 esrv_add_spells (op->contr, tmp);
2483}
2484
2485/**
2486 * Erases spell from player's inventory.
2487 */
2488void
2489do_forget_spell (object *op, const char *spell)
2490{
2491 object *spob;
2492
2493 if (op->type != PLAYER)
2494 {
2495 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2496 return;
2497 }
2498 if ((spob = check_spell_known (op, spell)) == NULL)
2499 {
2500 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2501 return;
2502 }
2503
2504 op->failmsg (format ("You lose knowledge of %s.", spell));
2505 esrv_remove_spell (op->contr, spob);
2506 spob->destroy ();
2507}
2508
2509/**
2510 * Handles player applying a spellbook.
2511 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2512 * stuff like that. Random learning failure too.
2513 */
2514static void
2515apply_spellbook (object *op, object *tmp)
2516{
2517 object *skop, *spell, *spell_skill;
2518
2519 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->failmsg ("You are unable to read while blind.");
2522 return;
2523 }
2524
2525 /* artifact_spellbooks have 'slaying' field point to a spell name,
2526 * instead of having their spell stored in stats.sp. These are
2527 * legacy spellbooks
2528 */
2529 if (tmp->slaying)
2530 {
2531 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2532
2533 if (!spell)
2534 {
2535 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2536 return;
2537 }
2538 else
2539 insert_ob_in_ob (spell, tmp);
2540
2541 tmp->slaying = 0;
2542 }
2543
2544 skop = find_skill_by_name (op, tmp->skill);
2545
2546 /* need a literacy skill to learn spells. Also, having a literacy level
2547 * lower than the spell will make learning the spell more difficult */
2548 if (!skop)
2549 {
2550 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2551 return;
2552 }
2553
2554 spell = tmp->inv;
2555
2556 if (!spell)
2557 {
2558 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2559 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2560 return;
2561 }
2562
2563 int learn_level = sqrtf (spell->level) * 1.5f;
2564 if (skop->level < learn_level)
2565 {
2566 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2567 &tmp->skill, learn_level));
2568 return;
2569 }
2570
2571 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2572
2573 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2574 identify (tmp);
2575
2576 /* I removed the check for special_prayer_mark here - it didn't make
2577 * a lot of sense - special prayers are not found in spellbooks, and
2578 * if the player doesn't know the spell, doesn't make a lot of sense that
2579 * they would have a special prayer mark.
2580 */
2581 if (check_spell_known (op, spell->name))
2582 {
2583 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2584 return;
2585 }
2586
2587 if (spell->skill)
2588 {
2589 spell_skill = find_skill_by_name (op, spell->skill);
2590
2591 if (!spell_skill)
2592 {
2593 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2594 return;
2595 }
2596
2597 if (spell_skill->level < spell->level)
2598 {
2599 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2600 return;
2601 }
2602 }
2603
2604 /* Logic as follows
2605 *
2606 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2607 *
2608 * 2- The learner's skill level in literacy adjusts the chance to learn
2609 * a spell.
2610 *
2611 * 3 -Automatically fail to learn if you read while confused
2612 *
2613 * Overall, chances are the same but a player will find having a high
2614 * literacy rate very useful! -b.t.
2615 */
2616 if (QUERY_FLAG (op, FLAG_CONFUSED))
2617 {
2618 op->failmsg ("In your confused state you flub the wording of the text!");
2619 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2620 }
2621 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2622 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2623 {
2624 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2625 do_learn_spell (op, spell, 0);
2626
2627 /* xp gain to literacy for spell learning */
2628 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2629 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2630 }
2631 else
2632 {
2633 op->contr->play_sound (sound_find ("fumble_spell"));
2634 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2635 }
2636
2637 tmp->decrease ();
2638}
2639
2640/**
2641 * Handles applying a spell scroll.
2642 */
2643void
2644apply_scroll (object *op, object *tmp, int dir)
2645{
2646 object *skop;
2647
2648 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2649 {
2650 op->failmsg ("You are unable to read while blind.");
2651 return;
2652 }
2653
2654 if (!tmp->inv || tmp->inv->type != SPELL)
2655 {
2656 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2657 return;
2658 }
2659
2660 if (op->type == PLAYER)
2661 {
2662 /* players need a literacy skill to read stuff! */
2663 int exp_gain = 0;
2664
2665 /* hard code literacy - tmp->skill points to where the exp
2666 * should go for anything killed by the spell.
2667 */
2668 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2669
2670 if (!skop)
2671 {
2672 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2673 return;
2674 }
2675
2676 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2677 change_exp (op, exp_gain, skop->skill, 0);
2678 }
2679
2680 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2681 identify (tmp);
2682
2683 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2684
2685 cast_spell (op, tmp, dir, tmp->inv, NULL);
2686 tmp->decrease ();
2687}
2688
2689/**
2690 * Applies a treasure object - by default, chest. op
2691 * is the person doing the applying, tmp is the treasure
2692 * chest.
2693 */
2694static void
2695apply_treasure (object *op, object *tmp)
2696{
2697 /* Nice side effect of this treasure creation method is that the treasure
2698 * for the chest is done when the chest is created, and put into the chest
2699 * inventory. So that when the chest burns up, the items still exist. Also
2700 * prevents people from moving chests to more difficult maps to get better
2701 * treasure
2702 */
2703 object *treas = tmp->inv;
2704
2705 if (!treas)
2706 {
2707 op->statusmsg ("The chest was empty.");
2708 tmp->decrease ();
2709 return;
2710 }
2711
2712 while (tmp->inv)
2713 {
2714 treas = tmp->inv;
2715 treas->remove ();
2716
2717 treas->x = op->x;
2718 treas->y = op->y;
2719 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2720
2721 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2722 spring_trap (treas, op);
2723
2724 /* If either player or container was destroyed, no need to do
2725 * further processing. I think this should be enclused with
2726 * spring trap above, as I don't think there is otherwise
2727 * any way for the treasure chest or player to get killed.
2728 */
2729 if (op->destroyed () || tmp->destroyed ())
2730 break;
2731 }
2732
2733 if (!tmp->destroyed () && !tmp->inv)
2734 tmp->decrease (true);
2735}
2736
2737/**
2738 * A dragon is eating some flesh. If the flesh contains resistances,
2739 * there is a chance for the dragon's skin to get improved.
2740 *
2741 * attributes:
2742 * object *op the object (dragon player) eating the flesh
2743 * object *meal the flesh item, getting chewed in dragon's mouth
2744 * return:
2745 * int 1 if eating successful, 0 if it doesn't work
2746 */
2747static int
2748dragon_eat_flesh (object *op, object *meal)
2749{
2750 object *skin = NULL; /* pointer to dragon skin force */
2751 object *abil = NULL; /* pointer to dragon ability force */
2752 object *tmp = NULL; /* tmp. object */
2753
2754 double chance; /* improvement-chance of one resistance type */
2755 double totalchance = 1; /* total chance of gaining one resistance */
2756 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2757 double mbonus = 0; /* monster bonus */
2758 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2759 int winners = 0; /* number of winners */
2760 int i; /* index */
2761
2762 /* let's make sure and doublecheck the parameters */
2763 if (meal->type != FLESH || !op->is_dragon ())
2764 return 0;
2765
2766 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2767 from the player's inventory */
2768 for (tmp = op->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == FORCE)
2770 if (tmp->arch->archname == shstr_dragon_skin_force)
2771 skin = tmp;
2772 else if (tmp->arch->archname == shstr_dragon_ability_force)
2773 abil = tmp;
2774
2775 /* if either skin or ability are missing, this is an old player
2776 which is not to be considered a dragon -> bail out */
2777 if (skin == NULL || abil == NULL)
2778 return 0;
2779
2780 /* now start by filling stomache and health, according to food-value */
2781 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2782 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2783 else
2784 op->stats.hp += meal->stats.food / 50;
2785
2786 min_it (op->stats.hp, op->stats.maxhp);
2787 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2788
2789 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2790
2791 /* on to the interesting part: chances for adding resistance */
2792 for (i = 0; i < NROFATTACKS; i++)
2793 {
2794 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2795 {
2796 /* got positive resistance, now calculate improvement chance (0-100) */
2797
2798 /* this bonus makes resistance increase easier at lower levels */
2799 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2800 if (i == abil->stats.exp)
2801 bonus += 5; /* additional bonus for resistance of ability-focus */
2802
2803 /* monster bonus increases with level, because high-level
2804 flesh is too rare */
2805 mbonus = op->level * 20. / ((double) settings.max_level);
2806
2807 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2808 ((double)settings.max_level)) - skin->resist[i];
2809
2810 if (chance >= 0.)
2811 chance += 1.;
2812 else
2813 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2814
2815 /* chance is proportional to amount of resistance (max. 50) */
2816 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2817
2818 /* doubled chance for resistance of ability-focus */
2819 if (i == abil->stats.exp)
2820 chance = min (100., chance * 2.);
2821
2822 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2823 if (rndm (10000) < (unsigned int)(chance * 100))
2824 {
2825 atnr_winner[winners] = i;
2826 winners++;
2827 }
2828
2829 if (chance >= 0.01)
2830 totalchance *= 1 - chance / 100;
2831
2832 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2833 }
2834 }
2835
2836 /* inverse totalchance as until now we have the failure-chance */
2837 totalchance = 100 - totalchance * 100;
2838
2839 /* print message according to totalchance */
2840 const char *buf;
2841 if (totalchance > 50.)
2842 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2843 else if (totalchance > 10.)
2844 buf = format ("The %s tasted very good.", &meal->name);
2845 else if (totalchance > 1.)
2846 buf = format ("The %s tasted good.", &meal->name);
2847 else if (totalchance > 0.1)
2848 buf = format ("The %s tasted bland.", &meal->name);
2849 else if (totalchance >= 0.01)
2850 buf = format ("The %s had a boring taste.", &meal->name);
2851 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2852 buf = format ("The %s tasted strange.", &meal->name);
2853 else
2854 buf = format ("The %s had no taste.", &meal->name);
2855
2856 op->statusmsg (buf);
2857
2858 /* now choose a winner if we have any */
2859 i = -1;
2860 if (winners > 0)
2861 i = atnr_winner [rndm (winners)];
2862
2863 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2864 {
2865 /* resistance increased! */
2866 skin->resist[i]++;
2867 op->update_stats ();
2868
2869 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2870 }
2871
2872 /* if this flesh contains a new ability focus, we mark it
2873 into the ability_force and it will take effect on next level */
2874 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2875 {
2876 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2877
2878 if (meal->last_eat != abil->stats.exp)
2879 op->statusmsg (format (
2880 "Your metabolism prepares to focus on %s!\n"
2881 "The change will happen at level %d.",
2882 change_resist_msg[meal->last_eat],
2883 abil->level + 1
2884 ));
2885 else
2886 {
2887 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2888 abil->last_eat = 0;
2889 }
2890 }
2891
2892 return 1;
2893}
2894
2895/**
2896 * op eats food.
2897 * If player, takes care of messages and dragon special food.
2898 */
2899static void
2900apply_food (object *op, object *tmp)
2901{
2902 int capacity_remaining;
2903
2904 if (op->type != PLAYER)
2905 op->stats.hp = op->stats.maxhp;
2906 else
2907 {
2908 /* check if this is a dragon (player), eating some flesh */
2909 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2910 ;
2911 else
2912 {
2913 /* usual case - no dragon meal: */
2914 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2915 {
2916 if (tmp->type == FOOD || tmp->type == FLESH)
2917 op->failmsg ("You feel full, but what a waste of food!");
2918 else
2919 op->statusmsg ("Most of the drink goes down your face not your throat!");
2920 }
2921
2922 tmp->play_sound (
2923 tmp->sound
2924 ? tmp->sound
2925 : tmp->type == DRINK
2926 ? sound_find ("eat_drink")
2927 : sound_find ("eat_food")
2928 );
2929
2930 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2931 {
2932 const char *buf;
2933
2934 if (!op->is_dragon ())
2935 {
2936 /* eating message for normal players */
2937 if (tmp->type == DRINK)
2938 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2939 else
2940 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2941 }
2942 else
2943 /* eating message for dragon players */
2944 buf = format ("The %s tasted terrible!", &tmp->name);
2945
2946 op->statusmsg (buf);
2947
2948 capacity_remaining = MAX_FOOD - op->stats.food;
2949 op->stats.food += tmp->stats.food;
2950 if (capacity_remaining < tmp->stats.food)
2951 op->stats.hp += capacity_remaining / 50;
2952 else
2953 op->stats.hp += tmp->stats.food / 50;
2954
2955 min_it (op->stats.hp, op->stats.maxhp);
2956 min_it (op->stats.food, MAX_FOOD);
2957 }
2958
2959 /* special food hack -b.t. */
2960 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2961 eat_special_food (op, tmp);
2962 }
2963 }
2964
2965 handle_apply_yield (tmp);
2966 tmp->decrease ();
2967}
2968
2969/**
2970 * Handles applying an improve armor scroll.
2971 * Does some sanity checks, then calls improve_armour.
2972 */
2973static void
2974apply_armour_improver (object *op, object *tmp)
2975{
2976 object *armor;
2977
2978 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2979 {
2980 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2981 return;
2982 }
2983
2984 armor = find_marked_object (op);
2985
2986 if (!armor)
2987 {
2988 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2989 return;
2990 }
2991
2992 if (armor->type != ARMOUR
2993 && armor->type != CLOAK
2994 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2995 {
2996 op->failmsg ("Your marked item is not armour!\n");
2997 return;
2998 }
2999
3000 op->statusmsg ("Applying armour enchantment.");
3001 improve_armour (op, tmp, armor);
3002}
3003
3004void
3005apply_poison (object *op, object *tmp)
3006{
3007 // need to do it now when it is still on the map
3008 handle_apply_yield (tmp);
3009
3010 object *poison = tmp->split (1);
3011
3012 if (op->type == PLAYER)
3013 {
3014 op->contr->play_sound (sound_find ("drink_poison"));
3015 op->failmsg ("Yech! That tasted poisonous!");
3016 op->contr->killer = poison;
3017 }
3018
3019 if (poison->stats.hp > 0)
3020 {
3021 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3022 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3023 }
3024
3025 op->stats.food -= op->stats.food / 4;
3026 poison->destroy ();
3027}
3028
3029/**
3030 * This function will try to apply a lighter and in case no lighter
3031 * is specified it will try to find a lighter in the players inventory,
3032 * and inform him about this requirement.
3033 *
3034 * who - the player
3035 * op - the item we want to light
3036 * lighter - the lighter or 0 if a lighter has yet to be found
3037 */
3038static object *
3039auto_apply_lighter (object *who, object *op, object *lighter)
3040{
3041 if (lighter == 0)
3042 {
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (tmp->type == LIGHTER)
3046 {
3047 lighter = tmp;
3048 break;
3049 }
3050 }
3051
3052 if (!lighter)
3053 {
3054 who->failmsg (format (
3055 "You can't light up the %s with your bare hands! "
3056 "H<You need a lighter in your inventory, for example a flint and steel.>",
3057 &op->name));
3058 return 0;
3059 }
3060 }
3061
3062 // last_eat == 0 means the lighter is not being used up!
3063 if (lighter->last_eat && lighter->stats.food)
3064 {
3065 /* lighter gets used up */
3066 lighter = lighter->split ();
3067 lighter->stats.food--;
3068 who->insert (lighter);
3069 }
3070 else if (lighter->last_eat)
3071 {
3072 /* no charges left in lighter */
3073 who->failmsg (format (
3074 "You attempt to light the %s with a used up %s.",
3075 &op->name, &lighter->name));
3076 return 0;
3077 }
3078
3079 return lighter;
3080}
3081
3082/**
3083 * Designed primarily to light torches/lanterns/etc.
3084 * Also burns up burnable material too. First object in the inventory is
3085 * the selected object to "burn". -b.t.
3086 */
3087static void
3088apply_lighter (object *who, object *lighter)
3089{
3090 object *item;
3091 int is_player_env = 0;
3092
3093 item = find_marked_object (who);
3094 if (item)
3095 {
3096 if (!auto_apply_lighter (who, item, lighter))
3097 return;
3098
3099 /* Perhaps we should split what we are trying to light on fire?
3100 * I can't see many times when you would want to light multiple
3101 * objects at once.
3102 */
3103
3104 save_throw_object (item, AT_FIRE, who);
3105
3106 if (item->destroyed ()
3107 || ((item->type == LAMP || item->type == TORCH)
3108 && item->glow_radius > 0))
3109 who->statusmsg (format (
3110 "You light the %s with the %s.",
3111 &item->name, &lighter->name));
3112 else
3113 who->failmsg (format (
3114 "You attempt to light the %s with the %s and fail.",
3115 &item->name, &lighter->name));
3116 }
3117 else
3118 who->failmsg ("You need to mark a lightable object.");
3119}
3120
3121/**
3122 * This function generates a cursed effect for cursed lamps and torches.
3123 */
3124static void
3125player_apply_lamp_cursed_effect (object *who, object *op)
3126{
3127 if (op->level)
3128 {
3129 who->failmsg (format (
3130 "The %s was cursed, it explodes in a big fireball!",
3131 &op->name));
3132 create_exploding_ball_at (who, op->level);
3133 }
3134 else
3135 {
3136 who->failmsg (format (
3137 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3138 &op->name));
3139 }
3140
3141 op->destroy ();
3142}
3143
3144/**
3145 * Apply for players and lamps
3146 *
3147 * who - the player
3148 * op - the lamp
3149 */
3150static void
3151player_apply_lamp (object *who, object *op)
3152{
3153 bool switch_on = op->glow_radius ? false : true;
3154
3155 if (switch_on)
3156 {
3157 object *lighter = 0;
3158
3159 if (op->flag [FLAG_IS_LIGHTABLE]
3160 && !(lighter = auto_apply_lighter (who, op, 0)))
3161 return;
3162
3163 if (op->stats.food < 1)
3164 {
3165 if (op->type == LAMP)
3166 who->failmsg (format (
3167 "The %s is out of fuel! "
3168 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3169 &op->name));
3170 else
3171 who->failmsg (format (
3172 "The %s is burnt out! "
3173 "H<Torches and similar items burn out and become worthless.>",
3174 &op->name));
3175 return;
3176 }
3177
3178 if (op->flag [FLAG_CURSED])
3179 {
3180 player_apply_lamp_cursed_effect (who, op);
3181 return;
3182 }
3183
3184 if (lighter)
3185 who->statusmsg (format (
3186 "You light up the %s with the %s.", &op->name, &lighter->name));
3187 else
3188 who->statusmsg (format ("You light up the %s.", &op->name));
3189 }
3190 else
3191 {
3192 if (op->flag [FLAG_CURSED])
3193 {
3194 player_apply_lamp_cursed_effect (who, op);
3195 return;
3196 }
3197
3198 if (op->type == TORCH)
3199 {
3200 if (!op->flag [FLAG_IS_LIGHTABLE])
3201 {
3202 who->statusmsg (format (
3203 "You put out the %s. "
3204 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3205 &op->name, &op->name));
3206 }
3207 else
3208 who->statusmsg (format (
3209 "You put out the %s."
3210 "H<Torches wear out if you put them out.>",
3211 &op->name));
3212 }
3213 else
3214 who->statusmsg (format ("You turn off the %s.", &op->name));
3215 }
3216
3217 apply_lamp (op, switch_on);
3218}
3219
3220void get_animation_from_arch (object *op, arch_ptr a)
3221{
3222 op->animation_id = a->animation_id;
3223 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3224 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3225 op->anim_speed = a->anim_speed;
3226 op->last_anim = 0;
3227 op->state = 0;
3228 op->face = a->face;
3229
3230 if (NUM_ANIMATIONS(op) > 1)
3231 {
3232 SET_ANIMATION(op, 0);
3233 animate_object (op, op->direction);
3234 }
3235 else
3236 update_object (op, UP_OBJ_FACE);
3237}
3238
3239/**
3240 * Apply for LAMPs and TORCHes.
3241 *
3242 * op - the lamp
3243 * switch_on - a flag which says whether the lamp should be switched on or off
3244 */
3245void apply_lamp (object *op, bool switch_on)
3246{
3247 op->set_glow_radius (switch_on ? op->range : 0);
3248 op->set_speed (switch_on ? op->arch->speed : 0);
3249
3250 // torches wear out if you put them out
3251 if (op->type == TORCH && !switch_on)
3252 {
3253 if (op->flag [FLAG_IS_LIGHTABLE])
3254 {
3255 op->stats.food -= (double) op->arch->stats.food / 15;
3256 if (op->stats.food < 0)
3257 op->stats.food = 0;
3258 }
3259 else
3260 op->stats.food = 0;
3261 }
3262
3263 // lamps and torched get worthless when used up
3264 if (op->stats.food <= 0)
3265 op->value = 0;
3266
3267 // FIXME: This is a hack to make the more sane torches and lamps
3268 // still animated ;-/
3269 if (op->other_arch)
3270 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3271
3272 if (object *pl = op->visible_to ())
3273 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3274}
3275
3276/**
3277 * This handles items of type 'transformer'.
3278 * Basically those items, used with a marked item, transform both items into something
3279 * else.
3280 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3281 * Change information is contained in the 'slaying' field of the marked item.
3282 * The format is as follow: transformer:[number ]yield[;transformer:...].
3283 * This way an item can be transformed in many things, and/or many objects.
3284 * The 'slaying' field for transformer is used as verb for the action.
3285 */
3286static void
3287apply_item_transformer (object *pl, object *transformer)
3288{
3289 object *marked;
3290 object *new_item;
3291 const char *find;
3292 char *separator;
3293 int yield;
3294 char got[MAX_BUF];
3295 int len;
3296
3297 if (!pl || !transformer)
3298 return;
3299
3300 marked = find_marked_object (pl);
3301
3302 if (!marked)
3303 {
3304 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3305 return;
3306 }
3307
3308 if (!marked->slaying)
3309 {
3310 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3311 return;
3312 }
3313
3314 /* check whether they are compatible or not */
3315 find = strstr (&marked->slaying, transformer->arch->archname);
3316 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3317 {
3318 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3319 return;
3320 }
3321
3322 find += strlen (transformer->arch->archname) + 1;
3323 /* Item can be used, now find how many and what it yields */
3324 if (isdigit (*(find)))
3325 {
3326 yield = atoi (find);
3327 if (yield < 1)
3328 {
3329 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3330 yield = 1;
3331 }
3332 }
3333 else
3334 yield = 1;
3335
3336 while (isdigit (*find))
3337 find++;
3338
3339 while (*find == ' ')
3340 find++;
3341
3342 memset (got, 0, MAX_BUF);
3343
3344 if ((separator = (char *) strchr (find, ';')))
3345 len = separator - find;
3346 else
3347 len = strlen (find);
3348
3349 min_it (len, MAX_BUF - 1);
3350
3351 strcpy (got, find);
3352 got[len] = '\0';
3353
3354 /* Now create new item, remove used ones when required. */
3355 new_item = get_archetype (got);
3356 if (!new_item)
3357 {
3358 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3359 return;
3360 }
3361
3362 new_item->nrof = yield;
3363
3364 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3365
3366 pl->insert (new_item);
3367 /* Eat up one item */
3368 marked->decrease ();
3369
3370 /* Eat one transformer if needed */
3371 if (transformer->stats.food)
3372 if (--transformer->stats.food == 0)
3373 transformer->decrease ();
3374}
3375
3376/**
3377 * Main apply handler.
3378 *
3379 * Checks for unpaid items before applying.
3380 *
3381 * Return value is currently not used
3382 *
3383 * who is the object that is causing object to be applied, op is the object
3384 * being applied.
3385 *
3386 * aflag is special (always apply/unapply) flags. Nothing is done with
3387 * them in this function - they are passed to apply_special
3388 */
3389static bool
3390manual_apply (object *who, object *op, int aflag)
3391{
3392 op = op->head_ ();
3393
3394 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3395 {
3396 if (who->contr)
3397 {
3398 examine (who, op);
3399 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3400 return 1;
3401 }
3402 else
3403 return 0; /* monsters just skip unpaid items */
3404 }
3405
3406 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3407 return RESULT_INT (0);
3408 else if (may_attempt_inv [op->type])
3409 {
3410 // special item, using slot system, needs to be in inv
3411 if (op->env == who)
3412 return apply_special (who, op, aflag);
3413
3414 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
3415 }
3416 else if (!who->contr && may_attempt_player [op->type])
3417 return 0; // monsters shouldn't try to apply player-only stuff
3418 else if (may_attempt [op->type])
3419 {
3420 // ordinary stuff, may be on the floor
3421 switch (op->type)
3422 {
3423 case T_HANDLE:
3424 who->play_sound (sound_find ("turn_handle"));
3425 who->statusmsg ("You turn the handle.");
3426 op->value = op->value ? 0 : 1;
3427 SET_ANIMATION (op, op->value);
3428 update_object (op, UP_OBJ_FACE);
3429 push_button (op, who);
3430 break;
3431
3432 case TRIGGER:
3433 if (check_trigger (op, who, who))
3434 {
3435 who->statusmsg ("You turn the handle.");
3436 who->play_sound (sound_find ("turn_handle"));
3437 }
3438 else
3439 who->failmsg ("The handle doesn't move.");
3440
3441 break;
3442
3443 case EXIT:
3444 if (!EXIT_PATH (op))
3445 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)));
3446 else
3447 {
3448 /* Don't display messages for random maps. */
3449 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3450 who->statusmsg (op->msg, NDI_NAVY);
3451
3452 who->enter_exit (op);
3453 }
3454
3455 break;
3456
3457 case INSCRIBABLE:
3458 who->statusmsg (op->msg);
3459 // maybe show a spell menu to chose from or something like that
3460 break;
3461
3462 case SIGN:
3463 apply_sign (who, op, 0);
3464 break;
3465
3466 case BOOK:
3467 apply_book (who, op);
3468 break;
3469
3470 case SKILLSCROLL:
3471 apply_skillscroll (who, op);
3472 break;
3473
3474 case SPELLBOOK:
3475 apply_spellbook (who, op);
3476 break;
3477
3478 case SCROLL:
3479 apply_scroll (who, op, 0);
3480 break;
3481
3482 case POTION:
3483 apply_potion (who, op);
3484 break;
3485
3486 /* Eneq(@csd.uu.se): Handle apply on containers. */
3487 //TODO: remove, as it is unsed?
3488 case CLOSE_CON:
3489 apply_container (who, op->env);
3490 break;
3491
3492 case CONTAINER:
3493 apply_container (who, op);
3494 break;
3495
3496 case TREASURE:
3497 apply_treasure (who, op);
3498 break;
3499
3500 case LAMP:
3501 case TORCH:
3502 player_apply_lamp (who, op);
3503 break;
3504
3505 case DRINK:
3506 case FOOD:
3507 case FLESH:
3508 apply_food (who, op);
3509 break;
3510
3511 case POISON:
3512 apply_poison (who, op);
3513 break;
3514
3515 case SAVEBED:
3516 break;
3517
3518 case ARMOUR_IMPROVER:
3519 apply_armour_improver (who, op);
3520 break;
3521
3522 case WEAPON_IMPROVER:
3523 check_improve_weapon (who, op);
3524 break;
3525
3526 case CLOCK:
3527 {
3528 char buf[MAX_BUF];
3529 timeofday_t tod;
3530
3531 get_tod (&tod);
3532 who->play_sound (sound_find ("sound_clock"));
3533 who->statusmsg (format (
3534 "It is %d minute%s past %d o'clock %s",
3535 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3536 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3537 ));
3538 }
3539 break;
3540
3541 case MENU:
3542 shop_listing (op, who);
3543 break;
3544
3545 case POWER_CRYSTAL:
3546 apply_power_crystal (who, op); /* see egoitem.c */
3547 break;
3548
3549 case LIGHTER: /* for lighting torches/lanterns/etc */
3550 apply_lighter (who, op);
3551 break;
3552
3553 case ITEM_TRANSFORMER:
3554 apply_item_transformer (who, op);
3555 break;
3556 }
3557
3558 return 1;
3559 }
3560 else
3561 {
3562 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3563 return 0;
3564 }
3565}
3566
3567/**
3568 * player_apply_below attempts to apply the object 'below' the player.
3569 * If the player has an open container, we use that for below, otherwise
3570 * we use the ground.
3571 */
3572void
3573player_apply_below (object *pl)
3574{
3575 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3576
3577 /* If using a container, set the starting item to be the top
3578 * item in the container. Otherwise, use the map.
3579 */
3580
3581 // first try to apply "applyables"
3582 for (object *tmp = top; tmp; tmp = tmp->below)
3583 if (!tmp->invisible && may_attempt [tmp->type])
3584 {
3585 // If it is visible, player can apply it.
3586 pl->apply (tmp);
3587 return;
3588 }
3589
3590 while (top && top->invisible)
3591 top = top->below;
3592
3593 if (!top || top->flag [FLAG_IS_FLOOR])
3594 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3595 "H<There is nothing here that you can apply.>");
3596 else
3597 // next, try to explain the topmost object
3598 switch (top->type)
3599 {
3600 // TODO: all this should move to examine
3601 case ALTAR:
3602 case IDENTIFY_ALTAR:
3603 case CONVERTER:
3604 pl->failmsg (format (
3605 "You see no obvious mechanism on the %s."
3606 "H<You have to drop one or more specific items here.>",
3607 query_short_name (top)
3608 ));
3609 break;
3610
3611 case BUTTON:
3612 pl->failmsg (format (
3613 "The %s looks as if you could activate it with somehting heavy. "
3614 "H<You must put enough items here to activate it.>",
3615 query_short_name (top)
3616 ));
3617 break;
3618
3619 default:
3620 examine (pl, top);
3621 printf ("z %d\n", top->type);//D
3622 break;
3623 }
3624}
3625
3626// saner interface, returns successful status
3627bool
3628object::apply (object *ob, int aflags)
3629{
3630 if (!ob) // simplifies a lot of callers
3631 return true;
3632
3633 if (contr)
3634 {
3635 if (!ob->env && (move_type & MOVE_FLYING))
3636 {
3637 /* player is flying and applying object not in inventory */
3638 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3639 {
3640 failmsg ("But you are floating high above the ground! "
3641 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3642 "or waiting till the levitation effect wears off.>");
3643 return 0;
3644 }
3645 }
3646
3647 contr->last_used = ob;
3648 }
3649
3650 bool want_apply =
3651 aflags & AP_APPLY ? true
3652 : aflags & AP_UNAPPLY ? false
3653 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3654
3655 object_ptr *slot = 0;
3656
3657 // detect the slot, if this is a player
3658 if (contr && !(aflags & AP_NO_SLOT))
3659 {
3660 object *oslot;
3661
3662 switch (ob->type)
3663 {
3664 case WEAPON:
3665 slot = &contr->combat_ob;
3666 oslot = contr->ranged_ob;
3667 break;
3668
3669 case BOW:
3670 case RANGED:
3671 case SPELL:
3672 case WAND:
3673 case ROD:
3674 case HORN:
3675 case BUILDER:
3676 slot = &contr->ranged_ob;
3677 oslot = contr->combat_ob;
3678 break;
3679
3680 // oh, the humanity
3681 case SKILL:
3682 if (aflags & AP_NO_SLOT)
3683 break;
3684
3685 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3686 break;
3687
3688 if (skill_flags [ob->subtype] & SF_COMBAT)
3689 {
3690 slot = &contr->combat_ob;
3691 oslot = contr->ranged_ob;
3692 }
3693 else if (skill_flags [ob->subtype] & SF_RANGED)
3694 {
3695 slot = &contr->ranged_ob;
3696 oslot = contr->combat_ob;
3697 }
3698
3699 break;
3700 }
3701
3702 // now handle slot exclusions
3703 if (slot)
3704 {
3705 // only one slot can be active
3706 if (want_apply)
3707 {
3708 // clear slot unless we are in it already
3709 if (*slot != ob)
3710 apply (*slot, AP_UNAPPLY);
3711
3712 // unapply other slot, because we want to become active
3713 apply (oslot, AP_UNAPPLY);
3714 }
3715
3716 // clear item from slot if applied
3717 if (!want_apply && current_weapon == ob)
3718 current_weapon = 0;
3719 }
3720 }
3721
3722 if (ob->flag [FLAG_APPLIED] != want_apply)
3723 manual_apply (this, ob, aflags);
3724
3725 if (ob->flag [FLAG_APPLIED] != want_apply)
3726 return false;
3727
3728 if (slot && want_apply)
3729 current_weapon = *slot = ob;
3730
3731 return true;
3768} 3732}
3769 3733
3770/** 3734/**
3771 * Map was just loaded, handle op's initialisation. 3735 * Map was just loaded, handle op's initialisation.
3772 * 3736 *

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