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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 1.249 by root, Tue Apr 6 21:11:49 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
36#include <sounds.h>
37 36
38/** 37static const struct apply_types_inv_only : typeset
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42int
43should_director_abort (object *op, object *victim)
44{ 38{
45 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 { 40 {
59 arch_flag = op->subtype & 1; 41 set (WEAPON);
60 name_flag = op->subtype & 2; 42 set (ARMOUR);
61 race_flag = op->subtype & 4; 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
62 } 61 }
63 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
64 { 69 {
65 arch_flag = 1; 70 set (EXIT);
66 name_flag = 1; 71 set (BOOK);
67 race_flag = 1; 72 set (SKILLSCROLL);
73 set (SPELLBOOK);
74 set (TREASURE);
75 set (SAVEBED);
76 set (ARMOUR_IMPROVER);
77 set (WEAPON_IMPROVER);
78 set (CLOCK);
79 set (MENU);
80 set (LIGHTER); /* for lighting torches/lanterns/etc */
81 set (INSCRIBABLE);
82 set (SIGN);
83 set (BOOK);
68 } 84 }
85} apply_types_player_only;
69 86
70 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
71 * name or race that matches. 88// 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 89
79 /* If the director has slaying set, only affect objects where none 90static const struct apply_types : typeset
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88}
89
90/**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95static int
96apply_id_altar (object *money, object *altar, object *pl)
97{ 91{
98 dynbuf_text &buf = msg_dynbuf; buf.clear (); 92 apply_types ()
99 93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
100 if (!pl || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0;
108
109 /* if the player has a marked item, identify that if it needs to be
110 * identified. If it doesn't, then go through the player inventory.
111 */
112 if (object *marked = find_marked_object (pl))
113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money, pl))
116 {
117 identify (marked);
118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg)
121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122
123 return !money;
124 }
125 }
126
127 for (object *id = pl->inv; id; id = id->below)
128 { 94 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 95 set (T_HANDLE);
130 { 96 set (TRIGGER);
131 if (operate_altar (altar, &money, pl)) 97 set (SCROLL);
132 { 98 set (POTION);
133 identify (id); 99 set (CLOSE_CON);
134 100 set (CONTAINER);
135 buf.printf ("You have %s.\r", long_desc (id, pl)); 101 set (LAMP);
136 if (id->msg) 102 set (TORCH);
137 buf << "The item has a story:\r" << id->msg << "\n\n"; 103 set (DRINK);
138 104 set (FOOD);
139 /* If no more money, might as well quit now */ 105 set (FLESH);
140 if (!money || !check_altar_sacrifice (altar, money)) 106 set (POISON);
141 break; 107 set (POWER_CRYSTAL);
142 } 108 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 } 109 }
150 110} apply_types;
151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return !money;
157}
158
159/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163void
164handle_apply_yield (object *tmp)
165{
166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168}
169
170/**
171 * Handles applying a potion.
172 */
173int
174apply_potion (object *op, object *tmp)
175{
176 int got_one = 0, i;
177 object *force = 0, *floor = 0;
178
179 floor = GET_MAP_OB (op->map, op->x, op->y);
180
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
185 CLEAR_FLAG (tmp, FLAG_APPLIED);
186 return 0;
187 }
188
189 if (op->type == PLAYER)
190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
191 identify (tmp);
192
193 handle_apply_yield (tmp);
194
195 /* Potion of restoration - only for players */
196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
197 {
198 object *depl;
199 archetype *at;
200
201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
202 {
203 op->drain_stat ();
204 op->update_stats ();
205 tmp->decrease ();
206 return 1;
207 }
208
209 if (!(at = archetype::find (shstr_depletion)))
210 {
211 LOG (llevError, "Could not find archetype depletion\n");
212 return 0;
213 }
214
215 depl = present_arch_in_ob (at, op);
216
217 if (depl)
218 {
219 for (i = 0; i < NUM_STATS; i++)
220 if (depl->stats.stat (i))
221 op->statusmsg (restore_msg[i]);
222
223 depl->destroy ();
224 op->update_stats ();
225 }
226 else
227 op->statusmsg ("Your potion had no effect.");
228
229 tmp->decrease ();
230 return 1;
231 }
232
233 /* improvement potion - only for players */
234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 {
236 for (i = 1; i < min (11, op->level); i++)
237 {
238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 {
240 if (op->contr->levhp[i] != 1)
241 {
242 op->contr->levhp[i] = 1;
243 break;
244 }
245
246 if (op->contr->levsp[i] != 1)
247 {
248 op->contr->levsp[i] = 1;
249 break;
250 }
251
252 if (op->contr->levgrace[i] != 1)
253 {
254 op->contr->levgrace[i] = 1;
255 break;
256 }
257 }
258 else
259 {
260 if (op->contr->levhp[i] < 9)
261 {
262 op->contr->levhp[i] = 9;
263 break;
264 }
265
266 if (op->contr->levsp[i] < 6)
267 {
268 op->contr->levsp[i] = 6;
269 break;
270 }
271
272 if (op->contr->levgrace[i] < 3)
273 {
274 op->contr->levgrace[i] = 3;
275 break;
276 }
277 }
278 }
279
280 /* Just makes checking easier */
281 if (i < min (11, op->level))
282 got_one = 1;
283
284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 {
286 if (got_one)
287 {
288 op->update_stats ();
289 op->statusmsg ("The Gods smile upon you and remake you "
290 "a little more in their image. "
291 "You feel a little more perfect.", NDI_GREEN);
292 }
293 else
294 op->statusmsg ("The potion had no effect - you are already perfect.");
295 }
296 else
297 { /* cursed potion */
298 if (got_one)
299 {
300 op->update_stats ();
301 op->failmsg ("The Gods are angry and punish you.");
302 }
303 else
304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
305 }
306
307 tmp->decrease ();
308 return 1;
309 }
310
311
312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
313 * and heroism all fit into this category. Given the spell object code,
314 * there is no limit to the number of spells that potions can be cast,
315 * but direction is problematic to try and imbue fireball potions for example.
316 */
317 if (tmp->inv)
318 {
319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
320 {
321 op->failmsg ("Yech! Your lungs are on fire!");
322 create_exploding_ball_at (op, op->level);
323 }
324 else
325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
326
327 tmp->decrease ();
328
329 /* if youre dead, no point in doing this... */
330 if (!QUERY_FLAG (op, FLAG_REMOVED))
331 op->update_stats ();
332
333 return 1;
334 }
335
336 /* Deal with protection potions */
337 force = NULL;
338 for (i = 0; i < NROFATTACKS; i++)
339 {
340 if (tmp->resist[i])
341 {
342 if (!force)
343 force = get_archetype (FORCE_NAME);
344
345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
346 force->type = POTION_EFFECT;
347 break; /* Only need to find one protection since we copy entire batch */
348 }
349 }
350
351 /* This is a protection potion */
352 if (force)
353 {
354 /* cursed items last longer */
355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
356 {
357 force->stats.food *= 10;
358 for (i = 0; i < NROFATTACKS; i++)
359 if (force->resist[i] > 0)
360 force->resist[i] = -force->resist[i]; /* prot => vuln */
361 }
362
363 force->speed_left = -1;
364 force = insert_ob_in_ob (force, op);
365 CLEAR_FLAG (tmp, FLAG_APPLIED);
366 SET_FLAG (force, FLAG_APPLIED);
367 change_abil (op, force);
368 tmp->decrease ();
369 return 1;
370 }
371
372 /* Only thing left are the stat potions */
373 if (op->type == PLAYER)
374 { /* only for players */
375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
378 CLEAR_FLAG (tmp, FLAG_APPLIED);
379 else
380 SET_FLAG (tmp, FLAG_APPLIED);
381
382 if (!change_abil (op, tmp))
383 op->statusmsg ("Nothing happened.");
384 }
385
386 /* CLEAR_FLAG is so that if the character has other potions
387 * that were grouped with the one consumed, his
388 * stat will not be raised by them. fix_player just clears
389 * up all the stats.
390 */
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 op->update_stats ();
393 tmp->decrease ();
394 return 1;
395}
396 111
397/**************************************************************************** 112/****************************************************************************
398 * Weapon improvement code follows 113 * Weapon improvement code follows
399 ****************************************************************************/ 114 ****************************************************************************/
400 115
951 item->nrof *= nr; 666 item->nrof *= nr;
952 667
953 if (converter->flag [FLAG_PRECIOUS]) 668 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 669 SET_FLAG (item, FLAG_UNPAID);
955 670
956 if (is_in_shop (converter)) 671 if (converter->is_in_shop ())
957 { 672 {
958 // converters on shop floors don't work anymore, bug lets check for it 673 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 674 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 675 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 676 converter->debug_desc ());
1164 /* this is only used for players */ 879 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1166 881
1167 if (has_unpaid) 882 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 883 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 884 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 885 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 886 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 887 op->contr->play_sound (sound_find ("shop_leave"));
1173 888
1174 if (shop_mat->msg) 889 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 890 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 891 /* 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 892 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 893 * actually the shop floor.
1179 */ 894 */
1180 else if (!rv && !is_in_shop (op)) 895 else if (!rv && !op->is_in_shop ())
1181 { 896 {
1182 opinion = shopkeeper_approval (op->map, op); 897 opinion = shopkeeper_approval (op->map, op);
1183 898
1184 op->statusmsg ( 899 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 900 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1304 EXIT_Y (trap) + freearr_y[dir], 1019 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim); 1020 0, victim);
1306} 1021}
1307 1022
1308/** 1023/**
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. 1024 * Unapplies specified item.
3031 * No check done on cursed/damned. 1025 * No check done on cursed/damned.
3032 * Break this out of apply_special - this is just done 1026 * Break this out of apply_special - this is just done
3033 * to keep the size of apply_special to a more managable size. 1027 * to keep the size of apply_special to a more managable size.
3034 */ 1028 */
3035static int 1029static bool
3036unapply_special (object *who, object *op, int aflags) 1030unapply_special (object *who, object *op, int aflags)
3037{ 1031{
3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1032 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1033 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3040 return RESULT_INT (0); 1034 return RESULT_INT (0);
3041 1035
3042 CLEAR_FLAG (op, FLAG_APPLIED); 1036 if (who->current_weapon == op)
1037 who->current_weapon = 0;
1038
1039 op->flag [FLAG_APPLIED] = false;
3043 1040
3044 switch (op->type) 1041 switch (op->type)
3045 { 1042 {
3046 case SKILL_TOOL: 1043 case SKILL:
1044 if (player *pl = who->contr)
1045 if (op->invisible)
1046 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1047 else
1048 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1049
1050 change_abil (who, op);
1051 who->flag [FLAG_READY_SKILL] = false;
1052 break;
1053
1054 case WEAPON:
1055 who->statusmsg (format ("You unwield %s.", query_name (op)));
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_WEAPON] = false;
1058
3047 // unapplying a skill tool should also unapply the skill it governs 1059 // 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 1060 // but this is hard, as it shouldn't do so when the skill can
3049 // be used for other reasons 1061 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1062 if (who->chosen_skill)
3051 if (tmp->skill == op->skill 1063 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); 1064 unapply_special (who, op, 0);
3056 1065
3057 change_abil (who, op);
3058 break; 1066 break;
3059 1067
1068 case BOW:
3060 case WEAPON: 1069 case WAND:
1070 case ROD:
1071 case HORN:
1072 case RANGED:
3061 if (player *pl = who->contr) 1073 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 { 1074 {
3077 if (IS_COMBAT_SKILL (op->subtype)) 1075 who->statusmsg (format ("You unready %s.", query_name (op)));
3078 who->change_weapon (who->contr->combat_ob = 0); 1076 change_abil (who, op);
3079 else if (IS_RANGED_SKILL (op->subtype)) 1077 }
3080 who->change_weapon (who->contr->ranged_ob = 0); 1078 else
1079 {
1080 who->change_skill (0);
3081 1081
3082 if (op->invisible) 1082 if (op->type == BOW)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1083 op->flag [FLAG_READY_BOW ] = false;
3084 else 1084 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1085 op->flag [FLAG_READY_RANGE] = false;
3086 } 1086 }
3087 1087
3088 change_abil (who, op);
3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
3090 break; 1088 break;
3091 1089
3092 case ARMOUR: 1090 case ARMOUR:
3093 case HELMET: 1091 case HELMET:
3094 case SHIELD: 1092 case SHIELD:
3101 case CLOAK: 1099 case CLOAK:
3102 who->statusmsg (format ("You unwear %s.", query_name (op))); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
3103 change_abil (who, op); 1101 change_abil (who, op);
3104 break; 1102 break;
3105 1103
1104 case SPELL:
3106 case BOW: 1105 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))); 1106 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; 1107 break;
3131 1108
3132 case BUILDER: 1109 //case SKILL_TOOL://TODO
3133 if (who->contr)
3134 who->statusmsg (format ("You unready %s.", query_name (op)));
3135 break;
3136
3137 default: 1110 default:
3138 who->statusmsg (format ("You unapply %s.", query_name (op))); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
3139 break; 1112 break;
3140 } 1113 }
3141 1114
3143 if (object *pl = op->visible_to ()) 1116 if (object *pl = op->visible_to ())
3144 esrv_send_item (pl, op); 1117 esrv_send_item (pl, op);
3145 1118
3146 who->update_stats (); 1119 who->update_stats ();
3147 1120
3148 return 0; 1121 return 1;
3149} 1122}
3150 1123
3151/** 1124/**
3152 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
3153 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
3165static object * 1138static object *
3166get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
3167{ 1140{
3168 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
3169 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
3171 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3172 return tmp; 1145 return tmp;
3173 1146
3174 return 0; 1147 return 0;
3175} 1148}
3176 1149
3189#define CANNOT_REMOVE_CURSED \ 1162#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1163 "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, " \ 1164 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>" 1165 "priests or even other players might help.>"
3193 1166
3194static int 1167static bool
3195unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
3196{ 1169{
3197 if (op->is_range ()) 1170 if (op->is_range ())
3198 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3321 continue; 1294 continue;
3322 } 1295 }
3323 1296
3324 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3325 if (!tmp1) 1298 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; 1299 retval |= CAN_APPLY_NEVER;
3334 }
3335 else 1300 else
3336 { 1301 {
3337 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3338 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3339 * to apply multiple objects 1304 * to apply multiple objects
3419 */ 1384 */
3420 1385
3421#define LACK_ITEM_POWER \ 1386#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423 1388
3424int 1389static bool
3425apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3426{ 1391{
3427 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3428 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3429 1394
3430 if (who == NULL) 1395 if (who == NULL)
3431 { 1396 {
3432 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3433 return 1; 1398 return 1;
3434 } 1399 }
3435 1400
1401 //TODO: remove these when apply_special is no longer exposed
3436 if (op->env != who) 1402 if (op->env != who)
3437 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3438 1404
3439 /* trying to unequip op */ 1405 /* trying to unequip op */
3440 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (QUERY_FLAG (op, FLAG_APPLIED))
3451 1417
3452 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3453 } 1419 }
3454 else if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3455 return 0; 1421 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 1422
3466 splay (op); 1423 splay (op);
3467 1424
3468 /* Can't just apply this object. Lets see what not and what to do */ 1425 /* Can't just apply this object. Lets see what not and what to do */
3469 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3503 } 1460 }
3504 } 1461 }
3505 1462
3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3507 { 1464 {
1465 // try to ready attached skill first
3508 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3509 1467
3510 if (!skop) 1468 if (!skop)
3511 { 1469 {
3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1470 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3513 return 1; 1471 return 1;
3514 } 1472 }
3515 else 1473 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 */ 1474 {
3519 who->change_skill (skop); 1475 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
1476 return 1;
1477 }
3520 } 1478 }
3521 1479
3522 if (!check_item_power (who, op->item_power)) 1480 if (!check_item_power (who, op->item_power))
3523 { 1481 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3527 1485
3528 /* Ok. We are now at the state where we can apply the new object. 1486 /* 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_... 1487 * Note that we don't have the checks for can_use_...
3530 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3531 */ 1489 */
1490
1491 // 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; 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3533 1493
3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3535 return RESULT_INT (0); 1495 return RESULT_INT (0);
3536 1496
3537 switch (op->type) 1497 switch (op->type)
3538 { 1498 {
3539 case WEAPON: 1499 case WEAPON:
3540 //TODO: this obviously fails for players using a shorter prefix 1500 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 { 1501 {
3544 /* if the weapon does not have the name as the character, can't use it. */ 1502 /* 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) */ 1503 /* (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.>"); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3547 1505 "H<Its name indicates that it belongs to somebody else.>");
3548 if (tmp) 1506 if (tmp) who->insert (tmp);
3549 insert_ob_in_ob (tmp, who);
3550
3551 return 1; 1507 return 1;
3552 } 1508 }
3553 1509
3554 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3555 { 1513 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1514 who->statusmsg (format ("You wield %s.", query_name (op)));
3557 return 1; 1515 change_abil (who, op);
3558 } 1516 }
3559 1517 else
3560 SET_FLAG (op, FLAG_APPLIED);
3561 who->change_skill (skop); 1518 who->change_skill (skop);
3562 1519
3563 if (who->contr) 1520 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; 1521 break;
3571 1522
3572 case ARMOUR: 1523 case ARMOUR:
3573 case HELMET: 1524 case HELMET:
3574 case SHIELD: 1525 case SHIELD:
3583 who->statusmsg (format ("You wear %s.", query_name (op))); 1534 who->statusmsg (format ("You wear %s.", query_name (op)));
3584 change_abil (who, op); 1535 change_abil (who, op);
3585 break; 1536 break;
3586 1537
3587 case SKILL_TOOL: 1538 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill 1539 // applying a skill tool does not ready the skill
1540 // if something needs the skill, it has to ready it itself
1541 //TODO: unapplying should unapply the skill, though
3589 SET_FLAG (op, FLAG_APPLIED); 1542 SET_FLAG (op, FLAG_APPLIED);
1543 break;
3590 1544
1545 case SKILL:
3591 if (!(aflags & AP_NO_READY)) 1546 if (!(aflags & AP_NO_SLOT))
3592 { 1547 {
3593 skop = find_skill_by_name (who, op->skill); 1548 // 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 1549
3599 case SKILL: 1550 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 { 1551 {
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 ( 1552 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. " 1553 "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.>", 1554 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3619 &op->skill 1555 "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 1556 &op->skill
3659 )); 1557 ));
1558 if (tmp) who->insert (tmp);
1559 return 1;
3660 } 1560 }
1561
1562 if (skill_flags [op->subtype] & SF_AUTARK
1563 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1564 {
1565 if (skill_flags [op->subtype] & SF_USE)
1566 who->failmsg (format (
1567 "You feel as if you wanted to do something funny, but you can't remember what. "
1568 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1569 &op->skill, &op->skill
1570 ));
1571 else
1572 who->failmsg (format (
1573 "You feel as if you wanted to do something funny, but you can't remember what. "
1574 "H<The %s skill cannot be readied or used, it is always active.>",
1575 &op->skill
1576 ));
1577
1578 if (tmp) who->insert (tmp);
1579
1580 return 1;
1581 }
1582
1583 if (who->contr)
1584 if (op->invisible)
1585 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3661 else 1586 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1587 who->statusmsg (format ("You ready %s.", query_name (op)));
3663 } 1588 }
3664 else 1589
3665 {
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL); 1590 SET_FLAG (who, FLAG_READY_SKILL);
3670 } 1591 SET_FLAG (op, FLAG_APPLIED);
3671 1592 change_abil (who, op);
3672 break; 1593 break;
3673 1594
3674 case BOW: 1595 case BOW:
3675 if (op->level && !op->name.starts_with (who->name)) 1596 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3676 { 1597 {
3677 who->failmsg ("The weapon does not recognize you as its owner. " 1598 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>"); 1599 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp) 1600 if (tmp) who->insert (tmp);
3680 insert_ob_in_ob (tmp, who);
3681
3682 return 1; 1601 return 1;
3683 } 1602 }
1603
1604 if (player *pl = who->contr)
1605 {
1606 op->flag [FLAG_APPLIED] = true;
1607 who->statusmsg (format ("You wield the %s.", query_name (op)));
1608 change_abil (who, op);
1609 }
1610 break;
1611
1612 case RANGED:
1613 if (player *pl = who->contr)
1614 {
1615 op->flag [FLAG_APPLIED] = true;
1616 who->statusmsg (format ("You applied the %s.", query_name (op)));
1617 }
1618 break;
1619
1620 case SPELL:
1621 if (player *pl = who->contr)
1622 {
1623 op->flag [FLAG_APPLIED] = true;
1624 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1625 }
1626 break;
3684 1627
3685 /*FALLTHROUGH*/ 1628 /*FALLTHROUGH*/
3686 case WAND: 1629 case WAND:
3687 case ROD: 1630 case ROD:
3688 case HORN: 1631 case HORN:
3689 /* check for skill, alter player status */ 1632 /* check for skill, alter player status */
3690 1633
3691 if (!skop) 1634 if (!skop)
3692 { 1635 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1636 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1637 if (tmp) who->insert (tmp);
3694 return 1; 1638 return 1;
3695 } 1639 }
3696 1640
3697 SET_FLAG (op, FLAG_APPLIED); 1641 op->flag [FLAG_APPLIED] = true;
3698 who->change_skill (skop);
3699 1642
3700 if (who->contr) 1643 if (player *pl = who->contr)
3701 { 1644 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op))); 1645 who->statusmsg (format ("You ready %s.", query_name (op)));
3705 1646
3706 if (op->type == BOW) 1647 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))); 1648 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3711 } 1649
1650 change_abil (who, op);
3712 } 1651 }
3713 else 1652 else
3714 { 1653 {
1654 who->change_skill (skop);
1655
3715 if (op->type == BOW) 1656 if (op->type == BOW)
3716 SET_FLAG (who, FLAG_READY_BOW); 1657 op->flag [FLAG_READY_BOW ] = true;
3717 else 1658 else
3718 SET_FLAG (who, FLAG_READY_RANGE); 1659 op->flag [FLAG_READY_RANGE] = true;
3719 } 1660 }
3720 1661
3721 break; 1662 break;
3722 1663
3723 case BUILDER: 1664 case BUILDER:
3724 if (who->type == PLAYER) 1665 if (player *pl = who->contr)
3725 { 1666 {
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))); 1667 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731 1668 //TODO: change_abil?
3732 who->contr->ranged_ob = op;
3733 } 1669 }
3734 break; 1670 break;
3735 1671
3736 default: 1672 default:
3737 who->statusmsg (format ("You apply %s.", query_name (op))); 1673 who->statusmsg (format ("You apply %s.", query_name (op)));
3738 } 1674 }
3739 1675
3740 SET_FLAG (op, FLAG_APPLIED); 1676 SET_FLAG (op, FLAG_APPLIED);
3741 1677
3742 if (tmp)
3743 who->insert (tmp); 1678 if (tmp) who->insert (tmp);
3744 1679
3745 who->update_stats (); 1680 who->update_stats ();
3746 1681
3747 /* We exclude spell casting objects. The fire code will set the 1682 /* We exclude spell casting objects. The fire code will set the
3748 * been applied flag when they are used - until that point, 1683 * been applied flag when they are used - until that point,
3763 1698
3764 if (object *pl = op->visible_to ()) 1699 if (object *pl = op->visible_to ())
3765 esrv_send_item (pl, op); 1700 esrv_send_item (pl, op);
3766 1701
3767 return 0; 1702 return 0;
1703}
1704
1705/**
1706 * Check if op should abort moving victim because of it's race or slaying.
1707 * Returns 1 if it should abort, returns 0 if it should continue.
1708 */
1709int
1710should_director_abort (object *op, object *victim)
1711{
1712 int arch_flag, name_flag, race_flag;
1713
1714 /* Get flags to determine what of arch, name, and race should be checked.
1715 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1716 * the next is the name flag, and the last is the race flag. Also note,
1717 * if subtype is set to zero, that also goes to defaults of all affecting
1718 * it. Examples:
1719 * subtype 1: only arch
1720 * subtype 3: arch or name
1721 * subtype 5: arch or race
1722 * subtype 7: all three
1723 */
1724 if (op->subtype)
1725 {
1726 arch_flag = op->subtype & 1;
1727 name_flag = op->subtype & 2;
1728 race_flag = op->subtype & 4;
1729 }
1730 else
1731 {
1732 arch_flag = 1;
1733 name_flag = 1;
1734 race_flag = 1;
1735 }
1736
1737 /* If the director has race set, only affect objects with a arch,
1738 * name or race that matches.
1739 */
1740 if ((op->race) &&
1741 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1742 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1743 ((!(victim->race && race_flag) || op->race != victim->race)))
1744 return 1;
1745
1746 /* If the director has slaying set, only affect objects where none
1747 * of arch, name, or race match.
1748 */
1749 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1750 ((victim->name && name_flag && op->slaying == victim->name)) ||
1751 ((victim->race && race_flag && op->slaying == victim->race)))
1752 return 1;
1753
1754 return 0;
1755}
1756
1757/**
1758 * This handles a player dropping money on an altar to identify stuff.
1759 * It'll identify marked item, if none all items up to dropped money.
1760 * Return value: 1 if money was destroyed, 0 if not.
1761 */
1762static int
1763apply_id_altar (object *money, object *altar, object *pl)
1764{
1765 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1766
1767 if (!pl || pl->type != PLAYER)
1768 return 0;
1769
1770 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1771 * identifying' from being printed out more than it needs to be.
1772 */
1773 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1774 return 0;
1775
1776 /* if the player has a marked item, identify that if it needs to be
1777 * identified. If it doesn't, then go through the player inventory.
1778 */
1779 if (object *marked = find_marked_object (pl))
1780 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1781 {
1782 if (operate_altar (altar, &money, pl))
1783 {
1784 identify (marked);
1785
1786 buf.printf ("You have %s.\r", long_desc (marked, pl));
1787 if (marked->msg)
1788 buf << "The item has a story:\r" << marked->msg << "\n\n";
1789
1790 return !money;
1791 }
1792 }
1793
1794 for (object *id = pl->inv; id; id = id->below)
1795 {
1796 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1797 {
1798 if (operate_altar (altar, &money, pl))
1799 {
1800 identify (id);
1801
1802 buf.printf ("You have %s.\r", long_desc (id, pl));
1803 if (id->msg)
1804 buf << "The item has a story:\r" << id->msg << "\n\n";
1805
1806 /* If no more money, might as well quit now */
1807 if (!money || !check_altar_sacrifice (altar, money))
1808 break;
1809 }
1810 else
1811 {
1812 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1813 break;
1814 }
1815 }
1816 }
1817
1818 if (buf.empty ())
1819 pl->failmsg ("You have nothing that needs identifying");
1820 else
1821 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1822
1823 return !money;
1824}
1825
1826/**
1827 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1828 * matching item.
1829 **/
1830void
1831handle_apply_yield (object *tmp)
1832{
1833 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1834 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1835}
1836
1837/**
1838 * Handles applying a potion.
1839 */
1840int
1841apply_potion (object *op, object *tmp)
1842{
1843 int got_one = 0, i;
1844 object *force = 0;
1845
1846 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1847
1848 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1849 {
1850 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1851
1852 CLEAR_FLAG (tmp, FLAG_APPLIED);
1853 return 0;
1854 }
1855
1856 if (op->type == PLAYER)
1857 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1858 identify (tmp);
1859
1860 handle_apply_yield (tmp);
1861
1862 /* Potion of restoration - only for players */
1863 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1864 {
1865 object *depl;
1866 archetype *at;
1867
1868 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1869 {
1870 op->drain_stat ();
1871 op->update_stats ();
1872 tmp->decrease ();
1873 return 1;
1874 }
1875
1876 if (!(at = archetype::find (shstr_depletion)))
1877 {
1878 LOG (llevError, "Could not find archetype depletion\n");
1879 return 0;
1880 }
1881
1882 depl = present_arch_in_ob (at, op);
1883
1884 if (depl)
1885 {
1886 for (i = 0; i < NUM_STATS; i++)
1887 if (depl->stats.stat (i))
1888 op->statusmsg (restore_msg[i]);
1889
1890 depl->destroy ();
1891 op->update_stats ();
1892 }
1893 else
1894 op->statusmsg ("Your potion had no effect.");
1895
1896 tmp->decrease ();
1897 return 1;
1898 }
1899
1900 /* improvement potion - only for players */
1901 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1902 {
1903 for (i = 1; i < min (11, op->level); i++)
1904 {
1905 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1906 {
1907 if (op->contr->levhp[i] != 1)
1908 {
1909 op->contr->levhp[i] = 1;
1910 break;
1911 }
1912
1913 if (op->contr->levsp[i] != 1)
1914 {
1915 op->contr->levsp[i] = 1;
1916 break;
1917 }
1918
1919 if (op->contr->levgrace[i] != 1)
1920 {
1921 op->contr->levgrace[i] = 1;
1922 break;
1923 }
1924 }
1925 else
1926 {
1927 if (op->contr->levhp[i] < 9)
1928 {
1929 op->contr->levhp[i] = 9;
1930 break;
1931 }
1932
1933 if (op->contr->levsp[i] < 6)
1934 {
1935 op->contr->levsp[i] = 6;
1936 break;
1937 }
1938
1939 if (op->contr->levgrace[i] < 3)
1940 {
1941 op->contr->levgrace[i] = 3;
1942 break;
1943 }
1944 }
1945 }
1946
1947 /* Just makes checking easier */
1948 if (i < min (11, op->level))
1949 got_one = 1;
1950
1951 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1952 {
1953 if (got_one)
1954 {
1955 op->update_stats ();
1956 op->statusmsg ("The Gods smile upon you and remake you "
1957 "a little more in their image. "
1958 "You feel a little more perfect.", NDI_GREEN);
1959 }
1960 else
1961 op->statusmsg ("The potion had no effect - you are already perfect.");
1962 }
1963 else
1964 { /* cursed potion */
1965 if (got_one)
1966 {
1967 op->update_stats ();
1968 op->failmsg ("The Gods are angry and punish you.");
1969 }
1970 else
1971 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1972 }
1973
1974 tmp->decrease ();
1975 return 1;
1976 }
1977
1978
1979 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1980 * and heroism all fit into this category. Given the spell object code,
1981 * there is no limit to the number of spells that potions can be cast,
1982 * but direction is problematic to try and imbue fireball potions for example.
1983 */
1984 if (tmp->inv)
1985 {
1986 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1987 {
1988 op->failmsg ("Yech! Your lungs are on fire!");
1989 create_exploding_ball_at (op, op->level);
1990 }
1991 else
1992 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1993
1994 tmp->decrease ();
1995
1996 /* if youre dead, no point in doing this... */
1997 if (!QUERY_FLAG (op, FLAG_REMOVED))
1998 op->update_stats ();
1999
2000 return 1;
2001 }
2002
2003 /* Deal with protection potions */
2004 force = NULL;
2005 for (i = 0; i < NROFATTACKS; i++)
2006 {
2007 if (tmp->resist[i])
2008 {
2009 if (!force)
2010 force = get_archetype (FORCE_NAME);
2011
2012 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2013 force->type = POTION_EFFECT;
2014 break; /* Only need to find one protection since we copy entire batch */
2015 }
2016 }
2017
2018 /* This is a protection potion */
2019 if (force)
2020 {
2021 /* cursed items last longer */
2022 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2023 {
2024 force->stats.food *= 10;
2025 for (i = 0; i < NROFATTACKS; i++)
2026 if (force->resist[i] > 0)
2027 force->resist[i] = -force->resist[i]; /* prot => vuln */
2028 }
2029
2030 force->speed_left = -1;
2031 force = insert_ob_in_ob (force, op);
2032 CLEAR_FLAG (tmp, FLAG_APPLIED);
2033 SET_FLAG (force, FLAG_APPLIED);
2034 change_abil (op, force);
2035 tmp->decrease ();
2036 return 1;
2037 }
2038
2039 /* Only thing left are the stat potions */
2040 if (op->type == PLAYER)
2041 { /* only for players */
2042 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2043 || QUERY_FLAG (tmp, FLAG_DAMNED))
2044 && tmp->value != 0)
2045 CLEAR_FLAG (tmp, FLAG_APPLIED);
2046 else
2047 SET_FLAG (tmp, FLAG_APPLIED);
2048
2049 if (!change_abil (op, tmp))
2050 op->statusmsg ("Nothing happened.");
2051 }
2052
2053 /* CLEAR_FLAG is so that if the character has other potions
2054 * that were grouped with the one consumed, his
2055 * stat will not be raised by them. fix_player just clears
2056 * up all the stats.
2057 */
2058 CLEAR_FLAG (tmp, FLAG_APPLIED);
2059 op->update_stats ();
2060 tmp->decrease ();
2061 return 1;
2062}
2063
2064/**
2065 * 'victim' moves onto 'trap'
2066 * 'victim' leaves 'trap'
2067 * effect is determined by move_on/move_off of trap and move_type of victime.
2068 *
2069 * originator: Player, monster or other object that caused 'victim' to move
2070 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2071 * However, some types of traps require an originator to function.
2072 */
2073void
2074move_apply (object *trap, object *victim, object *originator)
2075{
2076 static int recursion_depth = 0;
2077
2078 /* Only exits affect DMs. */
2079 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2080 return;
2081
2082 /* move_apply() is the most likely candidate for causing unwanted and
2083 * possibly unlimited recursion.
2084 */
2085 /* The following was changed because it was causing perfectly correct
2086 * maps to fail. 1) it's not an error to recurse:
2087 * rune detonates, summoning monster. monster lands on nearby rune.
2088 * nearby rune detonates. This sort of recursion is expected and
2089 * proper. This code was causing needless crashes.
2090 */
2091 if (recursion_depth >= 500)
2092 {
2093 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2094 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2095 return;
2096 }
2097
2098 recursion_depth++;
2099 if (trap->head)
2100 trap = trap->head;
2101
2102 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2103 switch (trap->type)
2104 {
2105 case PLAYERMOVER:
2106 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2107 {
2108 if (!trap->stats.maxsp)
2109 trap->stats.maxsp = 2;
2110
2111 /* Is this correct? From the docs, it doesn't look like it
2112 * should be divided by trap->speed
2113 */
2114 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2115
2116 /* Just put in some sanity check. I think there is a bug in the
2117 * above with some objects have zero speed, and thus the player
2118 * getting permanently paralyzed.
2119 */
2120 if (victim->speed_left < -50.f)
2121 victim->speed_left = -50.f;
2122 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2123 }
2124 break;
2125
2126 case SPINNER:
2127 if (victim->direction)
2128 {
2129 victim->direction = absdir (victim->direction - trap->stats.sp);
2130 update_turn_face (victim);
2131 }
2132 break;
2133
2134 case DIRECTOR:
2135 if (victim->direction && !should_director_abort (trap, victim))
2136 {
2137 victim->direction = trap->stats.sp;
2138 update_turn_face (victim);
2139 }
2140 break;
2141
2142 case BUTTON:
2143 case PEDESTAL:
2144 case T_MATCH:
2145 update_button (trap, originator);
2146 break;
2147
2148 case ALTAR:
2149 /* sacrifice victim on trap */
2150 apply_altar (trap, victim, originator);
2151 break;
2152
2153 case THROWN_OBJ:
2154 if (trap->inv == NULL)
2155 break;
2156 /* fallthrough */
2157
2158 case ARROW:
2159 /* bad bug: monster throw a object, make a step forwards, step on object ,
2160 * trigger this here and get hit by own missile - and will be own enemy.
2161 * Victim then is his own enemy and will start to kill herself (this is
2162 * removed) but we have not synced victim and his missile. To avoid senseless
2163 * action, we avoid hits here
2164 */
2165 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2166 && trap->owner != victim)
2167 hit_with_arrow (trap, victim);
2168 break;
2169
2170 case SPELL_EFFECT:
2171 apply_spell_effect (trap, victim);
2172 break;
2173
2174 case TRAPDOOR:
2175 {
2176 int max, sound_was_played;
2177 object *ab, *ab_next;
2178
2179 if (!trap->value)
2180 {
2181 int tot;
2182
2183 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2184 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2185 tot += ab->head_ ()->total_weight ();
2186
2187 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2188 break;
2189
2190 SET_ANIMATION (trap, trap->value);
2191 update_object (trap, UP_OBJ_FACE);
2192 }
2193
2194 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2195 {
2196 /* need to set this up, since if we do transfer the object,
2197 * ab->above would be bogus
2198 */
2199 ab_next = ab->above;
2200
2201 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2202 {
2203 if (!sound_was_played)
2204 {
2205 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2206 sound_was_played = 1;
2207 }
2208
2209 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2210 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2211 }
2212 }
2213 break;
2214 }
2215
2216 case CONVERTER:
2217 if (convert_item (victim, trap) < 0)
2218 {
2219 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2220 archetype::get (shstr_burnout)->insert_at (trap, trap);
2221 }
2222
2223 break;
2224
2225 case TRIGGER_BUTTON:
2226 case TRIGGER_PEDESTAL:
2227 case TRIGGER_ALTAR:
2228 check_trigger (trap, victim, originator);
2229 break;
2230
2231 case DEEP_SWAMP:
2232 walk_on_deep_swamp (trap, victim);
2233 break;
2234
2235 case CHECK_INV:
2236 check_inv (victim, trap);
2237 break;
2238
2239 case HOLE:
2240 move_apply_hole (trap, victim);
2241 break;
2242
2243 case EXIT:
2244 if (victim->type == PLAYER && EXIT_PATH (trap))
2245 {
2246 /* Basically, don't show exits leading to random maps the
2247 * players output.
2248 */
2249 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2250 victim->statusmsg (trap->msg, NDI_NAVY);
2251
2252 trap->play_sound (trap->sound);
2253 victim->enter_exit (trap);
2254 }
2255 break;
2256
2257 case ENCOUNTER:
2258 /* may be some leftovers on this */
2259 break;
2260
2261 case SHOP_MAT:
2262 apply_shop_mat (trap, victim);
2263 break;
2264
2265 /* Drop a certain amount of gold, and have one item identified */
2266 case IDENTIFY_ALTAR:
2267 apply_id_altar (victim, trap, originator);
2268 break;
2269
2270 case SIGN:
2271 if (victim->type != PLAYER && trap->stats.food > 0)
2272 break; /* monsters musn't apply magic_mouths with counters */
2273
2274 apply_sign (victim, trap, 1);
2275 break;
2276
2277 case CONTAINER:
2278 apply_container (victim, trap);
2279 break;
2280
2281 case RUNE:
2282 case TRAP:
2283 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2284 spring_trap (trap, victim);
2285 break;
2286
2287 default:
2288 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2289 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2290 break;
2291 }
2292
2293 recursion_depth--;
2294}
2295
2296/**
2297 * Handles reading a regular (ie not containing a spell) book.
2298 */
2299static void
2300apply_book (object *op, object *tmp)
2301{
2302 int lev_diff;
2303 object *skill_ob;
2304
2305 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2306 {
2307 op->failmsg ("You are unable to read while blind!");
2308 return;
2309 }
2310
2311 if (!tmp->msg)
2312 {
2313 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2314 return;
2315 }
2316
2317 /* need a literacy skill to read stuff! */
2318 skill_ob = find_skill_by_name (op, tmp->skill);
2319 if (!skill_ob)
2320 {
2321 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2322 return;
2323 }
2324
2325 lev_diff = tmp->level - (skill_ob->level + 5);
2326 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2327 {
2328 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2329 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2330 : lev_diff < 5 ? "This book is beyond your comprehension."
2331 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2332 : lev_diff < 15 ? "This book is way beyond your comprehension."
2333 : "This book is totally beyond your comprehension.");
2334 return;
2335 }
2336
2337 // we currently don't use the message types for anything.
2338 // readable_message_type *msgType = get_readable_message_type (tmp);
2339
2340 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2341
2342 if (player *pl = op->contr)
2343 if (client *ns = pl->ns)
2344 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2345
2346 /* gain xp from reading */
2347 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2348 { /* only if not read before */
2349 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2350
2351 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2352 {
2353 /*exp_gain *= 2; because they just identified it too */
2354 SET_FLAG (tmp, FLAG_IDENTIFIED);
2355
2356 if (object *pl = tmp->visible_to ())
2357 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2358 }
2359
2360 change_exp (op, exp_gain, skill_ob->skill, 0);
2361 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2362 }
2363}
2364
2365/**
2366 * op made some mistake with a scroll, this takes care of punishment.
2367 * scroll_failure()- hacked directly from spell_failure
2368 */
2369static void
2370scroll_failure (object *op, int failure, int power)
2371{
2372 if (abs (failure / 4) > power)
2373 power = abs (failure / 4); /* set minimum effect */
2374
2375 if (failure <= -1 && failure > -15)
2376 { /* wonder */
2377 object *tmp;
2378
2379 op->failmsg ("Your spell warps!");
2380 tmp = get_archetype (SPELL_WONDER);
2381 cast_wonder (op, op, 0, tmp);
2382 tmp->destroy ();
2383 }
2384 else if (failure <= -15 && failure > -35)
2385 { /* drain mana */
2386 op->failmsg ("Your mana is drained!");
2387 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2388 if (op->stats.sp < 0)
2389 op->stats.sp = 0;
2390 }
2391 else if (settings.spell_failure_effects == TRUE)
2392 {
2393 if (failure <= -35 && failure > -60)
2394 { /* confusion */
2395 op->failmsg ("The magic recoils on you!");
2396 confuse_player (op, op, power);
2397 }
2398 else if (failure <= -60 && failure > -70)
2399 { /* paralysis */
2400 op->failmsg ("The magic recoils and paralyzes you!");
2401 paralyze_player (op, op, power);
2402 }
2403 else if (failure <= -70 && failure > -80)
2404 { /* blind */
2405 op->failmsg ("The magic recoils on you!");
2406 blind_player (op, op, power);
2407 }
2408 else if (failure <= -80)
2409 { /* blast the immediate area */
2410 object *tmp = get_archetype (LOOSE_MANA);
2411 cast_magic_storm (op, tmp, power);
2412 op->failmsg ("You unleash uncontrolled mana!");
2413 tmp->destroy ();
2414 }
2415 }
2416}
2417
2418/**
2419 * Handles the applying of a skill scroll, calling learn_skill straight.
2420 * op is the person learning the skill, tmp is the skill scroll object
2421 */
2422static void
2423apply_skillscroll (object *op, object *tmp)
2424{
2425 switch (learn_skill (op, tmp))
2426 {
2427 case 0:
2428 op->play_sound (sound_find ("generic_fail"));
2429 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2430 break;
2431
2432 case 1:
2433 tmp->decrease ();
2434 op->play_sound (sound_find ("skill_learn"));
2435 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2436 break;
2437
2438 default:
2439 tmp->decrease ();
2440 op->play_sound (sound_find ("generic_fail"));
2441 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2442 break;
2443 }
2444}
2445
2446/**
2447 * Actually makes op learn spell.
2448 * Informs player of what happens.
2449 */
2450void
2451do_learn_spell (object *op, object *spell, int special_prayer)
2452{
2453 object *tmp;
2454
2455 if (op->type != PLAYER)
2456 {
2457 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2458 return;
2459 }
2460
2461 /* Upgrade special prayers to normal prayers */
2462 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2463 {
2464 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2465 {
2466 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2467 return;
2468 }
2469 return;
2470 }
2471
2472 op->contr->play_sound (sound_find ("learn_spell"));
2473
2474 tmp = spell->clone ();
2475 insert_ob_in_ob (tmp, op);
2476
2477 if (special_prayer)
2478 SET_FLAG (tmp, FLAG_STARTEQUIP);
2479
2480 esrv_add_spells (op->contr, tmp);
2481}
2482
2483/**
2484 * Erases spell from player's inventory.
2485 */
2486void
2487do_forget_spell (object *op, const char *spell)
2488{
2489 object *spob;
2490
2491 if (op->type != PLAYER)
2492 {
2493 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2494 return;
2495 }
2496 if ((spob = check_spell_known (op, spell)) == NULL)
2497 {
2498 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2499 return;
2500 }
2501
2502 op->failmsg (format ("You lose knowledge of %s.", spell));
2503 esrv_remove_spell (op->contr, spob);
2504 spob->destroy ();
2505}
2506
2507/**
2508 * Handles player applying a spellbook.
2509 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2510 * stuff like that. Random learning failure too.
2511 */
2512static void
2513apply_spellbook (object *op, object *tmp)
2514{
2515 object *skop, *spell, *spell_skill;
2516
2517 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2518 {
2519 op->failmsg ("You are unable to read while blind.");
2520 return;
2521 }
2522
2523 /* artifact_spellbooks have 'slaying' field point to a spell name,
2524 * instead of having their spell stored in stats.sp. These are
2525 * legacy spellbooks
2526 */
2527 if (tmp->slaying)
2528 {
2529 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2530
2531 if (!spell)
2532 {
2533 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2534 return;
2535 }
2536 else
2537 insert_ob_in_ob (spell, tmp);
2538
2539 tmp->slaying = 0;
2540 }
2541
2542 skop = find_skill_by_name (op, tmp->skill);
2543
2544 /* need a literacy skill to learn spells. Also, having a literacy level
2545 * lower than the spell will make learning the spell more difficult */
2546 if (!skop)
2547 {
2548 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2549 return;
2550 }
2551
2552 spell = tmp->inv;
2553
2554 if (!spell)
2555 {
2556 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2557 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2558 return;
2559 }
2560
2561 int learn_level = sqrtf (spell->level) * 1.5f;
2562 if (skop->level < learn_level)
2563 {
2564 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2565 &tmp->skill, learn_level));
2566 return;
2567 }
2568
2569 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2570
2571 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2572 identify (tmp);
2573
2574 /* I removed the check for special_prayer_mark here - it didn't make
2575 * a lot of sense - special prayers are not found in spellbooks, and
2576 * if the player doesn't know the spell, doesn't make a lot of sense that
2577 * they would have a special prayer mark.
2578 */
2579 if (check_spell_known (op, spell->name))
2580 {
2581 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2582 return;
2583 }
2584
2585 if (spell->skill)
2586 {
2587 spell_skill = find_skill_by_name (op, spell->skill);
2588
2589 if (!spell_skill)
2590 {
2591 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2592 return;
2593 }
2594
2595 if (spell_skill->level < spell->level)
2596 {
2597 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2598 return;
2599 }
2600 }
2601
2602 /* Logic as follows
2603 *
2604 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2605 *
2606 * 2- The learner's skill level in literacy adjusts the chance to learn
2607 * a spell.
2608 *
2609 * 3 -Automatically fail to learn if you read while confused
2610 *
2611 * Overall, chances are the same but a player will find having a high
2612 * literacy rate very useful! -b.t.
2613 */
2614 if (QUERY_FLAG (op, FLAG_CONFUSED))
2615 {
2616 op->failmsg ("In your confused state you flub the wording of the text!");
2617 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2618 }
2619 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2620 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2621 {
2622 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2623 do_learn_spell (op, spell, 0);
2624
2625 /* xp gain to literacy for spell learning */
2626 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2627 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2628 }
2629 else
2630 {
2631 op->contr->play_sound (sound_find ("fumble_spell"));
2632 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2633 }
2634
2635 tmp->decrease ();
2636}
2637
2638/**
2639 * Handles applying a spell scroll.
2640 */
2641void
2642apply_scroll (object *op, object *tmp, int dir)
2643{
2644 object *skop;
2645
2646 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2647 {
2648 op->failmsg ("You are unable to read while blind.");
2649 return;
2650 }
2651
2652 if (!tmp->inv || tmp->inv->type != SPELL)
2653 {
2654 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2655 return;
2656 }
2657
2658 if (op->type == PLAYER)
2659 {
2660 /* players need a literacy skill to read stuff! */
2661 int exp_gain = 0;
2662
2663 /* hard code literacy - tmp->skill points to where the exp
2664 * should go for anything killed by the spell.
2665 */
2666 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2667
2668 if (!skop)
2669 {
2670 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2671 return;
2672 }
2673
2674 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2675 change_exp (op, exp_gain, skop->skill, 0);
2676 }
2677
2678 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2679 identify (tmp);
2680
2681 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2682
2683 cast_spell (op, tmp, dir, tmp->inv, NULL);
2684 tmp->decrease ();
2685}
2686
2687/**
2688 * Applies a treasure object - by default, chest. op
2689 * is the person doing the applying, tmp is the treasure
2690 * chest.
2691 */
2692static void
2693apply_treasure (object *op, object *tmp)
2694{
2695 /* Nice side effect of this treasure creation method is that the treasure
2696 * for the chest is done when the chest is created, and put into the chest
2697 * inventory. So that when the chest burns up, the items still exist. Also
2698 * prevents people from moving chests to more difficult maps to get better
2699 * treasure
2700 */
2701 object *treas = tmp->inv;
2702
2703 if (!treas)
2704 {
2705 op->statusmsg ("The chest was empty.");
2706 tmp->decrease ();
2707 return;
2708 }
2709
2710 while (tmp->inv)
2711 {
2712 treas = tmp->inv;
2713 treas->remove ();
2714
2715 treas->x = op->x;
2716 treas->y = op->y;
2717 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2718
2719 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2720 spring_trap (treas, op);
2721
2722 /* If either player or container was destroyed, no need to do
2723 * further processing. I think this should be enclused with
2724 * spring trap above, as I don't think there is otherwise
2725 * any way for the treasure chest or player to get killed.
2726 */
2727 if (op->destroyed () || tmp->destroyed ())
2728 break;
2729 }
2730
2731 if (!tmp->destroyed () && !tmp->inv)
2732 tmp->decrease (true);
2733}
2734
2735/**
2736 * A dragon is eating some flesh. If the flesh contains resistances,
2737 * there is a chance for the dragon's skin to get improved.
2738 *
2739 * attributes:
2740 * object *op the object (dragon player) eating the flesh
2741 * object *meal the flesh item, getting chewed in dragon's mouth
2742 * return:
2743 * int 1 if eating successful, 0 if it doesn't work
2744 */
2745static int
2746dragon_eat_flesh (object *op, object *meal)
2747{
2748 object *skin = NULL; /* pointer to dragon skin force */
2749 object *abil = NULL; /* pointer to dragon ability force */
2750 object *tmp = NULL; /* tmp. object */
2751
2752 double chance; /* improvement-chance of one resistance type */
2753 double totalchance = 1; /* total chance of gaining one resistance */
2754 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2755 double mbonus = 0; /* monster bonus */
2756 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2757 int winners = 0; /* number of winners */
2758 int i; /* index */
2759
2760 /* let's make sure and doublecheck the parameters */
2761 if (meal->type != FLESH || !op->is_dragon ())
2762 return 0;
2763
2764 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2765 from the player's inventory */
2766 for (tmp = op->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == FORCE)
2768 if (tmp->arch->archname == shstr_dragon_skin_force)
2769 skin = tmp;
2770 else if (tmp->arch->archname == shstr_dragon_ability_force)
2771 abil = tmp;
2772
2773 /* if either skin or ability are missing, this is an old player
2774 which is not to be considered a dragon -> bail out */
2775 if (skin == NULL || abil == NULL)
2776 return 0;
2777
2778 /* now start by filling stomache and health, according to food-value */
2779 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2780 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2781 else
2782 op->stats.hp += meal->stats.food / 50;
2783
2784 min_it (op->stats.hp, op->stats.maxhp);
2785 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2786
2787 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2788
2789 /* on to the interesting part: chances for adding resistance */
2790 for (i = 0; i < NROFATTACKS; i++)
2791 {
2792 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2793 {
2794 /* got positive resistance, now calculate improvement chance (0-100) */
2795
2796 /* this bonus makes resistance increase easier at lower levels */
2797 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2798 if (i == abil->stats.exp)
2799 bonus += 5; /* additional bonus for resistance of ability-focus */
2800
2801 /* monster bonus increases with level, because high-level
2802 flesh is too rare */
2803 mbonus = op->level * 20. / ((double) settings.max_level);
2804
2805 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2806 ((double)settings.max_level)) - skin->resist[i];
2807
2808 if (chance >= 0.)
2809 chance += 1.;
2810 else
2811 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2812
2813 /* chance is proportional to amount of resistance (max. 50) */
2814 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2815
2816 /* doubled chance for resistance of ability-focus */
2817 if (i == abil->stats.exp)
2818 chance = min (100., chance * 2.);
2819
2820 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2821 if (rndm (10000) < (unsigned int)(chance * 100))
2822 {
2823 atnr_winner[winners] = i;
2824 winners++;
2825 }
2826
2827 if (chance >= 0.01)
2828 totalchance *= 1 - chance / 100;
2829
2830 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2831 }
2832 }
2833
2834 /* inverse totalchance as until now we have the failure-chance */
2835 totalchance = 100 - totalchance * 100;
2836
2837 /* print message according to totalchance */
2838 const char *buf;
2839 if (totalchance > 50.)
2840 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2841 else if (totalchance > 10.)
2842 buf = format ("The %s tasted very good.", &meal->name);
2843 else if (totalchance > 1.)
2844 buf = format ("The %s tasted good.", &meal->name);
2845 else if (totalchance > 0.1)
2846 buf = format ("The %s tasted bland.", &meal->name);
2847 else if (totalchance >= 0.01)
2848 buf = format ("The %s had a boring taste.", &meal->name);
2849 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2850 buf = format ("The %s tasted strange.", &meal->name);
2851 else
2852 buf = format ("The %s had no taste.", &meal->name);
2853
2854 op->statusmsg (buf);
2855
2856 /* now choose a winner if we have any */
2857 i = -1;
2858 if (winners > 0)
2859 i = atnr_winner [rndm (winners)];
2860
2861 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2862 {
2863 /* resistance increased! */
2864 skin->resist[i]++;
2865 op->update_stats ();
2866
2867 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2868 }
2869
2870 /* if this flesh contains a new ability focus, we mark it
2871 into the ability_force and it will take effect on next level */
2872 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2873 {
2874 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2875
2876 if (meal->last_eat != abil->stats.exp)
2877 op->statusmsg (format (
2878 "Your metabolism prepares to focus on %s!\n"
2879 "The change will happen at level %d.",
2880 change_resist_msg[meal->last_eat],
2881 abil->level + 1
2882 ));
2883 else
2884 {
2885 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2886 abil->last_eat = 0;
2887 }
2888 }
2889
2890 return 1;
2891}
2892
2893/**
2894 * op eats food.
2895 * If player, takes care of messages and dragon special food.
2896 */
2897static void
2898apply_food (object *op, object *tmp)
2899{
2900 int capacity_remaining;
2901
2902 if (op->type != PLAYER)
2903 op->stats.hp = op->stats.maxhp;
2904 else
2905 {
2906 /* check if this is a dragon (player), eating some flesh */
2907 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2908 ;
2909 else
2910 {
2911 /* usual case - no dragon meal: */
2912 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2913 {
2914 if (tmp->type == FOOD || tmp->type == FLESH)
2915 op->failmsg ("You feel full, but what a waste of food!");
2916 else
2917 op->statusmsg ("Most of the drink goes down your face not your throat!");
2918 }
2919
2920 tmp->play_sound (
2921 tmp->sound
2922 ? tmp->sound
2923 : tmp->type == DRINK
2924 ? sound_find ("eat_drink")
2925 : sound_find ("eat_food")
2926 );
2927
2928 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2929 {
2930 const char *buf;
2931
2932 if (!op->is_dragon ())
2933 {
2934 /* eating message for normal players */
2935 if (tmp->type == DRINK)
2936 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2937 else
2938 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2939 }
2940 else
2941 /* eating message for dragon players */
2942 buf = format ("The %s tasted terrible!", &tmp->name);
2943
2944 op->statusmsg (buf);
2945
2946 capacity_remaining = MAX_FOOD - op->stats.food;
2947 op->stats.food += tmp->stats.food;
2948 if (capacity_remaining < tmp->stats.food)
2949 op->stats.hp += capacity_remaining / 50;
2950 else
2951 op->stats.hp += tmp->stats.food / 50;
2952
2953 min_it (op->stats.hp, op->stats.maxhp);
2954 min_it (op->stats.food, MAX_FOOD);
2955 }
2956
2957 /* special food hack -b.t. */
2958 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2959 eat_special_food (op, tmp);
2960 }
2961 }
2962
2963 handle_apply_yield (tmp);
2964 tmp->decrease ();
2965}
2966
2967/**
2968 * Handles applying an improve armor scroll.
2969 * Does some sanity checks, then calls improve_armour.
2970 */
2971static void
2972apply_armour_improver (object *op, object *tmp)
2973{
2974 object *armor;
2975
2976 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2977 {
2978 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2979 return;
2980 }
2981
2982 armor = find_marked_object (op);
2983
2984 if (!armor)
2985 {
2986 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2987 return;
2988 }
2989
2990 if (armor->type != ARMOUR
2991 && armor->type != CLOAK
2992 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2993 {
2994 op->failmsg ("Your marked item is not armour!\n");
2995 return;
2996 }
2997
2998 op->statusmsg ("Applying armour enchantment.");
2999 improve_armour (op, tmp, armor);
3000}
3001
3002void
3003apply_poison (object *op, object *tmp)
3004{
3005 // need to do it now when it is still on the map
3006 handle_apply_yield (tmp);
3007
3008 object *poison = tmp->split (1);
3009
3010 if (op->type == PLAYER)
3011 {
3012 op->contr->play_sound (sound_find ("drink_poison"));
3013 op->failmsg ("Yech! That tasted poisonous!");
3014 op->contr->killer = poison;
3015 }
3016
3017 if (poison->stats.hp > 0)
3018 {
3019 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3020 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3021 }
3022
3023 op->stats.food -= op->stats.food / 4;
3024 poison->destroy ();
3025}
3026
3027/**
3028 * This function will try to apply a lighter and in case no lighter
3029 * is specified it will try to find a lighter in the players inventory,
3030 * and inform him about this requirement.
3031 *
3032 * who - the player
3033 * op - the item we want to light
3034 * lighter - the lighter or 0 if a lighter has yet to be found
3035 */
3036static object *
3037auto_apply_lighter (object *who, object *op, object *lighter)
3038{
3039 if (lighter == 0)
3040 {
3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3042 {
3043 if (tmp->type == LIGHTER)
3044 {
3045 lighter = tmp;
3046 break;
3047 }
3048 }
3049
3050 if (!lighter)
3051 {
3052 who->failmsg (format (
3053 "You can't light up the %s with your bare hands! "
3054 "H<You need a lighter in your inventory, for example a flint and steel.>",
3055 &op->name));
3056 return 0;
3057 }
3058 }
3059
3060 // last_eat == 0 means the lighter is not being used up!
3061 if (lighter->last_eat && lighter->stats.food)
3062 {
3063 /* lighter gets used up */
3064 lighter = lighter->split ();
3065 lighter->stats.food--;
3066 who->insert (lighter);
3067 }
3068 else if (lighter->last_eat)
3069 {
3070 /* no charges left in lighter */
3071 who->failmsg (format (
3072 "You attempt to light the %s with a used up %s.",
3073 &op->name, &lighter->name));
3074 return 0;
3075 }
3076
3077 return lighter;
3078}
3079
3080/**
3081 * Designed primarily to light torches/lanterns/etc.
3082 * Also burns up burnable material too. First object in the inventory is
3083 * the selected object to "burn". -b.t.
3084 */
3085static void
3086apply_lighter (object *who, object *lighter)
3087{
3088 object *item;
3089 int is_player_env = 0;
3090
3091 item = find_marked_object (who);
3092 if (item)
3093 {
3094 if (!auto_apply_lighter (who, item, lighter))
3095 return;
3096
3097 /* Perhaps we should split what we are trying to light on fire?
3098 * I can't see many times when you would want to light multiple
3099 * objects at once.
3100 */
3101
3102 save_throw_object (item, AT_FIRE, who);
3103
3104 if (item->destroyed ()
3105 || ((item->type == LAMP || item->type == TORCH)
3106 && item->glow_radius > 0))
3107 who->statusmsg (format (
3108 "You light the %s with the %s.",
3109 &item->name, &lighter->name));
3110 else
3111 who->failmsg (format (
3112 "You attempt to light the %s with the %s and fail.",
3113 &item->name, &lighter->name));
3114 }
3115 else
3116 who->failmsg ("You need to mark a lightable object.");
3117}
3118
3119/**
3120 * This function generates a cursed effect for cursed lamps and torches.
3121 */
3122static void
3123player_apply_lamp_cursed_effect (object *who, object *op)
3124{
3125 if (op->level)
3126 {
3127 who->failmsg (format (
3128 "The %s was cursed, it explodes in a big fireball!",
3129 &op->name));
3130 create_exploding_ball_at (who, op->level);
3131 }
3132 else
3133 {
3134 who->failmsg (format (
3135 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3136 &op->name));
3137 }
3138
3139 op->destroy ();
3140}
3141
3142/**
3143 * Apply for players and lamps
3144 *
3145 * who - the player
3146 * op - the lamp
3147 */
3148static void
3149player_apply_lamp (object *who, object *op)
3150{
3151 bool switch_on = op->glow_radius ? false : true;
3152
3153 if (switch_on)
3154 {
3155 object *lighter = 0;
3156
3157 if (op->flag [FLAG_IS_LIGHTABLE]
3158 && !(lighter = auto_apply_lighter (who, op, 0)))
3159 return;
3160
3161 if (op->stats.food < 1)
3162 {
3163 if (op->type == LAMP)
3164 who->failmsg (format (
3165 "The %s is out of fuel! "
3166 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3167 &op->name));
3168 else
3169 who->failmsg (format (
3170 "The %s is burnt out! "
3171 "H<Torches and similar items burn out and become worthless.>",
3172 &op->name));
3173 return;
3174 }
3175
3176 if (op->flag [FLAG_CURSED])
3177 {
3178 player_apply_lamp_cursed_effect (who, op);
3179 return;
3180 }
3181
3182 if (lighter)
3183 who->statusmsg (format (
3184 "You light up the %s with the %s.", &op->name, &lighter->name));
3185 else
3186 who->statusmsg (format ("You light up the %s.", &op->name));
3187 }
3188 else
3189 {
3190 if (op->flag [FLAG_CURSED])
3191 {
3192 player_apply_lamp_cursed_effect (who, op);
3193 return;
3194 }
3195
3196 if (op->type == TORCH)
3197 {
3198 if (!op->flag [FLAG_IS_LIGHTABLE])
3199 {
3200 who->statusmsg (format (
3201 "You put out the %s. "
3202 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3203 &op->name, &op->name));
3204 }
3205 else
3206 who->statusmsg (format (
3207 "You put out the %s."
3208 "H<Torches wear out if you put them out.>",
3209 &op->name));
3210 }
3211 else
3212 who->statusmsg (format ("You turn off the %s.", &op->name));
3213 }
3214
3215 apply_lamp (op, switch_on);
3216}
3217
3218void get_animation_from_arch (object *op, arch_ptr a)
3219{
3220 op->animation_id = a->animation_id;
3221 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3222 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3223 op->anim_speed = a->anim_speed;
3224 op->last_anim = 0;
3225 op->state = 0;
3226 op->face = a->face;
3227
3228 if (NUM_ANIMATIONS(op) > 1)
3229 {
3230 SET_ANIMATION(op, 0);
3231 animate_object (op, op->direction);
3232 }
3233 else
3234 update_object (op, UP_OBJ_FACE);
3235}
3236
3237/**
3238 * Apply for LAMPs and TORCHes.
3239 *
3240 * op - the lamp
3241 * switch_on - a flag which says whether the lamp should be switched on or off
3242 */
3243void apply_lamp (object *op, bool switch_on)
3244{
3245 op->set_glow_radius (switch_on ? op->range : 0);
3246 op->set_speed (switch_on ? op->arch->speed : 0);
3247
3248 // torches wear out if you put them out
3249 if (op->type == TORCH && !switch_on)
3250 {
3251 if (op->flag [FLAG_IS_LIGHTABLE])
3252 {
3253 op->stats.food -= (double) op->arch->stats.food / 15;
3254 if (op->stats.food < 0)
3255 op->stats.food = 0;
3256 }
3257 else
3258 op->stats.food = 0;
3259 }
3260
3261 // lamps and torched get worthless when used up
3262 if (op->stats.food <= 0)
3263 op->value = 0;
3264
3265 // FIXME: This is a hack to make the more sane torches and lamps
3266 // still animated ;-/
3267 if (op->other_arch)
3268 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3269
3270 if (object *pl = op->visible_to ())
3271 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3272}
3273
3274/**
3275 * This handles items of type 'transformer'.
3276 * Basically those items, used with a marked item, transform both items into something
3277 * else.
3278 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3279 * Change information is contained in the 'slaying' field of the marked item.
3280 * The format is as follow: transformer:[number ]yield[;transformer:...].
3281 * This way an item can be transformed in many things, and/or many objects.
3282 * The 'slaying' field for transformer is used as verb for the action.
3283 */
3284static void
3285apply_item_transformer (object *pl, object *transformer)
3286{
3287 object *marked;
3288 object *new_item;
3289 const char *find;
3290 char *separator;
3291 int yield;
3292 char got[MAX_BUF];
3293 int len;
3294
3295 if (!pl || !transformer)
3296 return;
3297
3298 marked = find_marked_object (pl);
3299
3300 if (!marked)
3301 {
3302 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3303 return;
3304 }
3305
3306 if (!marked->slaying)
3307 {
3308 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3309 return;
3310 }
3311
3312 /* check whether they are compatible or not */
3313 find = strstr (&marked->slaying, transformer->arch->archname);
3314 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3315 {
3316 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3317 return;
3318 }
3319
3320 find += strlen (transformer->arch->archname) + 1;
3321 /* Item can be used, now find how many and what it yields */
3322 if (isdigit (*(find)))
3323 {
3324 yield = atoi (find);
3325 if (yield < 1)
3326 {
3327 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3328 yield = 1;
3329 }
3330 }
3331 else
3332 yield = 1;
3333
3334 while (isdigit (*find))
3335 find++;
3336
3337 while (*find == ' ')
3338 find++;
3339
3340 memset (got, 0, MAX_BUF);
3341
3342 if ((separator = (char *) strchr (find, ';')))
3343 len = separator - find;
3344 else
3345 len = strlen (find);
3346
3347 min_it (len, MAX_BUF - 1);
3348
3349 strcpy (got, find);
3350 got[len] = '\0';
3351
3352 /* Now create new item, remove used ones when required. */
3353 new_item = get_archetype (got);
3354 if (!new_item)
3355 {
3356 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3357 return;
3358 }
3359
3360 new_item->nrof = yield;
3361
3362 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3363
3364 pl->insert (new_item);
3365 /* Eat up one item */
3366 marked->decrease ();
3367
3368 /* Eat one transformer if needed */
3369 if (transformer->stats.food)
3370 if (--transformer->stats.food == 0)
3371 transformer->decrease ();
3372}
3373
3374/**
3375 * Main apply handler.
3376 *
3377 * Checks for unpaid items before applying.
3378 *
3379 * Return value is currently not used
3380 *
3381 * who is the object that is causing object to be applied, op is the object
3382 * being applied.
3383 *
3384 * aflag is special (always apply/unapply) flags. Nothing is done with
3385 * them in this function - they are passed to apply_special
3386 */
3387static bool
3388manual_apply (object *who, object *op, int aflag)
3389{
3390 op = op->head_ ();
3391
3392 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3393 {
3394 if (who->contr)
3395 {
3396 examine (who, op);
3397 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3398 return 1;
3399 }
3400 else
3401 return 0; /* monsters just skip unpaid items */
3402 }
3403
3404 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3405 return RESULT_INT (0);
3406 else if (apply_types_inv_only [op->type])
3407 {
3408 // special item, using slot system, needs to be in inv
3409 if (op->env == who)
3410 return apply_special (who, op, aflag);
3411
3412 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)));
3413 }
3414 else if (!who->contr && apply_types_player_only [op->type])
3415 return 0; // monsters shouldn't try to apply player-only stuff
3416 else if (apply_types [op->type])
3417 {
3418 // ordinary stuff, may be on the floor
3419 switch (op->type)
3420 {
3421 case T_HANDLE:
3422 who->play_sound (sound_find ("turn_handle"));
3423 who->statusmsg ("You turn the handle.");
3424 op->value = op->value ? 0 : 1;
3425 SET_ANIMATION (op, op->value);
3426 update_object (op, UP_OBJ_FACE);
3427 push_button (op, who);
3428 break;
3429
3430 case TRIGGER:
3431 if (check_trigger (op, who, who))
3432 {
3433 who->statusmsg ("You turn the handle.");
3434 who->play_sound (sound_find ("turn_handle"));
3435 }
3436 else
3437 who->failmsg ("The handle doesn't move.");
3438
3439 break;
3440
3441 case EXIT:
3442 if (!EXIT_PATH (op))
3443 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)));
3444 else
3445 {
3446 /* Don't display messages for random maps. */
3447 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3448 who->statusmsg (op->msg, NDI_NAVY);
3449
3450 who->enter_exit (op);
3451 }
3452
3453 break;
3454
3455 case INSCRIBABLE:
3456 who->statusmsg (op->msg);
3457 // maybe show a spell menu to chose from or something like that
3458 break;
3459
3460 case SIGN:
3461 apply_sign (who, op, 0);
3462 break;
3463
3464 case BOOK:
3465 apply_book (who, op);
3466 break;
3467
3468 case SKILLSCROLL:
3469 apply_skillscroll (who, op);
3470 break;
3471
3472 case SPELLBOOK:
3473 apply_spellbook (who, op);
3474 break;
3475
3476 case SCROLL:
3477 apply_scroll (who, op, 0);
3478 break;
3479
3480 case POTION:
3481 apply_potion (who, op);
3482 break;
3483
3484 /* Eneq(@csd.uu.se): Handle apply on containers. */
3485 //TODO: remove, as it is unsed?
3486 case CLOSE_CON:
3487 apply_container (who, op->env);
3488 break;
3489
3490 case CONTAINER:
3491 apply_container (who, op);
3492 break;
3493
3494 case TREASURE:
3495 apply_treasure (who, op);
3496 break;
3497
3498 case LAMP:
3499 case TORCH:
3500 player_apply_lamp (who, op);
3501 break;
3502
3503 case DRINK:
3504 case FOOD:
3505 case FLESH:
3506 apply_food (who, op);
3507 break;
3508
3509 case POISON:
3510 apply_poison (who, op);
3511 break;
3512
3513 case SAVEBED:
3514 break;
3515
3516 case ARMOUR_IMPROVER:
3517 apply_armour_improver (who, op);
3518 break;
3519
3520 case WEAPON_IMPROVER:
3521 check_improve_weapon (who, op);
3522 break;
3523
3524 case CLOCK:
3525 {
3526 char buf[MAX_BUF];
3527 timeofday_t tod;
3528
3529 get_tod (&tod);
3530 who->play_sound (sound_find ("sound_clock"));
3531 who->statusmsg (format (
3532 "It is %d minute%s past %d o'clock %s",
3533 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3534 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3535 ));
3536 }
3537 break;
3538
3539 case MENU:
3540 shop_listing (op, who);
3541 break;
3542
3543 case POWER_CRYSTAL:
3544 apply_power_crystal (who, op); /* see egoitem.c */
3545 break;
3546
3547 case LIGHTER: /* for lighting torches/lanterns/etc */
3548 apply_lighter (who, op);
3549 break;
3550
3551 case ITEM_TRANSFORMER:
3552 apply_item_transformer (who, op);
3553 break;
3554 }
3555
3556 return 1;
3557 }
3558 else
3559 {
3560 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3561 return 0;
3562 }
3563}
3564
3565/**
3566 * player_apply_below attempts to apply the object 'below' the player.
3567 * If the player has an open container, we use that for below, otherwise
3568 * we use the ground.
3569 */
3570void
3571player_apply_below (object *pl)
3572{
3573 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3574
3575 /* If using a container, set the starting item to be the top
3576 * item in the container. Otherwise, use the map.
3577 */
3578
3579 // first try to apply "applyables"
3580 for (object *tmp = top; tmp; tmp = tmp->below)
3581 // the tmp->cb is a hack to allow user-extendable types...
3582 if (!tmp->invisible && (apply_types [tmp->type] || tmp->cb))
3583 {
3584 // If it is visible, player can apply it.
3585 pl->apply (tmp);
3586 return;
3587 }
3588
3589 while (top && top->invisible)
3590 top = top->below;
3591
3592 if (!top || top->flag [FLAG_IS_FLOOR])
3593 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3594 "H<There is nothing here that you can apply.>");
3595 else
3596 // next, try to explain the topmost object
3597 switch (top->type)
3598 {
3599 // TODO: all this should move to examine
3600 case ALTAR:
3601 case IDENTIFY_ALTAR:
3602 case TRIGGER_ALTAR:
3603 case CONVERTER:
3604 //case TRIGGER_PEDESTAL:
3605 pl->failmsg (format (
3606 "You see no obvious mechanism on the %s."
3607 "H<You have to drop one or more specific items here.>",
3608 query_short_name (top)
3609 ));
3610 break;
3611
3612 case BUTTON:
3613 case TRIGGER_BUTTON:
3614 pl->failmsg (format (
3615 "The %s looks as if you could activate it with somehting heavy. "
3616 "H<You must put enough items here to activate it.>",
3617 query_short_name (top)
3618 ));
3619 break;
3620
3621 default:
3622 examine (pl, top);
3623 break;
3624 }
3625}
3626
3627// saner interface, returns successful status
3628bool
3629object::apply (object *ob, int aflags)
3630{
3631 if (!ob) // simplifies a lot of callers
3632 return true;
3633
3634 if (contr)
3635 {
3636 if (!ob->env && (move_type & MOVE_FLYING))
3637 {
3638 /* player is flying and applying object not in inventory */
3639 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3640 {
3641 failmsg ("But you are floating high above the ground! "
3642 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3643 "or waiting till the levitation effect wears off.>");
3644 return 0;
3645 }
3646 }
3647
3648 contr->last_used = ob;
3649 }
3650
3651 bool want_apply =
3652 aflags & AP_APPLY ? true
3653 : aflags & AP_UNAPPLY ? false
3654 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3655
3656 object_ptr *slot = 0;
3657
3658 // detect the slot, if this is a player
3659 if (contr && !(aflags & AP_NO_SLOT))
3660 {
3661 object *oslot;
3662
3663 switch (ob->type)
3664 {
3665 case WEAPON:
3666 slot = &contr->combat_ob;
3667 oslot = contr->ranged_ob;
3668 break;
3669
3670 case BOW:
3671 case RANGED:
3672 case SPELL:
3673 case WAND:
3674 case ROD:
3675 case HORN:
3676 case BUILDER:
3677 slot = &contr->ranged_ob;
3678 oslot = contr->combat_ob;
3679 break;
3680
3681 // oh, the humanity
3682 case SKILL:
3683 if (aflags & AP_NO_SLOT)
3684 break;
3685
3686 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3687 break;
3688
3689 if (skill_flags [ob->subtype] & SF_COMBAT)
3690 {
3691 slot = &contr->combat_ob;
3692 oslot = contr->ranged_ob;
3693 }
3694 else if (skill_flags [ob->subtype] & SF_RANGED)
3695 {
3696 slot = &contr->ranged_ob;
3697 oslot = contr->combat_ob;
3698 }
3699
3700 break;
3701 }
3702
3703 // now handle slot exclusions
3704 if (slot)
3705 {
3706 // only one slot can be active
3707 if (want_apply)
3708 {
3709 // clear slot unless we are in it already
3710 if (*slot != ob)
3711 apply (*slot, AP_UNAPPLY);
3712
3713 // unapply other slot, because we want to become active
3714 apply (oslot, AP_UNAPPLY);
3715 }
3716
3717 // clear item from slot if applied
3718 if (!want_apply && current_weapon == ob)
3719 current_weapon = 0;
3720 }
3721 }
3722
3723 if (ob->flag [FLAG_APPLIED] != want_apply)
3724 manual_apply (this, ob, aflags);
3725
3726 if (ob->flag [FLAG_APPLIED] != want_apply)
3727 return false;
3728
3729 if (slot && want_apply)
3730 current_weapon = *slot = ob;
3731
3732 return true;
3768} 3733}
3769 3734
3770/** 3735/**
3771 * Map was just loaded, handle op's initialisation. 3736 * Map was just loaded, handle op's initialisation.
3772 * 3737 *

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