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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 1.253 by root, Sat Apr 10 05:12:57 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 (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
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
482 if (improver->slaying) 197 if (improver->slaying)
483 { 198 {
484 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
485 if (count < 1) 200 if (count < 1)
486 { 201 {
487 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
488 return 0; 203 return 0;
489 } 204 }
490 } 205 }
491 else 206 else
492 count = 1; 207 count = 1;
677 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
678 393
679 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
681 { 396 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
683 return 0; 398 return 0;
684 } 399 }
685 400
686 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++; 402 weapon->item_power++;
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 ());
1016 return 1; 731 return 1;
1017 } 732 }
1018 else if (!sack->env) 733 else if (!sack->env)
1019 { 734 {
1020 // active, but not ours: some other player has opened it 735 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 736 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1022 return 1; 737 return 1;
1023 } 738 }
1024 739
1025 // fall through to opening it (active in inv) 740 // fall through to opening it (active in inv)
1026 } 741 }
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
3081 1079 {
3082 if (op->invisible) 1080 if (op->type == BOW)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1081 op->flag [FLAG_READY_BOW ] = false;
3084 else 1082 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1083 op->flag [FLAG_READY_RANGE] = false;
3086 } 1084 }
3087 1085
3088 change_abil (who, op);
3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
3090 break; 1086 break;
3091 1087
3092 case ARMOUR: 1088 case ARMOUR:
3093 case HELMET: 1089 case HELMET:
3094 case SHIELD: 1090 case SHIELD:
3101 case CLOAK: 1097 case CLOAK:
3102 who->statusmsg (format ("You unwear %s.", query_name (op))); 1098 who->statusmsg (format ("You unwear %s.", query_name (op)));
3103 change_abil (who, op); 1099 change_abil (who, op);
3104 break; 1100 break;
3105 1101
1102 case SPELL:
3106 case BOW: 1103 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))); 1104 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; 1105 break;
3131 1106
3132 case BUILDER: 1107 //case SKILL_TOOL://TODO
3133 if (who->contr)
3134 who->statusmsg (format ("You unready %s.", query_name (op)));
3135 break;
3136
3137 default: 1108 default:
3138 who->statusmsg (format ("You unapply %s.", query_name (op))); 1109 who->statusmsg (format ("You unapply %s.", query_name (op)));
3139 break; 1110 break;
3140 } 1111 }
3141 1112
3143 if (object *pl = op->visible_to ()) 1114 if (object *pl = op->visible_to ())
3144 esrv_send_item (pl, op); 1115 esrv_send_item (pl, op);
3145 1116
3146 who->update_stats (); 1117 who->update_stats ();
3147 1118
3148 return 0; 1119 return 1;
3149} 1120}
3150 1121
3151/** 1122/**
3152 * Returns the object that is using location 'loc'. 1123 * Returns the object that is using location 'loc'.
3153 * Note that 'start' is the first object to start examing - we 1124 * Note that 'start' is the first object to start examing - we
3165static object * 1136static object *
3166get_next_item_from_body_location (int loc, object *start) 1137get_next_item_from_body_location (int loc, object *start)
3167{ 1138{
3168 for (object *tmp = start; tmp; tmp = tmp->below) 1139 for (object *tmp = start; tmp; tmp = tmp->below)
3169 if (tmp->flag [FLAG_APPLIED] 1140 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info 1141 && tmp->slot [loc].info
3171 && (!tmp->invisible || tmp->type == SKILL)) 1142 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3172 return tmp; 1143 return tmp;
3173 1144
3174 return 0; 1145 return 0;
3175} 1146}
3176 1147
3189#define CANNOT_REMOVE_CURSED \ 1160#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1161 "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, " \ 1162 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>" 1163 "priests or even other players might help.>"
3193 1164
3194static int 1165static bool
3195unapply_for_ob (object *who, object *op, int aflags) 1166unapply_for_ob (object *who, object *op, int aflags)
3196{ 1167{
3197 if (op->is_range ()) 1168 if (op->is_range ())
3198 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1169 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1170 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3208 { 1179 {
3209 /* In this case, we want to try and remove a cursed item. 1180 /* In this case, we want to try and remove a cursed item.
3210 * While we know it won't work, we want unapply_special to 1181 * While we know it won't work, we want unapply_special to
3211 * at least generate the message. 1182 * at least generate the message.
3212 */ 1183 */
3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1184 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3214 return 1; 1185 return 1;
3215 } 1186 }
3216 1187
3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1188 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3218 { 1189 {
3252 /* Cursed item that we can't unequip - tell the player. 1223 /* Cursed item that we can't unequip - tell the player.
3253 * Note this could be annoying if this is just one of a few, 1224 * Note this could be annoying if this is just one of a few,
3254 * so it may not be critical (eg, putting on a ring and you have 1225 * so it may not be critical (eg, putting on a ring and you have
3255 * one cursed ring.) 1226 * one cursed ring.)
3256 */ 1227 */
3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1228 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3258 } 1229 }
3259 1230
3260 last = tmp->below; 1231 last = tmp->below;
3261 } 1232 }
3262 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1233 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3321 continue; 1292 continue;
3322 } 1293 }
3323 1294
3324 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1295 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3325 if (!tmp1) 1296 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; 1297 retval |= CAN_APPLY_NEVER;
3334 }
3335 else 1298 else
3336 { 1299 {
3337 /* need to unapply something. However, if this something 1300 /* need to unapply something. However, if this something
3338 * is different than we had found before, it means they need 1301 * is different than we had found before, it means they need
3339 * to apply multiple objects 1302 * to apply multiple objects
3419 */ 1382 */
3420 1383
3421#define LACK_ITEM_POWER \ 1384#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1385 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423 1386
3424int 1387static bool
3425apply_special (object *who, object *op, int aflags) 1388apply_special (object *who, object *op, int aflags)
3426{ 1389{
3427 int basic_flag = aflags & AP_BASIC_FLAGS; 1390 int basic_flag = aflags & AP_MODE;
3428 object *tmp, *tmp2, *skop = NULL; 1391 object *tmp, *tmp2, *skop = NULL;
3429 1392
3430 if (who == NULL) 1393 if (who == NULL)
3431 { 1394 {
3432 LOG (llevError, "apply_special() from object without environment.\n"); 1395 LOG (llevError, "apply_special() from object without environment.\n");
3433 return 1; 1396 return 1;
3434 } 1397 }
3435 1398
1399 //TODO: remove these when apply_special is no longer exposed
3436 if (op->env != who) 1400 if (op->env != who)
3437 return 1; /* op is not in inventory */ 1401 return 1; /* op is not in inventory */
3438 1402
3439 /* trying to unequip op */ 1403 /* trying to unequip op */
3440 if (QUERY_FLAG (op, FLAG_APPLIED)) 1404 if (QUERY_FLAG (op, FLAG_APPLIED))
3443 if (basic_flag == AP_APPLY) 1407 if (basic_flag == AP_APPLY)
3444 return 0; 1408 return 0;
3445 1409
3446 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1410 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3447 { 1411 {
3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1412 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3449 return 1; 1413 return 1;
3450 } 1414 }
3451 1415
3452 return unapply_special (who, op, aflags); 1416 return unapply_special (who, op, aflags);
3453 } 1417 }
3454 else if (basic_flag == AP_UNAPPLY) 1418 else if (basic_flag == AP_UNAPPLY)
3455 return 0; 1419 return 0;
3456 1420
3457 // if the item is combat/ranged, wield the relevant slot first
3458 // to resolve conflicts.
3459 if (player *pl = who->contr)
3460 switch (op->slottype ())
3461 {
3462 case slot_combat: who->change_weapon (pl->combat_ob); break;
3463 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3464 }
3465
3466 splay (op); 1421 splay (op);
3467 1422
3468 /* Can't just apply this object. Lets see what not and what to do */ 1423 /* Can't just apply this object. Lets see what not and what to do */
3469 if (int i = can_apply_object (who, op)) 1424 if (int i = can_apply_object (who, op))
3470 { 1425 {
3471 if (i & CAN_APPLY_NEVER) 1426 if (i & CAN_APPLY_NEVER)
3472 { 1427 {
3473 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1428 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3474 return 1; 1429 return 1;
3475 } 1430 }
3476 else if (i & CAN_APPLY_RESTRICTION) 1431 else if (i & CAN_APPLY_RESTRICTION)
3477 { 1432 {
3478 who->failmsg (format ( 1433 who->failmsgf (
3479 "You have a prohibition against using a %s. " 1434 "You have a prohibition against using a %s. "
3480 "H<Your belief, profession or class prevents you from applying this item.>", 1435 "H<Your belief, profession or class prevents you from applying this item.>",
3481 query_name (op) 1436 query_name (op)
3482 )); 1437 );
3483 return 1; 1438 return 1;
3484 } 1439 }
3485 1440
3486 if (who->type != PLAYER) 1441 if (who->type != PLAYER)
3487 { 1442 {
3503 } 1458 }
3504 } 1459 }
3505 1460
3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1461 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3507 { 1462 {
1463 // try to ready attached skill first
3508 skop = find_skill_by_name (who, op->skill); 1464 skop = find_skill_by_name (who, op->skill);
3509 1465
3510 if (!skop) 1466 if (!skop)
3511 { 1467 {
3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1468 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3513 return 1; 1469 return 1;
3514 } 1470 }
3515 else 1471 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 */ 1472 {
3519 who->change_skill (skop); 1473 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1474 return 1;
1475 }
3520 } 1476 }
3521 1477
3522 if (!check_item_power (who, op->item_power)) 1478 if (!check_item_power (who, op->item_power))
3523 { 1479 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1480 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3527 1483
3528 /* Ok. We are now at the state where we can apply the new object. 1484 /* 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_... 1485 * Note that we don't have the checks for can_use_...
3530 * below - that is already taken care of by can_apply_object. 1486 * below - that is already taken care of by can_apply_object.
3531 */ 1487 */
1488
1489 // 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; 1490 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3533 1491
3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1492 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3535 return RESULT_INT (0); 1493 return RESULT_INT (0);
3536 1494
3537 switch (op->type) 1495 switch (op->type)
3538 { 1496 {
3539 case WEAPON: 1497 case WEAPON:
3540 //TODO: this obviously fails for players using a shorter prefix 1498 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 { 1499 {
3544 /* if the weapon does not have the name as the character, can't use it. */ 1500 /* 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) */ 1501 /* (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.>"); 1502 who->failmsg ("The weapon does not recognize you as its owner. "
3547 1503 "H<Its name indicates that it belongs to somebody else.>");
3548 if (tmp) 1504 if (tmp) who->insert (tmp);
3549 insert_ob_in_ob (tmp, who);
3550
3551 return 1; 1505 return 1;
3552 } 1506 }
3553 1507
3554 if (!skop) 1508 op->flag [FLAG_APPLIED] = true;
1509
1510 if (player *pl = who->contr)
3555 { 1511 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1512 who->statusmsg (format ("You wield %s.", query_name (op)));
3557 return 1; 1513 change_abil (who, op);
3558 } 1514 }
3559 1515
3560 SET_FLAG (op, FLAG_APPLIED); 1516 op->flag [FLAG_READY_WEAPON] = true;
3561 who->change_skill (skop);
3562
3563 if (who->contr)
3564 who->change_weapon (who->contr->combat_ob = op);
3565
3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3567
3568 SET_FLAG (who, FLAG_READY_WEAPON);
3569 change_abil (who, op);
3570 break; 1517 break;
3571 1518
3572 case ARMOUR: 1519 case ARMOUR:
3573 case HELMET: 1520 case HELMET:
3574 case SHIELD: 1521 case SHIELD:
3583 who->statusmsg (format ("You wear %s.", query_name (op))); 1530 who->statusmsg (format ("You wear %s.", query_name (op)));
3584 change_abil (who, op); 1531 change_abil (who, op);
3585 break; 1532 break;
3586 1533
3587 case SKILL_TOOL: 1534 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill 1535 // applying a skill tool does not ready the skill
1536 // if something needs the skill, it has to ready it itself
1537 //TODO: unapplying should unapply the skill, though
3589 SET_FLAG (op, FLAG_APPLIED); 1538 SET_FLAG (op, FLAG_APPLIED);
1539 break;
3590 1540
1541 case SKILL:
3591 if (!(aflags & AP_NO_READY)) 1542 if (!(aflags & AP_NO_SLOT))
3592 { 1543 {
3593 skop = find_skill_by_name (who, op->skill); 1544 // skill is used on it's own, as opposed to being a chosen_skill
3594 if (!skop->flag [FLAG_APPLIED]) 1545
3595 apply_special (who, skop, AP_APPLY); 1546 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1547 {
1548 who->failmsgf (
1549 "You feel as if you wanted to do something funny, but you can't remember what. "
1550 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1551 "It cannot be used on its own.>",
1552 &op->skill
1553 );
1554 if (tmp) who->insert (tmp);
1555 return 1;
1556 }
1557
1558 if (skill_flags [op->subtype] & SF_AUTARK
1559 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1560 {
1561 if (skill_flags [op->subtype] & SF_USE)
1562 who->failmsgf (
1563 "You feel as if you wanted to do something funny, but you can't remember what. "
1564 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1565 &op->skill, &op->skill
1566 );
1567 else
1568 who->failmsgf (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied or used, it is always active.>",
1571 &op->skill
1572 );
1573
1574 if (tmp) who->insert (tmp);
1575
1576 return 1;
1577 }
1578
1579 if (who->contr)
1580 if (op->invisible)
1581 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1582 else
1583 who->statusmsg (format ("You ready %s.", query_name (op)));
3596 } 1584 }
1585
1586 SET_FLAG (who, FLAG_READY_SKILL);
1587 SET_FLAG (op, FLAG_APPLIED);
1588 change_abil (who, op);
3597 break; 1589 break;
3598 1590
3599 case SKILL:
3600 if (player *pl = who->contr)
3601 {
3602 if (IS_COMBAT_SKILL (op->subtype))
3603 {
3604 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3605 {
3606 for (object *item = who->inv; item; item = item->below)
3607 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3608 {
3609 if (item->skill == op->skill)
3610 {
3611 who->change_weapon (pl->combat_ob = item);
3612 goto found_weapon;
3613 }
3614 }
3615
3616 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. "
3618 "H<Some skills need an item, in this case a melee weapon, to function.>",
3619 &op->skill
3620 ));
3621 return 1;
3622
3623 found_weapon:;
3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3627 }
3628 else if (IS_RANGED_SKILL (op->subtype))
3629 {
3630 if (skill_flags [op->subtype] & SF_NEED_BOW)
3631 {
3632 for (object *item = who->inv; item; item = item->below)
3633 if (item->type == BOW && item->flag [FLAG_APPLIED])
3634 {
3635 //TODO: bows should/must all have skill missile weapon right now
3636 who->change_weapon (pl->ranged_ob = item);
3637 goto found_bow;
3638 }
3639
3640 who->failmsg (
3641 "You need to apply a missile weapon before readying this skill. "
3642 "H<Some skills need an item, in this case a missile weapon, to function.>"
3643 );
3644 return 1;
3645
3646 found_bow:;
3647 }
3648 else
3649 who->change_weapon (pl->ranged_ob = op);
3650 }
3651
3652 if (!op->invisible)
3653 {
3654 who->statusmsg (format (
3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill
3659 ));
3660 }
3661 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3663 }
3664 else
3665 {
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL);
3670 }
3671
3672 break;
3673
3674 case BOW: 1591 case BOW:
3675 if (op->level && !op->name.starts_with (who->name)) 1592 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3676 { 1593 {
3677 who->failmsg ("The weapon does not recognize you as its owner. " 1594 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>"); 1595 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp) 1596 if (tmp) who->insert (tmp);
3680 insert_ob_in_ob (tmp, who);
3681
3682 return 1; 1597 return 1;
3683 } 1598 }
1599
1600 if (player *pl = who->contr)
1601 {
1602 op->flag [FLAG_APPLIED] = true;
1603 who->statusmsg (format ("You wield the %s.", query_name (op)));
1604 change_abil (who, op);
1605 }
1606 break;
1607
1608 case RANGED:
1609 if (player *pl = who->contr)
1610 {
1611 op->flag [FLAG_APPLIED] = true;
1612 who->statusmsg (format ("You applied the %s.", query_name (op)));
1613 }
1614 break;
1615
1616 case SPELL:
1617 if (player *pl = who->contr)
1618 {
1619 op->flag [FLAG_APPLIED] = true;
1620 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1621 }
1622 break;
3684 1623
3685 /*FALLTHROUGH*/ 1624 /*FALLTHROUGH*/
3686 case WAND: 1625 case WAND:
3687 case ROD: 1626 case ROD:
3688 case HORN: 1627 case HORN:
3689 /* check for skill, alter player status */ 1628 op->flag [FLAG_APPLIED] = true;
3690 1629
3691 if (!skop) 1630 if (player *pl = who->contr)
3692 { 1631 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3694 return 1;
3695 }
3696
3697 SET_FLAG (op, FLAG_APPLIED);
3698 who->change_skill (skop);
3699
3700 if (who->contr)
3701 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op))); 1632 who->statusmsg (format ("You ready %s.", query_name (op)));
3705 1633
3706 if (op->type == BOW) 1634 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))); 1635 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3711 } 1636
1637 change_abil (who, op);
3712 } 1638 }
3713 else 1639 else
3714 { 1640 {
3715 if (op->type == BOW) 1641 if (op->type == BOW)
3716 SET_FLAG (who, FLAG_READY_BOW); 1642 op->flag [FLAG_READY_BOW ] = true;
3717 else 1643 else
3718 SET_FLAG (who, FLAG_READY_RANGE); 1644 op->flag [FLAG_READY_RANGE] = true;
3719 } 1645 }
3720 1646
3721 break; 1647 break;
3722 1648
3723 case BUILDER: 1649 case BUILDER:
3724 if (who->type == PLAYER) 1650 if (player *pl = who->contr)
3725 { 1651 {
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))); 1652 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731 1653 //TODO: change_abil?
3732 who->contr->ranged_ob = op;
3733 } 1654 }
3734 break; 1655 break;
3735 1656
3736 default: 1657 default:
3737 who->statusmsg (format ("You apply %s.", query_name (op))); 1658 who->statusmsg (format ("You apply %s.", query_name (op)));
3738 } 1659 }
3739 1660
3740 SET_FLAG (op, FLAG_APPLIED); 1661 SET_FLAG (op, FLAG_APPLIED);
3741 1662
3742 if (tmp)
3743 who->insert (tmp); 1663 if (tmp) who->insert (tmp);
3744 1664
3745 who->update_stats (); 1665 who->update_stats ();
3746 1666
3747 /* We exclude spell casting objects. The fire code will set the 1667 /* We exclude spell casting objects. The fire code will set the
3748 * been applied flag when they are used - until that point, 1668 * been applied flag when they are used - until that point,
3763 1683
3764 if (object *pl = op->visible_to ()) 1684 if (object *pl = op->visible_to ())
3765 esrv_send_item (pl, op); 1685 esrv_send_item (pl, op);
3766 1686
3767 return 0; 1687 return 0;
1688}
1689
1690/**
1691 * Check if op should abort moving victim because of it's race or slaying.
1692 * Returns 1 if it should abort, returns 0 if it should continue.
1693 */
1694int
1695should_director_abort (object *op, object *victim)
1696{
1697 int arch_flag, name_flag, race_flag;
1698
1699 /* Get flags to determine what of arch, name, and race should be checked.
1700 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1701 * the next is the name flag, and the last is the race flag. Also note,
1702 * if subtype is set to zero, that also goes to defaults of all affecting
1703 * it. Examples:
1704 * subtype 1: only arch
1705 * subtype 3: arch or name
1706 * subtype 5: arch or race
1707 * subtype 7: all three
1708 */
1709 if (op->subtype)
1710 {
1711 arch_flag = op->subtype & 1;
1712 name_flag = op->subtype & 2;
1713 race_flag = op->subtype & 4;
1714 }
1715 else
1716 {
1717 arch_flag = 1;
1718 name_flag = 1;
1719 race_flag = 1;
1720 }
1721
1722 /* If the director has race set, only affect objects with a arch,
1723 * name or race that matches.
1724 */
1725 if ((op->race) &&
1726 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1727 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1728 ((!(victim->race && race_flag) || op->race != victim->race)))
1729 return 1;
1730
1731 /* If the director has slaying set, only affect objects where none
1732 * of arch, name, or race match.
1733 */
1734 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1735 ((victim->name && name_flag && op->slaying == victim->name)) ||
1736 ((victim->race && race_flag && op->slaying == victim->race)))
1737 return 1;
1738
1739 return 0;
1740}
1741
1742/**
1743 * This handles a player dropping money on an altar to identify stuff.
1744 * It'll identify marked item, if none all items up to dropped money.
1745 * Return value: 1 if money was destroyed, 0 if not.
1746 */
1747static int
1748apply_id_altar (object *money, object *altar, object *pl)
1749{
1750 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1751
1752 if (!pl || pl->type != PLAYER)
1753 return 0;
1754
1755 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1756 * identifying' from being printed out more than it needs to be.
1757 */
1758 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1759 return 0;
1760
1761 /* if the player has a marked item, identify that if it needs to be
1762 * identified. If it doesn't, then go through the player inventory.
1763 */
1764 if (object *marked = find_marked_object (pl))
1765 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1766 {
1767 if (operate_altar (altar, &money, pl))
1768 {
1769 identify (marked);
1770
1771 buf.printf ("You have %s.\r", long_desc (marked, pl));
1772 if (marked->msg)
1773 buf << "The item has a story:\r" << marked->msg << "\n\n";
1774
1775 return !money;
1776 }
1777 }
1778
1779 for (object *id = pl->inv; id; id = id->below)
1780 {
1781 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1782 {
1783 if (operate_altar (altar, &money, pl))
1784 {
1785 identify (id);
1786
1787 buf.printf ("You have %s.\r", long_desc (id, pl));
1788 if (id->msg)
1789 buf << "The item has a story:\r" << id->msg << "\n\n";
1790
1791 /* If no more money, might as well quit now */
1792 if (!money || !check_altar_sacrifice (altar, money))
1793 break;
1794 }
1795 else
1796 {
1797 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1798 break;
1799 }
1800 }
1801 }
1802
1803 if (buf.empty ())
1804 pl->failmsg ("You have nothing that needs identifying");
1805 else
1806 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1807
1808 return !money;
1809}
1810
1811/**
1812 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1813 * matching item.
1814 **/
1815void
1816handle_apply_yield (object *tmp)
1817{
1818 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1819 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1820}
1821
1822/**
1823 * Handles applying a potion.
1824 */
1825int
1826apply_potion (object *op, object *tmp)
1827{
1828 int got_one = 0, i;
1829 object *force = 0;
1830
1831 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1832
1833 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1834 {
1835 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1836
1837 CLEAR_FLAG (tmp, FLAG_APPLIED);
1838 return 0;
1839 }
1840
1841 if (op->type == PLAYER)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1843 identify (tmp);
1844
1845 handle_apply_yield (tmp);
1846
1847 /* Potion of restoration - only for players */
1848 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1849 {
1850 object *depl;
1851 archetype *at;
1852
1853 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1854 {
1855 op->drain_stat ();
1856 op->update_stats ();
1857 tmp->decrease ();
1858 return 1;
1859 }
1860
1861 if (!(at = archetype::find (shstr_depletion)))
1862 {
1863 LOG (llevError, "Could not find archetype depletion\n");
1864 return 0;
1865 }
1866
1867 depl = present_arch_in_ob (at, op);
1868
1869 if (depl)
1870 {
1871 for (i = 0; i < NUM_STATS; i++)
1872 if (depl->stats.stat (i))
1873 op->statusmsg (restore_msg[i]);
1874
1875 depl->destroy ();
1876 op->update_stats ();
1877 }
1878 else
1879 op->statusmsg ("Your potion had no effect.");
1880
1881 tmp->decrease ();
1882 return 1;
1883 }
1884
1885 /* improvement potion - only for players */
1886 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1887 {
1888 for (i = 1; i < min (11, op->level); i++)
1889 {
1890 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1891 {
1892 if (op->contr->levhp[i] != 1)
1893 {
1894 op->contr->levhp[i] = 1;
1895 break;
1896 }
1897
1898 if (op->contr->levsp[i] != 1)
1899 {
1900 op->contr->levsp[i] = 1;
1901 break;
1902 }
1903
1904 if (op->contr->levgrace[i] != 1)
1905 {
1906 op->contr->levgrace[i] = 1;
1907 break;
1908 }
1909 }
1910 else
1911 {
1912 if (op->contr->levhp[i] < 9)
1913 {
1914 op->contr->levhp[i] = 9;
1915 break;
1916 }
1917
1918 if (op->contr->levsp[i] < 6)
1919 {
1920 op->contr->levsp[i] = 6;
1921 break;
1922 }
1923
1924 if (op->contr->levgrace[i] < 3)
1925 {
1926 op->contr->levgrace[i] = 3;
1927 break;
1928 }
1929 }
1930 }
1931
1932 /* Just makes checking easier */
1933 if (i < min (11, op->level))
1934 got_one = 1;
1935
1936 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1937 {
1938 if (got_one)
1939 {
1940 op->update_stats ();
1941 op->statusmsg ("The Gods smile upon you and remake you "
1942 "a little more in their image. "
1943 "You feel a little more perfect.", NDI_GREEN);
1944 }
1945 else
1946 op->statusmsg ("The potion had no effect - you are already perfect.");
1947 }
1948 else
1949 { /* cursed potion */
1950 if (got_one)
1951 {
1952 op->update_stats ();
1953 op->failmsg ("The Gods are angry and punish you.");
1954 }
1955 else
1956 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1957 }
1958
1959 tmp->decrease ();
1960 return 1;
1961 }
1962
1963
1964 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1965 * and heroism all fit into this category. Given the spell object code,
1966 * there is no limit to the number of spells that potions can be cast,
1967 * but direction is problematic to try and imbue fireball potions for example.
1968 */
1969 if (tmp->inv)
1970 {
1971 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1972 {
1973 op->failmsg ("Yech! Your lungs are on fire!");
1974 create_exploding_ball_at (op, op->level);
1975 }
1976 else
1977 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1978
1979 tmp->decrease ();
1980
1981 /* if youre dead, no point in doing this... */
1982 if (!QUERY_FLAG (op, FLAG_REMOVED))
1983 op->update_stats ();
1984
1985 return 1;
1986 }
1987
1988 /* Deal with protection potions */
1989 force = NULL;
1990 for (i = 0; i < NROFATTACKS; i++)
1991 {
1992 if (tmp->resist[i])
1993 {
1994 if (!force)
1995 force = get_archetype (FORCE_NAME);
1996
1997 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1998 force->type = POTION_EFFECT;
1999 break; /* Only need to find one protection since we copy entire batch */
2000 }
2001 }
2002
2003 /* This is a protection potion */
2004 if (force)
2005 {
2006 /* cursed items last longer */
2007 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2008 {
2009 force->stats.food *= 10;
2010 for (i = 0; i < NROFATTACKS; i++)
2011 if (force->resist[i] > 0)
2012 force->resist[i] = -force->resist[i]; /* prot => vuln */
2013 }
2014
2015 force->speed_left = -1;
2016 force = insert_ob_in_ob (force, op);
2017 CLEAR_FLAG (tmp, FLAG_APPLIED);
2018 SET_FLAG (force, FLAG_APPLIED);
2019 change_abil (op, force);
2020 tmp->decrease ();
2021 return 1;
2022 }
2023
2024 /* Only thing left are the stat potions */
2025 if (op->type == PLAYER)
2026 { /* only for players */
2027 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2028 || QUERY_FLAG (tmp, FLAG_DAMNED))
2029 && tmp->value != 0)
2030 CLEAR_FLAG (tmp, FLAG_APPLIED);
2031 else
2032 SET_FLAG (tmp, FLAG_APPLIED);
2033
2034 if (!change_abil (op, tmp))
2035 op->statusmsg ("Nothing happened.");
2036 }
2037
2038 /* CLEAR_FLAG is so that if the character has other potions
2039 * that were grouped with the one consumed, his
2040 * stat will not be raised by them. fix_player just clears
2041 * up all the stats.
2042 */
2043 CLEAR_FLAG (tmp, FLAG_APPLIED);
2044 op->update_stats ();
2045 tmp->decrease ();
2046 return 1;
2047}
2048
2049/**
2050 * 'victim' moves onto 'trap'
2051 * 'victim' leaves 'trap'
2052 * effect is determined by move_on/move_off of trap and move_type of victime.
2053 *
2054 * originator: Player, monster or other object that caused 'victim' to move
2055 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2056 * However, some types of traps require an originator to function.
2057 */
2058void
2059move_apply (object *trap, object *victim, object *originator)
2060{
2061 static int recursion_depth = 0;
2062
2063 /* Only exits affect DMs. */
2064 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2065 return;
2066
2067 /* move_apply() is the most likely candidate for causing unwanted and
2068 * possibly unlimited recursion.
2069 */
2070 /* The following was changed because it was causing perfectly correct
2071 * maps to fail. 1) it's not an error to recurse:
2072 * rune detonates, summoning monster. monster lands on nearby rune.
2073 * nearby rune detonates. This sort of recursion is expected and
2074 * proper. This code was causing needless crashes.
2075 */
2076 if (recursion_depth >= 500)
2077 {
2078 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2079 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2080 return;
2081 }
2082
2083 recursion_depth++;
2084 if (trap->head)
2085 trap = trap->head;
2086
2087 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2088 switch (trap->type)
2089 {
2090 case PLAYERMOVER:
2091 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2092 {
2093 if (!trap->stats.maxsp)
2094 trap->stats.maxsp = 2;
2095
2096 /* Is this correct? From the docs, it doesn't look like it
2097 * should be divided by trap->speed
2098 */
2099 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2100
2101 /* Just put in some sanity check. I think there is a bug in the
2102 * above with some objects have zero speed, and thus the player
2103 * getting permanently paralyzed.
2104 */
2105 if (victim->speed_left < -50.f)
2106 victim->speed_left = -50.f;
2107 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2108 }
2109 break;
2110
2111 case SPINNER:
2112 if (victim->direction)
2113 {
2114 victim->direction = absdir (victim->direction - trap->stats.sp);
2115 update_turn_face (victim);
2116 }
2117 break;
2118
2119 case DIRECTOR:
2120 if (victim->direction && !should_director_abort (trap, victim))
2121 {
2122 victim->direction = trap->stats.sp;
2123 update_turn_face (victim);
2124 }
2125 break;
2126
2127 case BUTTON:
2128 case PEDESTAL:
2129 case T_MATCH:
2130 update_button (trap, originator);
2131 break;
2132
2133 case ALTAR:
2134 /* sacrifice victim on trap */
2135 apply_altar (trap, victim, originator);
2136 break;
2137
2138 case THROWN_OBJ:
2139 if (trap->inv == NULL)
2140 break;
2141 /* fallthrough */
2142
2143 case ARROW:
2144 /* bad bug: monster throw a object, make a step forwards, step on object ,
2145 * trigger this here and get hit by own missile - and will be own enemy.
2146 * Victim then is his own enemy and will start to kill herself (this is
2147 * removed) but we have not synced victim and his missile. To avoid senseless
2148 * action, we avoid hits here
2149 */
2150 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2151 && trap->owner != victim)
2152 hit_with_arrow (trap, victim);
2153 break;
2154
2155 case SPELL_EFFECT:
2156 apply_spell_effect (trap, victim);
2157 break;
2158
2159 case TRAPDOOR:
2160 {
2161 int max, sound_was_played;
2162 object *ab, *ab_next;
2163
2164 if (!trap->value)
2165 {
2166 int tot;
2167
2168 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2169 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2170 tot += ab->head_ ()->total_weight ();
2171
2172 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2173 break;
2174
2175 SET_ANIMATION (trap, trap->value);
2176 update_object (trap, UP_OBJ_FACE);
2177 }
2178
2179 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2180 {
2181 /* need to set this up, since if we do transfer the object,
2182 * ab->above would be bogus
2183 */
2184 ab_next = ab->above;
2185
2186 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187 {
2188 if (!sound_was_played)
2189 {
2190 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2191 sound_was_played = 1;
2192 }
2193
2194 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2195 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2196 }
2197 }
2198 break;
2199 }
2200
2201 case CONVERTER:
2202 if (convert_item (victim, trap) < 0)
2203 {
2204 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2205 archetype::get (shstr_burnout)->insert_at (trap, trap);
2206 }
2207
2208 break;
2209
2210 case TRIGGER_BUTTON:
2211 case TRIGGER_PEDESTAL:
2212 case TRIGGER_ALTAR:
2213 check_trigger (trap, victim, originator);
2214 break;
2215
2216 case DEEP_SWAMP:
2217 walk_on_deep_swamp (trap, victim);
2218 break;
2219
2220 case CHECK_INV:
2221 check_inv (victim, trap);
2222 break;
2223
2224 case HOLE:
2225 move_apply_hole (trap, victim);
2226 break;
2227
2228 case EXIT:
2229 if (victim->type == PLAYER && EXIT_PATH (trap))
2230 {
2231 /* Basically, don't show exits leading to random maps the
2232 * players output.
2233 */
2234 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2235 victim->statusmsg (trap->msg, NDI_NAVY);
2236
2237 trap->play_sound (trap->sound);
2238 victim->enter_exit (trap);
2239 }
2240 break;
2241
2242 case ENCOUNTER:
2243 /* may be some leftovers on this */
2244 break;
2245
2246 case SHOP_MAT:
2247 apply_shop_mat (trap, victim);
2248 break;
2249
2250 /* Drop a certain amount of gold, and have one item identified */
2251 case IDENTIFY_ALTAR:
2252 apply_id_altar (victim, trap, originator);
2253 break;
2254
2255 case SIGN:
2256 if (victim->type != PLAYER && trap->stats.food > 0)
2257 break; /* monsters musn't apply magic_mouths with counters */
2258
2259 apply_sign (victim, trap, 1);
2260 break;
2261
2262 case CONTAINER:
2263 apply_container (victim, trap);
2264 break;
2265
2266 case RUNE:
2267 case TRAP:
2268 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2269 spring_trap (trap, victim);
2270 break;
2271
2272 default:
2273 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2274 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2275 break;
2276 }
2277
2278 recursion_depth--;
2279}
2280
2281/**
2282 * Handles reading a regular (ie not containing a spell) book.
2283 */
2284static void
2285apply_book (object *op, object *tmp)
2286{
2287 int lev_diff;
2288 object *skill_ob;
2289
2290 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2291 {
2292 op->failmsg ("You are unable to read while blind!");
2293 return;
2294 }
2295
2296 if (!tmp->msg)
2297 {
2298 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2299 return;
2300 }
2301
2302 /* need a literacy skill to read stuff! */
2303 skill_ob = find_skill_by_name (op, tmp->skill);
2304 if (!skill_ob)
2305 {
2306 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2307 return;
2308 }
2309
2310 lev_diff = tmp->level - (skill_ob->level + 5);
2311 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2312 {
2313 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2314 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2315 : lev_diff < 5 ? "This book is beyond your comprehension."
2316 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2317 : lev_diff < 15 ? "This book is way beyond your comprehension."
2318 : "This book is totally beyond your comprehension.");
2319 return;
2320 }
2321
2322 // we currently don't use the message types for anything.
2323 // readable_message_type *msgType = get_readable_message_type (tmp);
2324
2325 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2326
2327 if (player *pl = op->contr)
2328 if (client *ns = pl->ns)
2329 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2330
2331 /* gain xp from reading */
2332 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2333 { /* only if not read before */
2334 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2335
2336 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2337 {
2338 /*exp_gain *= 2; because they just identified it too */
2339 SET_FLAG (tmp, FLAG_IDENTIFIED);
2340
2341 if (object *pl = tmp->visible_to ())
2342 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2343 }
2344
2345 change_exp (op, exp_gain, skill_ob->skill, 0);
2346 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2347 }
2348}
2349
2350/**
2351 * op made some mistake with a scroll, this takes care of punishment.
2352 * scroll_failure()- hacked directly from spell_failure
2353 */
2354static void
2355scroll_failure (object *op, int failure, int power)
2356{
2357 if (abs (failure / 4) > power)
2358 power = abs (failure / 4); /* set minimum effect */
2359
2360 if (failure <= -1 && failure > -15)
2361 { /* wonder */
2362 object *tmp;
2363
2364 op->failmsg ("Your spell warps!");
2365 tmp = get_archetype (SPELL_WONDER);
2366 cast_wonder (op, op, 0, tmp);
2367 tmp->destroy ();
2368 }
2369 else if (failure <= -15 && failure > -35)
2370 { /* drain mana */
2371 op->failmsg ("Your mana is drained!");
2372 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2373 if (op->stats.sp < 0)
2374 op->stats.sp = 0;
2375 }
2376 else if (settings.spell_failure_effects == TRUE)
2377 {
2378 if (failure <= -35 && failure > -60)
2379 { /* confusion */
2380 op->failmsg ("The magic recoils on you!");
2381 confuse_player (op, op, power);
2382 }
2383 else if (failure <= -60 && failure > -70)
2384 { /* paralysis */
2385 op->failmsg ("The magic recoils and paralyzes you!");
2386 paralyze_player (op, op, power);
2387 }
2388 else if (failure <= -70 && failure > -80)
2389 { /* blind */
2390 op->failmsg ("The magic recoils on you!");
2391 blind_player (op, op, power);
2392 }
2393 else if (failure <= -80)
2394 { /* blast the immediate area */
2395 object *tmp = get_archetype (LOOSE_MANA);
2396 cast_magic_storm (op, tmp, power);
2397 op->failmsg ("You unleash uncontrolled mana!");
2398 tmp->destroy ();
2399 }
2400 }
2401}
2402
2403/**
2404 * Handles the applying of a skill scroll, calling learn_skill straight.
2405 * op is the person learning the skill, tmp is the skill scroll object
2406 */
2407static void
2408apply_skillscroll (object *op, object *tmp)
2409{
2410 switch (learn_skill (op, tmp))
2411 {
2412 case 0:
2413 op->play_sound (sound_find ("generic_fail"));
2414 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2415 break;
2416
2417 case 1:
2418 tmp->decrease ();
2419 op->play_sound (sound_find ("skill_learn"));
2420 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2421 break;
2422
2423 default:
2424 tmp->decrease ();
2425 op->play_sound (sound_find ("generic_fail"));
2426 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2427 break;
2428 }
2429}
2430
2431/**
2432 * Actually makes op learn spell.
2433 * Informs player of what happens.
2434 */
2435void
2436do_learn_spell (object *op, object *spell, int special_prayer)
2437{
2438 object *tmp;
2439
2440 if (op->type != PLAYER)
2441 {
2442 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2443 return;
2444 }
2445
2446 /* Upgrade special prayers to normal prayers */
2447 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2448 {
2449 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2450 {
2451 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2452 return;
2453 }
2454 return;
2455 }
2456
2457 op->contr->play_sound (sound_find ("learn_spell"));
2458
2459 tmp = spell->clone ();
2460 insert_ob_in_ob (tmp, op);
2461
2462 if (special_prayer)
2463 SET_FLAG (tmp, FLAG_STARTEQUIP);
2464
2465 esrv_add_spells (op->contr, tmp);
2466}
2467
2468/**
2469 * Erases spell from player's inventory.
2470 */
2471void
2472do_forget_spell (object *op, const char *spell)
2473{
2474 object *spob;
2475
2476 if (op->type != PLAYER)
2477 {
2478 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2479 return;
2480 }
2481 if ((spob = check_spell_known (op, spell)) == NULL)
2482 {
2483 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2484 return;
2485 }
2486
2487 op->failmsgf ("You lose knowledge of %s.", spell);
2488 esrv_remove_spell (op->contr, spob);
2489 spob->destroy ();
2490}
2491
2492/**
2493 * Handles player applying a spellbook.
2494 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2495 * stuff like that. Random learning failure too.
2496 */
2497static void
2498apply_spellbook (object *op, object *tmp)
2499{
2500 object *skop, *spell, *spell_skill;
2501
2502 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2503 {
2504 op->failmsg ("You are unable to read while blind.");
2505 return;
2506 }
2507
2508 /* artifact_spellbooks have 'slaying' field point to a spell name,
2509 * instead of having their spell stored in stats.sp. These are
2510 * legacy spellbooks
2511 */
2512 if (tmp->slaying)
2513 {
2514 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2515
2516 if (!spell)
2517 {
2518 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2519 return;
2520 }
2521 else
2522 insert_ob_in_ob (spell, tmp);
2523
2524 tmp->slaying = 0;
2525 }
2526
2527 skop = find_skill_by_name (op, tmp->skill);
2528
2529 /* need a literacy skill to learn spells. Also, having a literacy level
2530 * lower than the spell will make learning the spell more difficult */
2531 if (!skop)
2532 {
2533 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2534 return;
2535 }
2536
2537 spell = tmp->inv;
2538
2539 if (!spell)
2540 {
2541 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2542 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2543 return;
2544 }
2545
2546 int learn_level = sqrtf (spell->level) * 1.5f;
2547 if (skop->level < learn_level)
2548 {
2549 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2550 &tmp->skill, learn_level);
2551 return;
2552 }
2553
2554 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2555
2556 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2557 identify (tmp);
2558
2559 /* I removed the check for special_prayer_mark here - it didn't make
2560 * a lot of sense - special prayers are not found in spellbooks, and
2561 * if the player doesn't know the spell, doesn't make a lot of sense that
2562 * they would have a special prayer mark.
2563 */
2564 if (check_spell_known (op, spell->name))
2565 {
2566 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2567 return;
2568 }
2569
2570 if (spell->skill)
2571 {
2572 spell_skill = find_skill_by_name (op, spell->skill);
2573
2574 if (!spell_skill)
2575 {
2576 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2577 return;
2578 }
2579
2580 if (spell_skill->level < spell->level)
2581 {
2582 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2583 return;
2584 }
2585 }
2586
2587 /* Logic as follows
2588 *
2589 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2590 *
2591 * 2- The learner's skill level in literacy adjusts the chance to learn
2592 * a spell.
2593 *
2594 * 3 -Automatically fail to learn if you read while confused
2595 *
2596 * Overall, chances are the same but a player will find having a high
2597 * literacy rate very useful! -b.t.
2598 */
2599 if (QUERY_FLAG (op, FLAG_CONFUSED))
2600 {
2601 op->failmsg ("In your confused state you flub the wording of the text!");
2602 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2603 }
2604 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2605 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2606 {
2607 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2608 do_learn_spell (op, spell, 0);
2609
2610 /* xp gain to literacy for spell learning */
2611 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2612 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2613 }
2614 else
2615 {
2616 op->contr->play_sound (sound_find ("fumble_spell"));
2617 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2618 }
2619
2620 tmp->decrease ();
2621}
2622
2623/**
2624 * Handles applying a spell scroll.
2625 */
2626void
2627apply_scroll (object *op, object *tmp, int dir)
2628{
2629 object *skop;
2630
2631 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2632 {
2633 op->failmsg ("You are unable to read while blind.");
2634 return;
2635 }
2636
2637 if (!tmp->inv || tmp->inv->type != SPELL)
2638 {
2639 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2640 return;
2641 }
2642
2643 if (op->type == PLAYER)
2644 {
2645 /* players need a literacy skill to read stuff! */
2646 int exp_gain = 0;
2647
2648 /* hard code literacy - tmp->skill points to where the exp
2649 * should go for anything killed by the spell.
2650 */
2651 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2652
2653 if (!skop)
2654 {
2655 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]);
2656 return;
2657 }
2658
2659 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2660 change_exp (op, exp_gain, skop->skill, 0);
2661 }
2662
2663 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2664 identify (tmp);
2665
2666 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2667
2668 cast_spell (op, tmp, dir, tmp->inv, NULL);
2669 tmp->decrease ();
2670}
2671
2672/**
2673 * Applies a treasure object - by default, chest. op
2674 * is the person doing the applying, tmp is the treasure
2675 * chest.
2676 */
2677static void
2678apply_treasure (object *op, object *tmp)
2679{
2680 /* Nice side effect of this treasure creation method is that the treasure
2681 * for the chest is done when the chest is created, and put into the chest
2682 * inventory. So that when the chest burns up, the items still exist. Also
2683 * prevents people from moving chests to more difficult maps to get better
2684 * treasure
2685 */
2686 object *treas = tmp->inv;
2687
2688 if (!treas)
2689 {
2690 op->statusmsg ("The chest was empty.");
2691 tmp->decrease ();
2692 return;
2693 }
2694
2695 while (tmp->inv)
2696 {
2697 treas = tmp->inv;
2698 treas->remove ();
2699
2700 treas->x = op->x;
2701 treas->y = op->y;
2702 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2703
2704 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2705 spring_trap (treas, op);
2706
2707 /* If either player or container was destroyed, no need to do
2708 * further processing. I think this should be enclused with
2709 * spring trap above, as I don't think there is otherwise
2710 * any way for the treasure chest or player to get killed.
2711 */
2712 if (op->destroyed () || tmp->destroyed ())
2713 break;
2714 }
2715
2716 if (!tmp->destroyed () && !tmp->inv)
2717 tmp->decrease (true);
2718}
2719
2720/**
2721 * A dragon is eating some flesh. If the flesh contains resistances,
2722 * there is a chance for the dragon's skin to get improved.
2723 *
2724 * attributes:
2725 * object *op the object (dragon player) eating the flesh
2726 * object *meal the flesh item, getting chewed in dragon's mouth
2727 * return:
2728 * int 1 if eating successful, 0 if it doesn't work
2729 */
2730static int
2731dragon_eat_flesh (object *op, object *meal)
2732{
2733 object *skin = NULL; /* pointer to dragon skin force */
2734 object *abil = NULL; /* pointer to dragon ability force */
2735 object *tmp = NULL; /* tmp. object */
2736
2737 double chance; /* improvement-chance of one resistance type */
2738 double totalchance = 1; /* total chance of gaining one resistance */
2739 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2740 double mbonus = 0; /* monster bonus */
2741 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2742 int winners = 0; /* number of winners */
2743 int i; /* index */
2744
2745 /* let's make sure and doublecheck the parameters */
2746 if (meal->type != FLESH || !op->is_dragon ())
2747 return 0;
2748
2749 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2750 from the player's inventory */
2751 for (tmp = op->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == FORCE)
2753 if (tmp->arch->archname == shstr_dragon_skin_force)
2754 skin = tmp;
2755 else if (tmp->arch->archname == shstr_dragon_ability_force)
2756 abil = tmp;
2757
2758 /* if either skin or ability are missing, this is an old player
2759 which is not to be considered a dragon -> bail out */
2760 if (skin == NULL || abil == NULL)
2761 return 0;
2762
2763 /* now start by filling stomache and health, according to food-value */
2764 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2765 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2766 else
2767 op->stats.hp += meal->stats.food / 50;
2768
2769 min_it (op->stats.hp, op->stats.maxhp);
2770 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2771
2772 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2773
2774 /* on to the interesting part: chances for adding resistance */
2775 for (i = 0; i < NROFATTACKS; i++)
2776 {
2777 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2778 {
2779 /* got positive resistance, now calculate improvement chance (0-100) */
2780
2781 /* this bonus makes resistance increase easier at lower levels */
2782 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2783 if (i == abil->stats.exp)
2784 bonus += 5; /* additional bonus for resistance of ability-focus */
2785
2786 /* monster bonus increases with level, because high-level
2787 flesh is too rare */
2788 mbonus = op->level * 20. / ((double) settings.max_level);
2789
2790 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2791 ((double)settings.max_level)) - skin->resist[i];
2792
2793 if (chance >= 0.)
2794 chance += 1.;
2795 else
2796 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2797
2798 /* chance is proportional to amount of resistance (max. 50) */
2799 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2800
2801 /* doubled chance for resistance of ability-focus */
2802 if (i == abil->stats.exp)
2803 chance = min (100., chance * 2.);
2804
2805 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2806 if (rndm (10000) < (unsigned int)(chance * 100))
2807 {
2808 atnr_winner[winners] = i;
2809 winners++;
2810 }
2811
2812 if (chance >= 0.01)
2813 totalchance *= 1 - chance / 100;
2814
2815 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2816 }
2817 }
2818
2819 /* inverse totalchance as until now we have the failure-chance */
2820 totalchance = 100 - totalchance * 100;
2821
2822 /* print message according to totalchance */
2823 const char *buf;
2824 if (totalchance > 50.)
2825 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2826 else if (totalchance > 10.)
2827 buf = format ("The %s tasted very good.", &meal->name);
2828 else if (totalchance > 1.)
2829 buf = format ("The %s tasted good.", &meal->name);
2830 else if (totalchance > 0.1)
2831 buf = format ("The %s tasted bland.", &meal->name);
2832 else if (totalchance >= 0.01)
2833 buf = format ("The %s had a boring taste.", &meal->name);
2834 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2835 buf = format ("The %s tasted strange.", &meal->name);
2836 else
2837 buf = format ("The %s had no taste.", &meal->name);
2838
2839 op->statusmsg (buf);
2840
2841 /* now choose a winner if we have any */
2842 i = -1;
2843 if (winners > 0)
2844 i = atnr_winner [rndm (winners)];
2845
2846 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2847 {
2848 /* resistance increased! */
2849 skin->resist[i]++;
2850 op->update_stats ();
2851
2852 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2853 }
2854
2855 /* if this flesh contains a new ability focus, we mark it
2856 into the ability_force and it will take effect on next level */
2857 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2858 {
2859 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2860
2861 if (meal->last_eat != abil->stats.exp)
2862 op->statusmsg (format (
2863 "Your metabolism prepares to focus on %s!\n"
2864 "The change will happen at level %d.",
2865 change_resist_msg[meal->last_eat],
2866 abil->level + 1
2867 ));
2868 else
2869 {
2870 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2871 abil->last_eat = 0;
2872 }
2873 }
2874
2875 return 1;
2876}
2877
2878/**
2879 * op eats food.
2880 * If player, takes care of messages and dragon special food.
2881 */
2882static void
2883apply_food (object *op, object *tmp)
2884{
2885 int capacity_remaining;
2886
2887 if (op->type != PLAYER)
2888 op->stats.hp = op->stats.maxhp;
2889 else
2890 {
2891 /* check if this is a dragon (player), eating some flesh */
2892 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2893 ;
2894 else
2895 {
2896 /* usual case - no dragon meal: */
2897 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2898 {
2899 if (tmp->type == FOOD || tmp->type == FLESH)
2900 op->failmsg ("You feel full, but what a waste of food!");
2901 else
2902 op->statusmsg ("Most of the drink goes down your face not your throat!");
2903 }
2904
2905 tmp->play_sound (
2906 tmp->sound
2907 ? tmp->sound
2908 : tmp->type == DRINK
2909 ? sound_find ("eat_drink")
2910 : sound_find ("eat_food")
2911 );
2912
2913 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2914 {
2915 const char *buf;
2916
2917 if (!op->is_dragon ())
2918 {
2919 /* eating message for normal players */
2920 if (tmp->type == DRINK)
2921 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2922 else
2923 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2924 }
2925 else
2926 /* eating message for dragon players */
2927 buf = format ("The %s tasted terrible!", &tmp->name);
2928
2929 op->statusmsg (buf);
2930
2931 capacity_remaining = MAX_FOOD - op->stats.food;
2932 op->stats.food += tmp->stats.food;
2933 if (capacity_remaining < tmp->stats.food)
2934 op->stats.hp += capacity_remaining / 50;
2935 else
2936 op->stats.hp += tmp->stats.food / 50;
2937
2938 min_it (op->stats.hp, op->stats.maxhp);
2939 min_it (op->stats.food, MAX_FOOD);
2940 }
2941
2942 /* special food hack -b.t. */
2943 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2944 eat_special_food (op, tmp);
2945 }
2946 }
2947
2948 handle_apply_yield (tmp);
2949 tmp->decrease ();
2950}
2951
2952/**
2953 * Handles applying an improve armor scroll.
2954 * Does some sanity checks, then calls improve_armour.
2955 */
2956static void
2957apply_armour_improver (object *op, object *tmp)
2958{
2959 object *armor;
2960
2961 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 {
2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964 return;
2965 }
2966
2967 armor = find_marked_object (op);
2968
2969 if (!armor)
2970 {
2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972 return;
2973 }
2974
2975 if (armor->type != ARMOUR
2976 && armor->type != CLOAK
2977 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978 {
2979 op->failmsg ("Your marked item is not armour!\n");
2980 return;
2981 }
2982
2983 op->statusmsg ("Applying armour enchantment.");
2984 improve_armour (op, tmp, armor);
2985}
2986
2987void
2988apply_poison (object *op, object *tmp)
2989{
2990 // need to do it now when it is still on the map
2991 handle_apply_yield (tmp);
2992
2993 object *poison = tmp->split (1);
2994
2995 if (op->type == PLAYER)
2996 {
2997 op->contr->play_sound (sound_find ("drink_poison"));
2998 op->failmsg ("Yech! That tasted poisonous!");
2999 op->contr->killer = poison;
3000 }
3001
3002 if (poison->stats.hp > 0)
3003 {
3004 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3005 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3006 }
3007
3008 op->stats.food -= op->stats.food / 4;
3009 poison->destroy ();
3010}
3011
3012/**
3013 * This function will try to apply a lighter and in case no lighter
3014 * is specified it will try to find a lighter in the players inventory,
3015 * and inform him about this requirement.
3016 *
3017 * who - the player
3018 * op - the item we want to light
3019 * lighter - the lighter or 0 if a lighter has yet to be found
3020 */
3021static object *
3022auto_apply_lighter (object *who, object *op, object *lighter)
3023{
3024 if (lighter == 0)
3025 {
3026 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3027 {
3028 if (tmp->type == LIGHTER)
3029 {
3030 lighter = tmp;
3031 break;
3032 }
3033 }
3034
3035 if (!lighter)
3036 {
3037 who->failmsgf (
3038 "You can't light up the %s with your bare hands! "
3039 "H<You need a lighter in your inventory, for example a flint and steel.>",
3040 &op->name
3041 );
3042 return 0;
3043 }
3044 }
3045
3046 // last_eat == 0 means the lighter is not being used up!
3047 if (lighter->last_eat && lighter->stats.food)
3048 {
3049 /* lighter gets used up */
3050 lighter = lighter->split ();
3051 lighter->stats.food--;
3052 who->insert (lighter);
3053 }
3054 else if (lighter->last_eat)
3055 {
3056 /* no charges left in lighter */
3057 who->failmsgf (
3058 "You attempt to light the %s with a used up %s.",
3059 &op->name, &lighter->name
3060 );
3061 return 0;
3062 }
3063
3064 return lighter;
3065}
3066
3067/**
3068 * Designed primarily to light torches/lanterns/etc.
3069 * Also burns up burnable material too. First object in the inventory is
3070 * the selected object to "burn". -b.t.
3071 */
3072static void
3073apply_lighter (object *who, object *lighter)
3074{
3075 object *item;
3076 int is_player_env = 0;
3077
3078 item = find_marked_object (who);
3079 if (item)
3080 {
3081 if (!auto_apply_lighter (who, item, lighter))
3082 return;
3083
3084 /* Perhaps we should split what we are trying to light on fire?
3085 * I can't see many times when you would want to light multiple
3086 * objects at once.
3087 */
3088
3089 save_throw_object (item, AT_FIRE, who);
3090
3091 if (item->destroyed ()
3092 || ((item->type == LAMP || item->type == TORCH)
3093 && item->glow_radius > 0))
3094 who->statusmsg (format (
3095 "You light the %s with the %s.",
3096 &item->name, &lighter->name
3097 ));
3098 else
3099 who->failmsgf (
3100 "You attempt to light the %s with the %s and fail.",
3101 &item->name, &lighter->name
3102 );
3103 }
3104 else
3105 who->failmsg ("You need to mark a lightable object.");
3106}
3107
3108/**
3109 * This function generates a cursed effect for cursed lamps and torches.
3110 */
3111static void
3112player_apply_lamp_cursed_effect (object *who, object *op)
3113{
3114 if (op->level)
3115 {
3116 who->failmsgf (
3117 "The %s was cursed, it explodes in a big fireball!",
3118 &op->name
3119 );
3120 create_exploding_ball_at (who, op->level);
3121 }
3122 else
3123 {
3124 who->failmsgf (
3125 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3126 &op->name
3127 );
3128 }
3129
3130 op->destroy ();
3131}
3132
3133/**
3134 * Apply for players and lamps
3135 *
3136 * who - the player
3137 * op - the lamp
3138 */
3139static void
3140player_apply_lamp (object *who, object *op)
3141{
3142 bool switch_on = op->glow_radius ? false : true;
3143
3144 if (switch_on)
3145 {
3146 object *lighter = 0;
3147
3148 if (op->flag [FLAG_IS_LIGHTABLE]
3149 && !(lighter = auto_apply_lighter (who, op, 0)))
3150 return;
3151
3152 if (op->stats.food < 1)
3153 {
3154 if (op->type == LAMP)
3155 who->failmsgf (
3156 "The %s is out of fuel! "
3157 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3158 &op->name
3159 );
3160 else
3161 who->failmsgf (
3162 "The %s is burnt out! "
3163 "H<Torches and similar items burn out and become worthless.>",
3164 &op->name
3165 );
3166 return;
3167 }
3168
3169 if (op->flag [FLAG_CURSED])
3170 {
3171 player_apply_lamp_cursed_effect (who, op);
3172 return;
3173 }
3174
3175 if (lighter)
3176 who->statusmsg (format (
3177 "You light up the %s with the %s.", &op->name, &lighter->name));
3178 else
3179 who->statusmsg (format ("You light up the %s.", &op->name));
3180 }
3181 else
3182 {
3183 if (op->flag [FLAG_CURSED])
3184 {
3185 player_apply_lamp_cursed_effect (who, op);
3186 return;
3187 }
3188
3189 if (op->type == TORCH)
3190 {
3191 if (!op->flag [FLAG_IS_LIGHTABLE])
3192 {
3193 who->statusmsg (format (
3194 "You put out the %s. "
3195 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3196 &op->name, &op->name));
3197 }
3198 else
3199 who->statusmsg (format (
3200 "You put out the %s."
3201 "H<Torches wear out if you put them out.>",
3202 &op->name));
3203 }
3204 else
3205 who->statusmsg (format ("You turn off the %s.", &op->name));
3206 }
3207
3208 apply_lamp (op, switch_on);
3209}
3210
3211void get_animation_from_arch (object *op, arch_ptr a)
3212{
3213 op->animation_id = a->animation_id;
3214 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3215 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3216 op->anim_speed = a->anim_speed;
3217 op->last_anim = 0;
3218 op->state = 0;
3219 op->face = a->face;
3220
3221 if (NUM_ANIMATIONS(op) > 1)
3222 {
3223 SET_ANIMATION(op, 0);
3224 animate_object (op, op->direction);
3225 }
3226 else
3227 update_object (op, UP_OBJ_FACE);
3228}
3229
3230/**
3231 * Apply for LAMPs and TORCHes.
3232 *
3233 * op - the lamp
3234 * switch_on - a flag which says whether the lamp should be switched on or off
3235 */
3236void apply_lamp (object *op, bool switch_on)
3237{
3238 op->set_glow_radius (switch_on ? op->range : 0);
3239 op->set_speed (switch_on ? op->arch->speed : 0);
3240
3241 // torches wear out if you put them out
3242 if (op->type == TORCH && !switch_on)
3243 {
3244 if (op->flag [FLAG_IS_LIGHTABLE])
3245 {
3246 op->stats.food -= (double) op->arch->stats.food / 15;
3247 if (op->stats.food < 0)
3248 op->stats.food = 0;
3249 }
3250 else
3251 op->stats.food = 0;
3252 }
3253
3254 // lamps and torched get worthless when used up
3255 if (op->stats.food <= 0)
3256 op->value = 0;
3257
3258 // FIXME: This is a hack to make the more sane torches and lamps
3259 // still animated ;-/
3260 if (op->other_arch)
3261 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3262
3263 if (object *pl = op->visible_to ())
3264 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3265}
3266
3267/**
3268 * This handles items of type 'transformer'.
3269 * Basically those items, used with a marked item, transform both items into something
3270 * else.
3271 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3272 * Change information is contained in the 'slaying' field of the marked item.
3273 * The format is as follow: transformer:[number ]yield[;transformer:...].
3274 * This way an item can be transformed in many things, and/or many objects.
3275 * The 'slaying' field for transformer is used as verb for the action.
3276 */
3277static void
3278apply_item_transformer (object *pl, object *transformer)
3279{
3280 object *marked;
3281 object *new_item;
3282 const char *find;
3283 char *separator;
3284 int yield;
3285 char got[MAX_BUF];
3286 int len;
3287
3288 if (!pl || !transformer)
3289 return;
3290
3291 marked = find_marked_object (pl);
3292
3293 if (!marked)
3294 {
3295 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3296 return;
3297 }
3298
3299 if (!marked->slaying)
3300 {
3301 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3302 return;
3303 }
3304
3305 /* check whether they are compatible or not */
3306 find = strstr (&marked->slaying, transformer->arch->archname);
3307 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3308 {
3309 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3310 return;
3311 }
3312
3313 find += strlen (transformer->arch->archname) + 1;
3314 /* Item can be used, now find how many and what it yields */
3315 if (isdigit (*(find)))
3316 {
3317 yield = atoi (find);
3318 if (yield < 1)
3319 {
3320 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3321 yield = 1;
3322 }
3323 }
3324 else
3325 yield = 1;
3326
3327 while (isdigit (*find))
3328 find++;
3329
3330 while (*find == ' ')
3331 find++;
3332
3333 memset (got, 0, MAX_BUF);
3334
3335 if ((separator = (char *) strchr (find, ';')))
3336 len = separator - find;
3337 else
3338 len = strlen (find);
3339
3340 min_it (len, MAX_BUF - 1);
3341
3342 strcpy (got, find);
3343 got[len] = '\0';
3344
3345 /* Now create new item, remove used ones when required. */
3346 new_item = get_archetype (got);
3347 if (!new_item)
3348 {
3349 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3350 return;
3351 }
3352
3353 new_item->nrof = yield;
3354
3355 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3356
3357 pl->insert (new_item);
3358 /* Eat up one item */
3359 marked->decrease ();
3360
3361 /* Eat one transformer if needed */
3362 if (transformer->stats.food)
3363 if (--transformer->stats.food == 0)
3364 transformer->decrease ();
3365}
3366
3367/**
3368 * Main apply handler.
3369 *
3370 * Checks for unpaid items before applying.
3371 *
3372 * Return value is currently not used
3373 *
3374 * who is the object that is causing object to be applied, op is the object
3375 * being applied.
3376 *
3377 * aflag is special (always apply/unapply) flags. Nothing is done with
3378 * them in this function - they are passed to apply_special
3379 */
3380static bool
3381manual_apply (object *who, object *op, int aflag)
3382{
3383 op = op->head_ ();
3384
3385 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3386 {
3387 if (who->contr)
3388 {
3389 examine (who, op);
3390 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3391 return 1;
3392 }
3393 else
3394 return 0; /* monsters just skip unpaid items */
3395 }
3396
3397 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3398 return RESULT_INT (0);
3399 else if (apply_types_inv_only [op->type])
3400 {
3401 // special item, using slot system, needs to be in inv
3402 if (op->env == who)
3403 return apply_special (who, op, aflag);
3404
3405 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3406 }
3407 else if (!who->contr && apply_types_player_only [op->type])
3408 return 0; // monsters shouldn't try to apply player-only stuff
3409 else if (apply_types [op->type])
3410 {
3411 // ordinary stuff, may be on the floor
3412 switch (op->type)
3413 {
3414 case T_HANDLE:
3415 who->play_sound (sound_find ("turn_handle"));
3416 who->statusmsg ("You turn the handle.");
3417 op->value = op->value ? 0 : 1;
3418 SET_ANIMATION (op, op->value);
3419 update_object (op, UP_OBJ_FACE);
3420 push_button (op, who);
3421 break;
3422
3423 case TRIGGER:
3424 if (check_trigger (op, who, who))
3425 {
3426 who->statusmsg ("You turn the handle.");
3427 who->play_sound (sound_find ("turn_handle"));
3428 }
3429 else
3430 who->failmsg ("The handle doesn't move.");
3431
3432 break;
3433
3434 case EXIT:
3435 if (!EXIT_PATH (op))
3436 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3437 else
3438 {
3439 /* Don't display messages for random maps. */
3440 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3441 who->statusmsg (op->msg, NDI_NAVY);
3442
3443 who->enter_exit (op);
3444 }
3445
3446 break;
3447
3448 case INSCRIBABLE:
3449 who->statusmsg (op->msg);
3450 // maybe show a spell menu to chose from or something like that
3451 break;
3452
3453 case SIGN:
3454 apply_sign (who, op, 0);
3455 break;
3456
3457 case BOOK:
3458 apply_book (who, op);
3459 break;
3460
3461 case SKILLSCROLL:
3462 apply_skillscroll (who, op);
3463 break;
3464
3465 case SPELLBOOK:
3466 apply_spellbook (who, op);
3467 break;
3468
3469 case SCROLL:
3470 apply_scroll (who, op, 0);
3471 break;
3472
3473 case POTION:
3474 apply_potion (who, op);
3475 break;
3476
3477 /* Eneq(@csd.uu.se): Handle apply on containers. */
3478 //TODO: remove, as it is unsed?
3479 case CLOSE_CON:
3480 apply_container (who, op->env);
3481 break;
3482
3483 case CONTAINER:
3484 apply_container (who, op);
3485 break;
3486
3487 case TREASURE:
3488 apply_treasure (who, op);
3489 break;
3490
3491 case LAMP:
3492 case TORCH:
3493 player_apply_lamp (who, op);
3494 break;
3495
3496 case DRINK:
3497 case FOOD:
3498 case FLESH:
3499 apply_food (who, op);
3500 break;
3501
3502 case POISON:
3503 apply_poison (who, op);
3504 break;
3505
3506 case SAVEBED:
3507 break;
3508
3509 case ARMOUR_IMPROVER:
3510 apply_armour_improver (who, op);
3511 break;
3512
3513 case WEAPON_IMPROVER:
3514 check_improve_weapon (who, op);
3515 break;
3516
3517 case CLOCK:
3518 {
3519 char buf[MAX_BUF];
3520 timeofday_t tod;
3521
3522 get_tod (&tod);
3523 who->play_sound (sound_find ("sound_clock"));
3524 who->statusmsg (format (
3525 "It is %d minute%s past %d o'clock %s",
3526 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3527 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3528 ));
3529 }
3530 break;
3531
3532 case MENU:
3533 shop_listing (op, who);
3534 break;
3535
3536 case POWER_CRYSTAL:
3537 apply_power_crystal (who, op); /* see egoitem.c */
3538 break;
3539
3540 case LIGHTER: /* for lighting torches/lanterns/etc */
3541 apply_lighter (who, op);
3542 break;
3543
3544 case ITEM_TRANSFORMER:
3545 apply_item_transformer (who, op);
3546 break;
3547 }
3548
3549 return 1;
3550 }
3551 else
3552 {
3553 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3554 return 0;
3555 }
3556}
3557
3558/**
3559 * player_apply_below attempts to apply the object 'below' the player.
3560 * If the player has an open container, we use that for below, otherwise
3561 * we use the ground.
3562 */
3563void
3564player_apply_below (object *pl)
3565{
3566 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3567
3568 /* If using a container, set the starting item to be the top
3569 * item in the container. Otherwise, use the map.
3570 */
3571
3572 // first try to apply "applyables"
3573 for (object *tmp = top; tmp; tmp = tmp->below)
3574 if (!tmp->invisible && apply_types [tmp->type])
3575 {
3576 // If it is visible, player can apply it.
3577 pl->apply (tmp);
3578 return;
3579 }
3580
3581 while (top && top->invisible)
3582 top = top->below;
3583
3584 if (!top || top->flag [FLAG_IS_FLOOR])
3585 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3586 "H<There is nothing here that you can apply.>");
3587 else
3588 // next, try to explain the topmost object
3589 switch (top->type)
3590 {
3591 // TODO: all this should move to examine
3592 case ALTAR:
3593 case IDENTIFY_ALTAR:
3594 case TRIGGER_ALTAR:
3595 case CONVERTER:
3596 //case TRIGGER_PEDESTAL:
3597 pl->failmsgf (
3598 "You see no obvious mechanism on the %s."
3599 "H<You have to drop one or more specific items here.>",
3600 query_short_name (top)
3601 );
3602 break;
3603
3604 case BUTTON:
3605 case TRIGGER_BUTTON:
3606 pl->failmsgf (
3607 "The %s looks as if you could activate it with somehting heavy. "
3608 "H<You must put enough items here to activate it.>",
3609 query_short_name (top)
3610 );
3611 break;
3612
3613 default:
3614 examine (pl, top);
3615 break;
3616 }
3617}
3618
3619// saner interface, returns successful status
3620bool
3621object::apply (object *ob, int aflags)
3622{
3623 if (!ob) // simplifies a lot of callers
3624 return true;
3625
3626 if (contr)
3627 {
3628 if (!ob->env && (move_type & MOVE_FLYING))
3629 {
3630 /* player is flying and applying object not in inventory */
3631 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3632 {
3633 failmsg ("But you are floating high above the ground! "
3634 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3635 "or waiting till the levitation effect wears off.>");
3636 return 0;
3637 }
3638 }
3639
3640 contr->last_used = ob;
3641 }
3642
3643 bool want_apply =
3644 aflags & AP_APPLY ? true
3645 : aflags & AP_UNAPPLY ? false
3646 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3647
3648 object_ptr *slot = 0;
3649
3650 // detect the slot, if this is a player
3651 if (contr && !(aflags & AP_NO_SLOT))
3652 {
3653 object *oslot;
3654
3655 switch (ob->type)
3656 {
3657 case WEAPON:
3658 slot = &contr->combat_ob;
3659 oslot = contr->ranged_ob;
3660 break;
3661
3662 case BOW:
3663 case RANGED:
3664 case SPELL:
3665 case WAND:
3666 case ROD:
3667 case HORN:
3668 case BUILDER:
3669 slot = &contr->ranged_ob;
3670 oslot = contr->combat_ob;
3671 break;
3672
3673 // oh, the humanity
3674 case SKILL:
3675 if (aflags & AP_NO_SLOT)
3676 break;
3677
3678 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3679 break;
3680
3681 if (skill_flags [ob->subtype] & SF_COMBAT)
3682 {
3683 slot = &contr->combat_ob;
3684 oslot = contr->ranged_ob;
3685 }
3686 else if (skill_flags [ob->subtype] & SF_RANGED)
3687 {
3688 slot = &contr->ranged_ob;
3689 oslot = contr->combat_ob;
3690 }
3691
3692 break;
3693 }
3694
3695 // now handle slot exclusions
3696 if (slot)
3697 {
3698 // only one slot can be active
3699 if (want_apply)
3700 {
3701 // clear slot unless we are in it already
3702 if (*slot != ob)
3703 apply (*slot, AP_UNAPPLY);
3704
3705 // unapply other slot, because we want to become active
3706 apply (oslot, AP_UNAPPLY);
3707 }
3708
3709 // clear item from slot if applied
3710 if (!want_apply && current_weapon == ob)
3711 current_weapon = 0;
3712 }
3713 }
3714
3715 if (ob->flag [FLAG_APPLIED] != want_apply)
3716 manual_apply (this, ob, aflags);
3717
3718 if (ob->flag [FLAG_APPLIED] != want_apply)
3719 return false;
3720
3721 if (slot && want_apply)
3722 current_weapon = *slot = ob;
3723
3724 return true;
3768} 3725}
3769 3726
3770/** 3727/**
3771 * Map was just loaded, handle op's initialisation. 3728 * Map was just loaded, handle op's initialisation.
3772 * 3729 *

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